You Are Browsing ' Company Spotlight ' Category


No Gravatar1920_ScrewAttack


I recently had the chance to speak with Austin Harper of ScrewAttack Games and Sam Beddoes of FreakZone Games. We discussed how some of their projects came to be, what the future holds and more. Please take a read below.

JB: ScrewAttack is best known as a gaming website. What led to you guys deciding to make your own games?

AH: We are all gamers at heart and we’re really passionate about video games; we decided to take that passion for games and apply that to design. I think all of us at some point in time have daydreamed about being able to make a video game. It’s kind of a childhood dream, you know? We were just very fortunate in having a platform and a great community to support us in trying to fulfill that dream.

JB:  ScrewAttack came out with a rather interesting mobile game a few years ago called Texting of the Bread. What was the inspiration behind that?

AH: Haha, it was very much inspired by the Dreamcast game Typing of the Dead. Essentially we were sitting around talking about how cool Typing of the Dead was, and wondering why nothing like that had been done in the mobile market. We really liked the punny name we came up with, so we decided to take the theme and run with it — hence the main character with a cow strapped to her back and the hordes of gingerbread men.

JB:  What lead to the Nerd being a character in the game? Was it a test run to see how he would be in his own game?

AH: Honestly, we were just really happy that we got to make a game, a real game, with our name on it and wanted to share it with our friends.?

JB:  How was the reception to Texting of The Bread? I understand that one mobile version of the game itself was cancelled?.

AH: The reception was actually pretty good, and we wanted to bring the game to Android, but at the time the ShiVa Engine we built the game in just didn’t have Android support. Our developer made a few test builds anyway, all of them had really ridiculous bugs, like not being able to close the application without removing your battery… Long story short, we parted ways with the developers before we ever got the build completed. Though, you may hear something about our mobile titles in the near future.

JB:  Angry Video Game Nerd Adventures is probably the most well known of the games ScrewAttack has produced. How did it come about?

AH: We were talking about making a new game, specifically considering the Angry Video Game Nerd franchise, but we didn’t have a developer in mind. Around that time, Sam Beddoes of FreakZone Games reached out to us, asking us to do a review of his game, Manos: The Hands of Fate. We really liked the game and got along with Sam pretty well, and he happened to mention he was a big fan of the AVGN series. The rest just kind of clicked.

JB: Sam, how did you come to be the developer that worked on AVGN adventures? Did ScrewAttack reach out to you? What was the experience like to work on an officially licensed game based of a reviewer of crappy games? Was it intimidating?

SB: A few years back I made a similar project “MANOS: The Hands of Fate” – A retro-style adaptation of the infamously bad movie of the same name. It was a pet project which did pretty well. The idea was to adapt the movie in the way movies were adapted to games back in the 80s on the NES, and a lot of my research involved binge-watching AVGN, who I had been a big fan of for quite some time, to try and capture that “LJN” feel. Also being a big fan of ScrewAttack, I approached them to try and get MANOS some coverage, and the retro style impressed them, at which point they allowed me to pitch a collaboration to them – that pitch was AVGN Adventures, a game I’d dreamed of making since before I even started MANOS. They liked the pitch, and my life was changed!

JB:  You brought to AVGN Adventures some elements from your game Manos the Hands of Fate, based off that infamous movie. I’m curious how that game came about, being based on a notorious film from decades ago.

SB: MANOS is an interesting one. I’ve been fond of watching terrible movies with friends for as far back as I can remember, and when I caught Mystery Science Theater 3000: The Movie on TV I ended up obsessively watching that show on the internet (we didn’t have the show here in England, only the movie, which was essentially just a higher budget episode!), and through MST3K I discovered the film MANOS. Since I’d been making games as a hobby since the late 90s, my “bad movie buddy” Chris and I always joked about making a game of MANOS, how it’d be adapted, how it’d play. We joked around with the idea of a point and click adventure, for example. Whilst reading about the history of that film one day I found out that the film and everything in it was in the public domain due to the director’s failure to take all the necessary steps to copyright a work back in the time it came out (similar to what happened with George A. Romero’s “Night of the Living Dead”, thus giving birth to the entire zombie genre), and I was amused to think that I actually COULD make MANOS due to this! I believe I was thinking about AVGN when I realized how much fun it’d be to adapt MANOS the way game developers adapted movies on the NES in the 80s, and so I went for it – The main idea would be to “celebrate badness with something good”; to include all of the tropes of bad game adaptations and bad movies alike, but without making the game itself bad! Not long after the release of the game, I was befriended by most of the remaining cast of the original film, so I suppose you could even say it’s the “official” video game adaptation at this point.

