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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 Jonathan Balofsky On 19 May, 2016 At 01:02 AM | Categorized As News, PlayStation 3/PlayStation 4, ROG News | With 0 Comments
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No GravatarSNK and Atlus have released the 2nd team based trailer for King Of Fighters XIV. This one shows off Team Yagami and their unique attacks. Hopefully we soon will get a trailer for team Fatal Fury. King of Fighters XIV releases August 23rd. You can see the trailer below.

 

 

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Indie games on the Wii U come in a large variety of genres and the puzzle platformers are among the best. The Beggar’s Ride is a puzzle platformer that does the genre right and tries its best to bring in new ideas.

The Beggar’s Ride makes use of both in game powerups as well as the Wii U gamepad for puzzle solving and progression. The gamepad is used for both touchscreen interactivity and motion controls, the likes of which have only been seen in a few games on the system. But is it fun? I would say so, and it is most certainly one of the most inviting games on the system. The kind that tries all it can to bring you in and keep playing. I liked what I played of it but I will admit that it is not for everyone. The aforementioned puzzle elements involving the gamepad will no doubt alienate many as it requires a significantly higher amount of paying attention than most puzzle games. However if you can get past the controls, then fun will be had.

The Beggar’s Ride is one of the most beautiful games I’ve seen on Wii U, with an art style that helps its gameplay seem more involving than most others. It really has to be seen in motion to be understood. Combined with its control scheme, The Beggar’s Ride is a game that presents itself as more than just another game. The music in the game is great and really helps you get into the experience as well. It is the kind of music that makes you feel like you are becoming part of something.

Bottom line, if you want a puzzle platformer that offers a new experience, then I suggest trying this out. If you are turned off by new control schemes, then look elsewhere.

 

By Jonathan Balofsky On 13 May, 2016 At 11:03 PM | Categorized As News, PlayStation 3/PlayStation 4, ROG News | With 0 Comments
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No GravatarSNK has posted a new trailer for the King of Fighters XIV. This time they are showing off teams instead of individual fighters. In this new trailer we get a look at Team Japan. The game releases this August exclusively for the PlayStation 4. You can see the new trailer below. From our perspective, the visuals keep getting better with every single trailer. Its come a long way since its reveal.

 

 

By Jonathan Balofsky On 13 May, 2016 At 05:05 AM | Categorized As Featured, Nintendo Wii/Wii U, Reviews, ROG News | With 0 Comments
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Sci Fi games that involve obstacle jumping and dodging with ships are a strange breed. Some can be good and some….not so much. Sadly, this game falls more into the latter category.  What do I mean by this? Well let’s go into detail.

SpaceRoads pretty much involves guiding a spaceship to jump over obstacles and reach a goal. Not too much involved and what is involved is not a good product. The controls are completely broken and veer from too stiff to too sensitive to the touch.  Given that this involves a lot of jumping and dodging, this can easily lead to much frustration. The awkward controls repeatedly got in the way and after numerous instances of this, my frustration reached an all time high.

Another point against this game is the music. It is a repeating loop that immediately gets on your nerves and makes you want to pull a Mick Foley and get your ear ripped off ( Much Love Mick, I’ve always been a big fan). The music is bad enough, but being on a repeated loop just drives you that insane. Its bad in small doses but as its presented? Horrible.

The visuals in the game are not bad, but are not anything to write home about. They are decent to average graphics. In fact they may be the only thing decent about this game. If I seem harsh, that is because this game was just that unpleasant to play. I don’t want to discourage the developer, Wurd Industries, as I think they do have potential to be great developers. They should take this opportunity to learn from this experience and do better next time.  I would love to see what they can do with some more experience and learning.

Overall, I would suggest passing on this game.

By Jonathan Balofsky On 13 May, 2016 At 03:56 AM | Categorized As PlayStation 3/PlayStation 4, ROG News | With 0 Comments
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No GravatarNatsume Inc. has announced that their classic Super NES game Wild Guns, will be getting a new version exclusively on PlayStation 4. The new game is set to be fully revealed at E3 2016. Wild Guns was a massively underrated gem on the Super NES and to see it getting a revival on a modern system is excellent. The game was a wild west rail shooter, yet incorporated sci-fi elements as well. If you have never played it, it is currently available on the Wii U Virtual Console for $7.99. I recommend checking it on.

