Home Blog Page 4638

Interview with The Behemoth’s Dan Paladin

the-behemoth-logo

The Behemoth has been developing games for almost a decade now, starting with Alien Hominid for the GameCube, PS2, and original Xbox; continuing with Castle Crashers for the XBLA, PS3, and PC; and now their latest game BattleBlock Theater for XBLA. They have successfully put out what have become fan favorites with the release of BattleBlock Theater we took the chance to speak to Dan Paladin to learn a bit more about the game and The Behemoth.


CC:  Thanks for letting us get an interview. Could you introduce yourself and what you do at The Behemoth for our readers?

Dan:  Hi, I’m Dan Paladin and I’ve done the majority of the artwork for the Behemoth. I am one of our co-founders and I make a killer White Russian. My dog’s name is Winston and he screams at immobile skateboards.

the-behemoth-dan-winston-white-russian

CC:  Now with BattleBlock Theater, The Behemoth has now gone 3 for 3 with their console release. What do you attribute the high rate of success to?

D:  Most important one would be word of mouth from the players (thank you everyone!). Really keeps the ball rolling, and keeps us alive.

Aside from that? A good helping of luck, being infinitely naive and stubborn, being open-minded throughout development, and refusing to ship anything until we’re confident about it.

CC:  Alien Hominid, Castle Crashers, and BattleBlock Theater all share the same art vibe, but differ in terms of actual gameplay, how does The Behemoth maintain their quality through different genres where other developers tend to stick to a single genre?

D:  I’m not so sure..

If I had to guess I’d say our group tends to be diverse enough that no decision is necessarily the ‘right’ decision until we’ve experienced a compromise and all parties are happy. I think that this might be what resonates with players.

Players are likely to land under one of our own differing mentalities, so in a way, we’ve sort of compromised with many of our players before they’ve even touched the game.

CC:  BattleBlock Theater has been in development some time, with footage shown as early as 2009, how much then has the game evolved through the years until reaching the finished version?

D:  Its overarching details were constantly morphing as we sought out what people enjoyed the most, but the baseline for everything has stayed the same. I think we definitely ended up adding more combat than we were initially expecting.

Screenshot from User Created Level
Screenshot from User Created Level

CC:  The multiplayer features many standard modes, but with a unique BattleBlock Theater twist, what process did you use to come up these twists?

D:  We don’t really have a process aside from the angle of ‘Wouldn’t it be cool if…..’.

Random interjections and organic improvisation are what fuel the majority of our time here. After we had a few of modes functioning I tried to find a gradation for the rest that players would enjoy, from the less direct combat modes all the way to the more in-your-face ways of playing.

Some modes discourage or disallow fighting while others are the only reason you’re there and some modes land in the middle of both.

CC:  The opening cinematic has also changed since it was first shown back in 2011, has the evolution of the story stemmed from changes in gameplay or natural progression over the years?

D:  We made changes to the intro for a few reasons. The biggest reason being the story was reworked. Another because it was rather awkward to have the 2 friends introduced but then we show 2 playable characters that aren’t either one of them. We had to include the rest of the crew on the boat and made the boat much, much larger.

CC:  Speaking of the story, BattleBlock Theater features what has become one of my all time favorite narrators in a video game, were the lines a group process or mainly Will Stamper himself? The dialogue itself includes several moments of near vulgarity, but always saves itself in time. Was this designed as part of the humor of the title or an attempt at making a more family friendly game?

D:  Will Stamper wrote 99.9% of every single line. Anyone familiar with his personal work will know he’s no stranger to pushing the audience’s buttons and then some. He may have had to self censor here, but I don’t personally know if he did that on this project or not. Half of the lines were ad libbed and half of them were meticulously planned.

I’m proud of the work he did for us and proud to call him my friend. We used to be roomies 8 years back and it was always hilarious times. He’s a really nice and selfless guy with a strong work ethic.

the-behemoth-will-stamper-editing

CC:  The inclusion of User Created Content is new for a The Behemoth game, how has it been working out so far, is it being utilized more or less than expected?

D:  Back in 2004 the spiritual role model for BattleBlock Theater named ‘PDA games’, which was a minigame in Alien Hominid, allowed users to make and save their own levels. There was no sophisticated way to share them back then but I suppose it’s still comparable.