JB:  What is your philosophy to game design and what are some of your biggest influences and inspirations in gaming? I’m talking about both games and game developers.

 SB: I like to keep things simple, challenging, fun and exciting! My greatest influences on my platformers are Yoshi’s Island, Mega Man X and the original Sonic games, but I also find myself inspired by some modern indie developers like Edmund McMillan and the guys at WayForward. Of course not forgetting the masters themselves, Miyamoto, Inafune, Igarashi. There’s so much more, though. Games have been an enormous part of my life and they’ve never not been inspiring me, so it’s a tough question to ask!

JB:  What do you personally hope to Accomplish with AVGN adventures II? Will it come to consoles like the first game did?

SB: Regarding Consoles, that’s up to ScrewAttack to talk about, but obviously that’s something I really hope to see happen. As for the game itself, we’ve learned a lot since the first, so I hope not just to make fans of the original happy, but perhaps win over some people who weren’t too smitten with the first game as well!

JB: Austin, Disorder is an interesting game. How did that one come about and how has the reception been?

AH: Chad and Craig were walking the floor and checking out indie games down at SXSW Gaming when they came across Disorder. Both of the guys thought it was a really awesome game and spent the weekend hanging out with the Swagabyte Games team. After a night of playing games together and drinking, we decided to take on the project as the publisher. Disorder is a different tone than our other titles, it’s bit more serious in subject matter, but most everyone who has played it has responded pretty positively.

JB:  Jump ‘N’ Shoot is an awesome throwback to classic games but I have to ask, why is it on mobile devices only?

AH: Jump’N’Shoot Attack is kind of Sam’s passion project to try and bring a real platforming game experience to the mobile phone that gamers will enjoy.

JB:  Is there any chance there may one day be a Death Battle game? I understand it would be a licensing nightmare but you could use stand ins/obvious parodies for the real characters and even include Wiz and Boomstick (and Jocelyn).

AH: It has definitely been talked about, but at this point I can’t really say much either way.

JB:  Do you see ScrewAttack continuing to pursue video game production? If so, what are some genres that you would like to see tackled?

AH: I think, like with most things, we’ll continue doing it as long as it makes sense and people enjoy it. Being a super small publishing team, we try to focus on a limited number of projects so we can give proper attention to them all. I can say that I’m busy for the foreseeable future. I think one of the hardest genres to do well is horror.

JB:  Do you have any regrets about how things were done in any of the games ScrewAttack produced?

AH: Looking back, if we could do it over again we would have launched Texting of the Bread with a Free to play model.

JB: Have there been any games that ScrewAttack was producing that have ended up being cancelled along the way that people are not aware of?

AH: There have been a few publishing opportunities that didn’t pan out. One example was a small development team that disbanded before the contract was finalized. It’s a bummer, because it was an awesome game that will never see the light of day. I hope one day they reconnect and continue work on the game.

JB:  Do you have anything that you would like to say to the audience of Teal Otaku Gamer?

AH: Thanks so much for reading the interview! If you’re a fan of retro inspired games, we hope you’ll check out our stuff!

Thank you again for doing this.


You can follow ScrewAttack on Twitter at @ScrewAttack, Austin can be followed at @PotatoHound and Sam at @FreakZoneGames



No Gravatar

Virtual Reality (VR) has been hovering over the world of technology for awhile now with products like the HTC Vive, Oculus Rift, Samsung Gear VR, Sony PlayStation VR, and the Microsoft HoloLens. Opto adds to that list with a defining difference: it intends to be the first portable VR headset with integrated audio. It’s Kickstarter campaign has already been launched on March 31 with the goal of 40,000 GBP by April 29 for the first 500 devices.


