The Main character (name unknown) seems to have been injured by some means.
This game seems to take place before the first ones, due to the lack of Augmentations, and instead bionics.
A hidden Blade? could this be more oriented towards free running and stealth, then gun flying?
The main character doesn’t seem to have his bionics under full control, since the glass cracked when he is drinking, we will probably start out without bionics and gain them early on and learn with the main character.
MasterAbbott recently sat down with Brian Howard, President of InMotion Software the creators of Catacombs for the Apple iPhone / iPod Touch a dual analog action/rpg style game modelled after the classic Gauntlet. Brian discusses in fine detail the all there is to know about this fantastic title and a few extra pieces of valuable information about InMotion Software and the challenges of creating entertaining and productive titles.
Enjoy the interview :
Question 1 – Tell us a little bit about InMotion Software. How were they created, the origin behind the name InMotion Software, when was it first established, and how many employees does it have today.
InMotion Software (IMS) was incorporated in August of 2008, but it really began with my curiosity about the whole osx and iPhone ecosystem back in February of 2008. At the time Apple had not made public any official plans for what we now know as the App Store, but with the jailbroken community being so active, I knew it was only a matter of time, so I began to delve into Apple’s development platform and I came up with the concept for our first App, PocketDyno (an accelerometer based dynamometer app that measures and reports drag racing statistics), that released in September of 2008. In the nearly two years since, we have grown to 10 employees.
Question 2 – What do you believe have been your greatest challenges designing games for the mobile phone market ? Especially games for the iPhone/iTouch.
The challenge is to consistently deliver great entertainment with high production value at a low cost.
Here’s what you’re up against as a developer: Every day 680+ new apps are released (there’s some junk in there to be sure, but increasingly there’s great stuff too). Now here’s the rub; the average game price is $1.36. It gets even tougher. 80% of the money is made in the top 100, probably 60% + in the top 25 alone. So, there’s great concentration of income in a very few titles.
Realistically, unless you are a big-name studio, you have to plan on making your money in the top 200 to 300. And this brings me full circle, back to my first statement: just build great stuff, do it fast, and keep costs low – every single time.
Question 3 – What do you believe is the main reason why the InMotion Software games are such a success ?
We invest in our tools and our people. Each time out we get better at doing what we do. For example, we can now develop a game in 6 to 7 weeks that just one year ago would have taken 5 months.
Question 4 – For people that don’t know anything about, Catacombs. How would you describe the game to them and the meaning behind the games name.
Catacombs is an arcade style, fantasy hack & slash game – pure and simple. A lot of users describe it as reminiscent of Gauntlet, minus the multiplayer.
It’s easy to pickup and play, has superb controls, very fluid animation, and great graphics. There are 24 levels to play (plus another 24 if you’re willing to pay an additional $0.99). If easy isn’t your style, the game can be played in “no-mercy survival mode.”
Question 5 – What extra features/modes/ etc did you add to make Catacombs stand out in the crowd of other RPG style games that are out in the market at the moment.
Just a small correction – it is not really a full RPG game, although it does have some very light-RPG elements.We wanted to emphasize a more arcade feel with the game. It’s supposed to be more pick-up-and-play than your typical RPG.
I think what makes Catacombs stand out is really its fast paced action, silky smooth feel, and excellent controls.
Question 6 – How long was the development cycle for Catacombs. Could you briefly explain the start to finish phases: storyboading, concept art etc
After finishing up our 4 month crunch with “I Dig It Expeditions”, we wanted to do something light that we could do in a reasonable amount of time. Catacombs really started as a weekend project and grew from there.
The lead developer spent 7 weeks, while the other team members spent 5 weeks. We are working on an update right now based on initial user feedback that will really make the game standout. We expect this to take add about 2 weeks to the development cycle.
We do a brainstorm session with the team, after that the designer wrote-up the collective results, but adds a lot of details. The artist goes to work laying out concept art, the programmers go to work on the tech, and the designer starts working with our level design tool to build the world that will be the game. From here on out we just work tightly as a team – with a lot of back and forth between the team members.
We always try to get a “demo” working fast, usually in a few days, playing it often to make sure it is fun, then layer in the final elements as they become available. We really don’t follow a waterfall design methodology – we rely instead on a “rapid-development, test, and adjust” cycle. With the cycle times we must achieve we can’t afford to do a heavy pre-production design phase.
Question 7 – What engine / technology is used in getting Catacombs up and running on the iPhone, how many developers / programmers were involved in creating Catacombs.
We use our own proprietary engine that we call Emblazed. We also some license third-party stuff like F-MOD for sound, and Chipmunk physics. There were 5 people directly involved in building game assets, 3 of which are programmers.
