Category Archives: Indie Spotlight

Independent Games you might have never heard of get their shine in this section of News, Interviews, and more from the RealGamerNewz crew and indie devs themselves.

New Must-Play PC Indie Games on Steam – Mid-April 2017 Roundup

PC Gaming RealGamerNewZ - Steam Valve

Steam is an ever-giving platform full of vibrancy, new ideas, and this list may not have scratched the surface as much as our fine-toothed comb of gaming taste normally would – but these are just a handful of the games zipping by that are truly worthy of our time – and we don’t want to miss them. If you know anybody new to PC Gaming who hasn’t experienced the match of indie art styles and creative gameplay design, direct them here and feel free to give shout-outs to other titles new and old in the comments section which other Steam gamers might find enjoyable!

Domina Steam PC Gaming Indie Gaming RealGamerNewZ

Domina

Genre: Violent, Action, Simulation, Strategy
Noteworthy Features: Roman Gladiator Management Sim with the ability to control units directly.
Development Studio: DolphinBarn
Release Date: April 3, 2017

More Info / Buy Now – Steam

Beat Cop Steam Indie Gaming PC Gaming RealGamerNewZ

Beat Cop

Genre: Violent, Indie, Adventure
Noteworthy Features: 80’s police simulator with retro-inspired pixel art and gameplay design focused around fun factor.
Development Studio: Pixel Crow / Publisher: 11bit Studios
Release Date: March 30, 2017

More Info / Buy Now – Steam

Playerunknowns Battlegrounds PC Gaming Battle Royale RealGamerNewZ

PLAYERUNKNOWN’S Battlegrounds

Genre: Battle Royale
Noteworthy Features: The new kid on the block for competitive multiplayer online survival shooter games with over a million copies sold already has been taking the industry by storm as of late. Many enter, only one will leave alive. From the creator of the Battle Royale modes which spanned across ARMA & DayZ mods, an official H1Z1 mode now known as “King of the Kill”, and more.

The latest edition of this concept has been put together by the visionary behind all previous development attempts and this time has teamed up with Bluehole Inc. made up of veteran game devs. The title already has a lot of content planned for it, an extreme amount of positive buzz, and an active player-base with new optimism for a complete title coming to fruition in a reasonable time frame.
Development Studio: Bluehole Inc.
Release Date: March 23, 2017

Buy Now – Steam Early Access

Comic Star Heroine RealGamerNewZ JRPG Steam PC Gaming Indie RPG

Comic Star Heroine

Genre: RPG
Noteworthy Features: Inspired by Phantasy Star retro-JRPG series, creative and unique take on the genre with retro-inspired pixel art.
Development Studio: Zeboyd Games
Release Date: April 11, 2017

More Info / Buy Now – Steam

Mr Shifty RealGamerNewZ PC Gaming April 2017 - tinyBuild

Mr. Shifty

Genre: Action, Adventure, Indie
Noteworthy Features: Pixel Art Graphics meets fast-paced top-down shooter, compared to Hotline Miami – praised by many gamers.
Development Studio: Team Shifty / Publisher: tinyBuild
Release Date: April 13, 2017

More Info / Buy Now – Steam

Killzown Invades: Pixel Pop Festival 2015 – Part 1

Killzown Invades Pixel Pop Festival logo

 

Killzown makes his triumphant return to Saint Louis’ Premiere Indie Game Festival, Pixel Pop 2015. This year featured over twenty independent game devs in both Video and Table-Top/Card Game format on the show floor as well as panels, contest, and game tournaments during the show’s two day stretch. This years event was hosted Dynamic Midwest Events and Happy Badger Studio at Webster University’s East Academic Building. Check out the video below and for more info on Pixel Pop be sure to visit  www.pixelpopfestival.com/ today.  If you want to keep with Killzown check him out on www.djkillzownjones.com, Twitch, Twitter, Facebook, Instagram, Google+ and subscribe to his channel on Youtube then as always keep it locked to RGN for all of your event coverage.

Source – DJKillzownJones.com

IndieSpotlight: Eternal Jupiter

Eternal Jupiter Gameplay Screenshot

Welcome to the full reboot of our IndieSpotlight Series. In the following post we will be speaking with Dave AKA Bit Journal of Bit-Journal Games as we discuss his upcoming video game Eternal Jupiter which is a complete remake of an earlier title by the same name. Eternal Jupiter has been completely revamped and is Dave’s first professional endeavor since achieving a full understanding of game development through institutional education as well as learning on his own. I had the opportunity to be the first in the world to try out his demo which is to be released to the public soon and has many features including native support for the PlayStation 4 DualShock 4 controller on PC as well as Xbox 360 / Xbox ONE and other traditional PC controllers on the platform. Two players can even play at the same time with co-op.

Eternal Jupiter is a shoot em up action game featuring bullet hell moments of intense action. While still in development, keep in mind that the IndieSpotlight feature for RealGamerNewz primarily features titles that have yet to be released in any form (although we may began to branch out to some Early Access titles that are under the radar as well). The whole point of this series is to find those underground gems that fans of a particular genre might give a good home to. I am also fortunate enough to have a chat with every development studio who gets featured in the IndieSpotlight – so these are a chance for us to see the detailed vision a developer has behind their game. As always, feel free to reply with questions of your own for the developer in the comments section of this post. Here are some quotes from the developer taken during our Interview in the game is described in great detail. Thank you in advance for reading and we look forward to providing more information about Eternal Jupiter as it approaches release.

RGN: When did you first start making games?

Bit-Journal Games: I started developing games in 2011. I downloaded a trial copy of Game Maker 8 and attempted to teach myself the basics of game development. That is when I started developing Eternal Jupiter in its rawest form. I did this to see just how far I could take it. A month and a half down the road, while it was certainly not perfect, I created my first playable demo. It was at that moment that I decided to enroll with Brookdale Community College’s Digital and 3D Animation Program under the Game Programming Option of the degree. That was the beginning of my journey into Game Development.

RGN: When did the first Eternal Jupiter release and how was the public reaction?

Bit-Journal Games: While there is a demo for Eternal Jupiter, it isn’t technically released yet since I am still in the process of building it. When I first presented it at The Hudson Arcade in Hoboken NJ, people seemed to enjoy the challenge it presented to them. The press copy that you played was a result of suggestions given to me from various other people who played the game both at the event and others outside of the event as well. While the reception was positive, I wanted feedback from the players and got the feedback I needed. These suggestions led to better collision detection, more bullets and quite a few fixes for bugs that I found through testing the game both on my own and watching others play it as well. To all of those individuals who played my game, made suggestions and helped me hunt down and squash bugs (both directly and indirectly), I thank you all sincerely for that. 🙂

Eternal Jupiter Gameplay Screenshot 2

RGN: What is the vision behind the game?