It’s been really amazing to see all the things people have made and bonk through each level. Some are devious while others are carefree. You can really get the sense of the person who made them after going through a few. Every week we feature a new playlist someone has made and every two weeks we pair features with a new star category prisoner, and we’ve had a pretty great selection to choose from. We’ve tried featuring some of the tougher ones and some of the nicer ones to see how the community responds.

Right now we’re doing a thing where we’re asking people to point us to their favorites. Seems to be going pretty smoothly.

Overall it’s been a lot of fun to be even closer to the players. Feedback from players has been the key for every bit of any success we’ve had.

CC:  With the Furbottom’s Features, Special Characters, and your recent Live Stream, The Behemoth seems currently focused on building the community of the game, how does this differ/what are you doing different than what you did for Castle Crashers?

D:  You’ll have to understand that when Castle Crashers launched it was a different time and also a very different game from BattleBlock Theater. Back when Castle Crashers first launched in 2008, we had a smaller team and social media wasn’t what it is today. Twitter and Facebook pages have grown in popularity tremendously and it’s given us an extra outlet to connect with our fans on top of the development blog & forum we’ve been maintaining on our site since Alien Hominid days.

Twitch TV is something we’ve just starting using this year. We’re trying to stay connected with the community in ways that make sense with our game and live streams seem to be very popular these days.

Screenshot from User Created Level
Screenshot from User Created Level

CC:  Castle Crashers has received DLC in the form of additional characters, while BattleBlock Theater has plenty of characters from the start, but are there plans for DLC in some other form, such as additional official levels?

D:  We don’t have any current plans for DLC.

BattleBlock has a stream of Furbottom Feature characters and user generated content that will hopefully keep people satisfied for the time being. There are currently 320 characters to unlock and over 400 levels from us alone and much more in the Community Theater section. It’s the longest story we’ve ever made with the most content you can get, so I do hope people aren’t waiting too impatiently!

CC:  After developing a side-scrolling shoot-’em with Alien Hominid, an action-adventure beat-’em up with Castle Crashers, and now a platformer with BattleBlock Theater, are there other genres The Behemoth is interested in tackling?

D:  We always love looking to another genre! I don’t know if there’s any particular genre out there we wouldn’t try. I’d almost say that you should expect that from us. We really like trying our hand at something new and unexplored in our corner of the world.

CC:  Thanks again for taking the time to answer our questions, but as a final question without being too prying. Is The Behemoth already looking forward to their next game or going to focus on BattleBlock Theater for awhile?

D:  We’re prototyping stuff right now and we have a couple very strong leads. Nothing official yet, though!


And so our interview with The Behemoth’s Dan Paladin comes to a close, but those wanting to find out more about The Behemoth and their going ons can find their website HERE. Those wanting to know how amazing BattleBlock Theater is can check out our review of the game HERE. Have opinions on the interview or otherwise? Leave them in the comments below.

‘Zack Zero’ Gets 3 New Gameplay Videos

zack-zero-videos-01

The recent Steam release, action-platformer Zack Zero has received three new videos showcasing abilities & powers, enemies & bosses and the environments.

Developed by indie studio Crocodile Entertainment, Zack Zero was initially released for the PS3 on PSN. The game’s PC version on Steam features improved visuals with crisper textures, new animations, levels and promises a better player experience. Check out the videos below.


Abilities & Powers

 

Enemies & Bosses

 

The Environments

 

The game is also currently 25% off on Steam at $7.49 (normally $9.99) until May 14. See what we thought about the game’s earlier PSN release here in the meantime.

Auto Club Revolution Announces May Madness Sale

Auto Club Revolution brought to you by Eutechnyx has announced that they will be having a ‘May Madness Sale’ beginning May 10th 6:00 AM EST / 3:00 AM PST. The racing simulation title is planning to massively discount plenty of cars through E-Buck purchases to give players a healthy set of vehicles to store in their personal online garages. Not only can players use the E-Bucks to buy vehicles but they can also upgrade vehicle components such as weight modifiers, tires, and engines.

Auto-Club-Revolution-May-Madness-Sale-Flyer-01

The sale will be great for those just joining the ranks as cars from the RA Class all the way down to D Class will receive daily discounts for this two week period. You can follow the deals on their twitter @AutoClubRev.

Atelier Escha & Logy gameplay to be debuted May 13

Atelier-Escha-and-Logy-Alchemist-of-Dusk-Sky-artwork

We’ve seen a decent amount of screenshots and a number of details about what to expect from Atelier Escha & Logy: Alchemists of the Dusk Sky, but we have yet to see the game in action. Well that is about to change because today it was revealed by Gust and found by a Japanese website that the gameplay will be shown off on May 13th during a Nico Nico Live broadcast at 21:00 JST.

