After making a huge splash last summer on the Xbox Live Arcade, Ms. Splosion Man is setting her precious sights on more platforms, as Twisted Pixel announced today that the hit title will now be coming to Steam, Games For Windows LIVE, Windows Phone 7, iPhone and iPad. Assisting in the efforts will be Iron Galaxy, Fire Hose and Panic Button studios.
Here is a bit of a rundown of what to expect, as well as Iron Galaxy’s take on porting this pink tube of delicious:
“We are extremely excited to work with Twisted Pixel in bringing splosions to mobile devices,” says Iron Galaxy C.E.Bro, Dave Lang. “Ms. Splosion Man has really deep gameplay that is born from deceptively simple controls, so it’s a great game on any platform.”
The PC version will include 50 single player levels, 50 co-op levels for up to four players locally or online, ghost replays, achievements, unlockables like ‘2 Girls 1 Controller Mode’, and more. The iPhone and iPad versions will be a unique experience built specifically for those devices with familiar content but all new features, objectives and gameplay modes, brought to you by a new version of the BEARD engine that takes utmost advantage of the latest and greatest hardware to make the game look stunning.
“This will be our first mobile game, and only our second Steam game,” explains Twisted Pixel’s Michael Wilford. “But it’s very important to us that we have great content on these high-end platforms, so these new versions are being painstakingly crafted to be as awesome as possible. We’re planning a lot of post-launch updates and support to make sure we get it right.”
Pretty awesome news, right? Well, there isn’t a confirmed date for any of these versions yet, but expect each Ms. to hit this summer for their respective platforms. Until then, check out the awesome new announcement trailer down below, featuring Debbie and Sara.
You Will Learn Respect! Taking a look at this sneak peak live action Kitana Trailer released today, I think anyone would love to learn respect especially if Kitana was dishing it out!
Unfortunately the live action trailer is quite short and doesn’t really reveal to much, but still you get to see Kitana and I think that’s more than enough for now to keep any hardcore Mortal Kombat fan excited.
Mortal Kombat for the Playstation Vita is available in stores May 1, 2012. We’ll certainly have more info to share with you in the coming days/weeks ahead. For now click on the play button below and watch Kitana in action!
The games industry is home to many people who spout creativity, genius and insanity (the three of which are not mutually exclusive) from every pore. None are more (in)famous than Peter Molyneux, whose unbridled enthusiasm for the projects he works on has led gamers to take his promises with a grain of salt.
The parody Twitter account, Peter Molydeux, has taken this passionate, creative genius to the next level, spewing forth hundreds of game ideas that range from the ridiculous (“playing a character who is PRETENDING to be blind, so you have to keep bumping into things to not arouse suspicion“), to the intriguing (“I designed a point and click adventure many years ago where you had to gain the trust of the pointer so it didn’t lie to you“), to the genuinely moving (“Do you know what I’m fed up with? numbers in games. Don’t show me how I’m doing with a number, show me with a smile or a tear“), and every shade in between. Obscurity aside, most are plausible game mechanics.
On March 14, Double Fine’s Anna Kipnis Tweeted jokingly-but-open-to-it-being-taken-seriously that a game jam based on the ideas that pour out of the Molydeux Twitter feed would be awesome. Molydeux agreed. And two weeks later, it was a thing.
The “What Would Molydeux?” Game Jam was held in over 30 cities in 14 countries last weekend, with participants working to build a game prototype based on a Molydeux Tweet within 48 hours. The MolyJam became a kind of meta-game: its fast conception and execution (not to mention success) was somewhat indicative of the games it would spawn.
I wandered into the weird old building on Bourke Street, Melbourne, which was (according to word-of-mouth but not backed up by any visible signage) home to The Hub, where the Melbourne branch of the MolyJam was taking place.
I knew I’d found the right room when I was greeted with someone humming as he rubbed his face against his iPhone, a girl cutting green-dyed onions, and jammers playing a game wearing old-school coloured-cellophane 3D glasses – with red in front of both eyes. It was great to see the ridiculously creative/creatively ridiculous spirit of Molydeux was being upheld.
I had no idea what was going on, but I liked it. It wasn’t until the groups held presentations explaining their projects, that I learned exactly what the madness meant.
The Tweet, “You grow from baby to old man and back to baby and this keeps looping every 10 seconds. Small gap? Time it so you can go through as a baby“, inspired the game “Old Man Babby”. Created by Andrew Brophy, James Rhodes, Matt Parsons and Guy Noble, the game has you play a man who swaps between his baby, adult and elderly selves. Each form has advantages and disadvantages, and you have to use them all to solve platforming puzzles.