Bit-Journal Games: Eternal Jupiter is a Top Down Shooter / Hack and Slash Hybrid inspired by a combination of Top Down and Side Scrolling Shooters, my love for Mecha & Super Robot style Anime, and Hack and Slash Action games. Its why I refer to the game as a Bullet Hell Hack and SHMUP. In it, you pilot a Jet that can transform into a Mech. In Jet Mode, you can fire your Lasers and Missiles depending on what button you press. Your movement is also a little faster in Jet Mode since the ship is more compact and aerodynamic. However, in Mech Mode, you move a little slower but your Lasers are replaced with a more powerful Arm Cannon and your Missiles are replaced with a Beam Katana that can reflect enemy bullets back at the ships that fired them. I wanted to create a shooter where I give the player the freedom to transform between Jet and Mech whenever they feel like doing so. In order to balance out the amount of power I give to the player, I give them a stock of three lives, no continues and no power-ups. Growing up in the 80s (like many others who may be reading have), old school arcade games have had a major influence on my life.

Before I learned how to develop video games, I always asked myself what I liked from this classic era. Then I asked myself what I would do differently to this style of game. That is part of the reason why gave the player the capability to transform on the fly and use a Beam Katana in battle. The other reason really just has to do with my love for Iai-do (The Japanese Art of Drawing the Sword) and my love for Anime.

Overall, Eternal Jupiter is a culmination of all of these things. Its a game about fast paced, arcade action and your pure willingness to survive.

RGN: What are some of the features the Remake offers above the original?

Bit-Journal Games: The original Eternal Jupiter was very bare bones compared to the Remake. After going to college, I took what I learned and applied it to the Remake. Before I get down to the features, on a coding level, I re-coded the entire game when compared to its original. I also built totally new animations and much better parallax vertical scrolling backgrounds and foregrounds. Presentation wise, I added in a new opening menu that resembles a boot up sequence screen that you would see if you were the pilot inside the Mech.

Game play wise, I was able give the player more functionality using less buttons. That way, their hands are not scattered all over the controller. Compared to the original, Eternal Jupiter Remake features:

– Xbox 360 and X-mode Controller Support
– PlayStation 4 Dual Shock 4 and Direct Mode Controller Support
– 2 Player Local Co-Op Mode and Two Players on One Keyboard
– More Bullets
– Better Timed Enemy Patterns and Generators
– Vastly Improved Controls
– More Varied Enemies
– A Better Boss Fight

Eternal Jupiter Gameplay Screenshot 3

RGN: How was the game made in terms of what you’re willing to reveal about the engine and tools used etc.?

Bit-Journal Games: Animation wise, I like to build my sprite sheets in Photoshop and import them in Game Maker Studio. This gives me the tools I need to help visualize where I want to place certain objects, backgrounds and animations on the screen. There are also occasions where I do some art in Game Maker Studio as well, but it’s mostly in Photoshop.

Using a combination of what I learned in my Game and Object Oriented Programming Classes (Note: Since GML and C++ are quite similar in execution, what I learned in my classes greatly enhances what I can do in the engine) and the power of Game Maker Studio, I approach development one step at a time. I don’t ask myself “What is the right answer?”. Instead, I ask myself “What are the questions I must ask to arrive at the result I am looking for?” I don’t look at development as a need to know all of the answers. Instead, I look at it as a learning experience. While the project evolves with the developer, the developer learns from the project. Every answer creates a question. Every question begs for an answer. Developing the logic behind the code is the most important step to arriving at these answers. If the logic is flawed, you most likely will not get the results you want. If this all sounds very philosophical, its because as a developer, simply put, I do a lot of thinking before I put my hands down to the keyboard. Then I do some writing to organize my thoughts. After the animations are finished and the assets are ready, I ask myself “What do I want this to do?”. Then I look at my notes, start coding what I need and test it. At the end of the day, it’s thinking, writing, testing and repetition that helps me get Eternal Jupiter closer to completion.

RGN: Does the final build of Eternal Jupiter Remake currently have a release date planned?

Bit-Journal Games: Given that I am about to start a new job, I do not have a specific release date planned at this time. However, once I figure out what services I want to use to sell the game (ex: Steam, GOG, Desura, Humble Bundle etc…), I will give you an updated ETA. The good thing is that I will release a few more demos over the course of development so people who want to try Eternal Jupiter and see its progression will have the opportunity to do so.

RGN: Where can gamers keep up with your work and possibly try out a Demo of the game?

Gamers can go to eternaljupiter.wordpress.com to read all of the updates related to the game and to download the demo once they become available (which I promise all of you, will be very, very soon. Perhaps tomorrow ;-). Once its up, I’ll definitely make an announcement. 🙂

– Thanks for the interview and previewing my game. Its much appreciated 🙂

[Update: The Eternal Jupiter Work-In-Progress Game has received a Public Demo downloadable HERE]

Eternal Jupiter RealGamerNewZ

Extract 237 Preview

Extract237_Logo-black

It’s Halloween and RealGamerNewz has some interesting things lined up for the night. We got a chance to play a rather interesting game late last night called Extract 237, a game where you are inside the body of an alien. Crowdfunding was all the rage a few years ago, but it has died down like any other fad. With ridiculous things hitting Kickstarter like Potato Salad, it isn’t hard to see why some may have turned their back on it. It has actually become somewhat rare to hear about a great game on Kickstarter, but they still exist.

Extract 237 is one of these games. With two developers, 16 days to go, and 2% of their project funded, it does not look like they will make it this time around. We had a chance to see a basic build of Extract 237 and it is one game that I do not believe should be looked over. We couldn’t interact with objects and we couldn’t do much of anything come to think of it.

We got a very early build of the game that let us explore some of the areas of the game and get a feel for it’s atmosphere. From what we saw though, it’s definitely something to look forward to though. The areas we went through were very atmospheric and interestingly unique. It may be because I don’t play horror games often, but this feels very unique as a whole and I don’t believe anything like this has been done before.

extract237_ganglion-environment

Extract 237 may not have a giant company behind it, but it is not without talent. The 2 developers are hard at work and it really shows. We have Matt McCorkell behind Character/Environment art and animation,  then we have the designer, Robert Nelms, who designs the creatures and the environment. They both do a fantastic job as the levels we got to explore were extremely beautiful. It doesn’t seem very uncommon for indie games to come out with pixelated games, but Extract 237 doesn’t do that. Instead they use the Unreal Engine 4 to the best of their abilities and it really shows.

The environment of the game gives off such an interesting vibe and it’s really hard to explain. It’s also somewhat challenging to explain the feeling of being inside of an alien, but if I had to guess, I would say Extract 237 hits the nail on the head. It’s really hard to imagine, but even harder for me to truthfully describe. It’s done really well and it looks as beautiful as it does unique, I don’t know what it feels or looks like to be inside of an alien, but I would wager it’s something like I experienced on here, It would be interesting to see first person and it would be awesome to see Oculus support. Right now though, Extract 237 is a game with a lot of potential. It would be a real shame if that’s all it will ever be.