Game Director Yoshito Okamura will be leading the demo and the voice actors for Escha and Logy will also be appearing as guests on the event. Apparently the first part of the demo will focus on the alchemy system while the second half will focus on the newly revamped battle system and overworld map.

Devil Survivor 2: Break Record delayed until Autumn 2013

Devil-Survivor-2-Break-Record-1
Famitsu has confirmed that the 3DS remake of Devil Survivor 2, which is to be titled Devil Survivor 2: Break Record, has been delayed until Autumn 2013.

Devil Survivor 2: Break Record was originally scheduled for release in Japan on July 20th, 2013. The reasoning given for the delay is that the quality of the game is not up to the standard desired by ATLUS, which in turn is resulting in more work needing to be done to polish up the game before its release presumably around October 2013 when Autumn hits.

This is of course disappointing news for both the Japanese and Western gamers as it means that the eventual localization of the game will also be pushed back even further for us. We will keep you updated as more information on this news comes to light.

Source: Famitsu

Sins of the Solar Empire: Rebellion DLC “Forbidden Worlds” Arrives June 5th

Sins-of-the-Solar-Empire

Sins of the Solar Empire: Rebellion will be getting it’s very first DLC called “Forbidden Worlds“. The DLC will add things like new planet types, new planet specialization, technologies, planetary bonuses and additional Steam achievements.

The Official Feature list is as noted below:

   Four new planet types to colonize and exploit (Barren, Ferrus, Greenhouse, Oceanic), each created with beautiful high-res textures.

   New Planet Specialization System:  Dedicate your worlds to either social or industrial output. Devoting your planet to social improvements will increase its population and culture, at the cost of trade income and ship production. Choosing an industrial path will limit your growth and culture, but make your planet a trading and ship building powerhouse.

   15 new research subjects allow the races to conquer and expand onto the forbidden worlds.

   Discover 40 new planet bonuses during your exploration of the galaxy, unlocking the dark past of the Sins’ universe.

   Unlock five new Steam Achievements and display your mastery of forbidden space!

The new DLC The Forbidden Worlds will be available direct as well as on Steam, GameStop, GamersGate and GameFly. It is slated for release on the 5th of June and will go for $4.99. For more info hit up the games website here.

Dragon’s Crown’s pre-order bonus is a 64 page art book

DrgCrwRpPromo4aToday Atlus USA announced that anyone who happens to pre-order Dragon’s Crown from a participating store will net themselves an excellent bonus in the form of a 64-page softcover art book which will feature full color illustrations from the game, including artwork of the characters, descriptions from the artist and some background artwork as well.

The book will also include illustrations from Akira Yasuda, Kinu Nishimura and Gouda Cheese who is also known as BENGUS. This pre-order bonus will be available for both the PlayStation 3 and PlayStation Vita versions of the game which cost $49.99 and $39.99 respectively. Those looking to pre-order the game have a little under two months to do so as the game is currently set to be released on August 6th in North America.

 

Ace Attorney Review

Ace-Attorney-Movie-01

Ace Attorney
Studio: NTV
Publisher: Madman
Format:
DVD (Reviewed)
Release Date: April 17th 2013
Price: $29.95 – Available Here

Overview

“Objection!” is just one of those words that fills you with excitement and joy IF you’re a Phoenix Wright: Ace Attorney fan and why wouldn’t you be it? It rocks! With 5 games or so under it’s belt it’s fairly safe to say a great deal of people agree with me. Director Takashi Miike has brought this story out of a game and right onto the silver screen so well! This is the next bit of Phoenix Wright gear; A movie called Ace Attorney and if you love a bit of Phoenix Wright or just some quirky-ass courtroom action please read on.

Is That The...Wright...Evidence?
Is That The…Wright…Evidence?

