Posts Tagged ‘Devolver Digital’

Hands On: The Man-Versus-Monster Battles Of Titan Souls

By Marsh Davies on November 5th, 2014.

That definitely represents an eye, right?

Presumably calling the game The Legend of Colossus Souls was considered just that little bit too direct. To be fair, naming the obvious inspirations here doesn’t do justice to Titan Souls’ own invention – a combat system which is so simple and taut, yet from which the game conjures a series of elaborate and ever-inventive boss battles.

Originally made for a Ludum Dare competition (you can read Nathan’s impressions of that early version here), Titan Souls has now blossomed into a full game due out early next year. A sprawling, derelict world of overgrown temples, icy rivers and fiery caverns now awaits, and within lurk around two dozen gargantuan foes. It takes the mournful feel and monstrous populace of Shadow of the Colossus, and presents it from the pixellated perspective of the Zelda games of yore. And, as with Dark Souls, you consume the primeval soul of each megabeast you slay. The combat shares that series’ lack of compromise, too: you will die and die again facing each of these monsters, every time getting a bit wiser to their weaknesses, a shade more adept at avoiding their attacks.

Read the rest of this entry »

, , , , , .

5 Comments »

Hands On: The Talos Principle

By John Walker on October 30th, 2014.

The Talos Principle is a very clever, very calm creation. Which is a surprising new direction from Croteam, who have previously given us the splendid madcap frenzy of Serious Sam shooters. While clearly sharing the same fast-paced twitchy controls of the Serious Engine, and a similar design ethic of ruined civilisations, beyond this Talos is dramatically different. It’s a captivating first-person puzzle game, more influenced by Portal than Doom, with an intricate back-story questioning the nature of consciousness and personhood told through fascinating interactions with an AI. I’ve had a play of its first, extensive chapter.

Read the rest of this entry »

, , , , , .

17 Comments »

Super Game Jam Episode 4 Out, Trailer Below

By Graham Smith on September 8th, 2014.

Indie devs, for sure.

Super Game Jam continues. The online reality series pairs two indie creators together for 48 hours in order to create a game, films the process, and releases both documentary and resultant game together. Episode four is out now and stars Hotline Miami co-creator Jonatan Söderström and Rymdkapsel creator Martin Jonasson, and their game about underwater something-or-other. There’s a new trailer below.

Read the rest of this entry »

, , , , , .

4 Comments »

Hatoful Boyfriend Spreads Its Wings

By Ben Barrett on September 5th, 2014.

“So the joke is it’s a dating simulator, but all the romance options are pigeons?” they’ll ask, bewildered. “Yes. Only it’s not really a joke. In fact, it got remade for a western audience because of how popular it was.” you can now reply, smiling a little too wide.

The world’s most popular pigeon dating simulator Hatoful Boyfriend is now out in a form that doesn’t require fan translation patches, if that’s your sort of thing. If you’re somehow uninitiated, it’s the tale of the only human student (you!) going to “St. PigeoNation’s Institute, a school for talented birds.” You’ll chat with and, presumably, up the other fine feathered students in search of true love.

Read the rest of this entry »

, , , .

33 Comments »

When Hope Dies: Breach And Clear – Deadline

By Adam Smith on August 29th, 2014.

Breach And Clear: DEADline is another zombie game but it’s [edit: possibly not] a tactical turn-based zombie game so I’m willing to give it a chance. If you put a turn-based game about OXO in front of me, it’d probably occupy me for at least a couple of hours. As already mentioned, this is a beefed up version of an iOS release and a new developer diary sheds light on the design philosophy of the development teams.

“One of the phrases that we are using here internally and is basically written on the wall everywhere we go is ‘what does it feel like when hope dies?'”

So says Gun Media creative director Wes Keltner. I really hope he doesn’t have reason to visit many public places with his permanent marker pen.

Read the rest of this entry »

, , , , .

20 Comments »

Games Journo Sim: Always Sometimes Monsters Demo

By Alice O'Connor on August 18th, 2014.

For all the jokes about Doritos, the slider is actually the official snack of games journos.

“Brilliant but flawed” is how Ben described Always Sometimes Monsters, an RPG which sprawls and branches and reacts in squillions of ways depending on who and how you play. You’re a struggling writer making one desperate lunge at life, out of money, kicked out your apartment, and pining for a lost love. It’s perhaps a hard sell, so last week developers Vagabond Dog released a demo with an extra framing narrative to perfectly fit that horrible loser theme: you play a games journo who goes to the launch event, plays Always Sometimes Monsters, then writes a review.