Molydeux Tweet: “You are a pigeon who must go around the city trying to persuade business men not to jump off buildings by retrieving items from their home.”
This Tweet was a popular basis for games, but the Melbourne entry wins for best title. From John Sietsma, Trent Kusters, Simon Boxer and Guy Noble, “Don’t Deux It!” casts players as the Dr Phil of pigeons, flying around to suicidal businessmen on rooftops, listening to their problems and trying to help out. They claim secondary influence from the Tweet mentioned earlier about less numbers, more emotion: as such, the problems are real(ish), the answers aren’t always obvious, and there’s no score for how many you save or let jump.
“Imagine being a spy in a game world where the entire environment is transparent and so you can’t hide.”
It sounds ridiculous, but this is one of those ideas that can be pulled off with some out-of-the-box thinking. Matthew Price and Chad Toprak’s self-explanatory “You Are a Spy and Everything is Transparent” takes an interesting approach to stealth. Rather than not letting enemies spot you – which they’ll do constantly, because you know, everything’s transparent – you have to avoid being seen performing dodgy acts: namely, planting listening devices hidden in pot plants.
“Your child is made of Lego, you have to detach bricks to make bridges etc. You need to keep adding bricks to stop him getting depressed.”
The team adapting this one, including Justin Whitfort, Tim Mutton, Joshua Bradbury, Rebecca Knight, Matthew Parsons and Shelley Du, took this Tweet as a metaphor, and turned it into “Gap”, a game about using a child’s memories as building blocks. It essentially asks players to slowly destroy something they love in order to save it. A sense of loss follows, and the memories which flash up on screen also have a bittersweet feel to them.
It wasn’t just video games, in the strict definition, being developed. Shelley Du took a Tweet about a single green pixel making players cry, added a comment on gamers’ tendencies towards violence, and produced the physical game “Severance”. Players are given a knife and must quickly cut green pixels into smaller green pixels. Interestingly, about 90% of participants actually cried during play. The fact that the “pixels” are bits of onion in green food colouring is irrelevant. Whether it’s a sting in the eyes or a sting in the heart, Severance invariably made players feel something.
The creative whirlwind that is Harry Lee, one of the Melbourne MolyJam organizers, wasn’t content with making one game-changing game in 48 hours. His fingerprints are all over several projects – including one that has strange cheek-prints on it.
Fazor (or Face-Razor) came about from a Tweet where Molydeux claimed to have used his tongue to sucessfully play a game on an iPad. Fazor inverts your usual shaving habits by having players use their face as a razor to shave their iPhone. Simple, but there’s a few ingenious additions that spice it up. With your face pressed up against it, you can’t really see how well you’re doing (unless you use your eyebrows maybe? I’m gonna have to try that next time). Nothing will happen unless you hum or buzz, and oh yeah – at ten-second intervals the camera will take photos of your nostrils, forehead, chin, and other faceparts unidentifiable so close up.
It’s this playful nature that makes Harry such a fountain of originality in the local games community. Playful not just in person (last time we were out for drinks, he had everyone get up and play slow-mo ninja games right there) but in how he tries to play with the well-worn conventions of game design.
Another little project of his was less a game and more a prototype for a mechanic. Players are given glasses with red cellophane lenses, and while playing you need to alternate between wearing and not wearing them. On or off, the glasses will alter your perception of the game world – essentially, they hide certain colours from your vision, meaning a path through obstacles may become clear with them on, but a useful pickup might be missed. Even enemies can change: a dog that normally looks vicious suddenly appears cute when viewed through the glasses. It wasn’t very gamey yet, but the basic idea is fascinating, and game possibilities can be extrapolated from there.
All the games from the Melbourne branch of the event (and beyond) exhibit similar creativity, and are not ideas you’ll find the big name publishers doing. It’s exciting that what began, presumably, as little more than a joke, has evolved into a serious attempt to reinvigorate the stagnating video games industry. Molydeux’s parodies of enthusiasm and creativity have sparked genuine creativity, from himself and his followers. Sure, the game ideas flowing out of him sound ludicrous, but that’s the point – they seem really out there because we’re so conditioned to shooting aliens from behind cover, experiencing “character development” as weapon upgrades, and overcoming physical obstacles more so than the emotional barriers we actually face in life.
The games created in Melbourne and around the world during the MolyJam are available for free download here.
