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Hiển thị các bài đăng có nhãn games. Hiển thị tất cả bài đăng
Hiển thị các bài đăng có nhãn games. Hiển thị tất cả bài đăng

Thứ Hai, 12 tháng 8, 2013

Papers, Please is a Game for Grown-ups

Papers, Please is a recent PC game by developer Lucas Pope, which has the player acting as a border officer deciding whom to admit to their country of Arstotzka. The game takes place mainly within a small room acting as a border checkpoint. A long line forms outside waiting to enter your checkpoint, all eager to enter your country.


The player gets five credits for every person processed, and at the end of each day, the money is used to keep their family alive. The player decides how to spend their money on rent, heat, food, and medicine for your family of four dependents. People in line may have excellent sounding reasons as to why they should get to enter even if their papers aren't in order, but you have to balance humanitarianism, penalties from the government, and keeping your family healthy.

I think this is an amazing game, one that could really help reshape peer adult views on the state of video games. Yes--this is, in part, an article about me worrying about the image of video games in popular culture. If that's gross, bail out now! But not before you check out the game, it's excellent!

 

Appealing Theme


There's very little in Papers, Please that would titillate a pre-teen's interests. While there is a small bit of blood and violence, it's infrequent, and none of it happens because of the player, at least in the traditional manner. There's nudity as well (stylistic, drawn in the game's pixel style, and can be turned off), but it's not at all sexy, and is incorporated as part of the player's job. Deciding to use the body scanner in the game can make you as a player feel uncomfortable. There's typical elements of a FPS such as soldiers, guns, and barricades, but all of it viewed from the bureaucratic side of things. The actions required are skill-based, and time sensitive, but akin to skills developed in the business office, rather than with a controller. The game is difficult, but the second-to-second gameplay comprises analyzing text, correlating information, and following strict rules. It's something that sounds boring to most, but could definitely appeal to 50 and 60 year olds, when cast against the 1980's faux USSR background with the underlying intention of stopping illegal immigrants and supporting your family.



I'm fascinated with how real the characters feel whom you must process at your border station. In The Sims, the player has God-like control over each Sim, but must baby them, telling them exactly what to do: eat, watch TV, or talk to someone else. They feel like automatons, which is fine, as it serves that game. But in Papers, Please all the characters feel like complete people. I suppose it's from a mixture of the background data provided (via their papers), the tiny slice of their life you get to see, their realistic conversations with you, and your imagination. You don't get to follow them around the alley, and see their dull stare into the distance, or aimless wandering (such as in a GTA game). You see them for a moment, and they feel like real people with real problems. The God-like powers promised by a Sims game are realized here, but in a much more powerful way. When you admit or reject someone, you can imagine it having a real impact.

Situational Depth

Your job in the game can have real consequences rendered. All sorts of situations related to border control are explored here, for instance, you could personally stop a human trafficker from getting through, if you know how to do your job. Or you could accidentally let a suicide bomber through, if you miss one crucial bit of information in an effort to process people more quickly and make more money. The depth achieved here, and the situations created is vibrant and memorable. Bribery, misery, compassion, bomb scares, police brutality--all of this and more happens right next to you, and sometimes you're even the cause of it.

Here's a game I think few adults would feel embarrassed to be caught playing. Many of my friends and relatives play Candy Crush Saga or Angry Birds, but if I bring it up they dismiss as "just a dumb time waster." I think because of the concepts explored, and the agency provided to the player, many more adults could be shown the beneficial and positive artistic expression possible within a video game.



Playing Papers, Please made me recall an interview with Jenova Chen in which he laments the lack of appeal of games for adults.

"My biggest complaint for computer games so far is they are not good enough for adults. For adults to enjoy something, they need to have intellectual stimulation, something that's related to real life. Playing poker teaches you how to deceive people, and that's relevant to real life. A headshot with a sniper rifle is not relevant to real life. Games have to be relevant intellectually. You also need depth. You have the adventure -- the thrill of the adventure -- but you want the goosebumps too."

This game is a great place to start for many non-gaming adults. The setting is in the past but the concepts of border control, rivaling nations, and the human element are contemporary. The game is compelling both from what happens at your border job, and from how well you can provide for your family. This is a game that involves genuine sympathy and resolving conflicting responsibilities such as those to your direct boss (and the state), to your family, in addition to what seems morally right.

Few Traditional Game-like Elements

I think it's important for most non-gaming grown-ups, that very little of Papers, Please feels 'gamey'. There's no "morality meter"; you don't grow horns or wings based on how many people you help or hurt.You're paid by the state based on what they want to see happen. It certainly feels like a horrible totalitarian regime, but is it? When they tell you watch out for an enemy of the state and detain them, maybe he really did something bad. Or should you believe his story? Are enough other people's explanations starting to form a pattern in your mind?

 
Having a game that treats the player as a grown-up is as refreshing as having a dramatic game based on a world not too different from reality. While flights of fantasy involving time-travel, blood thirsty orcs, and terrifying aliens is lots of fun (Trust me--I love games with those things!) it's incredible to have a very compelling game, using fairly strict "real world" situations.

Avoiding the Tragedy 

Make sure you try the game. It's 10 bucks over on Steam, but I think there's a free beta version available at the developer's site you could use as a demo. Next, get other people to try it. Non-gamers. Maybe your Dad, or Mom, or Uncle, or those guys and gals at work that talk about politics or sports. Get other people to check out a video game that's not all violence and sex, but still mature and deeply compelling, working with concepts everyone knows. 