Read the rest of this entry »

, , , .

6 Comments »

Gods Will Be Patching: The Mercy Update

By Graham Smith on August 11th, 2014.

Mercy mercy, mercy me, this game is a cage but with this patch you're free.

Gods Will Be Watching seemed to promise a beautiful, pixel art science fiction story, with a heavily branching narrative that pivoted around life-and-death decisions for its ensemble cast. The reality was disappointing: a resource management game, where your resources were opaque, success was ill-defined, and failure meant restarting scenes over and over.

I don’t know if Gods were watching, but the developers certainly were. They’ve now released a patch for the game that adjusts the game’s difficulty by adding two new game modes.

Read the rest of this entry »

, , .

20 Comments »

Crossbrover: The Expendabros Out Now For Free

By Alice O'Connor on August 6th, 2014.

This... makes sense. Huh.

Look, I don’t know how to say this: someone has made an advergame for a movie and it feels… not awful? Not something made to fund other games its developers actually care about? Perhaps its creators’ wildest dreams come true? I don’t know what to make of this topsy-turvy world any more.

See, Broforce is a game all about nostalgia for action movie heroes of the ’80s and ’90s, and The Expendables is a movie series all about nostalgia for action movie heroes of the ’80s and ’90s. And now they’re combined. Developers Free Lives yesterday released The Expendabros, a free short standalone version of Broforce starring The Expendables 3 characters. They must be dead chuffed.

Read the rest of this entry »

, , , , , , .

36 Comments »

Pump Up The (Super Game) Jam: Episodes 2 and 3 Out Now

By Graham Smith on July 28th, 2014.

It takes at least two hoodies to make a game.

The concept is thus: take two game makers, one artist and one programmer, and challenge them to make a game in 48 hours. Film the process and release the result as a bundle including the documentary and the resulting game. It’s called Super Game Jam, the first episode was released two months ago, and episodes two and three just launched simultaneously late last week. That’s the news, but there are trailers and witterings below.

Read the rest of this entry »

, .

4 Comments »

Wot I Think: Gods Will Be Watching

By John Walker on July 24th, 2014.

Deconstructeam’s Ludum Dare entry Gods Will Be Watching is now a fully-realised game, released by oh-so-impish publishers Devolver Digital. Described as a “point and click thriller”, it’s, well, not that. It’s something else. Something… well, here’s wot I think:

Read the rest of this entry »

, , , , , .

80 Comments »

Gods Will Be Watching On Its Release Date: July 24th

By Graham Smith on July 3rd, 2014.

The beautiful pixel art in Gods Will Be Watching is a trick, designed to lull you into the false assumption that its point and click story will be about comical pirate japes or wacky bipedal dogs solving off-beat crimes. In reality, it’s about doing awful, seemingly necessary things to people who don’t deserve it for the sake of the greater good. If Jack Bauer read a lot of Robert Heinlein novels and became a videogame designer, this is what he’d make.

It’s due out on July 24th and there’s a new, grisly, bloody, maybe-NSFW trailer below.

Read the rest of this entry »

, , .

13 Comments »

Platonic Puzzler: The Talos Principle

By Adam Smith on June 11th, 2014.

The Talos Principle is an attractive first-person puzzler from Croteam. The short trailer contains lasers bouncing off mirrors, crates being shifted around and Tetris blocks locking togeter in a pictureless jigsaw. These are the puzzle game equivalents of zombies, terrorists and Nazis. It really is a handsome thing though and there are two intriguing writers on board. Tom Jubert, of The Swapper and FTL, and Jonas Kyratzes, whose Lands of Dream games have been occupying a unique space in gaming for years. They’re writing “a metaphysical parable about intelligence and meaning in an inevitably doomed world” so I guess there might be a conversational potato?

Read the rest of this entry »

, , .

13 Comments »

Sugar And Vice: Hotline Miami 2

By Adam Smith on June 10th, 2014.

GO BIG OR GO HOME. That’s the E3 motto that I just made up but I imagine it’s fairly close to the instructions that studios receive from their lords and masters. A trailer is delivered and returned. “Make it louder. Make it faster. Add hyperbole. Add buzzwords. Make it bigger or go home. Also, please note that your home has been reposessed until such time as you go bigger.”

Hotline Miami 2 could have spewed a hallucinogenic cocktail of violence, music and neon onto screens and into our eyes, but that would be too obvious. Instead, Miami turns up the heat by makings its E3 trailer about something entirely unexpected.

Read the rest of this entry »

, , , , , , .

16 Comments »