Capcom dropped its Street Fighter 25th Anniversary documentary on YouTube. Previously it was available only to the purchasers of the Street Fighter 25th Anniversary collectors edition. The documentary covers the franchises history as well as some of its more rabid fans and collectors. The doc also highlights the different versions of the game, which is pretty incredible as there are now, so many.
Check it out and toss your thoughts in the comments!
http://en.wikipedia.org/wiki/Street_Fighter
Capcom dropped its Street Fighter 25th Anniversary documentary on YouTube. Previously it was available only to the purchasers of the Street Fighter 25th Anniversary collectors edition. The documentary covers the franchises history as well as some of its more rabid fans and collectors. The doc also highlights the different versions of the game, which is pretty incredible as there are now, so many.
Check it out and toss your thoughts in the comments!
One game at PAX that drew some large crowds was Crypt of the NecroDancer. They had the game setup on a large monitor with a Dance Dance Revolution pad and people lined up to dance in this unique dungeon crawler.
The beat drops later this year as a Steam Early Access for PC and MAC and features the music by the amazing Danny Baranowsky(Meat Boy, Binding of Isaac, Canabalt).
If you are looking for a bit more of an explanation of how the game works, Northern Lion posted an early alpha build demonstration that shows it off well.
http://www.youtube.com/watch?v=dikSjbCRrPA
One game at PAX that drew some large crowds was Crypt of the NecroDancer. They had the game setup on a large monitor with a Dance Dance Revolution pad and people lined up to dance in this unique dungeon crawler.
The beat drops later this year as a Steam Early Access for PC and MAC and features the music by the amazing Danny Baranowsky(Meat Boy, Binding of Isaac, Canabalt).
If you are looking for a bit more of an explanation of how the game works, Northern Lion posted an early alpha build demonstration that shows it off well.
In the PC community Garry's Mod is a well known sandbox game built off the Half-life 2 engine that allows you to do... mostly anything you can think of. The game is still very popular and much awesome strangeness encircles its community. Facepunch Studios, the company behind Garry's Mod has a new game in development called Rust, an open world survival game. Interested in this I hit up Garry Newman to talk to him a bit about Garry's Mod and Rust.
I want to thank him and @Travis for taking part in the interview and I wish Facepunch Godspeed to Rust 1.0!
jdodson: Garryâs Mod was released in 2004 and came to Steam in 2006. Most people donât work on a project for 9 years,... Read All
In the PC community Garry's Mod is a well known sandbox game built off the Half-life 2 engine that allows you to do... mostly anything you can think of. The game is still very popular and much awesome strangeness encircles its community. Facepunch Studios, the company behind Garry's Mod has a new game in development called Rust, an open world survival game. Interested in this I hit up Garry Newman to talk to him a bit about Garry's Mod and Rust.
I want to thank him and @Travis for taking part in the interview and I wish Facepunch Godspeed to Rust 1.0!
jdodson: Garryâs Mod was released in 2004 and came to Steam in 2006. Most people donât work on a project for 9 years, what kept you going as long as you have?
Garry Newman: Well, the popularity of it! I don't think I'd have worked on it any longer than a month if it wasn't as popular as it was. I'd be deeply ashamed of myself if I'd given up working on it considering the amount of people that play it. They pay my wages - I should do something for that.
jdodson: Many people have made Mods inside of Garryâs Mod. Do you ever plan on running Garryâs Mod on top of Rust? If you did them people could run a mod on that which would instantly cause MOD-CEPTION! But, its possible you could go deeper too...
Garry Newman: It's not something we've put much thought into. I guess our plans for Rust are that open ended that all the 'modding' is going to be done in game.
Travis: All the different Source games and the Steamworks addons players have made give us almost endless possibilities with Garryâs Mod. Is there anything big youâre planning for the future besides bug fixes and compatibility with future Source games?
Garry Newman: I have a few things I want to do with Garry's Mod. Gamemodes have been good for us. A lot of people play Garry's Mod and never even touch the singleplayer - they go straight to TTT or prop hunt. So we'd like to find a way to reward the people creating those gamemodes. Financially.
jdodson: Whatâs the strangest thing you have seen someone do with Garryâs Mod?
Garry Newman: Oh man. That's like asking me the strangest thing I've ever seen on the internet. There's that much stuff out there that it's impossible for me to choose.
jdodson: Are you working primarily on Rust or Garryâs Mod these days?
Garry Newman: I'm flicking between projects. We have a lot of plates spinning right now at Facepunch. The last month or so I've been hitting Rust pretty hard. But I think now it's where we want it to be, I can start to lean off it a bit and let the other guys plough it forward.
jdodson: I know you may have answered this question a million times... but do you call it âmy mod?â
Garry Newman: Haha! I call it Garry's Mod. or GMod.
jdodson: Rust is an open world survival game that features crafting and building. From what I have seen of it, it looks really cool. Will Rust be a procedurally generated world or a more narrative driven game?