Nope, I don't get any kick-back here--I don't know the developer personally. I just want more people to play a video game and see the powerful work that can be done. Or maybe I do benefit from this--the whole industry could benefit from this. Pulling weight along with the likes of Flower, and Cart Life, maybe games such as Papers, Please can get the video game industry out of "The Tragedy of the Comics" within which we may be forever stuck.



(My current game in early development is about pigs that fly in space and eat tennis balls. It's shaping up to be really fun for gamers of all ages, but I'm 38 years old, and that explanation for my work was a little embarrassing to type.)

Thứ Năm, 7 tháng 3, 2013

Vuvuzela of Plenty

If you saw the Xbox 360 dashboard last night (in the US at least) you may have noticed this funky creature!

It is the 'Vuvuzelator'. An evil stack of pancakes that blasts you with its vuvuzelas growing from its body.

I created the concept for the creature and drew it for our game. But my lovely wife commissioned an artist to create a 3D sculpture of it for me last year for my birthday!

Don't stare directly into its cute blueberry eyes or you're a goner.

Austin, Texas-based resin auteur 'Motorbot' creates all manner of creepy, amazing-looking creatures. Not only is the detail excellent, but the various textures and materials is lovely to see in person!


Speaking of Austin, we'll be at SXSW this weekend in the Interactive section!
UPDATE: We'll be at Booth 312 - SXSW Gaming - Palmer Events Center

Make sure you find the Devolver Digital booth or just follow the sound of blasting vuvuzelas to find us. We'll be showing Serious Sam Double D XXL, giving out prizes, and telling all the bad jokes we know about evil pancakes. "Did you hear the one about the angry pancake driver on the freeway? Yeah, he totally flipped me off!" (Flipped? pancakes? Okay--don't let that deter you, come out and see us!)

Yes, we'll even be giving out vuvuzelas! But those will be pretty tough to win. We do have another fun prize that's easy to win! Just tell me the secret word "Pteradon". It makes sense in relation to the game, plus it's another fun toy you can use to grief your friends. Just like in coop.
See you this weekend!


Thứ Ba, 18 tháng 12, 2012

Fox News Articulation

I was quoted in not just one, but two articles today on FoxNews.com. Take cover!

Quotes from me were taken from a phone call with a journalist from their site, asking me about my thoughts on video games and violence. He was curious to talk after he read my post here about the idea of the entire industry taking a break from making violent video games for a few years. (I know I would have a tough time abstaining from making violent games, but creatively I think we'd all make some amazing stuff.)
Ahh.. a simpler time when violence was viewed sideways. (Source: Midway Games)

Obviously my phone call with him was much longer than just those few quotes in the articles. I figured I'd expand a bit on those thoughts.

 

Breadth of Possibilities in Games

The first article is about a new study from Ohio State University which says that if you play violent video games for 3 days, you show more aggressive tendencies afterwards. It sounds like there's plenty of questions remaining, such as 'how long do these tendencies last' and 'does the aggression level flatline'. Also note how the 'aggression' was measured in the study.

The Fox News article basically says that violent video games are top sellers, and this new study says they can make you more aggressive. I said:

“When you think about the whole spectrum of human emotion*, violence is just one little sliver on there. You can think of so many other things that we could explore in video games,” he told FoxNews.com.
“Video games can do all those things. It’s such a young art form.”
(*'Emotion', I meant to say 'expression')

I'd like to add that I think violent games are fine. But I also would like as many non-violent ones as well. Basically as much high-quality variety as we as a creative industry can muster is the goal. Violence in games can be a very satisfying stress relief. I feel like they can actually relieve aggression rather than encourage (but obviously that could just be me). Regardless, with so many creative people involved, I think video games can contribute positively overall to culture, and we as developers should strive to help enrich people's lives.

Violent Games, Sales, and Audience

The second article explores if video games are getting increasingly more violent. I think generally envelope-pushing will continue. The article doesn't present any in-depth analysis such as the number of shooting games as a percentage of all games released over the years (which would be a pretty big undertaking since it should probably measure all games on the web as well). It does bring up Bulletstorm which incorporated specific, original violence as part of it's gameplay.
ESRB ratings are very successful at keeping the most violent games out of children’s hands. But as in-game violence spreads, it becomes increasingly hard to separate the Sim Cities form the shooters.
Even the humorous PlayStation All-Stars Battle Royale, a fun fighter aimed squarely at younger kids, includes “crude humor” and “violence,” according to the ESRB. That’s because of the community itself, explained Nathan Fouts, founder of video game maker Mommy’s Best Games.
“I think that has to do with the number of people and the people that are playing video games,” he told FoxNews.com. “We’ve got a catch-22 right now: younger kids are playing.” And therefore, developers are writing games for those kids.
“That’s the kind of thing that’s fun and exciting when you’re a teenager,” Fouts said. He believes games like Portal 2, Flower and Journey signal a shift towards less violent games.
I don't think I explained my point very well, so I'll try again.
Violent video games sell well. If you look at the portion of all games sales, compared to violent game sales, then compare that to a similar fraction for books or movies, does violence sell proportionately better for video games than other mediums? I'd expect it does. And my suggestion is, violent video games sales are proportionately higher than other entertainment because the number game players are younger and more interested in exploring digital violence.
When you're younger, it's very interesting to think about violence. Growing up, I used to play 'war' all the time with my siblings with plastic guns, running around outside. I also loved to play video games of all kinds including Super Mario Bros 3, but also Mortal Kombat. I still play a variety of games (enjoying El Shaddai, City Tuesday, Black Knight Sword, and Qrth-Phyl right now).

