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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

 

By Ramon Rivera On 2 May, 2016 At 11:00 PM | Categorized As Featured, Nintendo 3DS, Portable/Mobile Gaming, Reviews, Reviews | With 0 Comments
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Justice Chronicles is Kemco’s latest release on the Nintendo 3DS eshop, and it puts us in the role of Kline, a novice High Beast Knight who is sent on reconnaissance into Laft,the Earth-Depths. There he comes across Alia, a Battle Maiden who has suffered terrible injuries and is close to death.  In order to help her, he forms a partnership with the God of Death, Rooselevy.  Alia lives, but in return, the young knight must give up his life. In a world on the brink of war, the newly acquainted duo must fight destiny itself in order to save the world from the ever creeping darkness that is threatening to consume everything.  I absolutely love JRPGs.  If they give me a world in the brink of destruction and a team of unlikely heroes, I am a happy man.  Justice Chronicles is a good example of a good JRPG that can keep you playing for a long time (well all JRPGs are HUGE ordeals but you get the idea).

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You first start the game you play as Kline, and you are a novice High Beast Knight.  However, since you are not a rival yet, the reconnaissance mission into Laft serves as a test of your abilities.  When you get to Laft, you encounter Josh, a strange creature who is your guide to the mine where you must gather information about your enemies.  Needless to say, something goes wrong, and your team prioritizes the mission and left Kline alone while he is fighting a monster called “Vasist” trying to save the life of a girl.  After that he forms a partnership with the God of Death, Rooselevy, and becomes a “Rivel”(Rivels are warriors that fight with the help of a high Beast).  Since Rooselevy is sneaky, Kline must give his life for his aid.  As you progress through the story, (which is really good by the way) you find the reasons why you can wield Guardian Beasts and Kline’s true power.

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Justice Chronicles uses your standard turn based battle system.  You have your Attack, Guard, Items and Skills menus.  However, what sets Justice Chronicles apart is the Beast Partner system.  Each time you attack, your Beast partner does an action based in the parameters set by the player.  Pursuit type the Beast partner acts based on the characters AGL value.  Guidance type is based on the shell’s AGL value, so that gives you a room for strategy and find which is the best for you.

Another cool feature is the dual skills.  Each time you attack or are attacked, a “Heat” gauge starts to fill.  When you get it to one hundred percent, you can do a double or triple attack.  Depending on your party, you can use a powerful physical attack, or a ultimate magic attack that are really useful in boss battles.  The Crafting system is great also.  In each dungeon, there are gathering points (you get the items just passing over the blinking light), and you can use the materials obtained to strengthen your weapons and armor.  However, that is not the only way to do it.  You can also find recipes to get better equipment.

The game’s art is really good, reminiscent of the SNES era.  I totally loved the first person view when battling enemies.  Speaking of enemies, I really like the animations on each one, how they move, and the attack effects.  Also, I really like the animations when you use a dual attack and special skills.  The music is really good, and I like how it gets me pumped up when there is a boss battle.  The over world music is enjoyable and the intro movie is really cool.

Bottom Line: Justice Chronicles is a great addition to the ever growing eshop library.  It has a good story, tons of side quests, and a great crafting and battle system.  For me, it is a great retro-styled JRPG. I can’t recommend it enough.  It is one of my favorite games released by Kemco.  I can see that the quality is getting better, and that is a good sign.

 

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No GravatarWhen asked about the possibility of an NX version of Shakedown Hawaii, the response from the official twitter account did not rule it out but said they had not seen devkits or any NX materials just yet

 

By Jonathan Balofsky On 22 Apr, 2016 At 09:57 PM | Categorized As News, Nintendo 3DS, Portable/Mobile Gaming, ROG News | With 0 Comments
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Natsume Sent Out The Following Press Release

 

NATSUME ANNOUNCES RIVER CITY: TOKYO RUMBLE

Side-Scrolling Beat-‘Em-Up Series Returns to North America!

Burlingame, CA. – April 21, 2016 – Natsume Inc., a worldwide developer
and publisher of family-oriented video games, announced today that it
will bring River City: Tokyo Rumble to the Nintendo 3DS this summer.
River City: Tokyo Rumble continues the partnership established last
year with Arc System Works, who owns the River City franchise. River
City: Tokyo Rumble will be one of several Natsume titles playable at
E3 2016, taking place June 14th – 16th 2016 in Los Angeles.