Garry Newman: The worlds aren't procedurally generated. They're more iterative. They evolve as the players build houses, srongholds, towns.. and destroy them. We're planning to have farming and stuff - which will change the landscape hugely.
jdodson: Do you have any rough idea for when Rust will be released? 2014 or beyond?
Garry Newman: We don't have any aims or any plans beyond a couple of months. We don't know where the game is going or what it will become. We're discovering the gameplay as we release updates, seeing how it plays, then making decisions from that point.
Travis: Youâre now selling alpha keys for Rust via a âDutch Auctionâ model. This is an interesting alternative to something like Kickstarter for early backers, which in a way makes buying the game a game itself. What was the inspiration for this model, and do you have anything else like this planned?
Garry Newman: We wanted to let a limited amount of people in. If we'd have done it using the old model the keys would be gone in 10 seconds. So we had a think and this way everyone has a chance to buy - their limitation is how much it's worth. It also means we don't have to put a price on the keys - they choose how much they pay.
jdodson: Rust has been in alpha now for a few months. I am curious how this has been going and the direction development is headed right now?
Garry Newman: It's been going great!
Travis: Earlier in the year you said âwe hate zombies and are going to replace them with other NPCs at some point.â What ideas do you have for the enemy NPCs?
Garry Newman: We've got lots of ideas. But they're just ideas right now. We want to concentrate on wildlife that attacks you right now. This seems to make a lot of sense to us because you can harvest them for their pelt, meat and bones. Further down the line we have some big ideas - but we don't want to talk about them until we're there.
Travis: Rust seems, at this point, to be heavily PvP-based. Are there any future plans for a âfriendlyâ mode where players team up to take on the NPC enemies and thereâs no friendly fire?
Garry Newman: Yeah this is something we are hating. We're trying to boost cooperation and make players treat each other friendlier. There's a bunch of ways we can do that. Adding voice chat was a big step in that direction.. but we appreciate it's still a problem so we need to keep experimenting.
jdodson: Thanks for taking the time to talk with us today, is there anything you want to say before we wrap things up?
Garry Newman: Thanks for taking the time out to send the questions!
I saw a free videos of Rust and I really like the idea of having to build your own shelter. There was a game I played on GMOD actually, that was very similar to the idea of this. You had to cook food to survive and you could build walls and houses and other stuff. I had a bunch of fun playing it but than the server crashed and I never could find it again.
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Just watched a few minutes of the Starbound game demonstration at i49 and I had to drop it on the site. Molly and Bart show off the game starting with Character Creation, Multiplayer and questing.
The game looks VERY pretty and polished for a pre-beta. The art and music work well together to build the world. The basic exploration elements look great. You seem to start with a nice assortment of items in the matter manipulator, flashlight, basic weapons & torches.
Check it out and sound off with your thoughts in the comments.
Just watched a few minutes of the Starbound game demonstration at i49 and I had to drop it on the site. Molly and Bart show off the game starting with Character Creation, Multiplayer and questing.
The game looks VERY pretty and polished for a pre-beta. The art and music work well together to build the world. The basic exploration elements look great. You seem to start with a nice assortment of items in the matter manipulator, flashlight, basic weapons & torches.
Check it out and sound off with your thoughts in the comments.
It's interesting that at the beginning they said they were influenced by other "blocked-based" genre games like "Minecraft and such," but don't mention Terraria, which people will assume Starbound is the sequel to.
jdodson Admin Post Author
wrote on 09/04/2013 at 03:53am
Right, well I think there might be some kind of "odd relationship" between Terraria and Starbound so it makes sense that they don't list it. :D
jdodson Admin Post Author
wrote on 09/04/2013 at 09:27pm
The new Mew-Genics teaser dropped on YouTube and is both fun and disturbing. So apparently in Mew-Genics you rub cats together to get another cat, WHO KNEW? Can't wait for more information on Team Meat's next game to surface but it seems still very deep in development right now.
Never knew I wanted to breed cats so badly.
The new Mew-Genics teaser dropped on YouTube and is both fun and disturbing. So apparently in Mew-Genics you rub cats together to get another cat, WHO KNEW? Can't wait for more information on Team Meat's next game to surface but it seems still very deep in development right now.
We got a new shower curtain to replace the periodic table one that was getting a little nasty.
MINOR PORTAL 2 SPOILERS:
If you've played Portal 2, you may remember that Aperture got their start making shower curtains, and accidentally discovered the portal technology when trying to design a more efficient shower curtain.
This one, unfortunately, does not have portal technology.
We got a new shower curtain to replace the periodic table one that was getting a little nasty.