 

 

By Jessica Brister On 12 May, 2016 At 10:51 PM | Categorized As Featured | With 0 Comments
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No GravatarGamers tend to be a passionate group.  Sometimes, that passion may spill over into real-life, including family.  For the pregnant gamer, choosing a baby name can be difficult.  However, I have went ahead and did some leg-work.  Here are some video game-inspired baby names to help with selecting an awesome name for your little one:

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*I have listed first names only in alphabetical order and the franchise the name belongs to.*

Girl Names:

Ada (Castlevania)

Angel (Borderlands)

Aria (Mass Effect)

Ashley (Mass Effect)

Athena (Borderlands)

Aya (Parasite Eve)

Ayla (Chrono Trigger)

Claire (Resident Evil)

Cortana (Halo)

Diana (Mass Effect)

Edi (Mass Effect)

Elizabeth (BioShock: Infinite)

Eve (Parasite Eve)

Faith (Mirror’s Edge)

Helena (Borderlands)

Jack (Mass Effect)

Jill (Resident Evil)

Jolene (Walking Dead)

Kairi (Kingdom Hearts)

Kazumi (Mass Effect)

Kelly (Mass Effect)

Lara (Tomb Raider)

Leliana (Dragon Age)

Liara (Mass Effect)

Lilith (Borderlands)

Lucca (Chrono Trigger)

Marle (Chrono Trigger)

Maya (Borderlands)

Miranda (Mass Effect)

Morinth (Mass Effect)

Morrigan (Dragon Age)

Moxxi (Borderlands)

Patricia (Borderlands)

Peach (Mario)

Samara (Mass Effect)

Samus (Metroid)

Schala (Chrono Trigger)

Sheeva (Mortal Kombat)

Tali (Mass Effect)

Tina (Borderlands)

Veronica (Resident Evil)

Wynne (Dragon Age)

Yukiko (Persona)

Zeal (Chrono Trigger)

Zelda (Legend of Zelda)

Boy Names:

Aiden (Watch Dogs)

Albert (Resident Evil)

Alistair (Dragon Age)

Andrew (BioShock)

Axton (Borderlands)

Booker (BioShock: Infinite)

Chris (Resident Evil)

Chun-Li (Street Fighter)

Cooper (Sly Cooper)

Crono (Chrono Trigger)

Dalton (Chrono Trigger)

Dante (Devil May Cry)

Duke (Duke Nukem)

Duncan (Dragon Age)

Ethan (Heavy Rain)

Ezio (Assassin’s Creed)

Frank (Dead Rising)

Garrus (Mass Effect)

Gurus (Chrono Trigger)

Isaac (Dead Space)

Leon (Resident Evil)

Link (Legend of Zelda)

Loghain (Dragon Age)

Jack (BioShock)

Jacob (Mass Effect)

James (Mass Effect)

Kaiden (Mass Effect)

Kanji (Persona)

Kratos (God of War)

Kyle (Half Life)

Magus (Chrono Trigger)

Mario (Mario)

Max (Max Payne)

Mordecai (Borderlands)

Mordin (Mass Effect)

Nathan (Uncharted)

Niko (GTA)

Oghren (Dragon Age)

Raiden (Mortal Kombat)

Roland (Borderlands)

Saren (Mass Effect)

Shale (Dragon Age)

Shepard (Mass Effect)

Sten (Dragon Age)

Sully (Uncharted)

Thane (Mass Effect)
Wilhelm (Borderlands)

Zaeed (Mass Effect)

Zevran (Dragon Age)

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No GravatarIn an update to our earlier story about Star Trek Online coming to PS4, We can now confirm the Free To Play MMO will come to Xbox One as well.

 

See the full trailer below

 

By Jonathan Balofsky On 12 May, 2016 At 05:38 PM | Categorized As Featured, News, PC Games, PlayStation 3/PlayStation 4, ROG News | With 0 Comments
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No GravatarThe Free To Play Star Trek MMO will be coming to PS4 this fall. The game has received critical acclaim on PC, with many of the cast of the various shows making appearances. Will you join Starfleet this fall?

Check out the announce trailer below

 

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I first heard of this game when a friend showed me the kickstarter for this and tried his best to sell me on it, but I was not convinced. The game seemed a little strange, and I was not sure what to make of it. When I received a chance to review the game ( Thank you Mobot), I decided to do so in order to see what the game really had to offer.

The Deer God is one of those games that is very slow to start but does pick up when you finally get going. The game has a lot to offer but the issue is that the way it is presented is a little awkward. The game’s pacing shifts from slow to fast and the back to slow. Its not a major deal breaker but is something that can distract you.

The game is gorgeous with amazing pixel art that is top of the line. The game’s visuals are a true standout especially when compared to other Pixel Art games, but it makes me wish the soundtrack was also as good. It is not that the soundtrack is bad per se, but rather that it just doesn’t feel right with the game for whatever reason. Something about it, just doesn’t sit right at all.

The gameplay itself of The Deer God is interesting. There is a story to follow, you interact with others and gain new abilities and it feels okay, but the uneven pacing can throw things off. The controls are not a problem, in fact the game controls just fine. The game is certainly not bad, just mis-paced.  I did enjoy myself at several times, as I explored the game. The day and night cycle the game has is particularly impressive in how it is utilized. I just wish the game was paced better as it could have been even better. Its worth checking out, just be warned about the unevenness of the game.

 

 

 

 

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