I'm guessing people over 50 contribute proportionately to more book, music, and movie sales than they do video games sales. As the variety of games commercially available on a large public scale broadens, and games are played among more diverse ages of people, I think the number of violent games that dominate sales charts will continue towards violent/non-violent distributions similar to books and movies.

Games and Children


Scene from POSTAL 2  (source Running With Scissors). It's true, I worked on this game!
And lastly, some full disclosure: I worked on the notorious POSTAL 2. I still like the game a lot and am proud of it, mainly because the player has free choice. The player can progress in the game even if you don't kill people, as opposed to most FPS. Unprovoked player violence has strong repercussions. If you start acting violent in the game, the innocent NPCs react (as do the police) and cause the game to get harder for you. There are no points scored as you kill things, no direct rewards. I'm hope it goes without saying, but I don't think children should play this or anything like it!


From what I can see the ESRB ratings board is very useful for parents to understand what is in the game. As a parent, you need a baseline as to what the game could contain so as to help gauge whether or not kids should be playing it. But nothing beats sitting with your kids for a few minutes to watch them play the game itself. Parents--ask them about the game too, ask them what they did in it, what they liked, and why. Do it on a regular basis too, keeping up with these things will help you understand what they're experiencing.

Thứ Sáu, 19 tháng 10, 2012

Let's Try No Violence

Thought experiment:
What could we end up as an industry if for the next 5 years, no games with physical violence were made?
What would you make, if your next game could have no physical violence in it?

Defined as: Physical violence you can hear or see. There can still be implied violence. There can still games about revenge, war, crime, you just can't have physical violence shown/heard. Yes, that cuts out the core of most shooter games, but that's sort of the point.

The Witness

Also: The game would ideally be in a new franchise. I suppose it could use an existing franchise (though things like Gears of War and Halo would be tough, but again--could be something interesting from them).

The Unfinished Swan

There are already a lot of independent developers making games with no or limited violence and they've created some very original games. I'd really like all the AAA studios to think about it as well. There are so many hugely-talented people on these massive teams with giant marketing budgets. What could they produce that would then reach the world as the next thing they have to play? Hopefully something different from Farmville?
No Assassin's Creed III, Halo 4, Dishonored, or Call of Duty Black Ops 2. What would those companies make instead? What TV ads would we see?

Dance Central
Now, I realize the irony in me asking this as Mommy's Best is finishing an XBLA game in which you stack guns on top of guns on top of guns. (I like guns.) I really like fighting and shooting in games. I like it a lot. But I see games like The Unfinished Swan and I think, what would a whole industry look like if we did that for a while? What if we all pushed in that direction? Sure, we can make violent games again after that--but maybe we'd hit on something so good, we'd keep going?

Super Hexagon
I think I'd do something with expanded social interaction, story-manipulation and very responsive NPCs. I liked where LA Noire was heading in the interrogation sections... I'd probably look at interesting AI for characters interacting and responding to situational changes. A short game, but with lots of breadth to support more interaction options along the way, and additional replays.

Thứ Tư, 22 tháng 8, 2012

Even Up the Odds

Shoot 1UP on Windows Phone 7 is out now! It's got exclusive content like strange, new enemies, a new ship, a new game mode, Achievements, friends Leaderboards, and free ringtones! Get it here: marketplace link

In addition, we made a short, live-action commercial called "Even Up the Odds" to mark the release. Enjoy!



Game press kit for WP7:
http://www.fchiase.com/Shoot1UP_WP7_PressKit/

More game details here, including the original Xbox 360 link:
http://mommysbestgames.com/shoot1up.html

Thứ Hai, 14 tháng 5, 2012

2D Number Justice

8 Bit Horse, the premiere site on the web for all things 2D action gaming, has hit some big numbers recently! Looking at our Google numbers we realized we're closing in on 200k hits since we started just a few years ago!
Tease: Plus there's cool desktop art on the site now (see end of article)

It's great to see this sort of interest in a niche area, and with a unusual article structure. At this point anyone that's visited the site knows 8BH articles are filled with precise and extensive gameplay breakdowns games of now and yesteryear.

8 Bit Horse covers games that are 2D in art and gameplay, and focus on action.
The site is not a daily blog in which topical news pops up then quickly melts from the front page. Instead, each article is an often long investigation of the gameplay in a particular title. Games are organized into lists such as Upcoming, Current, and Heritage. Links for all games are maintained on the front page, making it simple to browse through the lists.
 