Question 8 – Where there any issues or speed bumps along the way in creating Catacombs ? And what did the development team do to overcome them.
The Catacombs project went pretty smoothly. We did get a bit behind our own aggressive production schedule at one point, so we had to crunch for a week.
Question 9 – What was your main reason for creating a fun and exciting RPG game like Catacombs ? What other games if any were influential in aiding the creation of Catacombs.
Like I mentioned earlier. This is a game that the programmers really wanted to make and kept prodding me about. So in a sense, we did it because we thought it would be fun. It should be pretty obvious that Gauntlet was a big inspiration.
Question 10 – How would you describe the game mechanics of Catacombs. What do players need to do to succeed.
Kill the baddies, then get the hell out of the dungeon.
Question 11 – Are there any patches or updates planned for Catacombs, if so what will be included in the updates.
Our first update will be ready to go in a few days, probably sometime this week. We want to stay a little closed-lipped on the exact contents, because until its fully tested and ready to go the list can change.
Question 12 – Please explain the list of characters currently available in Catacombs, Classes, Skills, etc. Will there be new characters available in future updates.
Currently, players can choose to play as the archetypal warrior, archer, or mage. Each character has its own set of strengths and weaknesses, which encourages experimentation and replay-ability. New characters could extend that experience even further, so it is certainly something that is a possibility for the future. We’ll just have to see!
Question 13 – Trophies / Achievements are what drive a number of players to play games now-days .. Does Catacombs have goals to accomplish or achievements to unlock. And if not will there be any possibilities of adding them in future releases / updates.
Regarding achievements, that’s a great question, and has sparked a lot of discussion among the team members. We’re interested in exploring any ideas that extend the gameplay experience. We have some really exciting stuff coming in the next update so stay tuned!
Question 14 – What can players / consumers expect from InMotion Software moving forward. Are there already plans or upcoming games that you are able to let your fans know about ?
We’ve taken a bit of a departure. We are in the final stages of completing a cartoonish game that you feel comfortable giving to your 4-year-old. It’s called “Stickman Rocks.” It’s about a our intrepid stickman who climbs a mountain collecting stars while avoiding obstacles, like parachuting penguins, spitting snakes, pooping birds, a snow-ball throwing yeti, and more.
Now here’s the fun part. We’ve play tested it. Adults start laughing within 30 seconds of firing up the game. We also play tested it with small children, 3-4 years old. The result? After 45 minutes of continuous play – the kids all screamed when we took the iPod away. Stickman will be ready in about 2-3 weeks.
We have some other surprises up our sleaves. Stay tuned
Question 15 – Finally.. What do you love most working at InMotion Software?
Are kidding me? WE MAKE VIDEO GAMES…FOR A LIVING!
Capsule Computers woud like to thank Brian for his time in answering these questions. If you haven’t tried Catacombs on the iPhone or any of the other great titles from InMotion check out their website and visit the iTunes store and grab yourself some great titles for a fantastic low price.
Ah the good old days when you could turn on Cartoon Network and see animated violence. When men could fly in the sky and throw colorful balls of energy at each other hoping to brutally defeat their opponents through giant explosions or by beating them to a pulp?
Over the past year Dragon Ball Z has been re-mastered and re-produced in Japan. Cut down from the extremely long 291 episodes, Dragon Ball Kai is only 100 episodes long, saving viewers from long stare downs and repeated fight scenes again and again. It follows the exact same story line as the original Dragon ball Z, minus a few stories that were only in the anime.
This series is now coming to American televisions in the form of…. Nickelodean? The same people who bring you spongebob are now bringing you “Dragon Ball Z Kai.” The only bad thing about this news is, because of their producers, blood will most likely be removed again. It will be interesting to see how it turns out. Be sure to catch it on May 10th!
Here is the opening video from the show currently in Japan.
What’s everyone think about Dragon Ball coming to Nic ?
“The best-selling Xbox 360 game of all-time just got bigger, with more epic multiplayer content, first on Xbox LIVE! The Stimulus Package delivers 5 additional action-packed multiplayer maps featuring a variety of locations: “Bailout,” a multi-level apartment complex; “Storm,” an open industrial park littered with heavy machinery; “Salvage,” a snowy junkyard fortified by stacked debris and crushed cars. Two legendary fan-favorites from Call of Duty 4: Modern Warfare return, including “Crash,” a war-torn urban environment; and “Overgrown,” which features a massive dry creek bed. There are no refunds for this item. For more information, see www.xbox.com/live/accounts.”
There is no price set yet, but it will most likely be priced between 400MSP and 800MSP. Unless Activision combats BF:BC2 free DLC that is planned, by making their DLC free as well. But this is Activision we are talking about.
Do the maps sound good to you guys? The apartment complex sounds fun to knife people in, but it will also attract shotguns.
