Nintendo has released this handy video discussing some Tips, hints and clues for playing Severed. The hit indie game came to Wii U and 3DS yesterday and you can read our review here. You can watch the new video below.
Drinkbox Studios has released some excellent games over the years including the amazing metroidvania style game Guacamelee!, and now have brought their latest masterpiece to Nintendo systems. Severed is a first person game focused on touch screen controls and a creepy atmosphere. How did it hold up in the transition to Wii U? Rather well actually.
When playing Severed, you will almost certainly be focusing exclusively on the gamepad and not the TV due to the emphasis on the touch screen. Severed is one of the best uses of the Wii U gamepad I have seen, especially since it takes full advantage of the touch screen capabilities while also giving you some traditional controls as well. The interactions with the environment happen in a variety of ways, such as swiping the screen to remove obstacles, find hidden gems and moving gears to open doors.
The game has an amazing horror atmosphere and the music helps that. It gives you a sense of creepiness and a feeling that you are always in danger. There is always some terror waiting for you, lurking where you do not expect. The first person perspective combined with the way you move, work well with the music to create one of the best feelings of anxiety ever. I cannot say enough good about the music, it really does its job well.
There are some negatives though. The game’s combat can be very difficult to get a hang of and can be unforgiving at times. Adapting to multiple enemies will take a lot of time and effort, as you will need to learn to keep moving and make certain enemies a priority while not ignoring other enemies. Its not all bad and once you get the hang of it, you can do very well. Its just that there is some difficulty in learning this. Its fun once that’s out of the way so be patient.
Severed is a great experience and I would recommend it, just be aware you will need some patience with it.
River City: Tokyo Rumble – $29.99 (available Tuesday)
Shin Megami Tensei IV: Apocalypse – $49.99
Noah’s Cradle – $5.00
New 3DS Virtual Console
Final Fight 2 – $7.99
Final Fight 3 – $7.99
Sonic series: 25th Anniversary (free)
Sonic series: Boom Style
Sonic series: Classic Style
Sonic series: Sonic Style
Sonic Bundle #2
Wii U / 3DS
– The Amazing Spider-Man 2 (Nintendo 3DS and Wii U), Wipeout Create & Crash (Nintendo 3DS and Wii U) and more games from Activision are on sale until 8:59 a.m. PT on Sept. 30.
– Grumpy Reaper (Wii U), Toys vs Monsters (Nintendo 3DS) and more from EnjoyUp Games are on sale until 8:59 a.m. PT on Oct. 20.
– Dan McFox: Head Hunter (Nintendo 3DS) and Word Party (Wii U) are on sale until 8:59 a.m. PT on Sept. 29.
– Dual Core is 30 percent off (reduced from $9.99 to $6.99) until 8:59 a.m. PT on Oct. 2.
– Steel Rivals is more than 25 percent off (reduced from $6.99 to $5) until 8:59 a.m. PT on Oct. 12.
– Hold Your Fire: A Game About Responsibility is 50 percent off (reduced from $1.99 to 99 cents) until 8:59 a.m. PT on Oct. 3.
– The Quiet Collection is 40 percent off (reduced from $4.99 to $2.99) until 8:59 a.m. PT on Sept. 26.
– 3Souls is 25 percent off (reduced from $3.90 to $2.90) until 8:59 a.m. PT on Sept. 29.
– Shin Megami Tensei: Devil Survivor 2: Record Breaker is more than 35 percent off (reduced from $39.99 to $24.99) until 8:59 a.m. PT on Oct. 3.
– Real Heroes: Firefighter 3D is 50 percent off (reduced from $9.99 to $4.99) until 8:59 a.m. PT on Sept. 29.
Did You Know Gaming and ProJared have put out a new video detailing things you may not have known about Monster Hunter Generations. There are some interesting name details and gameplay ideas that are discussed within. Check out the video below.
