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Capybara Games

The Behemoth helping other indies with funding, user experience & QA
5 years ago

The Behemoth helping other indies with funding, user experience & QA

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The independent developer who brought XBLA gamers BattleBlock Theater, Alien Hominid and Castle Crashers has announced that, in addition to game development, it has two other ways it hopes will result in the best indie games possible making it “from conception to physical reality in the industry.” The Behemoth is now providing quality assurance and usability testing and what it describes as “no strings attached” funding for external indie developers.

Its testing lab, which the Sand Diego developer previously talked to XBLA Fans about at PAX East 2013, has been dubbed The Research Centaur and is said to staff testers with an average of six and a half years worth of experience in game testing. When he spoke of the testing center last year, The Behemoth President John Baez told us that it started as a purely internal department. Things went so swimmingly when testing BattleBlock Theater, though, that the developer decided to begin offering its testing services to external indie studios.

“I mean, one of the things we’ve done to kind of contribute to that [indie developer survivability] is we built a usability lab for Battleblock Theater, which has gone really, really well,” Baez said last year at PAX East. “It’s about a year old, and it’s only internal, and now we’ve opened it up. Well, there’s that and a QA department — very small, four people — but they’re very, very good at what they do. And now we’re beginning to open that up to other developers. So Bastion for all of iOS, we tested [it] and certified [it] to make sure that [Supergiant’s] game was good.

“So we’re opening that up to independent developers as a resource so they don’t have to go — I mean it’s not any cheaper than going to a big, gigantic test firm — but you’ll get the absolute attention to detail.”

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Super Time Force’s release window has slipped further into the future
5 years ago

Super Time Force’s release window has slipped further into the future

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Super Time Force

The agents of Super Time Force‘s titular time-traveling force aren’t the only ones busy messing around with time. Capybara Games, the developer behind the upcoming XBLA and Xbox One action title, has moved the release timeline its targeting for the game to this summer, reports Polygon.

“It’s really tough to tell with Q&A and the certification process, but we’re really hoping for May or early June,” studio head Nathan Vella told Polygon this week at Game Developers Conference. “As soon as possible.”

In the game, players have the ability to call “Time Out” and rewind the action upon dying so that they can fight alongside previous versions of themselves in, as Capy’s website explains, “the good ol’ seconds of a few seconds ago, creating a veritable army of yous.” The ability to rewind and try again might be an attractive one to Capy Games, considering that it has had to change release plans for Super Time Force more than once.

Vella said last September that his game would “definitely” release in 2013. The studio president said at the time that the game was “feature-locked.” That was before an Xbox One version of Super Time Force was announced, though. The work necessary to make the next-gen iteration of the side-scroller a reality forced the release window for both versions back into “early 2014.”

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The Xbox Games of 2014: Part IV
5 years ago

The Xbox Games of 2014: Part IV

Gamesof2014_Day4

We’re late, and it seems that’s become somewhat of a trend for us lately. Our Game of the Year awards weren’t doled out until January, and now our look forward at the XBLA and Xbox One XBLA-type games of 2014 is just making its way to you in February. You were on your own when it came to planning out January’s releases, but now it’s time for our annual look ahead at the top downloadable games likely to arrive on an Xbox platform during the (remainder of) the year ahead. Read on to find out what you can expect out of Xbox over the next (not quite) 365.


Strider


Developer: Capcom

Capcom’s Strider, today most commonly known for the main character’s appearances in the Marvel vs. Capcom franchise, will be the star of his own game next week on February 19 for the first time in more than 20 years. This particular entry appears to draw more from his NES game than any of his other appearances, mixing the exploration of Metroid with the visceral combat of Ninja Gaiden. As a result, comparisons to Castlevania: Symphony of the Night are inevitable and likely warranted. If any company can follow in the footsteps of these giants, it’s Capcom — seeing what it does in a two-dimensional environment given the horsepower of the Xbox One will be a treat.