Story

What I thought ruled about this movie was how well it followed the original game yet also, somewhat, made it it’s own. The main two trials of the movie are exactly the same as the game, obviously, with slight differences but not big enough to upset a die-hard fan of the series. It follows the case of the Murder of Mia Fey and the case where Wright must defend his rival Miles Edgeworth. Both of these trials came directly from the game. Those two cases made up the bulk of the movie but we do have the appearance of two smaller cases that were in the game, they were put in the movie as a kind of “Comparison” between Wright and Edgeworth and actually how different their styles are in court which is great because that comes into play as the movie continues on with Phoenix having to defend Miles and Miles actually helping Phoenix along out of desperation…initially. Characters like Von Karma, Larry Butz, the Fey Sisters and a bunch of the odd characters make it into the film and are portrayed so well! Phoenix himself carries over swimmingly from the game, you actually feel like you’re watching a story about Phoenix Wright and not just the movie of a story loosely based on the game. So much of the humour is also brought along as will as the intense situations of a courtroom.

Little bits of the film were changed, only slightly, so that the style of the game is easily understood. Obviously game mechanics are hard to bring to life in a movie but Miike does it well. Gigantic, courtroom machines that project holograms are used to represent everything you would see in the game like the evidence used and a lot of the quotes and video, it feels very quirky, extremely unique and really takes nothing away from the series because, really, after they’ve introduced it they don’t draw attention to it which would have taken away the vibe of a video game. If this movie does anything great than the game it’s the level of darkness, sadness and severity that comes out of a grueling murder case. This movie can even get a bit haunting at some points but, once again, I didn’t feel as though it took away from Phoenix Wright at all.

Von Karma Going Mental
Von Karma Going Mental

Visuals

Ace Attorney does this well. Not only does every character, bar one or two, look the way they did in the game but the fact that they found a way, through CGI, to bring the game to life and make it look almost real is something incredible. Costuming was done almost 100% correct, the hair definitely got the attention it deserved and the locations were incredible accurate. This movie, like the game, takes place mostly in the courtroom and they, somehow, found a way to keep it from being boring as hell. Every character acts out their signature movements like how Phoenix points his finger and yells “Objection!” and a lot of the characters flip out the same way they did in the game. This is probably the closest “game to movie” film that has been made up to this point.

The Judge Returns
The Judge Returns

Audio

This is much the same as the visuals. The actors do a great job…acting! They sound the way they should, they put just the right amount of emphasis as the actual characters would too which is hard because the games are all set in written dialogue so you have to read how the characters are reacting and for that to be put across as well as this…wow. The music is also similar to the game, similar enough that while sitting there I went “Hey! That’s the thing! From the thing…oooooooh!”, I could pick up on what was what straight away so it wasn’t like I had to decipher or listen hard and pay 200% attention to figure it out. They did extremely well. The court sounds were great also! So reminiscent of the game with the sounds of the flashing evidence and even the characters’ “Gyah!” when hit with evidence. It was just fantastic to say the least.

He's Not Phoenix...Wrong
He’s Not Phoenix…Wrong

Extras

Now we really didn’t get much extras with this release but the one thing we did get was really cool; it was a “The Making of: Ace Attorney” and it really gives you a fairly big insight into how they did what they did. I understand that’s in a lot of movies but it’s still nice to get a behind the scenes look and it works great if you decide to watch the feature again so you can now tell how they did what they did. Very interesting.

Larry Butz: Friend of Wright
Larry Butz: Friend of Wright

Overall

I would have to say that, unlike the games, this movie is great for anyone interested in mystery solving and courtroom banter. For a non-Phoenix Wright fan it could get a bit hard to sit through only because the audience wouldn’t be used to it at that point but it’s a damn good courtroom drama, it’s got a fair bit of action in the courtroom and it really isn’t boring. There’s a bunch of humor and a whole lot of funny banter that will keep people in their seats and there’s a heck of a lot of situations where the audience will no longer need the whole seat because they’ll be on the edge of it. Definitely NOT a movie to skip out on because your not an Ace Attorney fan.

9-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

The Incredible Adventures of Van Helsing Preview

The-Incredible-Adventures-of-Van-Helsing-Clock-Screen-02

Overview
Though the starring role does not involve Hugh Jackman, The Incredible Adventures of Van Helsing created by NeocoreGames provides an escape to a fantasy full of mystery and magic. What kind of monsters might you encounter? Well, read on, and I might capture such evils.

Story
The Helsing family has proven its renown as certain deeds have not gone unnoticed. For these reasons a ghostly companion named Lady Katarina vows to aid Helsing through his travels for a deed done for her family not long ago. Useful in more than a singular fashion, the ghostly counterpart would die again – if possible – to help Helsing.