“We know there’s a loyal fanbase of the River City series in North
America who have been asking for more of these addictive games to
play!” said Hiro Maekawa, President & CEO of Natsume. “Whether you’re
a longtime River City fan or new to the series, there’s plenty of
side-scrolling action to love.”

Originally launched as Nekketsu Kouha Kunio-Kun SP: Rantou Kyousoukyoku
in Japan, the game is part of a long-running series of side-scrolling
RPG brawlers, sports games, and more.  North Americans were first
introduced to the series with River City Ransom on the NES, with an
updated take on the game arriving several years later on the Game Boy
Advance. Multiple spinoff games, including volleyball and fighting
games, have followed.

“River City its celebrating its 30th anniversary in Japan in 2016, and
we’re excited to be part of the celebration,” said Minoru Kidooka, CEO
of Arc System Works. “We’re very excited to be continuing our
partnership with Natsume, which included Gotcha Racing and Brave Tank
Hero in 2015.”

River City: Tokyo Rumble follows the story of a hot-blooded high school
student named Kunio and his good friends. When a nefarious gang moves
into Tokyo to try to take it over, it’s up to this self-proclaimed
“fighter for justice” and his buddies to make sure the streets stay
safe!

Punch, kick, use weapons such as soccer balls, iron knuckles, chains,
and even bicycles to knock some sense into those devious gang members.
Take on jobs, level up your abilities, and don’t forget to stop on
occasion for a snack or two at the local food joints. Luckily, smiles
are free!

Key Features of River City: Tokyo Rumble -Play as Kunio, Riki, and
other famous fighters from the River City series!Take on jobs to earn
extra cash, special moves, and more!Take a break from the main story
to fight in a 4-man Rumble or dodgeball match!Take on your friends
using Local Play and Download Play!Unlock new characters, stages, and
songs as you progress through the game!

 

By Jonathan Balofsky On 22 Apr, 2016 At 07:51 PM | Categorized As News, Nintendo 3DS, Portable/Mobile Gaming, ROG News | With 0 Comments
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Image and Form sent out the following press release

 

Image & Form’s turn-based strategy shooter SteamWorld Heist continues to garner award nominations. Today Nordic Game Awards has revealed the finalists for this year’s ceremony, and SteamWorld Heist is nominated in no less than three categories:
– Nordic Game of the Year – Small Screen
– Best Game Design
– Best Fun for Everyone
We guess that the last of these categories indicates there’s nothing wrong with having your kids wield heavy guns to turn evil robot factions to scrap…
“It’s the usual suspects at this year’s Nordic ceremony, plus a few interesting choices,” says Image & Form CEO Brjann Sigurgeirsson. “The Nordic game industry is as exciting and solid as ever. With SteamWorld Heist being the highest-rated original game among the lot this year, I’m confident we’re bringing home something for the office award cabinet.”
So far the game has been very successful on Nintendo 3DS, but Image & Form will soon reveal good news to players on other platforms.
“We’ve taken our sweet time to polish the HD versions of the game,” says Sigurgeirsson, “and now we’re almost there. Heist looks just ridiculously tasty on a big screen, and I play it all day, every day. It’s all I want to do, and there are so many ways to do it.”
The Nordic Game award ceremony is scheduled for May 19. Check out the entire lineup of nominees at http://nordicgame.com/nordic-game-awards-2016-finalists-revealed/
Congratulations to the team at Image and Form and good luck to them
Nintendo

No GravatarNintendo has put out new games coming from 3rd party and indie developers for Nintendo systems. Take a lookbelow.

 

 

 

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Welcome to our new series, “Games That Should Be Revived”, in which I will be discussing various games that the IP holders should revive. Today lets look at a game that many absolutely despise but has some potential, Urban Champion.

Urban Champion, a fighting game on the NES  was one of Nintendo’s first attempts at a fighting game and to be honest, the game was awful. It is widely regarded as one of Nintendo’s worst games, so why am I arguing for a revival? Well its quite simple, the technology for what they wanted to do with the game was not quite there yet and while they did make an NES fighter with Joy Mech Fight that got a lot right, that was only released in Japan. With modern tech, a reboot could work, especially if it an in name only reboot.

Here is my proposal, hire Bandai Namco or SNK Playmore to develop it. Make it be Nintendo’s own 2D one on one fighting game like Capcom’s Street Fighter. With the proper work done, it could end up well. I think it would be best for Nintendo to farm it out to one of those 2 publishers mentioned due to their history of fighting games, especially SNK Playmore, who could make it work well.