Developed by industrial designer Tom Jarvis and software developer Richard Stephens, Opto is a portable VR headset where sound was a top priority during the start of its design. Speakers sit inside the headset so that users do not have to add their own headphones. It has a 40mm 32ohm speakers and a frequency of 20hz/20 khz.

Opto will support any smartphone with screen sizes between 4 and 5.1 inches. It will attach to the phone by way of a magnetic front cover that will allow the user to easily place the phone in and out of the device.

According to Opto’s blog, they are actually reworking the device to support larger phone screens as well as enlarging the acoustic chamber to 50mm.

It is made from the patented closed-cell foam material, XL Extralight, which should make it extremely lightweight and comfortable yet tough at the same time. This could make for an interesting angle for parents, considering that this technology is not only durable but is also easy to clean.

“It is especially suited to children as it’s made of lightweight foam and very impact resistant,” Co-founder Richard Stephens said. “We have tried it with children from about 9 upwards. We are also in partnership with…They are also launching a new app for curated VR content for kids.”

This means that older children as well as adults could experience movies, games, and other content on the go in a full-immersion type of experience, though Stephens stresses that the device has not been tested on children younger than 9 (the American Academy of Pediatric recommends limited time for children on these types of devices anyhow).

The current set of VR devices as of right now are bulky and heavy. They also require wires as well as a set of headphones. The goal for Opto is to just carry a smartphone and the VR device instead of lugging around headphones as well.

“Opto is about making high-quality VR accessible for anyone who owns a smartphone. Our aim is to move VR from the gaming den into the living room, “ said Stephens.


No GravatarThis article is an opinion piece. It doesn’t necessarily reflect the views of Real Otaku Gamer or the collective staff.

Yes, Its time for NX speculation. I like many others have thoughts on what the NX should be. Here are 7 things I think Nintendo needs to do with the NX.


  1. Move away from the Wii era: The Wii era of gaming was an interesting era of gaming since while the Wii did have many great games, most flew under the radar and weren’t well known. The Wii, for good or bad was associated with lesser gaming by most and that hurt the Wii U. In fact so many thought the Wii U was an add on for the Wii that it hurt sales. Moving away from the Wii brand would mark a great new direction for Nintendo.
  2. Large hard drive at launch: The Wii U came with 2 models, and 8 gb Hard Drive and a 32 gb Hard Drive. However in today’s gaming world, that just doesn’t work anymore seeing as some games are well over 30 gb and just getting bigger. With digital only titles like  Fatal Frame and more as well as the Xenoblade data packs taking up several gb, Nintendo’s own titles show that there is a need for a much larger native hard drive. It should come with no less than 1 TB, with an option for a 2 TB model.
  3. Region Free: Nintendo is at present, the only console maker to region lock their consoles. This may not seem like much but the truth is, Region Free consoles are far more appealing to hardcore gamers than region locked ones. With region free, you could play games that normally just stay in Japan. Its something Nintendo must consider for the NX.
  4. An Expanded Retro Catalog: The Virtual Console has been a major attraction for the Wii and Wii U but the fact is that on Wii U the service is rather lacking. The NX needs to have a large retro catalogue of games at launch and soon after. They need Gamecube games, more Nintendo 64 games, more NES and SNES and GBA games. They need Sega systems games and Turbo grafx games and arcade games and Square-Enix games outside Japan. Further it would be good if games people bought on Wii or Wii U automatically were available on NX’s equivalent of the virtual console
  5. More New IPs: When Splatoon was revealed at E3 2014 most were taken aback. Contrary to what many thing, Nintendo has made many new IP in the last few years but they are usually either smaller downloadable IP or games made by external devs (i.e. The wonderful 101, The Last Story, and Pandora’s Tower). Splatoon turned many heads as the first major new EAD developed IP in several years. Many thought Splatoon would fail due to being an online multiplayer focused shooter on a Nintendo platform, but it ended up being a major System seller. Xenoblade is another recent internally developed new Nintendo IP (albeit not from an EAD studio) and these are a nice start but what they show is that there is major interest in what Nintendo has to offer. If Nintendo can continue creating new IP, maybe letting Retro Studios try their hand at one, then they can bring a lot more attention to the NX.
  6. Revive more older IPs: Nintendo has a major library of games, the majority of which many don’t know about. There are lesser known titles with a hardcore fanbase like F-Zero, and then there are Japan only games like Nazo No Murasame Jo, which would make a great action game on a modern console,  For the Frog The Bell Tolls, a Zelda like adventure that Link’s Awakening was built on the engine of, and titles like Advance Wars which hasn’t been seen since the DS. In addition to making new IP, Nintendo could easily reboot a classic IP and make it seem like a brand new IP which will attract new fans.
  7. Backwards Compatibility: The sad fact is that not as many people have bought the Wii U as Nintendo would have liked. As such, Nintendo should make the NX backwards compatible, even if only digitally, to allow more people the chance to play these games, when and if they bring in a new audience to the NX.
  8. A strong launch lineup: The Wii U did not have a good launch lineup, lets get that out of the way. NSMBU was the 4th NSMB game and the 2nd in less than a year. It wasn’t anything new as an experience. The rest of the launch lineup was likewise lacking. The NX needs a strong launch lineup because if the games are not there, why would anyone have a reason to buy it?