I think the game would do a lot better in first person, but it seems like they set it 3rd so you can see what’s going on around you. I’m not entirely sure what I saw, but there was definitely signs of a functioning body. It’s actually really crazy to see that though, as they don’t only focus on an interesting design, they also have put effort in to making it feel like you are in a living being. It’s was truthfully a great experience, except the movements need to be fixed up a bit. Again though, we have an early build.

extract237_stomach-environment

While I love exploring the game, it’s not without issues. We got a very early build, of course it isn’t without issues. The sad thing is that Extract 237 may take longer to come out though as their funding doesn’t seem to be happening. It’s definitely a game to look forward to though and I hope it gets it’s funding as I rather enjoyed my experience in the build. The demo should be out on November 3rd for everyone to try. While I don’t think Extract 237 will reach it’s goal this time around, it is definitely still a game worth looking forward to. It’s a rather small team with some real talent and it’s sad that they are being looked over with ease.

There are other projects like this not reaching their goal on Kickstarter as the funding on the site has dropped drastically since the craze began to die down. It’s a shame really, as these people are on to something. I think the craze should come back, but it’s hard to gamble your money when Kickstarter does it’s best to take little to no responsibility. Still though, it’s a really good thing to help fund these companies, but you should be careful. Extract 237 is a project I would deem as fund worthy, as it has some real talent behind it and it is really interesting from what we got to see.

You can check them out on Kickstarter ,which only has 15 days left. You can also check out their Twitter and Facebook for updates about the game as well and you can up vote them on Steam’s Greenlight.

Editor’s Note: To get your games featured on RealGamerNewz.com IndieSpotlight email us here and we will consider your request. 🙂

 

Disclaimer:

After writing and submitting this preview, I began talking to the developers at Project Extract. I really enjoyed the game and we began to speak about a position. I really believed and enjoyed the project I saw and upon further discussion I decided to help them out. I am currently the Community Manager at Project Extract, this position was talked about after the preview and the developers are actually unaware of the preview. It will be something they read after this disclaimer is posted as I did not want it to give me an unfair advantage, I wanted to be hired because of what I have to offer them.

Tangentlemen Interview

Tangentlemen

Last month at GDC it was announced that multiple AAA developers were jumping ship and joining an indie company named Tangentlemen. I wrote an article about the interview with Cory Davis and decided to each out to the team myself. Well, they responded to my questions and overall I really enjoyed talking to them. Here is the interview:

1. To new people trying to get in the industry do you have any advice? Also skip over AAA and go
to indie or try AAA first?

Toby:

Well, obviously we all came from from a AAA background, and it definitely gives you a solid understanding of how the different pieces of game development fit together, and the importance of deadlines, but it’s tough to get into. Anyone can start developing with the tools out there now, so Indie development is a great start point.

Cory:

You’ve got to start creating, and meeting the right people (other talented game developers) as soon as you possibly can. I think getting involved with an indie project, or helping out with a mod is the best way to prove yourself. If you’re able to have any form of success with the projects you get involved with, then you have a foothold. At that point, you can use your foothold to open the door to a number of different opportunities.

Rich:

I think it depends on what kind of work you want to do, AAA tend to develop specialists, whereas in. Indie you do a little bit of everything. We’re really lucky that we have a broad range of interests, so we’re. comfortable throwing ourselves into new territory.

Jigs:

Say yes. That first job is always the hardest. Take any opportunity in so you can learn but then be careful what you are good at. While you are looking for work seek out similar people and try to start a project or help on their project they are equally valuable. Nothing resonates like working on something. All successful development requires people good at integration. Working on a group project and being able to reference that experience is key. Look at others portfolios. This IS a competition and you are compared to others. Make sure your materials look good.

2. You guys are just getting started and maybe down the road I will be able to ask this question
again, but so far, other than your Garoffice, what are you enjoying about the indie atmosphere?

 Cory:

I love being able to bring my guitar in to work. I’ve been experimenting with some sounds that I think would be really good for our project, so it’s been great to just play my ideas out and see what fits. I also have a badass view of an ancient cactus.

Rich:

Impending victory born from the fires of destiny.

Jigs:

You get to set your own culture. making a company from the ground up is a big challenge but a lot of fun.

3. How did your families react? I mean essentially you guys had reached what can be considered
the top of the gaming industry and to the normal person indie development can be seen as a downgrade.

 Toby:

Everyone’s been really supportive so far. My wife is also starting her own company at the same time, so it’s been a bit of a challenge, we’re both really understanding, but at the same time, we need to able to change plans on a dime to help take care of the kids.

Cory:

Julie has been telling me to go Indie for years, so she’s been super excited! When you’re working in AAA there’s just so many things that are outside of your control. Things like release date, marketing material, schedule, and other important factors that contribute to the overall success of the game. We’re really looking forward to having more input in those areas.

Rich:

Mostly my dad gives me his opinion on how it was ok for Activision to screw over Infinity Ward.

Jigs:

Eden was just really excited we’d be cleaning out the garage.

1. In an interview during GDC Davis talked a little bit about Kickstarter. Have you guys dived deeper to the conversation about funding? If so is Kickstarter still considered a viable option?

Jigs:

We’re looking into all possible avenues for funding right now. Kickstarter has absolutely been a viable option for a lot of game projects recently, and it’s something we’re looking at very closely, however there are a lot of other options out there as well, we don’t want to rule anything out just yet.

Rich:

There have been some really successful Kickstarters in the last several months. Having the opportunity to interact directly to the gamers and retain ownership of your game is a really exciting
prospect. We’re still trying to figure out where we fit best.

2. So, what’s with the name? Why Tangentlemen? Is there any significance behind it or is it just a cool, untaken, interesting name?

Toby:

So we were all in the car together, and Cory made this offhanded joke about Tangentlemen as a potential name for a studio. We all laughed and thought it was funny, but for the life of me I can’t remember the joke. What I do remember is that it captures some of the juxtapositions we’re trying to achieve.

Rich:

We’re not the youngest guys to go Indie. Most of us have kids, and we’re bringing decades of experience to the project. The name has a sense of refinement, an appreciation for really bad puns, and just a hint of the unknown.

Cory:

I think it helps chart out the direction we want to take with our games. we want to create meaningful, unimaginable interactive experiences. It also has a myriad of meanings most of which are entirely misleading… just like the answers to life’s important questions.

