Posts Tagged ‘ conrad-zimmerman

DLC for Trials HD is in the works 09 September 2009 at 4:00 am by Admin

DLC for Trials HD is in the works screenshot

If you’ve become addicted to the high-octane ridiculousness of Trials HD on XBLA, I have good news for you. Redlynx is currently working on DLC for the dirtbike stunt riding game. Speaking with Console-Arcade, RedLynx’s creative director confirmed that the developer is producing more levels for me to perform hilarious and embarrassing attempts at stunts which land me on my back.

I do really hope that they make a range of difficulty instead of just pumping out some more difficult tracks for the hardcore. While that audience is more likely to purchase it, what with the impressive amount of content in the main game already released, I’m struggling to get through the second half of it and would really like some new levels where I felt like God on two wheels.

No word yet on pricing or availability, but we’ll keep you posted.

+ Muramasa still looks unbelieveably badass By Admin 27 August 2009 at 2:20 pm and have No Comments

Muramasa still looks unbelieveably badass screenshot

Muramasa: The Demon Blade is a game many of us around the office are eagerly anticipating. I love Vanillaware games and everything I’ve read about this one has convinced me of my need to own it. You should probably need to own it too.

If you don’t share my need, then this post is for you. Everybody else, you’ve already signed on so you can feel free to skip it (but you won’t because you want the game and the trailer’s as good as it’s going to get for the moment).

Hidden deep within the recesses of this post are two gameplay trailers for Muramasa: The Demon Blade. I believe it will be a very good game. Go ahead and click. You know you want to.

+ New Spyborgs gameplay video arrives By Admin 24 August 2009 at 7:20 am and have No Comments

New Spyborgs gameplay video arrives screenshot

Capcom released a video showing a boss encounter in their upcoming Wii brawler, Spyborgs. Normally, I would ignore anything named "Spyborgs" on principle because I think that is a terrible name which evokes a sense of the very worst in exploitative, merchandise-oriented Saturday morning cartoons. And, yeah, that feeling isn’t going to be changed by this video, which just screams, "you can probably buy toys of this crap!"

Seeing the combat to be a mix of basic brawling and quicktime-event special moves, I’m probably going to skip this one. It doesn’t look all that thrilling to me. Hamza and Dale played the game at E3 and seemed to find it passable but nothing to get too excited about.

Footage after the jump.


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+ Policenauts fan translation finally released By Admin 24 August 2009 at 6:40 am and have No Comments

Policenauts fan translation finally released screenshot

Today is Hideo Kojima’s birthday. To celebrate, the long-awaited fan translation patch for Policenauts has been released. Though repeatedly re-released in Japan for PC, 3D0, PlayStation and Sega Saturn, the game has never ventured outside of its country of origin. Policenauts is referenced in other Kojima games and I’ve been curious to try it ever since seeing a poster for the game in Otacon’s lab on Shadow Moses.

The translation, which has been in the works for several years, is available over at policenauts.net. You will, of course, need a copy of the game as well, which can be purchased from many fine online retailers and certainly not downloadable from many not fine purveyors of illicitly traded data.

So, who among you will be taking a crack at this Kojima classic?


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+ Learn the dark history of Arkham Asylum By Admin 20 August 2009 at 2:40 pm and have No Comments

Learn the dark history of Arkham Asylum screenshot

Batman: Arkham Asylum is just around the corner. Eidos and WB keep pumping out marketing for what’s looking to be a very cool game. This video is different, however, as it focuses less on what’s going on in the Asylum during the game but what happened in its early years.

Learn the tale of Amadeus Arkham, what drove him to cure the insane and how he eventually came to join them, imprisoned in his own hospital. It’s nice to see that they’re sticking to the canon and exposing those who might only be casual Batman fans into some of the deeper mythology.

The video is below. Are you guys psyched for this game yet? I know I can hardly wait until next week to don the cowl.

+ Here are some Jak and Daxter screenshots for you to enjoy By Admin 18 August 2009 at 10:00 pm and have No Comments

Here are some Jak and Daxter screenshots for you to enjoy screenshot

Man, it feels like forever since I played a Jak and Daxter title. Of course, Jak X: Combat Racing isn’t really the same thing and I still don’t have a PSP to play Daxter on. So, that would put me as far back as Jak 3 and that was five years ago. High time, I’d say.

Well, what do we have here? They appear to be screenshots of Jak and Daxter: The New Frontier. What a delightful surprise. I’m sure it has nothing to do with the game being shown at gamescom this week. And it certainly couldn’t have any relation to the fact that it is coming out November 9th. Those would all be mighty big coincidences though, wouldn’t they?

Let’s not look a gift horse in the mouth and just enjoy it, right?


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+ Double Bloob is not a typo, though I wish it were By Admin 18 August 2009 at 7:30 pm and have No Comments

Double Bloob is not a typo, though I wish it were screenshot

As I was surfing the net today, looking for stories, I happened upon a trailer for what I thought was called "Double Boob" and got all excited before realizing that there’s an "L" in there. But I’d already downloaded the trailer, so I figured I’d watch it anyway and came to find that it actually looks pretty good.

