13 years ago
The Incredible Adventures of Van Helsing touts everything you’ve come to know and expect from an action-RPG. It’s loaded with skills and spells, collectible weapons and armor, quests and discoveries. Sure, it’s reminiscent of those that have come before but, Van Helsing is its own beast, steeped in rich lore with enough innovation to strike out on its own. But what’s so incredible about the adventures of Van Helsing?
“The atmosphere, I think it’s very special,” says Linda Bozoradi, one half of the public relations conduit for Neocore Games. The other is Orsolya Toth, and both have been leading us through the brooding introduction to Van Helsing.
“A steampunk universe in an action-RPG is not a common thing,” Toth states. She’s not wrong. The world of Van Helsing is a strange one. Stuck somewhere between the mystical ways of the old world and the mechanical wonders of modernization.
The cinematic prologue sets the stage as a winding red line curves across a parchment map of Europe. It snakes through Paris, Venice, around the southern tip of Greece and through Istanbul. Each location accompanied by brief descriptions and hand-drawn renditions of an encounter in the region: Gaston the Butcher, The Shadow Casino, the Crimean War Dragon and The Krakken. As the latest in the long line of monster-hunting Van Helsings, our protagonist narrates these adventures, revealing his current assignment in the form of a mysterious letter asking for his family’s famed assistance in the land of Borgovia.
13 years ago
Starting today Xbox Live Gold members can capitalize on an exclusive price cut for the twisted platforming adventure Black Knight Sword. The sale runs for one week on Xbox Live …
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13 years ago
We’ve been talking all week about the turtles’ return to game form and the specifics of Red Fly Studio’s plan to unchain your inner turtle. Teenage Mutant Ninja Turtles: Out of the Shadows is trying to do a lot of interesting things. It’s attempting to merge the original spirit of the fiction with the appeal and accessibility of the new animated series. It’s injecting personality into the titular characters, not just in their dialogue, but their combat styles and mannerisms. It’s building a fighting scheme that’s trying to marry fast and fluid with balance and intuition and imbue elements of control and variety more closely at home in a fighting game than a brawler. It’s attempting to do all of this, but at the end of the day, it’s still a game – so let’s talk about gamification.
If Out of the Shadows excels anywhere, it’s in going the extra mile to incorporate all those little pieces of Turtles fiction that really drives home the experience. The game’s main menu structure, which could have been a series of colored rectangles: Campaign, Mission, Extras – has been smartly incorporated into the turtles’ interactive underground headquarters. You’ll roam the halls and visit the many facilities, each one with a unique purpose, as Frechette explains.
13 years ago
“I wanted to take the balance of Arkham Asylum, you know – when to attack, when to counter, that balance – and add in more of a fighting game element,” says Chris Frechette, Lead Designer of Red Fly Studio’s upcoming Teenage Mutant Ninja Turtles: Out of the Shadows. He wants to bring more control and variety to the scheme, as he says, “Recognizable combos and special attacks so you feel like, ‘I just did that,’ and it’s not just a random attack.” Frechette has been guiding us through his action brawler, intent on recreating the fast and fluid teamwork-centric combat that’s the cornerstone of Turtles fiction.
When it comes to three-dimensional fighting schemes, it’s hard not to consider Arkham Asylum’s one of the greatest of the generation. It’s easy to pick up and play, empowering when employed against the mobs of thugs and street-trash that attack from all sides, and it’s extremely difficult – and rewarding – to master. But Frechette isn’t content to just repurpose what’s been done. As he walks us through what to expect when Out of the Shadows arrives, it’s clear he’s aiming for a whole new level of combat.
13 years ago
In our last look at Teenage Mutant Ninja Turtles: Out of the Shadows we learned how Red Fly Studio plans to bring thirty years of TMNT fans together. That’s no simple task. The TMNT name has been scattered to the wind since shortly after its inception, divided among the many incarnations of the fiction, each with their own differences. There are fans of the comics, fans of the movies and fans of the many animated shows. There’s no right way to appreciate the Turtles, it would seem. But as XBLAFans delved further into the game, guided by Lead Designer Chris Frechette and his passion for Out of the Shadows, we discovered the unifying appeal might be the differences in the turtles themselves.