3. How have you guys been prioritizing your project(s)? Meaning are you prioritizing enjoyment,
longevity, or beauty?

Cory:

Right now we have one project, I can’t say much about it yet, but I can tell you that it’s coming from a very personal place for me. We started by kind of verbally exploring some of the themes we wanted to explore with our next project, and a lot of us were mentioning the same ideas. We don’t want to make a game that’s pure ego trip, we want to make something that challenges the way our players think. I guess you could say we’re prioritizing theme.

 

I’ve really enjoyed speaking with the team and look forward to their game’s announcements. I wish them the best of luck and really hope they are having a great time in their Garroffice. For those of you who do not know, they are currently working out of a garage. So, for fun sake I just called it their Garoffice. Anyway, I’m sure Tangentlemen has a great future ahead of them and I really wish them the best. Most of their developers made my childhood and everyone I got to speak to were very nice.

 

Tangentlemen

Grave (Indie Open World Survival Horror Game) – Now Coming To Xbox ONE

Grave Coming Soon To Xbox One

Backers have until 1 AM on April 28, 2014 to get behind Grave, a self proclaimed Open World Survival Horror Game from Broken Window Studios who have announced today that Grave is going to be an Xbox ONE title. Previously, Grave raised over $8,000 in the first 15 days as a Windows PC / Mac OS X / Linux game and will now have 15 more days to bring together enough pledges to round out the full goal of the project.

Grave’s total goal is $30,000 and that leaves 15 days for a little over $21,000. Tristan Parrish Moore (the Designer/Creative Director behind Grave) has created two Kickstarters total, backed twenty, worked on WWE 13 / Due Date, and has a full team on board with development of Grave via Broken Window Studios including Lead Artist Abigail Bagulay-Moore who previously developed PlayStation Home games, Daniel Strayer developing shader technology and handling graphics programming, William Tate the 3D Artist / Creature Creator, and the Concept Artist Richard Partridge. The team has put together a decent explanation of their budgetary needs as well, found here.

What makes Grave special? A few things could potentially be the answer to that question, though it is still early to tell on a game that has yet to release. The combination of fear-based Escape gameplay with lightweight weaponry based on a Darkness Vs. Light concept is certainly one that’s been turning heads since Grave began getting exposed. Oculus Rift support for VR Gaming has also helped bring a lot of attention to this project which actually started out as a game jam title called Cimmerian Shade.

Another feature that Grave sports is the ability to make decisions. This is an open world title, and what that ends up meaning in the final version still remains to be fully realized. Thus far, Broken Window Studios is aiming to utilize this open world to enable the player to craft their own experience through Grave’s survival horror gameworld. Grave runs on the Unity engine, meaning it’s very much open ended as to which platforms it could eventually end up on. For now, computers and Xbox ONE appear to be a great start if it can get funded. Take a look at some of the resources below and keep in mind that this project isn’t finished yet. If you’d like to pledge and back this project, visit the Grave Kickstarter Page.

In addition to having a prototype demo available (link below) both before and during the Kickstarter, Grave has been featured in a number of Gameplay Videos on the web (also featured below). Indie awards that Grave has been recognized for thus far include “being part of a month-long exhibit at Arizona State University”.

Click To Play Prototype Demo

GDC 2014 HD Demo:

Let’s Play Gameplay of Work In Progress Game:

Let’s Play Gameplay of Work In Progress Game:

Let’s Play Gameplay of Work In Progress Game:

Let’s Play Gameplay of Work In Progress Game:

Dragon Fin Soup (PC / PS4 / PS3 / Vita) – Tactical Action RPG Alpha Gameplay w/ Commentary [HD 1080P]

Dragon Fin Soup - RealGamerNewz - Kickstarter IndieSpotlight

Dragon Fin Soup is a game that has completely surpassed its goals in a crowd-funding effort on Kickstarter in order to bring to the gaming world something truly special. This unique Tactical RPG will arrive on the Windows PC, PlayStation 4, Sony PS3, and PS Vita. This game aims to reproduce the retro feel of SNES Era role playing games, mixing Action elements in a similar way to Secret of Mana’s gameplay battle system.

Another feature that will leave the RPG hardcore die-hard crowd pleased is the fact Dragon Fin Soup is also a Roguelike experience. A story featuring down to earth, flawed but intriguing characters, and a gripping turn of events is also promised. With over 300% funding on Kickstarter, many Stretch Goals have been met as well and the game’s release across these many ambitious platforms has been secured. On PC it will have support for both Mac and Linux in addition to Windows and will also be featured on the Steam market.

Dragon Fin Soup - RealGamerNewz - Gameplay Screenshot

Classic elements such as inventory management, item accumulation, HP / Mana management, and exploration are in some ways resurrected from the golden age of the genre and re-invented where development studio Grimm Bros has saw fit. The team was highly inspired by titles such as Chocobo Dungeon and is made up by just five talented people who have managed to get the game this far and show it off in the Alpha version footage seen below.

Some of the bonus features unlocked by the generous Kickstarter backer support include Endless Labyrinth Mode, Online Leader Boards, Additional Porting cost for PS3, PS4, Vita, Asian / Oriental Weapon Pack, Sheep Pet Quest, and Playable Skeletons in Survival / Labyrinth Modes.

Dragon Fin Soup PS4 - RealGamerNewz - Kickstarter IndieSpotlight

Dragon Fin Soup PS4 - RealGamerNewz - Concept Art

Dragon Fin Soup RPG Gameplay - RealGamerNewz - Kickstarter IndieSpotlight

Steam Greenlight: Successful

Kickstarter: Successful

Follow Dragon Fin Soup: Twitter | Facebook | Kickstarter | Official Website | YouTube | Google+

1080P Gameplay w/ Commentary of Work-In-Progress Game

steamworkshop_collection_231462918_collection_branding

Starpoint Gemini 2 Developer Q&A

header

So, I recently contacted Little Green Man Games for an interview or a Q&A. I got hold of Tomislav Mihoković the Art Director and Co-Owner of the company and he said he would be happy to answer some question of mine about their upcoming game Starpoint Gemini 2. While I hope to do a hands-on preview of the game all I will say right now is that the game is really enjoyable and stable especially for a game that was in Alpha (The last time I had gotten a chance to play the game was in December while it was still in Alpha. The game currently changed stages and is now in beta. The questions are centered and his responses are italicized. Here is my Q&A with Mr. Mihoković I hope you guys enjoy and if you have any further questions I can try to rely them to Mr. Mihoković and have them answered I hope you enjoy:

1. Even though Starpoint was a success for your team, in the reviews people can see it getting hit hard by critics. This obviously did not influence buyers as you are currently in development for a sequel, but how did it make you guys feel? The user reviews were generally more pleasant Vs. the critic reviews did your fans help you go through this upsetting time?