In looking at the hits on the site we gathered together bunch of fun stats:

Over 180,000 hits
Over 100 articles
- 21 heritage games featured
- Over 80 current and upcoming games featured
- Over 100 additional games covered in 2D CRED sections (featuring developers' other works), including these notable titles:
- Maestro! Jump in Music, Bitejacker: Secret Base Horror Series 01, Legend of Princess, Noitu Love & The Army of Grinning Darns, Aquaria, Eternal Daughter, Soul, the Johnny Platform series, JoyJoy, Challenge from Kiyoshi, Digidrive, the PixelJunk series, Mirror's Edge 2D, NyxQuest, A Game with a Kitty, Tuper Tario Tros., rComplex, Super Tank Run, the Soulcaster series, Ninja Senki, The Adventures of Shuggy, Insectoid


Most popular article: Demon's Crest - 2/5/2010
- Over 10,000 words
- Nearly 200 images
Biggest article: Wario Land 3 - 3/3/2011
- 14,000 words
- Over 250 images
First article: Jackal - 10/17/2009
- 4,000 words
- 24 images
Most popular feature:
Super Mario Bros. 101: Lessons in 2D Game Design

2D RADAR
- A list of 2D games in development, each with a quick description.
- Currently 68 games on the list 
- 26 updates since it originally went live on 10/27/2010 (near 1 year anniversary)
- Total games listed from the start: 125!
- Original post had 23 games including these notable titles: - Acceleration of SUGURI, Astroman, Bangai-O HD: Missile Fury, Bastion, Capsized, Insanely Twisted Shadow Planet, La-Mulana*, Monster Tale, NightSky, Pac-Man Championship Edition DX, Rayman Origins, Retro City Rampage*, Spelunky*.
* Denotes title is still on the list.

The 8BH YouTubeChannel has over 10,000 video views.
- 16 investigative, 2D game developer interviews, including Michel Gagné (Insanely Twisted Shadow Planet), and Team Meat (Super Meat Boy), and Jamie Cheng (Shank)!
- 5 "Oddities in 2D" episodes

And here's some great art for your desktop!  All your favorite characters in their native resolutions, partying down around a remixed Mario level.

Click for original size! SD size on the 8BH site as well.
From AJ and myself, thanks for reading!

Thứ Năm, 19 tháng 4, 2012

Sine Mora Feedback

A little while ago a new, very pretty shoot 'em up, Sine Mora, was released on XBLA. It was  co-developed by Digital Reality and Grasshopper Manufacturing.


I like the game a lot!
I think the graphics are gorgeous and the boss designs are inspired with lots of variety. I also like the music a lot even though it's a little understated. Several of the tunes stay in my mind after playing, such as the disco-like theme for some boss fights.The time-slowing ability is fun to use in a shoot 'em up.

I liked the game so much I want to play it more! Sadly, while I play I get frustrated by several, smaller design elements of the game that would be easy to fix. I decided to detail these in the hope that someone involved with the development of Sine Mora would read this.


I'd love for some or all of these issues to be addressed by the development teams on a subsequent update. In all cases I list possible solutions to the problems, most of which would be pretty reasonable to implement.

Major Issues 

  • Problem: Player ships can be damaged by some objects that player bullets pass through. This is the strangest thing I've seen in a long time and it pretty much screws up any sort of reasonable 'discovery' the player can achieve. In a shmup, the player's bullets are like this hands. He uses these to feel out the world and decide what can hurt him and what can't. For instance, the underwater submarine boss turned sideways does not let you pass through it (like when trying to grab powerups) but your bullets and powerups do. In most vertical shmups there is no environmental collision. In horizontal shmups there is often environmental collision. Sine Mora follows that convention, but strangely does not let find out what can hurt your ship until you actually smash into it. Also strange is that some objects block bullets and your ship and some only block (and damage) your ship.

  • The environment-collision inconsistency hampers the game.

    • Solution: If the player ship bounces off things, their bullets and powerups should too, OR if your bullets go through things, don't let that damage the player.





  • Problem: Objects in the playfield are too easily confused with objects in the background or foreground. Even in levels I've played several times, and with enemies that come in from the background (which is often) I'm not quite sure exactly when a ship is able to collide with me or when I can shoot it.This leads to lots of confused shooting and scrambling to figure out where to be. It's also confusing when a tiny turret stuck onto the background is actually shooting and you, can damage you, and could be shot to recover more valuable time (which acts as health here).
  • Pic from a different shmup, Mushihimesama, the background is desaturated and you can see the action more clearly.
    Sine Mora: Some of those turrets are enemies, and some aren't.
    • Solution: Make a clear distinction between objects in the background and playfield, via a fog effect, desaturation (as is already used in the time-slow ability). Could even be an option for the player to toggle in the menus.
    • In our own Shoot 1UP we offered several background visual options including the ability to simply turn off the background (full black) to make the game easier to play for people that struggle tracking things on screen amidst all the action.
    • The game won't look as pretty, but I think giving the player an option to control how distinct the background is would be a huge help and really increase how much they can enjoy the game. I agree that picture of Mushihimesama is washed out and maybe don't have that as the default in Sine Mora. But after I play with 'full graphics' some, I'd probably want to change it so I can see what's happening better.






  • Problem: Powerups quickly fly off the screen. From what I can tell the powerups bounce off the environment (this is fine) but they don't bounce off the "screen bounds". This is very frustrating. You end up really under powered with just one slip up and fighting underpowered is tedious. I think it's also fine if the powerups eventually leave the screen, just not immediately.

  • That red powerup is pretty much as good as gone.
      • Solution: Powerups should be bound to the screen, or travel more slowly, or there should be more created.