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Super Time Force coming in 2014, also on Xbox One

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Super Time Force has unfortunately been slightly delayed, but the reason is so that developer Capybara Games can make a version for your shiny new Xbox One via the …
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Learn the basics with Super Time Force 101
6 years ago

Learn the basics with Super Time Force 101

By  •  Videos

What is Super Time Force? If you’re having trouble coming up with an answer, then Capy Games has the perfect trailer for you. Just watch the educational video above, and …
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Games with Gold serves up Might & Magic Clash of Heroes next week
6 years ago

Games with Gold serves up Might & Magic Clash of Heroes next week

Starting next week Microsoft’s Games with Gold program will cycle a new title into the rotation of biweekly freebies exclusive to Xbox Live Gold Members. This time around, Capybara’s …
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Super Time Force ‘definitely’ coming in 2013

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In a recent interview with Polygon, Capy president Nathan Vella said that Super Time Force is “definitely” coming this year, first, to Xbox Live Arcade. The game is currently …
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Below is only a timed Xbox One exclusive *updated*

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Update: We reached out to Capybara Games for more information on whether Super Time Force could follow in the footsteps of Below, targeting a multiplatform release at some point in the future. President …
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What do developers want from the next-gen XBLA?
6 years ago

What do developers want from the next-gen XBLA?

Tomorrow at 10 am PDT, Microsoft will likely tell us all some things we already know. The Xbox creator will also tell us plenty that we don’t already know. Some rumors will probably be proven true, others false. New games and features will be discussed and, in some cases, shown. Ultimately, the curtain is going to fall on Microsoft’s event before the public hears everything it wants to hear. Microsoft is only going to tease us, with a more complete showing of all its console plans for the years ahead not coming until the console holder’s traditional pre-E3 media briefing on June 10.

But tomorrow we will know something we don’t know today. We’ll know something about what direction Microsoft plans to steer the Xbox brand in over the course of the next generation. Sitting here right now, I can honestly say that I know nothing more than any other gamer who’s followed the supposed leaks over the past few years knows about what we’re going to see tomorrow. Rather than make educated guesses about what might be shown tomorrow and at E3, XBLAFans is following up last week’s look at how developers feel about XBLA as it currently stands by having them speak about where they want to see it go in the next generation.

During PAX East this past March, we cornered six game developers and asked them one question: If you could change any one thing or add any one feature to the next-generation version of Xbox Live Arcade, what would it be?

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For indies, working with Microsoft is a horrifying mess…right?
6 years ago

For indies, working with Microsoft is a horrifying mess…right?

Microsoft

Dead Space’s Isaac Clarke once had to drill into his own eyeball in order to survive a ship infested with mutated freaks. Altaïr Ibn-La’Ahad of Assassin’s Creed fame was made to part with a portion of one of his fingers in order to join the Levantine Brotherhood of Assassins. Tomb Raider’s Lara Croft once had the misfortune of falling onto a piece of sharpened rebar that pierced her midsection — and all she was trying to do was go for a nice little exploratory boat ride. And that’s not even mentioning the myriad scores of locust soldiers that have found themselves on the wrong end of Marcus Fenix’s trusty chainsaw or colossal boots over the years.

You don’t hear any of them complaining about having to endure those, shall we way, slightly disagreeable circumstances, though, do you? That’s because those mere flesh wounds were nothing when compared to the great tragedy of our time: working with a certain platform holder to release your independent studio’s game on Xbox Live Arcade. I shudder at the very thought.

If you’ve followed Xbox Live Arcade over the past several years here and on other sites, then you already know of what I speak. There lives in Redmond, Washington a great beast, massive in size with glowing red-ringed eyes of fury. It is a devious creature hellbent on tricking those smaller than it into believing they’re partners, only to turn on them in their hour of need, stomping down on their hopes and dreams harder than Fenix has brought down his boots on so many locust heads. Such disdain does this gluttonous monstrosity have for the smaller creatures roaming the forest of the game industry, that it is more than happy to sacrifice its own interests if it means snuffing out the light of those cowering under its great shadow.

So evil is this…Wait. Isn’t this getting just a little out of hand? Is Microsoft really that terrible of a company? Does it truly care nothing for the needs of independent game developers? Is its thirst for video game console dominance so insatiable that it doesn’t mind torpedoing its, um, pursuit of video game console dominance so long as it means making life miserable for independent game studios that, by developing games for its platform, are actively working to help it succeed with its, uh, video game console dominance? It is if you’ve listened to the little guys with big megaphones.

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