“Yes, well overall metacritic score was less then we expected, obviously, but at the same time it was one of those love/hate games. When designing SPG1, we have put the ideas in the table, and were aiming at the niche, no matter the critics, we partially succeeded in that aim. Another thing to take into account, SPG1 was our first game as a team, with very limited resources, with no background as a developer, and maybe the most important thing – with very limited exposure to players prior to game’s launch. A bit naive on our side maybe, but we persisted. There were times when we figured maybe it would be best to close down the studio, or reorient the work to mobile platforms, but in amidst of all the madness with SPG1, we started getting the emails with players having a lot of fun playing the game, sending their suggestions on what to improve, asking for possible expansions, even volunteering for VO-ing the game etc. Today we have players that have played SPG1 for mode than 400 hours. In the end, it is the community that defines whether the team will go on on close doors, and they are a reason we exist and work today, so a big thanks to all of our players out there”

  1. After the obvious success of the first game did your company expand by adding some new additions to the team? If so how many/what percent?

“Right you are, all of us have learned, the team has grown, doubled to be more exact, from core members to seasoned outsourcing workforce. We hope to continue growing together with the community in order to meet their big expectations, since the genre we’re in is pretty demanding, and becoming even more so considering the big comebacks last year or so.”

  1. So, I’m sure somewhere you have a list of upcoming/planned features. Do you have a link and how much of the game do you currently believe is finished? (Only asking because of Steam Early Access)

“Well, we’re currently at GDC, and when getting back to our HQ, we intend to disclose the roadmap. I will mention a few of them – Steam workshop (models, material, particles, world editors + a gigger scripting guide), a couple of view cameras players suggested (1st person, track-enemy camera), ship’s strafing, implementing of mercenaries you can join to your fleet, unlocking the main storyline as well as side quests, blueprints for crafting unique ship systems, cloaking devices and many more special equipments etc. A lot of work on our hands, but are enjoying every minute of it

Currently, the main to – do list is compiled, almost all the other features are now added to our internal wishlist, which will be our guide to future expansions, dlcs, or a following installment, so every suggestion is still valuable.”

  1. Do you plan on increasing/decreasing the price when the game is released/enters different testing stages? An example of a company doing this would be the company behind Planetary Annihilation.

“We have seen the progress and price changes of Planetary Annihilation, and chose to follow a more „standard“ path, as we feel the price for the game should be at its top when the game is fully operational so to speak. Almost every alpha stage of any game is expected to be buggy and unpolished with features missing, so in our minds it would be unfair for our backers to pay more for less in a way. But that’s just our way of looking at things”

  1. You guys are obviously focusing on this project at this moment, but does your company have a new series possibly in the early stages of development? One that the team would go in to after Starpoint Gemini 2 launched of course. I understand if you can’t answer this question, but personally I’d be interested in a new series as well as a sequel.

“The main focus at the moment is still SPG2, with full task force on it, but of course, other projects are thought of, some game design documents are already done (and have been done for a while now), and different approaches for development are being explored, but for now, as I’ve said, bringing Starpoint Gemini 2 in the best light is our top priority.”

  1. What’s the average day of a team member like at Little Green Men Games ? Obviously you guys have to keep it professional, but do you guys have a fun loving environment or is it all work work work?

“Heh, actually differs from day to day, sometimes only a few comments on our forums make our day and it goes light as a feather with a lots of philosophy about this and that, those days are really great for creativity and bringing more superb ideas to game(s). Crunch time however is more often at the moment, since we’ve got a lot to deploy, and day of the week doesn’t matter really, we take the work with us wherever we go 😉 But hey, we’ve got responsibility to our backers, so it’s not that hard to manage”

  1. Near the beginning of the year your company started talking about the Oculus Rift and became an official developer for it. I’m not sure if you went more in to that in another Q&A, but can you speak about what you guys are planning to do with it? Also what is your companies thoughts on the fact that Sony is now getting in to the VR game as well as the rumor of Microsoft getting involved?

“Well, I’m going to quote our programmer on this one, he’s a lead on Oculus implementation in SPG2:

At the current stage of development our implementation of Oculus Rift is still very basic, yet we’re already very impressed by the initial results. With that VR device players get a better sense of scale when observing grand space battles and awe-inspiring nebula-covered asteroid fields from an unobstructed 3rd person view. Even during combat, the head-tracking feature that allows the player to guide turrets by simply facing their opponents proved extremely easy and helpful. We’re very interested in a continued development in this direction and plan to support all simulation sickness inhibition features that the new generation of Oculus Rift will provide. Some of our next steps include the correct adaption of our UI and a slight redesign of certain visual effects to give them more depth.We’re very interested in what Microsoft and Sony have to offer in this field given that competitiveness among developers tends to bring better products for the end user.“

  1. So as players can see the Starpoint Gemini series seems to be a player driven story. Meaning that the story is basically what the player makes of it, there is no main questline. There are per-scripted missions, but they don’t seem to be as heavy as other games like the Elder Scrolls Series. Do you think at some point down the road that can change? And has it ever been seriously talked about? (sorry if I’ve been misinformed on this subject. I’ve gotten to play about 2 hours of the Alpha and what I’ve played I’ve enjoyed. I plan to play more soon, but I prefer playing after full release. Weird way to spend money, but I like supporting the developers early on.)

“Not a weird way to spend money actually, there’s a huge number of players that bought the game while Early Access due to its price, and see that as an investment in the future.

Now, at the moment, what you get in the game is sandbox (and not all of it – there’s more to come), but in Starpoint Gemini 2, the main storyline and side missions (faction based mostly) will definitely happen. Those two are being implemented in our off-cloud version, and will be released when properly done. Fear not, the story in SPG2 is one of the highlights of the game, not to mention future smaller stories being introduced in expansions and dlc’s, updates post-release and so on.”

Tomislav Mihoković,

Lead Artist, co-owner

Little Green Men Games

Mr. Mihoković and I conducted this Q&A over email and I am very happy that he went in to details about all he could. As I said before if there are any questions you would like to ask feel free to post them in the comment section and I will try to have Mr. Mihoković answer them. The development team is currently over at GDC for the week, but usually when they are home they are VERY active with their community.

You can purchase Starpoint Gemini 2 right now for Steam early access at:

Steam’s Store for $24.99 and is available for purchase at Gamersgate, GameStop PC Downloads, and Gamefly Digital which are linked to their main site.

You can check out Starpoint Gemini 2’s website at:

http://www.starpointgemini.com/

And follow them on twitter, like them on Facebook, and subscribe to them at YouTube with the following links:

Twitter / Facebook / YouTube Channel

Former AAA Developers Moving To Indie Development

Tangentlemen

The recently made studio Tangentlemen is at GDC 2014 with a new project to talk about as well as some new talented employees. These developers come from different companies as well as different types of genres:

  • Richard Smith: A previous senior art designer of Infinity Ward. Smith also contributed art work towards Respawn’s Titanfall.
  • Cory Davis: The lead designer and creative force of Spec Ops: The Line.
  • Toby Gard: A game director who helped launch Tomb Raider as well as create Lara Croft in 1995.
  • Five additional members of their team come from the development team of Yaiba: Ninja Gaiden Z with Davis and Gard.

