14 years ago
Demiurge Studios knew Shoot Many Robots would be M-Rated, as CEO Albert reed states (speaking with Vox Games), the game uses “beer for energy, there’s some blood and there …
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14 years ago
Whatever could this image imply? Signal Studios who has developed two games in their Toy Soldiers series is hinting at something with this above image courtesy of our good …
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14 years ago
Capcom published title World Gone Sour will launch on XBLA April 11 for 400 Microsoft Points. World Gone Sour (part game, part marketing-tool) is based on the candy brand Sour Patch. …
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14 years ago
Sine Mora was developed by Digital Reality and Grasshopper Manufacture and produced by Microsoft Studios. It was released on March 21, 2012 for 1200 MSP. A code was provided for review purposes.
How far would you go to avenge the death of your son? If you’re a Hungarian-speaking, biplane-flying, handicapped, anthropomorphic “revenge serial-killer,” the answer, apparently, is pretty damn far. Ronotra Koss isn’t a perfect man, er, beast, but he’s one heck of a loving father. As such, he flies off into the bright blue yonder with a crew of crack-shot animal and AI “allies” to take on an imperial military with such overwhelming force that he’s essentially looking at a suicide mission. In other words, Sine Mora is a bullet hell game.
Players are thrown right into the thick of a brutal war between the Empire and the Enkies (branded terrorists by the Empire) from the onset, and figuring out what exactly everyone is talking about is more difficult than keeping the score multiplier up by maneuvering safely through the torrent of enemy fire scribbling across the screen while sending imperial pilots to their graves.
The larger story of imperial rule, terrorism, repressive caste systems and time travel is a complete mess that only dances with some semblance of coherence down the final stretch. Koss’ stubborn goal of punishing all those involved in his boy’s death is far more interesting, but it’s really the gorgeous art direction and fine-tuned combat that will push would-be diesel punk pilots forward.
14 years ago
Gamasutra has published sales data for the month of February – a bumper period for Xbox Live Arcade that saw the release of heavy-hitters like Gotham City Impostors and The Simpsons Arcade alongside Alan Wake’s American Nightmare and Warp, the latter two as part of Microsoft’s annual House Party event.
February kicked off with the launch of The Simpsons Arcade. The classic port accumulated a healthy 35,868 players throughout the month while also fending off other newcomers Happy Action Theater and Rhythm Party to become the best-selling title for its opening week.
14 years ago
Do you feel like shooting some robots in a plane or do you feel like platforming with no limbs? This XBLA Wednesday has something to appease both those appetites. …
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Now that we’ve seen all four games released, which one did you love most. We had mixed feelings. We loved Alan Wake’s American Nightmare, and Warp was a …
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14 years ago
Recreating a classic game is never an easy feat. No matter what approach the developer takes, there always seems to be some group of detractors complaining either that not enough or too much was changed. That means that — despite the abundance of remakes that are green lit each year — recreating something that was once popular is hardly a surefire path to sales success, so it’s not surprising that Robomodo hit some pushback from Activision when they first discussed the idea of Tony Hawk’s Pro Skater HD.
“To be honest, Josh (Tsui, president of Robomodo) and I pushed Activision to do it repeatedly until we laid it out that this can happen, in this timeframe, for this cost. It was a long battle,” Tony Hawk explained to GamesIndustry International in a recent interview.
The major concern that the world’s biggest third party publisher had was that the development costs for such an undertaking would be higher than what could be recuperated through sales. Hawk understood Activision’s trepidation, but neither he nor the team at Robomodo were about to let that stop them. “We knew that once people saw it in this light it would get the attention it needed,” Hawk said.
14 years ago
I Am Alive was developed by Ubisoft Shanghai and produced by Ubisoft. It was released on March 7, 2012 for 1200 MSP.
It’s two hours before any act of kindness befalls Adam, I Am Alive’s gravelly protagonist. Two strangers sheltering from the callous outdoors offer him some meat. It’s cooked, Adam’s nursing wounds, and his is a world in which food is hard come by. The men huddle around a fire in full blaze and in a city ravaged by earthquakes and shrouded by a plume of killer-dust, the scene in the gloomy subway is about the most heartening yet. Adam scoffs the meat down and sets off again. Perhaps there is good still in this most ruthless of worlds. And then you stumble upon the cage; a 4×3 foot coop home to a human skeleton and some leftover slabs of meat. Damnit.
Like so much of I Am Alive, it’s a scene anchored in Cormac McCarthy’s comfortless classic The Road, but Ubisoft could hardly have chosen a more worthy inspiration for its bleak survival horror.
Hot on the heels of the debut trailer, above, Telltale Games has announced the pricing for their upcoming adventure game series The Walking Dead. Each monthly episode will be …
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