MINOR PORTAL 2 SPOILERS:
If you've played Portal 2, you may remember that Aperture got their start making shower curtains, and accidentally discovered the portal technology when trying to design a more efficient shower curtain.
This one, unfortunately, does not have portal technology.
My final day at PAX was Saturday and it was great. I decided to hit up a few talks and went back to the Indie Mega Booth to checkout other games I had missed on Friday.
talks
I went to a few talks this year. One called "Now that we Know Everything is Sexist, Now What" and a Q&A with the founders of Super Giant Games. Both panels were interesting for different reasons. I appreciate the Sexism talk but it depressed me a little. The Supergiant Q&A was good but I wanted a bit more time with them and the questions didn't seem to resonate with me. Super Giant Games is a great company and they have a very dedicated fan base so it was fun to hear the fans ask questions.... Read All
My final day at PAX was Saturday and it was great. I decided to hit up a few talks and went back to the Indie Mega Booth to checkout other games I had missed on Friday.
talks
I went to a few talks this year. One called "Now that we Know Everything is Sexist, Now What" and a Q&A with the founders of Super Giant Games. Both panels were interesting for different reasons. I appreciate the Sexism talk but it depressed me a little. The Supergiant Q&A was good but I wanted a bit more time with them and the questions didn't seem to resonate with me. Super Giant Games is a great company and they have a very dedicated fan base so it was fun to hear the fans ask questions.
dwarf fortress
After seeing Death Road to Canada on Friday I wanted to head back to the Booth to talk to Rocker Cat Games about the game and try and see if they were interested in doing a interview for the site. Come to find out they are, so look forward to that in the next week or so. In the process I was waiting to talk to Kepa from Rock Cat and I talked to someone standing a bit to the side of the booth. He was a friend of Kepa helping out with the booth for some free PAX passes. I mentioned that as a pretty awesome trade and during our discussion it turns out I was talking to Zach Adams of Dwarf Fortress. Zack Adams a guy I have only read about in about a zillion online articles and The New York Fucking Times. We chatted up a bit about the game and general awesomery. After a bit Tarn came over and we chatted for and hour about Dwarf Fortress, programming, movies, Wolfenstein, OpenGL & SDL, Unit Tests and Nazis. Spoiler alert, Nazi's didn't receive a whole lot of love in the discussion.
It was a chance encounter and one I didn't expect having, but such is the magic of PAX.
As I was making my way through the Indie Mega Booth I came to a game called Where is My Heart. I talked a bit to the developer and decided to play it.
The game is a platformer where you can alternate between monsters to achieve goals to complete each level. It also uses a really interesting comic book panel style that really changes what you would expect from a traditional platformer. Coupled with the really superb audio and visuals the game is really something special. Where is My Heart is currently on PS3 and Vita and is coming to PC and Mac this month.
Hotline Miami 2 looks like more of the super violent rad-ery that I loved about Hotline Miami. Watching people play the demo level was fun but it had a few story elements that made me cringe a bit. They had an area where you could write or draw something at the Hotline Miami booth so I thought a bit and wrote: "Fuck, fuck, fuck, fuck, fukc, fkcu, uckf, yeah!"
"Set out on a journey through the modern human experience as you overcome the heartbreak and hardships of lost love by making choices that will affect your life and the lives of those around you."
Always Sometimes Monsters is an RPG that contains no fighting. In fact, I asked the writer of the game "if you could go off on a rampage and kill everyone" and his response was "well no, because you don't do that in real life." Fair point and because of this is why I am really interested in the game. When the game launches there will be many hundreds of choices you can do in the game that dramatically change the outcome. Since most games involve some kind of fighting mechanic or game puzzle mechanic, it seems interesting to have a game that focuses on human relationships and choices that effect your life.
By which I mean, yeah, he kinda is. Not that this is a bad thing!
Keiji Inafune is turning to Kickstarter to make, essentially, a Mega Man game that got cut while he was at Capcom, but now that he's no longer there he doesn't have access to the characters anymore. This is a game he's been wanting to make for a while now, and it's a game I want to play.
All the stuff you're used to from Mega Man games is present. You'll fight your way through bosses, and steal their powers to take on the other bosses. The screenshots and concept art look quite nice, and with Inafune at the helm, I'm not worried about quality.
Check out the Kickstarter here: ... Read All
By which I mean, yeah, he kinda is. Not that this is a bad thing!
Keiji Inafune is turning to Kickstarter to make, essentially, a Mega Man game that got cut while he was at Capcom, but now that he's no longer there he doesn't have access to the characters anymore. This is a game he's been wanting to make for a while now, and it's a game I want to play.
All the stuff you're used to from Mega Man games is present. You'll fight your way through bosses, and steal their powers to take on the other bosses. The screenshots and concept art look quite nice, and with Inafune at the helm, I'm not worried about quality.