Just yesterday, Double Dragon Neon was revealed to the world by Wayforward, and is now set to hit the Xbox Live Arcade and PSN this summer. If those few screenshots and brief description weren’t enough, Majesco have now come forward with new details about the game itself, along with a quote from the developers behind this oh so sexy reboot.
“Double Dragon: Neon is far from a standard retro remake,” said Sean Velasco, Director, WayForward. “It’s WayForward’s love letter to the decade that spawned the franchise – the music, the style, and culture of the 80’s pulse through the nucleus of Double Dragon: Neon. But don’t think this is a simple graphical facelift; with our innovative ‘mix tape’ level up system and power-up high-fives, we pushed it to the limit!”
Known for the beautiful aesthetics and renowned gameplay of A Boy and his Blob, Contra 4, Batman: The Brave and the Bold, and BloodRayne: Betrayal, WayForward is applying its focused attention to detail on Double Dragon: Neon. Taking place in a hyper-saturated omniverse, players beat up baddies across earth and beyond against the Black Dragon Clan’s most nefarious leader yet– the supernatural scourge Skullmageddon. You could go it alone, but why wouldn’t you want to grab a buddy and take your game to the next level with drop-in, drop-out online ‘Bro-Op’?!
A love letter to the franchise indeed. From the moment you see the trailer, your eyes will sparkle with nostalgia as even though the visuals and art direction have gotten an overhaul, the core gameplay still appears to stay true to Billy and Jimmy’s roots and with Wayforward running the show, we are sure to see a ton of fan service and throwbacks tossed in, such as that awesome starting track. You can check out the new trailer below (courtesy IGN) , and if you happen to be headed to PAX this week, you will also be able to get your hands on the first playable demo at Reverb’s booth (#808).
Usagi Drop Studio:Production I.G. Publisher: Siren Visual Format: DVD (Subtitles Only) Release Date: February 22, 2012 Price: $49.95 – Available Here
Overview: What makes for a good ‘coming of age’ story? Does there need to be a child put in a situation that forces them to ‘grow up’? Or is there more to this story type than meets the eye? Usagi Drop is a ‘coming of age’ story, except in not the ways one would expect. From the outset it looks to turn the concept of growing up on it’s head and by the time it’s final scenes roll it has succeeded.
Usagi Drop is an enjoyable play on age old story conventions and has a warm gooey heart beneath it for added measure. With an unique nostalgic art style deployed and an honourable message, Usagi Drop is perhaps one of the most rock solid ‘Slice of Life’ series in years.
Story:
Part of what makes Usagi Drop so irresistable is the storyline. It is simply a heartwarming tale of a man who takes it upon himself to raise a child who isn’t his. Said child is the daughter of said man’s horndog Father who unfortunately passed away leaving behind a child he had to another woman. It’s a rather complex family affair that the series does not waste too much time on, instead focusing on the relationship formed between the two main leads.
The main character Daikichi on a whim decides to take in the orphan child Rin, he doesn’t have much reason for doing so, he just felt it to be right. Over the course of the series, Daikichi learns the difficulty involved with raising a child and eventually matures into a father figure that Rin could be proud of.
This is where Usagi Drop turns conventions on their head, instead of having Rin, the child, mature over the course of the series, it focuses instead of the ‘coming of age’ of Daikichi. He has to learn what being an adult is all about, he has to learn what it means to have responsibilities and this series is just as much a personal journey for him as it is for Rin.
I found the inner journeys of the two protagonists to be the heart of the series and it really is the glue that holds it all together over the course of the series. I was unfortunately however disappointed at the lack of climax to the plot, things seem to end in a very lack luster way which did leave me longing for more from the series. But as they say, it’s not about the destination, it’s about the journey and this is a series all about the journey. The emotional quests for both Daikichi and Rin is a highlight and the fulcrum of all the happiness and joy this series expresses in volumes. Love is a powerful thing. Powerful enough to change people. Powerful enough for them to mature. That is the resonating message of Usagi Drop.
Visuals and Audio:
Production I.G. have deployed what is possibly their most unique art work and animation to date with Usagi Drop. The art glows with nostalgia for a time that may or may not have ever existed, a time where everything was alright. It’s that peaceful nostalgic feeling that makes the aesthetics of Usagi Drop such a stand out. It is beautifully composed of vibrant pastel colours all flowing as fluidly as life. It’s a wonder to behold, especially when considering that this is just a ‘Slice of Life’ series at the end of the day.