The-Incredible-Adventures-of-Van-Helsing-Katarina-Screenshot-04

As you and your ethereal companion delve into quests that surround merchant disappearances and odd behaviors of once glorified monstrosities, you begin to question the purpose behind your actual involvement. “What is the underlying meaning, and who is the benefactor” – are questions that come to mind. Even vampires and werewolves have a different agenda with Helsing this time around.

Gameplay
Those looking to find action in an role-playing game have certainly found a winner here. With the options of selecting a higher difficulty right off the back, The Incredible Adventures of Van Helsing couldn’t be branded any other way than tough. Heroic difficulty pits your character against hordes of enemies right away leaving some instances with very little room to run. Experienced players will need to strategically place attributes into skills/magic to destroy the throngs of evil.

The-Incredible-Adventures-of-Van-Helsing-Preview-Screenshot-02

Which brings us to the next topic where Helsing shines further – customization. With only one playable character, Helsing can place knowledge in a variety of skills/abilities. Players can place skill points in melee attacks, ranged attacks, active abilities, or passive auras. Mix matching and devising your own tree makes for half of the fun for the title. Did I mention that your ghost companion has her own attributes as well as her own skill tree? Katarina can be a great range, support, or melee character depending on her advancement. I personally love it when she freeze enemies in their place. Makes for an easy kill or great distraction.

There are a couple aspects that I feel should be explained or introduced earlier on in the game. Your “mana” is not usable from the get go though actively appears next to your health bar. Deactivating or allowing the player to attain a mana using skill right away may deter the confusion of its purpose. Fitting right along-side mana is the acquisition of items known as essence. Essence can be used to add effects to certain items that you pick up in your travels. The negative aspect regarding essence is that you need to find a person to imbue the essence with an available item. Unlike gems from the Diablo series, you cannot socket an essence by yourself.

The-Incredible-Adventures-of-Van-Helsing-Preview-Screenshot-01

During my testing I found a minor glitch when upgrading my “Arcane Healing” skill. The title is set up to accept a limited number of levels in skill categories. An example of this can be seen when upgrading the skill “Arcane Healing” from 5 (learned)/ 5 (max) levels to 6/5. This strange appearance could be taken as a flaw in the game or as optimal bug. Who wouldn’t want to heal for more?

Audio/Visuals
Lady Katarina’s voice is very alluring. There is just something about the accent that makes you intrigued but readily cautious about her motives. And there is need to stay aware with her ghostly appearance changing from a calm vision to a murderous “she-devil”. Who knew something so attractive could be so deadly?

The visuals seem to heavily mimic the user interface of Diablo 3 in a variety of ways. First, any enemy encountered will have a health bar that is displayed at the top of the screen. If magically endowed, the creature will have abilities or status effects under the health bar. Other similar instances include item drops and the option of zooming the top-down camera closer to the playing character.

Conclusion
The preview build for The Incredible Adventures of Van Helsing may contain a few troublesome areas, but the overall gameplay proves to be an engaging experience. This can be especially said for the highest difficulty level! Those use to Blizzard’s Diablo should feel right at home in this gothic-noir setting. Though the title presents only one playable character, a deep skill map allows for an interesting array of monster slaying potential (ranged/melee). Let the fates of lycanthropy and vampirism bring everyone together for the game’s release on May 22, 2013!

Sanctum 2 Dated for May 15 on PC and Xbox LIVE

sanctum-2-announced-01

Indie developer Coffee Stain Studios has announced that Sanctum 2 will be released worldwide on May 15, 2013 as a downloadable game for the PC and Xbox 360, with a PS3 release soon to follow.

The FPS tower-defence game is receiving pre-order bonuses on Steam in the form of the exclusive Britech CG Elite Edition DLC Skin Pack and immediate access to a free copy of Super Sanctum TD. It’s available to pre-purchase now.

Super Sanctum TD is a retro-style tower-defence game where players build mazes and towers and utilise air strikes and other abilities. It’s available to buy for $3.99.

Sanctum 2 allows players to take on the role of an elite soldier who must protect oxygen-producing Cores from waves of aliens by placing towers then jumping into battle alone or as part of a squad in 4-player co-op.

The title will be published by D3Publisher as an arcade game on Xbox LIVE and by Reverb Publishing for the PlayStation Network. The price tag is set to be $14.99 for PC and PS3 and 1200 MS Points on Xbox Live.

A launch trailer has been outed following the game’s announcement, viewable below.

Check out the developer’s site here for more info as well as its Facebook and Twitter pages.