The first game the company is working on is titled Daedalus which they have described as “an existential horror trip into a surreal, half-forgotten dream.” Davis expects the game to be revealed in the upcoming weeks. The team is currently actually working out of the producer John Shelton-Garcia’s garage. So, the question beckons: Why move from AAA to this? Davis goes on to explain this  by saying “I was finding the structure of making big games to be too rigid and restrictive,” he also goes on to say “There seems to be a problem with chasing after photorealism–it makes everything else about the game very myopic. By moving into an illustrative space, the look of the game can become a voice in its overall intent, rather than a limitation to that intent. It’s indie games that understand this, and because of that, it’s indie games that are really progressing the art form of game making.” With indie games becoming more and more popular it seems to be a great idea overall.

Davis also commented on their current working conditions by saying “It’s an awesome experience to be in our own new space, even if that space has heating, electricity, and claustrophobia issues,”  Davis seems to reinforce his decision by saying “It’s a reminder that we’re not only free to make great games, but that it’s our responsibility at this point. Every aspect of the game will be hand-crafted, just like a piece of furniture, in our development garage.”

Davis’ choice doesn’t seem to be influenced by money or any other type of motivation that is depicted negatively. Davis’ seems to be chasing one of the most important things in the gaming world which is his freedom of expression. Davis seems very excited about his decision and I hope his enthusiasm is shown in his games as well. When asked about funding Davis stated “We’re looking for publishers who would be interested in smaller, more daring projects, but I’m personally really interested in seeing if we can Kickstart our first game,” and that “Being able to engage directly with game players right from the start of development sounds like an incredibly liberating way to do things.”

Davis ends his interview with the following: “Starting a video game company has been a dream of mine since I was a kid, but this opportunity is more than that,” Davis stated. “Tangentlemen is a studio made up of the developers that I respect the most in the entire industry. ” and goes on with “I feel extremely lucky to have had the chance to join up with individuals that are at least as passionate, knowledgeable, and experienced as I am to create the games that we all were born to create, in an environment where we have the freedom to do something truly unique, potent, and if we so desire, even risky.” We here at RealGamerNewz look forward to their first project’s reveal as well as their funding choice.

Tangentlemen

IndieSpotlight: Dungeons: The Eye of Draconus

RealGamerNewz IndieSpotlight- Dungeons- The Eye of Draconus

Welcome back to our favorite new RealGamerNewz Section, IndieSpotlight, in which we attempt to bring to the surface independently developed video games that are more than worth your attention. A good while back (before the RGN fireworks party about a new Micro-Console being announced and put into hardware beta called the OTON X) we had the chance to speak with some really creative and technically skilled professionals who had put together a game called Dungeons: The Eye of Draconus which is a coming-soon, work-in-progress game you can see at the bottom of this screen in a very early version of the title recorded in Full 1080P High Definition.

Concept:

Dungeons: The Eye of Draconus is a 2D Brawler type game which if you find yourself as one of those types of gamers that feels the need to compare directly to others then in essence of gameplay mechanics Golden Axe from the Sega Genesis days could be passed as a game that definitely helped inspire a title like Dungeons: The Eye of Draconus. With a screen full of over 50 characters at any given time though, Eye of Draconus gets a lot more intense. A comedic style is used to keep things from getting too edgy.

With 3 player co-op featured for both online and local multiplayer, gamers are faced with a plot-driven narrative told through dialogue and cutscenes and based on live action series. This game has been in development for 5 years plus 2 years for the script during internship and the developers had to fight to get the control of their content rights back for this IP that has taken nearly a decade to bring to essence.

RealGamerNewz Gameplay IndieSpotlight- Dungeons- The Eye of Draconus

A linear, episodic tale is told through Dungeons: The Eye of Draconus similar to Telltale’s The Walking Dead Video Games. Coding manually and doing the art themselves, this team really went the extra mile to deliver a quality polish and it shows. Online play optimization has been prioritized for the final build while more features are to follow on top of the base game’s design ambitions.

Starting from the top this title is a comedic (think Conker’s Bad Fur Day funny), action-packed hack and slash game featuring chain combos, 1-2 swing power hits, and each character has a special ability as well as the additional gameplay opportunities presented by obtaining mounts. Mounts with breathing fire for example!

In terms of the plot, Episode 1 gets players familiar with characters going after a treasure and yet embodying anti-heroes. The main characters are roaming around trying to find a way to rise up to glory. Things like small goals lead characters into a situation where crap hits the fan and action must be taken. A funny demeanor will hit to keep things up pace but there are some plot twists designed to inject some emotional value to the actions the gamer is taking during the narrative of the game.

RealGamerNewz Gameplay 2 IndieSpotlight- Dungeons- The Eye of Draconus

So, three reject heroes unite. Bolax with the alcoholic-diabetes-itis syndrome, in for his next drink and Gleobryn the cleric with total dropout/screwup spells going wrong every where you turn and then doing awesome things by accident. Why couldn’t have done that when I needed him to!? Then there’s Rose. Rose is a thief so selfish that her own self interests may get in the way of her own best interests… not to mention others! Bad luck has a way of following her like a dark cloud, possibly as payment for a lifetime of bad credit with the Karma corporation.

Dungeons: The Eye of Draconus is based on fun factor, does its best to present a compelling and immersive story and world to play in, and hones the gameplay design back to an age where intuitive controls and rewarding experiences were mastered for the art direction which also ties together to, all in all, make this game a pretty complete package.

RealGamerNewz Gameplay 3 IndieSpotlight- Dungeons- The Eye of Draconus

There are loose goals when playing through the game. There is no noble cause but instead players are out there trying to get money and mess some people up until they run across an entity that will change their focus and give them something that will potentially change their way of thinking, and their way of life. If you’re still not getting it by my mammoth hints, the quest of a life time.

Official 1080P Video of Work-In-Progress Game:

 

IndieSpotlight: Frozen Hearth

Frozen Hearth

I recently had the opportunity to speak with Epiphany Games about their title Frozen Hearth as well as the universe that surrounds it and through the course of our many interesting and fun discussions many of the details of how the game works and what makes it unique to the RTS genre came to light for me in ways that I thought I’d share with the rest of you RealGamerNewz IndieSpotlight readers. As always, if you have any questions for the developers be sure to leave them in the comments or head to their Steam portal as these folks really are very open to ideas and feedback about everything from balancing issues to totally new feature requests with patches incoming just about every week thus far and more on the way.