The Pokémon Company and Nintendo have released a new trailer for Pokémon Sun & Moon that shows off the Pokémon exclusive to each version. The trailer also shows off new features and Z moves and is full of exciting content. Take a look below.
Nintendo has released a new developer video, where Konjak discusses what went into making Noitu Love: Devolution. A few surprising details are shared and this is very much worth taking the time to watch. Check out the video below.
Do you ever miss those old pixel art “run n gun” games like Contra and Metal Slug? I know I do, but thanks to the indie scene I don’t have to rely on memories alone. Noitu Love Devolution is a great “run n gun” style game with an interesting control scheme that helps separate it from other indie games in the genre.
Noitu Love Devolution was made for PC but transitions well to the Wii U. You can use the Wiimote and nunchuck for pointer controls like a mouse, or you can use the Wii U gamepad for touch controls. I had to rely on the gamepad because due to switching TV sets, I don’t have everything set up to use the Wiimote. The only real issue there is that you don’t see the full beauty of the art style while looking at the gamepad, but when you more experience with the controls this won’t be an issue because you can look at the TV screen. The cartoonish artstyle reminds me of several WayForward games, but it is still very much its own thing. The game has an incredible soundtrack reminiscent of both classic and modern games from a variety of genres. The tunes both keep you going and get you pumped and help accentuate the cartoonish nature of the game at times. In that regard, the soundtrack accomplishes all the objectives a video game soundtrack has. This is not always the case with indie games but works out well here.
As I said, I used touch controls with the gamepad when I played this. I wasn’t sure what to expect, but they worked out fine in the end. The controls took a bit of getting used to and I messed up more than once, but eventually I got the hang of it. The game itself is a sequel but you do not need to worry about that fact and you can actually ignore that and view this as a standalone game. You play as a peacekeeper who must fight an invading enemy force. This sounds generic except the game is anything but generic. Full of action, humor and great music, I had a blast while playing this. The different locales you explore provide a lot of variety for the gameplay experience and the enemies have a unique flair to each one. The animation is smooth and steady, and that makes each stage stand out more. The bosses are great, the random switches in gameplay keep things fresh and the story is enjoyable. The only real issue I had is that the controls did take a while to learn.
There are numerous attack abilities as well as defending abilities and the game offers an excellent optional training mode. I recommend checking this out because while you can jump right into the game, you will find yourself slightly confused with the controls. This is an optional tutorial but highly recommended. The game obviously is inspired by classic shooters, but you will often rely on melee attacks more, as well as grabs and throws. This adds a lot to the game and helps it stands out in my opinion. It also helps give more replay value by giving you more ways to go back and play differently.
This game feels like a great throwback to the classic shooter games, especially Gunstar Heroes, but at the same time it also has forged its own identity. The action keeps going and you will never find yourself board with this. I think this is a game very much worth getting for any Wii U (or 3DS owner). My only warning is that the controls will take a bit of time to get used to. I will say that I cannot get the game’s music out of my head but I leave that to you to decide if you think that will be a good or bad thing.
Recently I had the chance to talk with Edward Di Geronimo of Saturnine Games and discuss the upcoming game Antipole DX. Take a look below
JB: Antipole was originally a game on the DS, the Xbox and PC marketplace. What made you decide to remake the game?
EG: I always loved the gameplay of the original, and it seemed to resonate well with the people that played the original. Unfortunately the original never looked as good as I would’ve liked, and I think that prevented a lot of people from giving the game a chance.
JB: The Nintendo eshop has been a very interesting place for indie games, some succeed and some do not. How have your experiences been with the eshop so far?
EG: The eShop isn’t that different from every other digital store front. Some games do well, while many games don’t. Making games is a tough business, no matter what market you’re looking at. If you’re a big developer, you can release everywhere and find your audience that way. If you’re a small developer, that’s not really a practical approach, so you have to pick your spots more carefully. My game design senses are heavily inspired by Nintendo, and I think it shows in the games I make. As a result, I’ve seen better results when I release games on Nintendo platforms than elsewhere.