This would not need to be a major production but rather let’s call it a b project. It could be done as a test to see if the series would work. It would need around 12 characters, online, arcade mode, 2 additional modes for multiplayer and single player to entice casuals as well as hardcores and the potential for DLC. It would also cost less than other games, again to hook people in. If this succeeds, DLC could be done to add a lot more content, or a sequel could be made that would be bigger and better like with Smash Bros 64 and then Smash Bros Melee.

But now the question, Why make the game? Well to be honest, Nintnedo is lacking in traiditional fighting games. Microsoft has Killer Instinct ( which formerly was with Nintendo) and Sony has locked up Street Fighter and King Of Fighters. Smash is not a traditional fighting game and Pokken requires two consoles for local multiplayer to work right. I feel that Nintendo needs a traditional 2D fighting game in their lineup and this could work perfectly. It doesn’t need to necessarily be a Street Fighter or King of Fighters clone but be similar yet different.  There is a market for these games, poor sales of SF V not withstanding ( and that was more due to the game ‘s barebones content at launch.) A traditional 2D fighting game would be welcome and a reboot of Urban Champion as an In Name Only reboot is just what the doctor ordered.

 

Next time: A look at Joy Mech Fight.

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No GravatarHidetoshi Ishizawa better known as Neo_G has left Capcom for SNK Playmore. The move comes as Capcom refocuses on mobile gaming and games as a service, while SNK has refocused back to Console games. He was the director of the critically acclaimed, Street Fighter III, 3rd Strike and worked on numerous other fighting games and action games for Capcom, including being part of the team for Devil May Cry 4. We at ROG wish him luck at SNK Playmore.

 

Coming from Mad Man’s Café

 

The name Hidetoshi Ishizawa might not readily ring a bell to old-school fighting game players, but his nickname Neo_G should bring memories back from the old staff rolls in the Darkstalker and Street Fighter Alpha franchises amongst other classic brawlers, not to mention 3rdStrike which he directed. He’s been with Capcom since joining them in 1995 and even stuck with them through the darkest ages of fighting games to make Capcom Fighting Evolution, and in more recent years worked on Tatsunoko vs Capcom and also the Marvel Vs Capcom 3 series.

And now, he’s a part of SNKPlaymore.

The seasoned fighting game developer announced today via Social Networks that he has shifted companies from Capcom to the developer of the King Of Fighters series.

Ishizawa left Capcom on January, and from a quick glance on Facebook, it seems that he is most likely working on KOF14 at the current time.

 

Source

 

 

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Coming From RockMan Corner

 

Capcom Japan has launched an online survey asking fans what they’d like to see from the franchise next. The survey comes from a URL bundled with the Nintendo 3DS version of Rockman Classics Collection in Japan.

The first batch of questions are pretty generic, like which consoles you own and so forth. In the second set, Capcom asks if “you would like to play a new entry in the classic series (like Mega Man 11). The third set concerns future collections, basically asking which past series (X, Zero, Legends, Battle Network, ZX, Star Force) you’d prefer to see collected.

Although the survey is in Japanese, anyone can participate. All you need is a little help from Google Translate to make your way through. For the postal address, just type in six random numbers, three in each box and select any prefecture. It really doesn’t matter.

The survey closes on Saturday, April 30th. What happens after that is anyone’s guess.

Thanks to SenseiHanzo for the general translation!

 

Our thoughts. A Megaman 11 would be good but I would love to see Megaman X9 done in SNES style. Hopefully this leads to something big for the Blue Bomber as the Megaman Legacy Collection might only be the beginning of a revival for the character at the hands of Capcom.

 

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No GravatarAs discovered by Neogaf users , Amazon Japan will now sell and ship games internationally. This only applies to games sold directly by Amazon Japan, no third party sellers or sales fulfilled by Amazon.

Considering that most consoles aside from Nintendo’s are now region free ( and Nintendo has implied that their new system Codenamed NX will not be region locked) this is a great change for importers. Previously these games would have to be acquired via a third party who would often hike up the prices considerably.

To use this, you will need to set the site to English and set up and account ( see below for the site in Japanese and the site with English language enabled)

What do you all think? Will this lead to a new golden age of importing games? Let us know in comments and on Facebook and Twitter.

 

Japanese

English

 

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