This is Double Bloob, and it’s one of the games that Nibris was working on back when Sadness seemed like it might actually show up someday. The title looks a lot like Super Buster Bros. in that your character stands with their back to you and shoots guns at blobby things. Actually, that’s exactly what Super Buster Bros. is.

Good thing I really like Buster Bros. Now, this game was supposed to be out early last year (as Double Pang) but failed to arrive and seems to have changed hands from Nibris to Bloober Team at some point. No idea when it’s going to arrive on Wii (there isn’t even a listing for it at Bloober Team’s website), but I hope it does. This looks like a good bit of fun.

Trailer awaits below.

+ RetRose Tinted: Dr. Chaos By Admin 18 August 2009 at 10:00 am and have No Comments

RetRose Tinted: Dr. Chaos screenshot

There are a lot of games out there which I have played and not completed. The list seems to be ever-growing, in fact, as I have less time for the practice than I once did. It’s far less common that I play a game and never get anywhere at all.

One such game is Dr. Chaos. It became something of a mild obsession of mine, with its distinctive cover art and absolutely mystifying gameplay. At no point in the countless times that I attempted to play this title did I ever meet with even the most basic of successes. I’d play for a bit, feel (correctly) like I was not making any progress and then move on to something else.

Not this time. I’m an adult, God damn it, and I should be able to complete any game I put my mind to. And, if my mind fails, there is always the internet.

Dr. Chaos

Dr. Chaos is the story of Michael Chaos and his brother, mad physicist Dr. Ginn Chaos. Michael hasn’t heard from his brother in some time. That’s probably because Dr. Chaos has been conducting experiments in teleportation from a remote mansion and they’ve gone horribly awry, breaking down the barrier between two worlds and allowing a flood of monsters through. Oh, that wacky Dr. Chaos!

As Michael, players must explore Dr. Chaos’ house and find the warp zones where monsters have absconded with parts of a super-laser that can be used to solve the whole problem. No, I don’t know how it works. I am neither a mad physicist nor a game designer. Somehow, putting together this laser and using it to defeat the monster holding Dr. Chaos hostage will solve everything.

 The gameplay is split between two modes. Side-scrolling action is where you’ll spend the majority of your time, if you’re lucky. Exploring the hallways of the mansion and fighting through warp zones all take place in a side-scrolling environment. Enemies abound throughout them, with simple foes like rats and bats in the mansion, while other, stranger and more deadly monsters exist in the warp zones.

Dr. Chaos

One thing you’ll notice right away about the side-scrolling levels is that enemies are a bitch. Killing a lesser enemy should keep them out of your way so that you may pass through unscathed. Not so here, as beasties will often respawn a second after death and usually right about where you’re standing when they do it. Add that Michael’s only starting weapon is a knife with poor range and accuracy, and you’re likely to find yourself hurting before too long.

The other mode is first-person exploration. Anytime you leave the hallway of the mansion via a door, you’ll wind up in this perspective. It is not dissimilar to the first-person sections of The Goonies II, in that you can hit walls, open doors and cabinets and move around. The difference is that it’s a whole lot less frustrating in Dr. Chaos, mostly because the map actually makes sense. Passing through the wall of a room into another and then through that room’s door will put you back in the hallway, outside the door which is next to the one you went into in the first place. The map design is logical, which is a very nice thing.

Another really cool feature of the first-person areas are the monsters. You don’t fight monsters in these rooms, you run from them. As you’re exploring rooms and searching cupboards, occasionally a monster will leap out of somewhere and scare the bejesus out of you — and probably Michael. The monster forces Michael out of the room and into the hall, where they must be defeated before Michael can enter a door again.

Dr. Chaos

These rooms serve a few purposes. They are the locations of ammunition for the two types of guns Michael can use. It’s also the only time (apart from a few boss fights) where you can restore lost health by picking up potions lying in cabinets and on couches. Some areas of the mansion can only be accessed by passing through the rooms, either by using doors or punching holes in the walls. And, finally, they are where Michael enters the warp zones he must explore.

Here’s the funny thing about warp zones: they’re invisible. In order to know if a particular wall of a particular room has a warp zone in it somewhere, you have to have a special device. It won’t tell you which warp zone it is. It doesn’t tell you where on a wall the warp zone is. It doesn’t even say if a room that you’re in has one. It only indicates whether or not a warp zone exists somewhere on the wall that you happen to be looking at right this instant.

So, where is this wonderful device that provides you with the minimum amount of information possible while still being useful? It’s in the first warp zone, which is hidden on a wall that you cannot readily identify because warp zones are invisible.

Dr. Chaos

That is the reason I never progressed particularly far in Dr. Chaos. It isn’t that the game is hard. There are some aspects of it which are challenging, sure, but it isn’t particularly difficult by NES standards. No, it’s because they hid the entrance to the first level and I never found it.