    • Problem: It's difficult to discern what parts of the 3D environment you'll crash into and what you wont. This is related, but different than the first point (not knowing what things you can crash into because you're bullets don't hit what you'd expect). This is because the game is in 3D, and has pieces of the environment extending "out towards the player" and has parallax. The ship always emits a vague light on the environment which makes it seem that the developer knew there was a problem, but they didn't go far enough with this possible solution. In most 2D sprite shmups, you can easily discern when you'll crash into the environment. In Sine Mora not only is it tough to tell going up in down in a simple cave setting, but sometimes you're forced to go through a 3D tube while your ship is obscured from view! You can easily bump parts of the tube and be damaged. It's very frustrating.

    • It's tough to decide just when your ship will hit the walls, especially while frantically chasing down powerups.
        • Solution: Make collisions with the environment not damage your ship, like in Einhander, or shear off all graphics to create a cross-section with no parallax, or cast a distinct visual line (like a circle emitting outwards from the ship in a plane parallel to the screen) that collides with environment and shows what the player will hit.

       

       Minor Issues

      • Problem: Screen shake is too disruptive and happens often while a big cloud of enemy bullets are about to hit you.

        • Solution: Only screen shake at the end of boss fights when the player is invincible, or make the player invincible while the screen is shaking. 

      • Problem: Some enemy bullets are extremely similar to your player ship bullets. When lined up, it's hard to tell when something is coming. This is worst on the train boss. The bullets are long red shapes extremely similar to the players.

        • Solution: Change enemy bullets to not look like the players through color and shape.

      • Problem: Effects cover up things. In the underwater sections, explosion and smoke effects cover up too much of the action.

        • Solution: Make sure the player and enemies, and bullets layer on to of effects.

      I made this list in the hopes that Sine Mora can be updated to be even more enjoyable, but also for other shmup developers to consider these and other design decisions in your game.
      I love the game, keep up the great work developers and please consider these issues--thanks!

      Thứ Tư, 15 tháng 2, 2012

      Porkerpillar

      Help the BABIES get back to their MOM! Ride the Porkerpillar and gobble up the tasty treats, but watch out for trouble! 

      Click for original-size

      The Porkerpillar is sort of like a caterpillar crossed a pig. A very happy pig.

      As the stork flies by, a baby falls from a rip in the cloth sack, waking the Porkerpillar. It's time to wave and undulate his body to move the precious baby around, helping them eat yummies but also dodge danger while making your way to his mom.

      Donuts are good for you, right?
      This project was specifically made for the Experimental Gameplay Project which tasked designers to make a game that only uses 5 buttons. Traditional console games use directional pads (which alone use 4 or more buttons) or analog sticks, plus other face buttons and triggers.

      This contest was special in that the finalists would be shown in a public party setting, with 5 large, pressure-sensitive buttons used to control the chosen games. 


      And the great news is, Porkerpillar is one of the finalists! The contest+party is being held this Friday, wish us luck!

      And if you'd like to try the game out, here's the link. Be warned though, some PC keyboards will not properly allow all keys 1 through 5 to be held down at once, which compromises the experience considerably. (My desktop keyboard doesn't work with 5 keys at once, but my laptop pleasantly does, so it may in fact work for you.) Here's a handy test for your keyboard.

      http://www.fchiase.com/porkerpillar.html

      Triple-baby mayhem!
      There is only one level currently. We may pursue developing the game further for touch-devices. It was a fun, and different project to make, enjoy! And it was our first non-violent game--crazy!

      Thứ Sáu, 20 tháng 1, 2012

      Game Type Updated


      Game Type has been updated with a slew of small and large improvements! Most of these improvements are in the shoot'em up portion of the game.


      The biggest changes come to the gameplay in the form of the weapons and point system.
      Before, Cash Drops only gave the player extra points. Now they still give you score bonuses, but additionally they fill a meter shown in the HUD. This meter powers your Kick Beam and the new Time Pulse.


      In addition to the normal and beam weapons, you can use a new action called  "Time Pulse". This slows down time dramatically for just a moment, giving you a chance to dodge out of the way.

      Using Time Pulse takes 51% of your cash meter (which is marked by a yellow star letting you know Time Pulse is ready). You'll have to grab more cash drops to use it again.
      But that should be easy since now shooting enemy bullets with your Kick Beam, while in the slowed-down mode, turns into Cash Drops! That's right, shooting enemy bullets turns them to cash!

      Use the Kick Beam during the time slow-down and change enemy shots to Cash Drops!
      The new player basic shot can attack top, bottom, and forward!
      In addition to the gameplay and art changes the online High Scores Tables are fixed and will now share properly for all scores!

      Take 2 players into the madness!

      Here's the full change list:
      • High scores properly share now for scores past loop 3. 
      • Weapons system changes: Normal shot now has up/down shots plus forward firing, and is stronger. Kick Beam is now powered by Cash drops. Also, new attack added via the Right Trigger called "Time Pulse" which slows time and lets the Kick Beam turn normal enemy bullets into cash.  Add action buttons are remappable.
      • New 'How to Play' screens (2), these are now shown via menu option during gameplay as well. 
      • New Score Multiplier system which works by increasing for every cash drop you grab, but drops if you don't get them fast enough. 
      • Warning arrows are shown for enemy groups beginning to approach off screen. 
      • Players can "log in and log out" on the shmup sub-menu screen. Find the Game Type menu with box art showing (the menu in which you're about to play the shoot'em up). Players can press A to join or press Y to log out. If two players are playing, and one needs to quit use this to get the second player to log out.  
      • Graphical touch-ups: green theme used on beam attacks and bullets. Background art touched up with more detail and highlights. 
      • Gameplay tips are now shown during loop starts.  
      • The wave spawning for enemies have been rebalanced for more consistent, interesting attacks. 
      • The 'hint arrow' in the fake dashboard now starts on by default (to make it easier to find the shmup game). 
      • There is a quick-start option now, just press Y to launch shmup game, if you've already found it and played it once. 
      • Pressing B repeatedly on the fake dashboard will eventually take you back to the exit menu.
      Mmm.. delicious enemy attacks
        Here's a Xbox 360 marketplace link to the update: Link.
        Game Type is 80 MS Points which allows for the ability to share your high scores online. The game was originally released December 21st. This is the first update for the game.