To complement to excellent visual work, the soundtrack is equally impressive, featuring an opening theme song from Japanese pop sensation PUFFY AmiYumi, a song which is both incredible memorable but also a perfect fit for a series which instils such unbridled happiness. The rest of the soundtrack is likewise good and is top to bottom one of the best OSTs in recent memory.
Extras:
Siren Visual have really done a great job with their release of Usagi Drop, which might I add is the series first release in an English language format in any English speaking country, a feat in itself that is worth commendation. Their release of the series is subtitled only, which shouldn’t be too bothersome to the titles target audience but it does alienate some casual viewers who aren’t fond of subtitles. When it comes to extra content, there are bonus episodes, TV spots and some trailers. The series comes packaged in Siren’s usual chipboard slip covers which as always is a delight.
Overall: Usagi Drop is an all in all solid ‘Slice of Life’ anime series and a great series to spend some time with. There is a warmth this series gives that a lot of anime can’t or don’t even aspire to. Production I.G. known for their sci-fi series and general high concept storylines have dialled it back significantly with this simple quaint ‘coming of age’ story about a man who chooses to Father a child who isn’t his own. It’s heart-warming, touching and flat out pure enjoyment.
Siren Visual’s release of Usagi Drop is a must see for anime fans looking for something different to the norm. However this release is probably not going to do much for casual fans, but it’s a necessity for the more hardcore fans that can appreciate what this series is all about.
Last year it was announced that the popular shonen anime series Fairy Tail, would be getting it’s very first theatrical release in 2012. Now more than 6 months on a teaser trailer and poster for the film have been revealed.
The poster which can be seen to the right (click to enlarge) features Natsu Dragneel, Lucy Heartfilia and a new original character and what appears to be an ominous silhouette of the films villain in the background. The trailer can be seen below and features some very teasing imagery, by that I mean about 4 seconds of actual footage, but hey it’s got Lucy screaming ‘Help me Natsu’ and Natsu doing that, I guess.
It certainly is shaping up to be a thrilling first movie outing for Fairy Tail. The film will open in cinemas across Japan on the 18th of August, 2012. As always, let us know what you think in the comments section below.
Nintendo have released a new trailer for the hotly anticipated next instalment in the Mario Tennis franchise, Mario Tennis Open. The trailer for Mario Tennis Open focuses on the Special Games mode, which features a series of creative mini games.
You can check out the Mario Tennis Open ‘Special Games’ trailer below. Als0 revealed in the trailer is that the game will include the feature of Mii integration, allowing players to warp pipe their Mii into the game as a playable character.
Mario Tennis Open hits stores May 25th, 2012. Be sure to check out the trailer and let us know what you think in the comments section below.
EA Mobile has a slew of news for the month of April. First up, Burnout CRASH! for iPad, iPhone, and iPod Touch has released a new trailer to prepare for its release this month. Burnout CRASH! features 3 game modes, 54 events, six different themed locations, and loads of disasters for the player set off, so check out the video below.
Also EA Mobile has announced the line up for its annual Easter sale with games as high as 80% off. Featured games like Battlefield: Bad Company 2, Dead Space, and RISK are on sale for iPad and iPhone, as well as Mass Effect Infiltrator. Free games such as The Sims FreePlay and Theme Park will have sales on in-game purchasable items too for Easter. For a full listing of games visit EA Mobile’s website HERE.
Can you survive the post-apocalyptic environment of I Am Alive. If you didn’t catch it on Xbox Live Arcade, perhaps you’d like to pick it up on PS3 as the game hits PSN today. I Am Alive is now available on PlayStation Network at $20.95, discounted to $15.75 for the PS+ members.
Players will enter Haventon one year after “The Event” – a mysterious cataclysmic disaster – and will be challenged while traveling the direful environment. Using a unique Stamina system, players will have to manage their energy while scaling the buildings in Haventon. Those who use their stamina well will gain access to areas with more resources.
Jane Jensen, the mind behind Gray Matter and the Gabriel Knight series, has started a Kickstarter for the company she has started with her husband, Robert Holmes. The company, Pinkerton Road, is looking to release old school-style adventure games similar to her previous work.
But, more than just funding it through Kickstarter, Pinkerton Road wants to use a CSG or Community Supported Gaming model, where those funding are given an active role in decisions and updates. Right now, there are 3 game concepts ready and funders will get to vote for the first to be made on May 1st. If the fund makes enough they will be releasing two games in 2013. The 3 concepts to choose from are Gray Matter 2, Moebius, or Anglophile Adventure.
Check out the video about it below and check out the Kickstarter page HERE to show your support.