But those are just my thoughts. Let me know yours and share your opinions in the comments.

By Jessica Brister On 5 Jun, 2015 At 02:32 PM | Categorized As Company Spotlight, Editorials, Featured, PC Games | With 0 Comments

No GravatarIn late April, Valve announced that they were going to start allowing modders to sell their work, starting with Skyrim.  That hadn’t been the first time that Valve permitted the sale of mods.  In January, according to the Verge, developers got to vote on which modders could sell, making it a lot more selective.  The April announcement made it the first to do an open market.  However, after a few days of outrage, Valve shutdown the whole experiment.  No more paid Skyrim mods.


Mods are extremely popular for Skyrim users on PC.

In a way, I’m glad that the Steam community got together and petitioned for a change.  I always applaud it when gamers can come together and get things done.  In the end, though, I actually would have liked to see modders starting to charge for their work.  Obviously, the way Steam implemented the whole thing originally didn’t work.  They needed quality assurance, trusted modders, and price-setting to start out.  Let’s look beyond the implementation problems for a moment, though, and look at the core issues of allowing modders to get paid.  I still think that it is a good idea and here’s why:

Modders should be compensated for their work.

Most modders do an amazing job and spend a lot of their time making their mods amazing.  Shouldn’t they be allowed to charge for their work?  In reality, the modding community is one of the freshest things in gaming.  There is a pool of talented people out there that spend their time and effort so that others can enhance their gaming experience.  I don’t see why it is horrible to finally allow them to be compensated for their efforts.  In any other scenario, if a person produces something that someone else wants, they have the option of selling it.  Why isn’t this true for modders as well?  Besides, this isn’t the big gaming industry getting the money; it’s the little guy.  I really hope that if modders get compensated for their work, they will produce even more and better things.

Not all modders would be charging.

I really haven’t seen anything about Valve pushing people to charge for mods.  That means that there will still always be many awesome free choices.  I’m sure that there are a lot of modding purists out there who would never think of charging for their mods.  Good for them.  Steam users will then have the option of choosing to purchase mods or get them for free (just like the Apple Store or the Google Play Store with apps).  If you don’t want to purchase a mod, there will be plenty of others for free.

No one is forcing you to mod your game.

I’m a bit confused by all of the brouhaha because modding isn’t something that anyone is forcing a player to do.  In fact, Skyrim players on console don’t even get that option.  It’s just some of the PC gamers that are having a meltdown right now.  The last time that I checked, Skyrim is a pretty darned complete game (so are all of the other Bethesda RPGs).  A player could spend a thousand hours on it easily without mods or even the “official” DLCs.  I don’t see how the modding community is affecting anyone’s ability to play the game.  Besides, if you don’t like the way Steam is going, then get it on console.  Or find a way to get a standard PC version of Skyrim and figure out how to mod it yourself the old way.  Don’t like the old way of modding your game because it involves more work?  Then STOP COMPLAINING about Steam.  The ability to add a mod in a few clicks is one of the reasons why I use Steam.