Awhile back I was given a review copy of No Time To Explain, a platformer/action game by tinyBuild Games. Now that Iâve made it about halfway through the main game I think itâs a good time to post my thoughts on the game so far. Especially since weâll be giving away several copies here on the site! (Check here for details on how to win a copy: http://cheerfulghost.com/jdodson/posts/1564)
First, letâs talk about the good.
The core mechanic of the game revolves around a powerful gun that your future self delivers to you in the present. In addition to working as a gun it also works as a jet pack. Itâs one of those easy to learn but difficult to master game mechanics and... Read All
Awhile back I was given a review copy of No Time To Explain, a platformer/action game by tinyBuild Games. Now that Iâve made it about halfway through the main game I think itâs a good time to post my thoughts on the game so far. Especially since weâll be giving away several copies here on the site! (Check here for details on how to win a copy: http://cheerfulghost.com/jdodson/posts/1564)
First, letâs talk about the good.
The core mechanic of the game revolves around a powerful gun that your future self delivers to you in the present. In addition to working as a gun it also works as a jet pack. Itâs one of those easy to learn but difficult to master game mechanics and figuring out how to navigate the levels without dying is where the majority of the fun can be found.
And those levels ARE out to kill you. Bottomless pits and instant death spikes abound. This might have been frustrating, but since there really is no penalty for dying, it never bothered me while going through the levels. The game is very good about placing you on the last safe surface you stood on, so once you clear a particular obstacle you rarely have to redo it when you die.
Each new level introduces some new game mechanic that you have to use to reach the end of the end of the level. I wanted to keep this review spoiler free, so I wonât talk about the specifics of these mechanics, but they do help mix things up and keep the game from getting overly repetitive.
Now, the bad.
The controls for the game can be difficult. The gun/jetpack always fires in the direction of your mouse cursor. However, as you are moving around your character does not stay centered and even though you donât move the cursor, your gun is now shooting in a different direction and this usually causes you to die or end up somewhere you didnât want to be. At times I felt like I made it around obstacles through sheer luck and not because of skill. But again, because death is such a minor set back this wasnât a huge problem.
My big complaint is with the boss fights. They seem kind of tacked on and pointless. For the first couple bosses all you do is just hold down the mouse button to keep firing when youâre not dead (and the bosses will kill you A LOT). Since there is no penalty (other than time) for dying, thereâs no real incentive to try and avoid the multitude of attacks coming your way. That is until you get to the mole boss, which is where I ultimately stopped playing.
For this boss the game kind of rewrites its own rules by restarting the fight from the beginning if you die. This caught me by surprise seeing as the rest of the game doesnât work this way, but thatâs not what drove me to give up. What ultimately drove me nuts was that this boss has several attacks that donât kill you, but instead knock you into a pit thatâs difficult to get out of. The pits are just deep enough that you have to have a perfectly executed jump to get out and I spent far more time fighting the pits than I did the boss. I eventually gave up and moved on to playing some of the bonus levels I had apparently unlocked at some point.
Although I never experienced any bugs, Iâve noticed several complaints on various forums that others have had some real trouble with game breaking bugs.
The bottom line.
Overall I would say this is a good game with a few big problems. Itâs hard to say if Iâll come back to the game. On the one hand, I donât really have that much patience for a boss fight I donât really want to play in the first place. On the other, I do actually want to play more of the levels, which (control difficulties aside) are actually quite fun. If you have the patience to get through the bosses then I would recommend you catch this game when itâs on sale (or as part of a give away! :) )
Agree or disagree with any part of the review? Sound off in the comments! Iâm curious to know what others think of the game.
As I was frolicking in the Indie Mega Booth I made my way to the Indie Mini Booth, the booth inside the Indie Mega Booth. I am wondering if next year they will feature the Micro Booth inside the Mini Booth inside the....
One game that seriously caught my eye is Death Road to Canada. I was able to talk to the developer of the game for some time and nabbed a cool Death Road Zombie pin. The game is a great looking procedural road trip pixel zombie game featuring some really neat elements. The Kickstarter video shows them off well and also includes a CELEBRITY ENDORSEMENT from Tarn Adams co-creator of Dwarf Fortress.
Love the premise of the game and I can't wait to try it... Read All
As I was frolicking in the Indie Mega Booth I made my way to the Indie Mini Booth, the booth inside the Indie Mega Booth. I am wondering if next year they will feature the Micro Booth inside the Mini Booth inside the....
One game that seriously caught my eye is Death Road to Canada. I was able to talk to the developer of the game for some time and nabbed a cool Death Road Zombie pin. The game is a great looking procedural road trip pixel zombie game featuring some really neat elements. The Kickstarter video shows them off well and also includes a CELEBRITY ENDORSEMENT from Tarn Adams co-creator of Dwarf Fortress.
Love the premise of the game and I can't wait to try it out and if you feel so inclined, Kickstart it.