        Parkour!

        Thứ Hai, 2 tháng 1, 2012

        Convince the ESA to Drop SOPA Support

        UPDATE: 
        Epic Games withdraws support for SOPA
        Trion Worlds does not support of SOPA
        38 Studios says SOPA needs restructuring


        Hi, so I've put together a simple post pleading with developers and gamers to focus their internet super powers on getting the ESA to drop SOPA support. If They can get the Ocean Marketing guy fired forever, I'm sure They can blow this up as well. I feel like because the ESA is one step removed from direct consumerism, it's not getting the heat like it should be.


        Yet, when Congress looks as the SOPA support list and sees the ESA, "Yes, there's the game industry, right there."



        Fellow gamers developers,
        If you work for any of the companies that are ESA members, please talk to your higher ups about contacting the ESA to have them withdraw SOPA support. In effect, your company is supporting the SOPA bill.  There are over 30 really great companies that have made amazing games that are effectively supporting the SOPA bill.
        So if you work for

        •     SEGA of America, Inc.
        •     Konami Digital Entertainment
        •     Capcom USA, Inc.
        •     Epic Games, Inc.
        •     Sony Computer Entertainment America (Yes, I realize they dropped formal support, but are still ESA members and support SOPA by proxy)
        •     Sony Online Entertainment, Inc.
        •     Electronic Arts (Yes, I realize they dropped formal support, but are still ESA members and support SOPA by proxy)
        •     Microsoft Corporation
        •     Nintendo of America Inc. (Yes, I realize they dropped formal support, but are still ESA members and support SOPA by proxy)
        •     Square Enix, Inc.
        •     Namco Bandai Games America Inc.
        •     Ubisoft Entertainment, Inc.
        •     Take-Two Interactive Software, Inc.
        •     THQ, Inc.
        •     XSEED Games
        •     505 Games
        •     Deep Silver
        •     Disney Interactive Studios, Inc.
        •     Eidos Interactive
        •     Her Interactive, Inc.
        •     Ignition Entertainment
        •     345 Games
        •     LEVEL-5 Inc.
        •     Natsume Inc.
        •     Nexon America, Inc.
        •     Nival
        •     NVIDIA
        •     O-Games, Inc.
        •     Perfect World Entertainment
        •     Slang
        •     38 Studios
        •     Tecmo Koei America Corporation
        •     Trion Worlds, Inc. (From what I can tell Trion opposes SOPA, but hopefully are talking to the ESA)
        •     Warner Bros. Interactive Entertainment Inc.
        ...your company is supporting the SOPA bill because the ESA is representing it in Congress.

        Lots of people work for these companies! If you work at one of these companies talk to your boss and get them talking to the ESA! Ask what your company's stance is!

        From what I can tell, my company lost plenty of potential sales of our recent game Serious Sam Double D to online piracy. But SOPA is not the answer to fixing piracy problems! You may be saying "Yes, you're not telling me something I don't already know" but have you done anything about it? Have you written to the ESA or supporting companies?  (If you have, good on you!)

        Fellow gamers,
        If you love those companies, get on your favorite company's forums and complain that they are letting the ESA support SOPA by proxy! And consider writing the actual ESA as well (see below).

        ~~~~~~~~~~~~~~~~~~~~~~~~
        Shew... okay... 
        Let me back up then...

        The Entertainment Software Association (ESA) has done a lot of good for the video games industry, including facilitating the landmark Supreme Court ruling that games should be protected by the First Amendment like books and movies, and promoting STEM to further games and learning.

        Unfortunately the ESA is still shown on the SOPA support list. The "Stop Online Piracy Act" bill will be voted on some time this year (probably soon). The proposed bill will likely stifle innovation and self-expression on the internet, and grant corporations plenty of power to abuse, given the broad manner in which the bill is written. If you're wondering what the fuss is all about, here's a detailed explanation as to why constitutional scholars believe the bill infringes on the First Amendment, and a general overview of what the bill is about.

        Recently Sony Electronics, Nintendo, and Electronic Arts have stopped their direct support of SOPA. But as long as the ESA is still listed, the game industry as a whole is supporting SOPA.

        I know The Internet has written and complained about SOPA so it feels like someone else is handling this--but this is gaming. Gamers are being represented by the ESA saying we *support* SOPA.

        If you don't agree with this then please write the Entertainment Software Association, whether you're a gamer or game developer, and ask that they withdraw their support for SOPA as soon as possible.

        ESA contact page

        Generic email:
        esa@theesa.com


        The current president of the ESA is Mike Gallagher, and while it's not listed, his email is likely
        mgallagher@theesa.com
        Please send him your email as well (I've sent one there and it's not bounced at least).