Now, with that said, there are a few things that would change my mind about the pay for mod model:

If Valve starts charging for access to the Steam Workshop, I would pretty much be done with Steam.  The Steam Workshop IS one of the reasons why I purchase my games through this platform instead of outright just buying the game.

If Valve insists every modder must charge, I would be very unhappy.  I don’t think this is going to be the case.  I think that the model will look more like how Apple and Google are doing their App Stores.

Bethesda (or other developers) charge for access to the game code.  I will have to admit that Bethesda has been AWESOME about allowing modders access to the game’s code.  I hope that this trend continues, and that other developers do the same thing.

Steam also needs makes sure that the mods are decent and stable enough for players to buy, and Steam should also check to make sure people aren’t stealing other people’s work.

So, I think it’s about time to give these talented modders some incentive to keep doing the amazing job that they are doing.  And if you don’t like it, vote with your wallet and don’t buy these mods or buy from Steam.

Besides, let’s rejoice in the fact that there are games good enough out there to spawn a huge modding community, so that people can put their own twist on the game.  The Elder Scrolls V: Skyrim came out in late 2011, and I STILL play it like mad.  Eventually, other games will have the pay-for-mod method, but I have a feeling that it will be for amazing games that people would actually care about.  It will end up extending the life of the game by purchasing mods.  I do not equate mods to what the gaming industry is doing to DLCs.  Besides, this is the “little guy” who is selling them.


No Gravatarrise-of-the-tomb-raider

Excited for Rise of the Tomb Raider? It’s expected during the holiday season of this year exclusively for Xbox One and Xbox 360. Check out this pre-E3 trailer below!

What do you think? Excited? Let us know in the comments!


No Gravatarfallout4

The countdown is done! Just when we thought we got all of our surprises with the confirmation earlier, Bethesda revealed a Fallout 4 trailer!

I’m hoping for even more at E3 and hopefully a release date for this year!

Let us know what your thoughts are in the comments!


No Gravatarfallout4

We weren’t expecting to hear any news until this morning at 10:00am EST, but it seems we’ve been gifted with an early confirmation! Fallout 4 has been announced!!

If you’re like me, I’ve been waiting for this news for forever!

The site went live earlier today with a photo and stating that Fallout 4 will be coming to Xbox One, PS4, and PC.

From the website, it also looks like we’ll be finding out more about Fallout 4 at E3.

Are you excited to see what more we might see at 10:00am EST? What do you think they’ll show at E3?

This War of Mine

No GravatarThis War of Mine

I first had the opportunity to check out This War of Mine at PAX East. I was immediately intrigued. The art is absolutely beautiful in its realistic simplicity. The game sucks you in and keeps you wondering what will happen day to day. You truly go through the day to day of what it’s like to live in a country ravaged by warfare.

I found myself wondering if I would survive and make it. You see the characters struggling and dealing with the psychological effects.

11 Bit Studios describes This War of Mine as:

This War Of Mine provides an experience of war seen from an entirely new angle. For the very first time you do not play as an elite soldier, rather a group of civilians trying to survive in a besieged city. During the day snipers outside stop you from leaving your refuge, so you need to focus on maintaining your hideout. At night you get a chance to scavenge nearby locations for items that will help you stay alive.

Make life-and-death decisions driven by your conscience. Try to protect everybody from your shelter or sacrifice some of them to endure the hardships. During war, there are no good or bad decisions; there is only survival. The sooner you realize that, the better.


11 Bit Studios created a great game that will keep you enthralled for hours. I highly recommend checking This War of Mine out and giving it a try. I give the game a 9 out of 10.

Screen Shot 2015-05-09 at 5.24.28 PM

This War of Mine is available now. Check it out and buy it here.