Once you’ve found the device, however, the game opens up into a less linear format. Warp zones after the first can be attempted with some sleight variety in their order. In the warp zones, Michael will find special equipment to help him navigate through other warp zones. Most require that you have at least one of the items, so there are restrictions, but you can tackle a few of the levels early or late, depending on your preference.

It also becomes fun instead of constantly frustrating. It can be a hassle to travel between some rooms and into some warp zones simply because you have to make a hole in a wall but you can only do it in this one specific area that you’ll have to hit all over the wall to find, but the warp zone detector removes what would be the bulk of guesswork in this regard. This allows you to explore and feel like you’re getting somewhere

The warp zone levels are fairly well-designed too. They can be a bit punishing at times, as almost all of them have a section of dead-end path where you may be forced to backtrack more than once if careless, but they’re solid.

Dr. Chaos

Bosses, however, are not. It’s hard to tell if you’re dealing them damage most of the time, as there’s no flash or progressive indication that you’re hitting other than the sound effects. Most are only vulnerable at specific times, with very brief windows in which you can attack. Some have to be attacked in specific ways, such as the boss who only takes damage from grenades. And then, to cap it all off, the final boss is an absolute wimp in comparison to most of what you’ve fought up to that point.

Dr. Chaos is enjoyable, but only with an FAQ at the ready to get you through the game’s introductory level. Beyond that, it’s a solid NES game. It may be unfair on a few points and flawed in a few others, but it’s fun for the most part and worth a look.


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+ Decline in game sales unrelated to quality of titles By Admin 18 August 2009 at 2:00 am and have No Comments

Decline in game sales unrelated to quality of titles screenshot

If you were thinking of blaming the lack of stellar titles this summer for the considerable drop in year-over-year sales in the games industry, EEDAR’s Jesse Divinich would probably urge you to rethink it.

In his most recent column at IndustryGamers, Divinich compares the quality ratings of games (using "EEDAR Quality," described as being similar to other review score aggregators) and finds that while the top 20 games so far this year are ever-so-slightly lower in score, games in general are up 7%. Not only that, but there are 13% more games so far this year compared to 2008, so it isn’t for a lack of available content.

Well, so much for that theory. He also takes a look at hardware and estimates that, while purchases are declining, they would likely make a small dent in the damage being done to software sales.

Maybe we’re feeling the effects of the recession after all.

+ Fairytale Fights gets a release date By Admin 18 August 2009 at 12:00 am and have No Comments

Fairytale Fights gets a release date screenshot

Fairytale Fights, the game which mashes together children’s bedtime stories and puts vicious and bloody twist on them, has had its release date announced today. Playlogic will be dropping the game on October 23rd in Europe, followed by North America on October 27th. A PC release is currently slated for 2010.

Ben Perlee liked what he saw in our recent preview of the game, noting its attention to detail in the bright, cartoonish environments and a considerable amount of gore. I love when classic stories get this kind of treatment, so I’m looking forward to seeing if Playlogic is capable of turning out a strong effort with this one.

A full press release is available after the jump. Is anybody else thinking about picking this one up?

HACK N’ SLASH YOUR WAY TO A BLOODY HALLOWEEN AS FAIRYTALE FIGHTS™ HITS STORES OCTOBER 27TH IN NORTH AMERICA

New York—Aug 17, 2009Playlogic Entertainment, Inc. (Nasdaq OTC: PLGC. OB), an independent worldwide publisher of entertainment software, is pleased to announce that Fairytale Fights will be available in retail stores nationwide October 27th for Xbox 360™ video game and entertainment system from Microsoft, PLAYSTATION®3 computer entertainment system.

Using the Unreal 3 Engine like you’ve never seen it, Fairytale Fights takes popular characters and tales from the pantheon of well known fairytales and turns them on their heads as players must fight their way through hordes of bloodthirsty enemies on a quest to restore their own personal honor and re-establish peace in the land of fairytales.

Inspired by twisted cartoons like Happy Tree Friends and Itchy and Scratchy, and featuring a wildly colorful and distinct art style, players can cooperatively complete quests in the single-player storyline or compete in chaotic multiplayer battle with up to 4 players.

Additional Game Features:

·        Dynamic Slicing – Playlogic’s proprietary mechanic allows players to cut anything off of any enemy anywhere in real time, rendering repetitive collision-based canned animations a thing of the past.

·        Volumetric Liquid System – Blood, acid, vomit and goop, it’s all rendered in real time allowing for any liquid to naturally combine with any other  (often to hilarious ends), as well as real time trails, footprints and slipping to occur in the bloody mess.

·        Co-op for up to 4 players.

·        Over 100 weapons.

·        One of the most distinctly unique uses of the Unreal 3 Engine on the market.

·        Deep and interactive downloadable content to be released on a regular basis post launch.

In addition to its North American release, Fairytale Fights will launch in Europe on October 23rd for Xbox 360 and PLAYSTATION 3.  Fairytale Fights will launch on PC in 2010.  Fairytale Fights is pending rating from the ESRB.

For more information about Playlogic and to sign up to get all the latest breaking news regarding Fairytale Fights please visit www.fairytalefights.com.