        In addition, here are all current companies listed as ESA members. They will have further ability to convince the ESA to drop SOPA support, so please write them as well.

         If you need a kick in the pants, here's my simple email I've already sent to the ESA. Please use it as a starting point, or even better, write something better from scratch!

        ~~~~~~~~~~~~~~~~~~~~~~~~

        Hello, I'm a gamer and game developer.

        I want to thank the Entertainment Software Association for their brave work over the years, such as getting video games recognized by the Supreme Court as important forms of entertainment protected by free speech. The ESA is certainly a powerful force within our government working for the video game industry. 

        But one area of the ESA's work that is very troubling is your association's support of the Stop Online Piracy Act. The proposed SOPA bill is an overreaching, broadly worded bill that will surely give too much power to some groups and result in excessive, stifling internet censorship. I agree internet piracy is an issue but this bill is not the answer. Many, many political and technology experts have come out opposing the bill, yet the ESA remains in support of SOPA.

        The ESA represents the video game industry, including companies such as Sony Entertainment and Nintendo which have dropped support for SOPA. This bill is bad for the internet and bad for the video game industry. Please show the world that the game industry does not support SOPA, and please have the ESA withdraw support for SOPA.

        Thank you for your time

        Thứ Ba, 20 tháng 12, 2011

        Xbox Dashboard Helps Indie Game

        FOR IMMEDIATE RELEASE

        December 21, 2011 (Louisville, KY) – Shoot 'em up "Game Type" launches on the Xbox 360 after Microsoft reserved a special tile on the dashboard for the game since the new Fall update.

        Mommy's Best Games, creators of Shoot 1UP, present a new, coop shoot 'em up in which you pilot the iconic Hoodie Girl to battle the evil MediaBall.
        "Game Type" box art
        Think you have what it takes to explode angry cats and raging SUVs into showers of cash? Show the world with the shared, online high scores table. Game Type is a "score attack"-style game in which you zoom your way through bizarre enemies, going for the high score, all while the game-speed continues to climb. Bring in a friend and fire your Kick Beams for extra power--PARKOUR!

        Xbox 360 Fall Dashboard update, Game Marketplace (note Game Type tile in upper right--Sweet!)

        "I've been thrilled Microsoft created the special dashboard tile just for our game. It's such a terrible name which I created as a placeholder while starting the project." reveals lead designer Nathan Fouts. "With the incongruous stock photo of a woman in a hoodie doing a jump-kick, and the forgettable 'Game Type' title, it's good to know Microsoft was advertising our poorly-named game, and not trying to label the console's entire digital game storefront. Otherwise, it'd be a horrible match that would simply make no sense and generally lead fewer gamers to find the store and browse on their own terms."

        Check out "Game Type" on Xbox Live Indie Games. Find it in the Xbox 360 Games Marketplace. Or just do a search on it. Otherwise, you'll probably get lost in the dashboard, stuck watching advertisement for TV shows.

        Game Type marketplace link

        Game Type screens, click to zoom:

        Will you be able to find "Game Type" on the MediaBall dashboard? It's in there somewhere!

        Hoodie Girl slaps some sense into these flying nasties!
        Award-winning shows like "Fat Guy and Pretty Girl" now streamable on your console!

        Hut-hut-hut! Watch out Hoodie Girl!

        Deliver swift justice with the Kick Beam in 2-player mode. PARKOUR!
        Gameplay footage:



        About Mommy’s Best Games:
         Mommy's Best Games, Inc. is a boutique game developer founded in 2007. We strive to deliver games that push the edges of the medium through gameplay, art, satire, and pie. Our first game, Weapon of Choice, is an award-winning, side-scrolling, action game now available Xbox LIVE Indie Games. And our newest, critically acclaimed games Shoot 1UP, Explosionade, and Serious Sam Double D are available on XBLIG and PC. Follow MBG on Twitter to find out more!

        Thứ Tư, 31 tháng 8, 2011

        Serious Sam Double D Out Now

        Serious Sam Double D is out now for $7.99!
        Steam page
        GetGames page
        Direct2Drive page
        Impulse-Gamestop page

        Launch video courtesy of CEO of the publisher Devolver Digital, Fork Parker.



        Go forth and GET TO STACKING!

         ----------
        In other news, here are the support display resolutions for those curious:
        • 1680x1050 
        • 1600x900 
        • 1440x900
        • 1366x768
        • 1360x768
        • 1280x1024
        • 1280x960
        • 1280x800
        • 1280x768
        • 1280x720
        • 1152x864
        • 1024x768
        • 1024x576
         If you need to run the game with a resolution not shown (such as 1400x1050), you can run it with this debug command.
        In Steam, right-click the game and select Properties->Set Launch Options. In the command line, set "debugResX 1400 debugResY 1050"
        Obviously substitute the proper debugResX or Width that you need and the proper debugResY or Height needed.
        You can actually set just about any resolution your graphics card can handle. But bear in the mind the levels were built only up to 1920x180 as the absolute max. If you go into 2560x1600 things may get unpleasant if you start seeing "outside" the game world.

        Click to embiggen

        Otherwise, the game looks completely smoking at the higher 1600 resolutions, I hope your card and monitor can handle those! Seems like on average most PC gamers have that covered, based on the Steam computer spec survey. But do people boastfully lie on those? I doubt it. Or at least I hope not.