JB: What do you think of miiverse as a means for developers to promote their indie games on Nintendo systems?
EG: I’ve been a big fan of Miiverse. Developer posts get very good visibility, and everyone reading the posts have either a Wii U or a 3DS. It’s a much more effective way of getting word out to my target audience than general social media is. I try to post a screenshot every week or two along with a short development update. The reception has been very positive. I think I’ve been able to build a good following on Miiverse.
JB: What made you decide to make the Wii U one of the target platforms for Antipole DX? What do you think of the audience on Nintendo systems for this type of game? Do you feel they are particularly receptive?
EG: Nintendo has been developing high quality platformer games for decades. I think their audience is highly receptive to them. They also have a core audience that’s been gaming on their systems for decades. This crowd grew up playing pixel art platformers. I think the audience is going to be very receptive toward games like Antipole DX.
JB: Can you tell us a few of the new things and changes we will see in Antipole DX that are different from the original?
EG: There’s not a lot left that’s the same! The code is largely the same, but we’ve replaced all the assets. The graphics are all new, with a pixel art style that feels like a 16-bit era game. Last time around the audio side of the game suffered due to the tight space restrictions of DSiWare. The music and sound effects are all new this time around, and are much higher quality now that we don’t have to worry about space restrictions. Players familiar with the original game will still find plenty of surprises in the DX version. The levels have all been recreated from scratch. I usually tried to stay faithful to the original designs, but there are plenty of cases where I removed or changed sections that I wasn’t happy with. I made sure to add new sections to every level, and also included several all new levels. The DX version is on track to have about 50% more rooms than the original game did.
JB: Who are some of your biggest influences as a game developer?
EG: Nintendo is definitely the biggest influence on my design senses, with Mario, Zelda, and Metroid being the games I look at the most. NES/SNES era Capcom is another big influence, with games like Mega Man and Duck Tales standing out. In general I tend to look toward the 8/16 bit era for the basics of gameplay, and look at more modern games for ideas on how to create a nicer experience.
JB: What are some of the biggest influences and inspirations for Antipole DX in particular?
EG: The core gameplay is heavily Mega Man inspired, although you’ll certainly find some hints of Metroid in there. The speed run challenges are inspired by Metroid’s rewards for beating the game faster. The fast speed of the character was originally a nod to Sonic. I was never as big a fan of Sonic as the rest of the team though, so that aspect of it got downplayed over time. I found that Sonic style wide open levels didn’t work well with the gravity mechanic.
JB: What are some of your biggest concerns for this game?
EG: I don’t think my concerns are any different than they are with other games. I worry about how much time I put into the game, and if it’s worth it. The industry is always changing, so I wonder if the assumptions I made about the market are right. I think everyone gets afraid that other people won’t like the game.
JB: Is there anything you wanted to do differently with Antipole DX that you have not been able to?
EG: Coming into this project, I had a list of things I wanted to add to the original but wasn’t able to. I made sure to get those things in. While there’s always room to add more, I don’t think there’s anything I didn’t get in that I felt strongly about. I do have a list of things that would be a better fit for a sequel though!
JB: Do you have anything you would like to say to the readership of Real Otaku Gamer?
EG: We went all out to include as much as we could in this game, and make it as great as we could. We’re extremely proud of how it’s turning out. I hope you give it a shot and enjoy it!
You can see a trailer for the game below
You can follow Saturnine Games on twitter here and you can follow Edward on twitter here.
Thank you again to Edward and Saturnine Games for the interview
We already knew that Camelot is working on part of the games in Mario Sports Superstars, but now thanks to a tweet from the Australia rating board, we now know that Bandai Namco is working on the game as well.
Take a look below
MARIO SPORTS SUPERSTARS, Computer Games, Multi Platform, Rating: G, Author: CAMELOT AND BANDAI NAMCO STUDIOS, Publisher: NINTENDO CO., LTD.,