If you watch anime, then back in Summer of 2009, you probably heard of a certain Mahjong oriented bishoujo anime called Saki. It turns out they are developing a game for the PSP focused directly on Saki and Mahjong. The game is being released March 25th in Japan, and available for importing orders shortly after outside of Japan.
Opening video below
What’s everyone think of this one ? pretty cool huh 😉
Sources tell us that Insomniac games, the people who created Ratchet & Clank, are going to spread their wings and welcome a new era of gaming. Previous games were exclusive to the Sony consoles. If this rumour turns out to be true, all future titles Insomniac Games create may well be multi-platform so get ready to play them on your Xbox 360 and Nintendo Wii as well !
I’m excited since I love Ratchet & Clank, aren’t you too!?
Game Name:MegaMan 10
Platforms: WiiWare, Ps3, Xbox 360
Publisher(s): CapCom® Entertainment
ESRB Rating: (E) Everyone, Ages 6 +, mild violence/Language
Price: €9.99 . £7.99 (PSN Store)
Mega Man 10 launches today on the PlayStation 3. Head over to the European PlayStation Store and download this brilliant game and latest addition to the Mega Man Series.
The original 2D classic has returned, taking the series back to is old school roots with action platform game play and classic 8-Bit NES style graphics and sound (good old days). This game is set within the Mega Man Universe and it comes as no surprise that the little pixels are getting in trouble once more. A suspicious outbreak of Robot Flu threatens the robot population and is there any hope!!
Mega Man takes on this sinister threat… Can he with some help from friends (the fans) get to the bottom of this viral enemy ?
On another note there is more great news.. On the 8th of April there will be an extra treat for fans as playable character (Bass) will be available for download to help players on their mission to tackle this suspicious Robot Flu.
Check out the video below :
MegaMan X Trophies:
0 0 7 5 0
WHOMP WILY!
Clear the game once.
BLUE BOMBER
Clear the game in under an hour.
SUPERHERO
Clear the game on HARD.
HARD ROCK
Make it to a boss room without getting damaged.
HEADBANGING
Defeat the 8 bosses without your helmet on.
DESTROYER
Defeat 1000 enemies.
WORLD WARRIOR
Defeat one of every type of enemy.
TRUSTY SIDEARM
Defeat the 8 bosses with just your default weapon.
NO COFFEE BREAK
Clear the game without using any energy, mystery, or weapon tanks.
TENACIOUS
Clear the game without continuing.
INVINCIBLE
Clear the game without dying.
MR.PERFECT
Clear the game without getting damaged.
Let us know if you purchased this game and what you have to say about it .
A brand new trailer for Gran Turismo 5 is available on the official Gran Turismo website and if anyone buys God of War III which will be available on Tuesday March 16th, the trailer will also be on the Blu-ray disc.
Check out the trailer below courtesy of the fine peeps at Playstation Blog.
Senior VP of Marketing and PSN, Peter Dille announced at the GDC press conference that Gran Turismo 5 will be racing onto store shelves this year. We all hope it does. It’s been a very very very very (ok i’ll stop) time coming.
Who’s excited about GT5 ? I know a few people I know are but who else is ?
The first piece of downloadable content for BioShock 2, “Sinclair Solutions Tester Pack” is now available for download today from the Xbox® LIVE Marketplace for the Xbox 360® video game and entertainment system from Microsoft and Games for Windows–LIVE for 400 Microsoft Points and from the PlayStation®Network for AU$6.95 and NZ$7.90. Future expansions into the world of BioShock 2 are slated to arrive over the coming months and will continue to expand on the stories of the denizens of Rapture. Sinclair Solutions Tester Pack, the first of several planned downloadable packages, contains a number of customization features that will allow players to further their character’s development in BioShock 2’s multiplayer modes and provide a deeper multiplayer experience. The pack includes:
• Rank Increase to level 50 with Rank Rewards
• New playable characters Louie McGraff and Oscar Calraca
• 20 new trials*
• A third weapon upgrade for each weapon
• Five additional masks*
*Some items are only available after a player achieves a rank of 41 or higher.
In the coming months, 2K Games will also be publishing downloadable extensions of the single player experience that provide new insight into the world of Rapture. These packages will include more narrative, new tools and new challenges that extend the lore and fiction of the failed Utopia under the sea. BioShock 2 is available now for the Xbox 360, PS3 and PC and is rated MA 15+. For more information on BioShock 2 please visit
It has been rumoured that there will be one less colour for the PSP collection.
According to a Japanese source, the Yellow PSP3000 will stop being shipped and sent to shops. Yellow is apparently the least popular among all the other PSP colours, but will surely be missed by some. From what I’ve heard, MasterAbbott has one and thinks it the best !!! 😉