        Thứ Tư, 27 tháng 10, 2010

        8 Bit Horse is One Year Old!

        Our 2D-only sister-site 8 Bit Horse has officially and successfully been around for over a year! 8 Bit Horse is the premiere place for learning about 2D games both from the past, present, and FUTURE. We're very proud that it's gained a loyal audience and with AJ's continued dedication and determination, 8 Bit Horse will continue strong through its second year!

        Follow 8 Bit Horse on Twitter to find out when new articles launch about 2D games.

        The following is a reprint of AJ's 1-Year Anniversary post on 8 Bit Horse itself.
        (Background: AJ Johnson is the writer for dialog and story in Mommy's Best Games, and writes most of the articles on 8 Bit Horse.)


        OK, WE’RE GOING TO GUSH A LITTLE
        It is with great pleasure that we announce the 1-year anniversary of 8 Bit Horse. 1 year ago today (10/17), we published our very first article, featuring Jackal on the NES. Looking back on it now, it’s actually the shortest and least screenshot-packed of any of our full-length articles.

        Jackal was a test run of sorts. We knew that we wanted to discuss the gameplay and mechanics of well-designed 2D games, but we needed to gauge just how much work we were getting ourselves into. Jackal is a relatively simple game. It has some interesting mechanics, but it’s not terribly long or complicated.

        After a successful test run, we deliberately chose a vastly more complicated game – Cybernator on the SNES – and we haven’t looked back since. It has been an amazing first year, and rest assured that we have a whole lot of great content to share with you as we start in on Year 2. But first, we have some people to thank.

        Our success thus far comes not only from those of you who have found our site and started reading, but also to those who have wholeheartedly recommended it to others. We love 2D games. We have a passion for heritage 2D games from all of the old systems, current 2D games that are being released on modern consoles, and the glimmering hope of new 2D games on the horizon. We love indie 2D games, and 2D games from major developers with multi-million dollar budgets (the few that there are). We’re excited about what we’re doing, and it’s great to see that others are excited about it as well.

        We’d also like to offer thanks to a few specific folks who helped us get where we are today. First off, thank you to Kurt Kulata of Hardcore Gaming 101. And let us say this… we were huge fans of HG101 well before the idea of 8 Bit Horse came about. Hands down, there is no better resource for classic games than HG101. We have gotten a great response from folks who follow the HG101 Blog, and who found us from their link to 8 Bit Horse.



        Thank you to EpicBattleAxe. Early on, they invited us to do a regular 2D gaming feature on their site, which allowed us to toss in a bit of extra snark and commentary, and to solicit feedback from the EBA readers. They also gave us a mention in one of their EpicBattleCry shows, at which point, we were discovered by thousands of new readers. EBA is different from the majority of game-related sites out there that tend to be fairly impersonal… instead, they show a lot of excitement, and they love to hear from their readers.

        Thanks to Geoff Schultz and Brooks Bishop, at Two Fedoras. These dapper fellows discovered us early on, which led us to discover them. 2F is a quirky site that has coverage on lots of indie games, and even the occasional action figure.

        Thanks to 2D-X, the very first site we affiliated with, and which also celebrated its first anniversary a few months back. They’ve been growing as well and have developed a very professional presentation.

        Thank you to Brad Gallaway, Senior Editor at GameCritics.com and operator of the Drinking CoffeeCola blog, for his resounding recommendation. It’s always nice to get positive recommendations from folks who not only appreciate good games, but good writing as well.
        On the Twitter front, thank you to George Clingerman of XNADevelopment.com for the shout-out, and thanks to Greg Kasavin for following.

        The biggest thanks, of course, goes to all of our regular readers, without whom… well, frankly we’d have given up by now if not for you. So thank you for coming, thank you for staying, and please drop by any time. We have a ton of great stuff lined up for you.

        We aren’t joking even a little when we tell you that we have (obsessively) compiled a list of over 200 notable heritage 2D games that deserve some attention. We’re also constantly looking for the next great 2D games, scouring the interwebs, playing demos, and reading developer blogs so that we can share all this shiny new 2D goodness with you. It is very gratifying when we hear that that someone found out about a great 2D game from our site, whether it be a 20-year old classic, or something brand new.

        We’re also going to continue our developer interview series, and we have several interesting interviews lined up. For this, we owe thanks to Maurice of Fanboy Confidential, who joined the 8bh team earlier this year and who hosts, records, and cuts these video interviews. And of course, we owe a big thanks to the developers themselves, for not only providing us with great 2D games, but also for sharing some of their development insights and inspirations. We are aware that a number of our readers aren’t just gamers, but developers as well, and we’re happy to have the opportunity to provide a window into the lives and minds of the developers behind some of these new games, while we continue to dissect the mechanics of the classics.

        In fact, just today Maurice wrapped up our latest 2D developer interview, featuring Henry Liu of Intrinsic Games, the developers behind Divergent Shift (previously known as Reflection) on DSiWare. Henry offers some insight into working as a team of student developers, while still attending classes:



        You can catch all of the previous entries in our 10 Questions interview series on our YouTube Channel, featuring discussions with the developers behind some excellent 2D games: Shank, Tobe's Vertical Adventure, Super Meat Boy, and Nasty.

        8 Bit Horse continues to be the place where 2D lives, and the second year of that life begins now.