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Search Results for: fez

Trapdoor co-publishing Fez

By  •  March 14, 2011

At PAX East when Fez was being shown off, it was quietly announced that Trapdoor will be co-publishing Fez with a press release following shortly. Trapdoor also has another …
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Watch a new trailer for Fez, Playable at PAX East

By  •  March 11, 2011

Polytron have released a new trailer for their new 2D platformer Fez to mark the start of PAX East. It has a very interesting art style and while it …
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Fez Pleases While It Teases

By  •  December 18, 2010

Perspective is key in the long unreleased indie darling Fez. A new trailer released by developer Polytron Corporation has given us perspective as to where development has taken them …
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Dungeon Rushers Review – Feeling a Little Rushed?

By  •  June 5, 2018

The dungeon crawler genre has had a lot of games join its ranks in the past few years. Some try to push the formula and re-invent the wheel. Others rely …
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Sunday Roundup: May 27, 2018

By  •  May 27, 2018

It’s Sunday everyone, and you know what that means, it’s roundup time. In this weekly article, we put together everything worth mentioning that we didn’t get posted. We also link …
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XBLA Fans’ 2016 Game of the Year Awards

By  •  January 6, 2017

2016 was a big year for XBLA Fans, and to say we’ve been busy would be an understatement. Just shy of 150 indie games passed through our proverbial door for …
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Opinion: Microsoft took back the indie crown from Sony at E3, and no one noticed

By  •  June 24, 2016

If you read XBLA Fans with any regularity — or even any irregularity, for that matter — then you’ve probably noticed something about us: we cover indie games. A lot. …
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Frizzy review: A really, really, really bad hair day

By  •  December 15, 2015

Every now and then a game comes along that is so spectacular, so wonderful, so utterly compelling that it simply reduces mere mortal reviewers to a stream of incoherent superlatives …
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Passing it on: The Behemoth’s Gold Egg Project

By  •  September 25, 2014

John Baez doesn’t want Asteroid Base’s money. It’s as if the three men who make up the studio are old friends of Baez’s, and on this day they just happen to be patrons of his business. Their money is no good here.

They are not old friends, though. Baez, president and co-founder of indie game studio The Behemoth, only first met the members of Asteroid Base during PAX Prime of 2013. He noticed their still-in-production game Lovers in a Dangerous Spacetime had picked up a few awards and had a certain individuality to it. Lovers has a way of causing onlookers to gravitate towards it that’s not entirely unlike the way the game’s pink Death Star has a penchant for attracting the attention of enemy spaceships.

In the game, a pair of benevolent astronauts pilot a neon spacecraft around the universe, wishing only to survive. But then something catches their eyes, something they can’t ignore. A group of evil robots known as “The Haters” have ensnared innocent bunnies and locked them away in jail. The astronauts refuse to stand idly by while innocent creatures suffer, so they show some initiative, scrambling around the bowels of their craft and tinkering away at control stations that unleash firepower of a magnitude that they can only hope The Haters are unable to repel. Despite the protagonists’ violent response, Asteroid Base sees the titular lovers as good Samaritans. The pair have somehow survived this long on their own out in the frightening yet awe-inspiring uncertainty that is space, even managing to thrive in it without any support from large, external entities. Now they want to help other space-faring beings like them do the same.

The Behemoth's Gold Egg Project

The Behemoth knows the feeling. Founded in 2003, the San Diego studio responsible for such hits as Alien Hominid and Castle Crashers chose to go it alone in another dangerous environment. The developer released its games sans publisher in the competitive console gaming space. The Behemoth found success, but it wasn’t easy doing it through self-funding — Baez mortgaged his house, and co-founder Tom Fulp kicked in some of his personal savings to help finance development in the early days. But they did it, and they were successful enough that they’re now in a position of strength.

A few years ago, Baez and Company used that strength to quietly start something called The Gold Egg Project. Gold Egg is a funding initiative meant to help other indies bring their games to market, but unlike a traditional publisher, The Behemoth doesn’t take any of its beneficiaries’ profits — it only wants to help them. Now The Behemoth is helping Asteroid Base, and Baez hopes the studio will one day pass it on.

Being indie

The Behemoth Castle Crashers Knights

For almost as long as there has been game design there have been independent game designers. The term “indie,” while well-established today, is newer. It means something; it’s just that no one seems to be able to agree upon exactly what that something is. So it was for The Behemoth back in 2005 when the tenderfoot studio’s Alien Hominid was winning Independent Game Festival Awards for Innovation in Art, Technical Excellence and Audience Choice.

Baez recalls of that time that “there was a lot of controversy [as to] whether we were indie or not, solely because we were on a console. Other developers said, ‘You can’t be indie because you’re on a console.’ And it’s like, ‘Well, we’re indie because we funded it.’ Now that’s our definition of indie.”

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Contrast review (XBLA and Xbox One)

By  •  July 10, 2014

Contrast is developed and published by Compulsion Games. It was released on Xbox One for $14.99 on June 6, 2014. It is also available on Xbox 360 for $14.99. An Xbox One copy was provided for review purposes.

Contrast 1

A shadow is the absence of light behind an object. Shadows know nothing else besides darkness and only exist in attachment to another. Shadows emit fear, mystery, the unknown. A shadow adds another layer to an object, a person. Often over sought, we often only view what’s on the surface, we don’t think twice. What’s on the surface is rather accordingly never as it seems, yet a shadow can show exactly what it seems. The warping of light and spacetime; the peeling back of our layered complexities; and questioning of what is reality are all captured by the beautiful artistry of Contrast.

Set in turn-of-the-century Paris, Contrast tells the story of a young girl, Didi, as she sets out upon the nocturnal Parisian streets to bring her family back together. Her mother works late nights at the gentleman’s club, and her father is deep in debt with the gangs. Didi just want to have one happy family again. Tagging along is her shadowy companion Dawn, who uses her mysterious powers to warp into the shadows and complete complicated platforming puzzles based upon the manipulation of light and shadows cast on the walls. Thus, the game becomes an existential experience that comments on family, science and emotion.

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