Frozen Hearth is a real time strategy game available right now on Steam from a dedicated and passionate team looking to preserve the core concepts of RTS while at the same time make a completely fresh and new experience that incorporates role playing game mechanics in a real way. While each player has their own hero, base, and army Frozen Hearth also provides a more full-featured co-op experience in addition to full campaign and multiplayer player versus player with up to 8 people online or over LAN. Although the co-op could be expanded in the future, right now the feature supports up to two players. But these are just basic checkmarks and bullet points that any gamer in their right mind might be curious about. If you’ve read any of our IndieSpotlight pieces before, you’ll know that this article seeks to get a more in-depth and detailed view of this game and its mechanics, so we will begin that below starting with the vision Epiphany Games has for their title.

At its heart of hearts Frozen Hearth is a character progression-based title that uses role playing aspects to add a layer of choice to the game. While in the campaign players may get close to maxing out their hero (and their army) in terms of abilities / spells since experience is carried from map to map, multiplayer is a different beast and demands more of a decisive strategy in terms of what build the player is aiming for in any given match. This is somewhat standard of the RTS genre, but taken to another level with Frozen Hearth because of its RPG formula mixed in. To fully understand how this all works and why the gameworld is like this let’s take a look at the narrative then break down the gameplay mechanics following that brief overview.

Frozen Hearth Gameplay Screenshot 1

The game’s story is described by the developers as an “Epic tale of woe”. A human-like race called the Danaan is introduced at the beginning and while they have their own individual struggles for power within their species (similar to real life Earth humans) they must overcome their natural instinct to fight each other when suddenly they are invaded by a race of ice monsters who travel with a coming weather climate change sweeping the land. The Danaan call these beings the Shangur and while they are able to fend them off at times and battle them quite competently, the “ice creep” or sheet of ice that the Shangur are spreading as they step foot onto Danaan land and manifest their terraformation is another story entirely. This means the Danaan must retreat and survive in addition to doing battle, and in later titles that will be introduced from this universe the Danaan will look back on the events that take place in Frozen Hearth as the catalyst to their departure from their homeland.

Players of the core variety who have been doing real time strategy for years will appreciate the combination of tried and true as well as new ideas being offered here and the fact that an interesting and logical storyline has been introduced to justify the mechanics of gameplay as well. For example, even in multiplayer the Danaan units are meant to be kept alive, keep experience and grow tougher, and are better when strategically customized as a whole. The player chooses from 3 tribes which sort of represent the Tank / Healer / DPS roles from the MOBA / MMO world and magic is purchased such as leadership or herbalism depending on which tribe the player is a part of. The Shangur (also known as ice demons) are more of a traditional brute force team that spams units and can be upgraded across the board in general ways. Players using this race benefit from sending a rush of units since they spread the encroachment of ice across the land during the course of the match and even leave ice behind when they die. The ice can be upgraded in various ways in order to slow down Danaan units on ice, increase the damage they take while standing on ice, and decrease their morale as well as some Shangur spells being reliant on ice being under the player’s feet. Shangur purchase mainly passive buffs called auras and can also unlock buffers like building faster units, having faster cooldowns through building sub-structures – which brings us to the more fine details of the game’s mechanics.

Frozen Hearth has base building which consists of one structure being put together and then up to 6 sub-structures being linked to it. These are chosen out of 12 which are separated by 3 tiers. In this way, more choices must be made and more diverse battles can come about based on those choices. Different buildings provide different units / research / passive buffs, etc. and while the learning of this system can have a curve the reward of that is a deeper game with a more vast amount of play-styles. In a game that’s set in the dark-age setting, melee is king. Units often line up and do battle making attacks hand to hand with melee weaponry – so you’ll see your troops running up to enemies and getting in position. The appearance of this is being updated over time to look more cohesive to the player’s eye though. There is also a slightly randomized look to each troop, although unit type will be easily identifiable.

Frozen Hearth Gameplay Screenshot 2

The hero of the army can have up to 12 activated abilities / spells with units also able to get spells / abilities. This game is a bit complex at times and tries not to be constrained by the casual preset in order to keep multiplayer very skill-based, but players can still storm through the easy mode to get their bearings straight with the feature set first if need be. In higher levels of play the campaign’s AI has been tuned for more of a challenge. In both multiplayer and single player the Danaan also suffer from poor morale if certain things happen in the game such as the ice encroachment taking a footing over their position which can cause penalties to be suffered to the ability of a unit until the morale increases again. Spells can buff morale though, and ice hurts morale with Danaan on ice because of obvious reasons – physical and mental, as their homeland is being dominated at any given moment where ice is covering their footing.

Even before going into a map players will likely already be deciding what skills they want to unlock and level up in a multiplayer match. The map design is based on introducing unit types, features, and gameplay aspects bit by bit in the campaign mode but online where matches take approximately half of an hour it’s more about versatile play-styles for various game types. Players capture resource nodes and control them which also effects other features in the game including the situation with the ice coverage. In one gametype resources work one way and in another they can work differently though. Frozen Hearth is an open-ended multiplayer experience with various game modes and types including Attrition and resources can be in the form of standard resources (from the traditional RTS standpoint), coins, tickets (similar to Battlefield’s system of spawn tickets), and more with a different gameplay experience resulting each time. Epiphany Games has created a set of mod tools that are currently being used internally to roll out new gametypes and game modes and will aim to release these in the future for the community to work on new content for as well.

In the end, Frozen Hearth is a vision of the core RTS formula interpreted in a unique way and backed up by lore and story that make sense. The combination of classic strategy aspects with character progression seen in MOBA and RPG formats aim to provide a unique experience that is fun to master and worth the effort in the end with the payoff being a fluid and varying experience each time a match is played. Eventually many more game types will come and mod tools could perhaps be given to the community as well, with more games set to be developed at a future date to expand the universe that this first chapter story marker introduces. Look out for our professional Review of the game which will evaluate the current build once our team has had time to play around with the multiplayer and our main reviewer has experienced the campaign some more and of course please let us know what you think about this article and hope to see in future IndieSpotlight features from us.

IndieSpotlight: Assault Android Cactus

Assault Android Cactus - Steam Early Access - PS4

I recently have had the pleasure of e-meeting the developers behind an incredible new twin-stick shooter called Assault Android Cactus which is currently available on Steam Early Access (and as a playable demo) and will arrive on the PS Vita, PlayStation 4, and Wii U as well as provide support for Linux, Mac OS X, and Windows PC Gaming platforms. After getting my own two hands on the title and speaking in-depth with Witch Beam about AAC I can definitely say that what makes this game stand out from others gunning for attention right now is the love and care the devs have put into it. With a real focus on platform specificity too, this is not just a game getting ported around but rather having tailor fit versions for each machine it ends up landing on. In the following article I will describe some of the discussions I had with Witch Beam in regards to Assault Android Cactus and also what each platform of gamer can expect out there. Later this week keep your eyes out for my hands-on Preview as well.