No GravatarThe week of October 27th has been slam packed with all kinds of Marvel Cinematic Universe announcements. Perhaps as a way to combat the recent popularity of DC tv and movie popularity, Marvel Studios has just revealed upcoming plans for Phase Three of the MCU with movies planned up until 2019.

At Disney’s El Capitan theater in Los Angeles, Marvel Studios President Kevin Feige, announced plans for Captain Marvel and Black Panther to get their own movies, along with other sequels and new franchises.


The Schedule

Captain America: Civil War (May 6th, 2016);
Dr. Strange (Nov. 4th, 2016);
Guardians of the Galaxy 2 (May 5th, 2017);
Thor: Ragnarok (July 18th, 2017);
Black Panther (November 3, 2017);
Avengers: Infinity War, Part 1 (May 4th, 2018);
Captain Marvel (July 6th, 2018);
Inhumans (November 2nd, 2018);
Avengers: Infinity War, Part 2 (May 3rd, 2019)

Black Panther will star Chadwick Boseman, who portrayed Jackie Robinson in the movie 42 as well as James Brown in Get On Up. In case you’re not familiar with who Black Panther is, he’s the ruler of a fictional African nation called Wakanda. Vibranium, the metal used in Captain America’s shield, is mined there which has caused the country to be rich and highly technologically advanced. Chadwick Boseman is slated to appear as Black Panther in a total of five upcoming Marvel films, beginning with Captain America: Civil War.

Captain Marvel was also announced to get her own movie, as it was confirmed that this would be the Carol Danvers version of the superhero. She will be Marvel’s first female character to get her own film. This might be disappointing to fans of Black Widow, who were expecting her to have the first female Marvel Universe film, but Feige reassured us that Natasha Romanov would be heavily featured in the rest of the Avengers movies. So far there is no actress confirmed to play Captain Marvel.

Also announced this week is the actor portraying Doctor Strange. Rumors began with actors such as Johnny Depp, Keanu Reeves, and Joaquin Phoenix. However it’s been confirmed that Benedict Cumberbatch (Sherlock, The Hobbit) will be portraying the surgeon-turned-Sorcerer Supreme.

Making an event out of announcing Phase Three, Marvel Studios has decided to “go big or go home,” combating DC’s announcement of a Wonder Woman movie and success of Gotham and Constantine. Your move, DC.



No GravatarAre you a little bummed that summer is over?  Just because it’s fall doesn’t mean that you can’t go on a quick vacation.  Instead of a traditional one, how about a video game vacation?  Not only can you travel to some really cool places–both real and imagined–but you can do it from the comfort of your own couch!

Join Real Otaku Gamer for more video game vacation destinations!  After reading, make sure you take the survey at the end to vote for your favorite video game place.

Game: Fallout 3

Place: Washington D.C


About: Ever wonder what D.C. would look like after a nuclear apocalypse?  Well, thanks to the wonders of video games, players don’t have to imagine anymore.  Fallout 3 focuses on the wreckage that occurs after a nuclear holocaust.  People buried themselves away in “vaults” and re-emerged to live among the wreckage.  During the game, players will wander around in the ruins of D.C., fighting mutants and helping others along the way.

Why Visit: There’s something both disturbing and interesting about looking at our nation’s landmarks in a state of disarray.  It may just be humanity’s fascination with “the end” that makes this gaming franchise so popular.  The large sandbox of a map that players get to wander around in also make this place well-worth it.


Must See Areas:

  • Go disable a large atomic weapon in Megaton.
  • Visit the Capital Wasteland and our nation’s monuments turned to rubble.
  • Take a walk down the Potomac River. Just don’t take a dip because it’s radioactive.
  • Walk around the metro tunnels and fight mutants.

What do you think? Which video game vacation would you prefer? Click here to take the survey and let ROG know where you’d like to go. Be sure to come back next week for another location.

Week 8: Columbia
Week 7: Citadel
Week 6: USG Ishimura
Week 5: Skyrim
Week 4: Pittsburgh
Week 3: Pandora
Week 2: Chicago
Week 1: Rapture