If there is one universal truth that pumps through the heart of every Turtles fan past, present or future, it would seem to be this: everyone’s got a favorite. The dynamic personalities of each turtle are anchor points to latch onto, letting you identify with a personality that mirrors your own. Individually they hold their own strengths and weaknesses, but together they rely on one another to form a fighting force. Whether you’re the intelligent one, the honorable one, the funny one or the tough one, you’re represented in the diversity of the heroes in a half-shell. It’s a powerful sentiment that Red Fly Studio aims to leverage in its forthcoming title.
“One thing we wanted to do was not only have their personalities represented in their bodies and their facial animations, but blend that into combat in a way that hasn’t been done before,” Frechette says. He’s loaded up the Shadowboxing mode in Out of the Shadows, where players will be able to get a feel for a turtle and his unique combat style. Unlike earlier games in the Turtles saga, Out of the Shadows will incorporate separate fighting disciplines for each turtle, bringing their personalities to life during combat, not just when they’re cracking wise and talking trash.
13 years ago
“I was a huge fan as a kid. I had the toys, watched the movies, memorized the soundtracks,” says Chris Frechette of Red Fly Studio, Lead Designer on the next chapter of the Turtles’ (TMNT) tale. He’s seated at the other end of a small demo room littered with consoles, peripherals and colorful cushions. To his right sits Shaun Norton, Public Relations Director at Sandbox Strategies, who invited XBLAFans to tour the forthcoming Teenage Mutant Ninja Turtles: Out of the Shadows from Sandbox’s West Coast office, tucked away in an unassuming San Francisco backstreet.
Everyone in the room is a professed Turtles fan – it’s a safe place. We reminisce about TMNT: the films, the comics, the action figures and the animated series. We chat while the big-screen TV loops a placeholder Turtles tune from the ‘90s, fueling the nostalgia-laced conversation. It’s here that we discuss why the has-been franchise is ready for another run, and why Out of the Shadows is more than just a license – it’s fate. Read More
13 years ago
If PAX East 2013 is remembered for anything, it will undoubtedly be the contagion that swept the showroom floor. It wasn’t some handshake-induced strain that whipped through attendees and across the vast reaches of the internet. It was something far more potent: the long-dreamed resurrection of DuckTales and its infectious tune, spreading with airborne hums and whistles. By day’s end nowhere was safe, and among the eager mobs huddled around Capcom’s display booth hoping to catch a glimpse of their childhoods, it was ground zero.
When sounds of the infectious DuckTales Remastered theme song caught the ear of XBLAFans, we naturally investigated. We were intent on finding the culprit, daring to believe rumors of the nostalgic possibilities at the end of the line. What we found was Capcom Senior Product Marketing Manager Matt Dahlgren manning an arcade machine surrounded by toe-tapping onlookers and a flurry of questions.
“The whole game has been built from the ground up. They did start with the 8-bit version but everything’s been layered on top of it,” said Dahlgren, speaking of developer WayForward Technologies. “It has hand-drawn and animated sprites – the game looks like the cartoon.”
Longtime champion of Xbox Live Arcade, developer Twisted Pixel has resolved to bundle its complete non-Kinect XBLA catalog of games. Reported by our friends at PlayXBLA, the bundle will feature …
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13 years ago
Telltale Games’ previously teased episodic title based on DC Comics’ Fables series has been officially announced as The Wolf Among Us. Fables centers around the many characters of fairy tale and folklore, who’ve …
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13 years ago
“To take what everybody loved about Sanctum and elevate it,” Reverb Publishing’s Ted Lange says, speaking to the motivation behind Coffee Stain Studios’ upcoming sequel. Lange is leaning comfortably in his chair, discussing Sanctum 2 with XBLAFans in a small white room on the second floor of a San Francisco gallery. As point man for the game, you would expect a flurry of information and glossy rhetoric about the many wonderful things that are in store. But Lange exhibits a calm enthusiasm, content to let the game speak for itself — which says quite a bit.
The original Sanctum released exclusively for PC and Mac markets, garnering praise for its innovative concoction of methodical tower defense and furious FPS elements and selling notably well for an independent venture. Though there were criticisms. Sanctum shipped with only three maps and a similarly restricted number of weapons. There were no connecting threads between each of the maps or explanations for these vibrantly glowing aliens in the first place. Who was this spunky redhead with an arsenal of future-tech? Why must she single-handedly stem the onslaught?