Characters / Gameplay: For starters, players are getting something special each time they decide to switch up characters in the game. With each character representing a different play-style, the primary and secondary weapons players will use are unique to each character. Each character also has a different dialogue with the bosses fought in the game in addition to having their own personalities and animations.

Cactus uses a Machine Gun as a primary which provides players with a stable base gun shooting in straight lines with a Flamethrower for a secondary. Coral is more advanced with a Shotgun for a main and Plasma Field for a secondary which is short range and pushes enemies away damaging the ones who are unlucky enough to make their way inside of the field. Aubergine showcases something even more unexpected than the Plasma Field Coral sports by introducing a Helo companion which is used by players holding the fire button and releasing it to direct the chopper-style destroyer out to targets in the distance challenging the user to gauge their distancing from enemies. There’s also a Singularity Generator which creates black holes that suck enemies in.

Assault Android Cactus - Steam Early Access - PS4 3

Holly holds a Seeker Gun with slower bullets that home in on their target with a Cannon Ball for a secondary that causes huge damage and goes through many enemies but must be timed and aimed perfectly. Lemon uses the classic spread-shot with 3 prong bullet pattern leveling up as it goes. Something to note here, all primary weapons level up for each character as the player progresses. Coral for example gets a bigger area effect on her Shotgun. It’s really great to see the back-story given to each character while playing the title as well and gives you a feel for who they are as a person (androids are persons too right?) but anyways, back to the weapons breakdown! Lemon’s side-arm is a Rocket Launcher which is good against large enemies and tight packs of smaller ones. Perhaps one of the most interesting characters, Starch uses a Laser with a full range beam that’s thicker / thinner based on how far away the target is to Starch. The secondary weapon Starch uses is a Micro Missile Launcher.

Characters are unlocked throughout gameplay with Catcus, Coral, Holly, and Lemon being available from the start as to allow 4 player local co-op through a various form of solutions depending on which platform you’re using, and characters like Starch, Aubergine, and two yet to be revealed characters being unlocked later on. Speaking of the various ways players can do 4 player co-op locally, let’s jump into that for a minute.

Multiplayer / Exclusive Platform Features: On the Windows / Linux / Mac OS X versions of the game players get keyboard and mouse support for those who want it but can also mix and match controllers with multiplayer and remap controllers or use the many supported such as the Xbox 360 controller, Native DualShock 4 controls, many Logitech and other gamer controllers, and any X-Input wrapper controller such as DualShock 3 by the use of programs or custom drivers (or native on Linux). Pulling together the controllers in the house, or having friends bring their favorite controller over, means that it won’t be too hard to get 4 people playing together – even on a PC!

For the Sony PlayStation 4 version of the game of course DualShock 4 is supported and the light bar denotes which character you are playing as with the controller’s speaker calling things out during multiplayer sessions specific to your character. The PlayStation Vita can also be used as a controller for PS4 multiplayer sessions and the PlayStation version of the game will be cross-buy with cross-save capabilities featured.

Nintendo Wii U also features a unique way to play with 4 players including support for the Pro Controller, Wii U GamePad, WiiMote + Nunchuk combination as a virtual mouse and keyboard replacement, and possibly more (the game still isn’t finished yet after all). The Nintendo Wii U version of Assault Android Cactus will also feature a unique GamePad UI with the potential for even more Wii U exclusive features being planned as we speak which have yet to be revealed.

Assault Android Cactus - Steam Early Access - PS4 5

Story: For those wondering what’s going on with all of these characters and features and why there are androids attacking robots, Assault Android Cactus is actually pretty thoughtful in delivering and presenting a great story with cut-scenes still in development currently not available in the Early Access Build (but coming to the final product on all platforms). Cactus is a police android responding to a distress call. She catches up to the source of this call and ends up coming across what is essentially a rogue ship that starts shooting anti-asteroid weapons. She busts in landing on the ship and discovers 3 others. The 4 decide that together they’ll reboot the ship’s brain core. Over the course of the game each section of the ship has a lord who must be conquered. More information about the past of each playable character as well as the situation they are dealing with on-hand is revealed by the section lords as the game moves forward.

Enemies: Every new enemy forces players to react and move in different ways. The keg for example is a splatter bot. Green kegs do melee damage whereas white kegs stop and fire three projectiles at times in your direction. This precise pattern occurs as they all spawn around you. Red kegs fire in 3 directions simultaneously. Bombers will shoot spike bombs tracking slowly and they’ll explode if they get near you taking you down. Combinations of enemies change how players have to act. Each zone has 4 levels and then a boss. There are new enemy types in nearly every single level and with the break-neck speeds at which Assault Android Cactus takes place these enemies will keep you on your toes to say the least. Examples of later enemies include the Rocket Dog which fires tracking missiles and a giant version of it firing eight of these.

Assault Android Cactus - Steam Early Access - PS4 6

Level Design: At its heart Assault Android Cactus is a twin-stick (dual-stick) shooter taking place in arenas going from one point to another. The gameplay maintains a variety and fresh dynamic partly to the credit of levels changing as the game goes on. In the start of the title an elevator the player is riding is moving down as enemies climb up onto it and drop down onto it, fly in, then the elevator opens and players are in a bigger playing field when the box that was with them on the elevator explodes revealing a new enemy type. Much more dynamic levels will come later down the line as well and this gives a brief taste of how fluid the final build of the game will feel with all levels and cut-scenes completed and in place.

Graphics: The PC version of Assault Android Cactus supports 120hz gaming and 120 frames per second at max resolution. There’s also triple monitor support added for those who want it though the game is optimally viewed on a single screen. All consoles including the handheld Vita will have a goal of a smooth 60 frames per second with resolution expected to be high but taking a backseat to the solid 60 fps. As for me myself, I am currently previewing the title on a fairly dated machine with little to no resources to spare and still achieving a solid, locked 60 frames per second without downgrading the settings or resolution in settings – it literally runs like butter and feels great on the DualShock 4 without any custom drivers or wrappers required (more on my experience coming soon in the full RealGamerNewz Preview of the game).

Wii U / Vita / PS4 Release Date: Though you can get the game now on Steam Early Access, players will be getting a sneak peak and helping influence development. The final build will release on PC in Early 2014 with support for Linux, Mac OS X, as well as Windows PC. Console versions should come Early 2014 after the PC version has been nailed down, finalized, and updated on Steam’s offerings. Check back with RealGamerNewz.com for the latest news about the game as well as Preview and Review articles as we get more time playing the game.

Assault Android Cactus - Steam Early Access - PS4 2

Follow Assault Android Cactus: Twitter | Facebook | Steam | Official Website | Google+

***Editor’s Note: If you have any questions for the team at Witch Beam be sure to leave them in the comments section below and we’ll do our best to get them answered! RGN over and out!!!