Posts Tagged ‘Devolver Digital’

Side-On Slide-O-Cover Shooter Not A Hero Gets A Demo

By Alice O'Connor on April 23rd, 2015.

The release of a demo for Not A Hero [official site] is wrapped up in a marketing campaign with a load of guff about UK politics and Nigel Farage and immigrants and fake hackings but look, let’s ignore all that. It’s a side-on shooter where you can duck into cover and slide and murder men in cool ways, made by OlliOlli folks Roll7, so let’s set that baffling angle aside and focus on the fact that it has a demo out now and is pretty fun.

The demo’s on Steam (look for the ‘Download Demo’ button on that jumble of a storefront) and Dropbox ahead of the game’s release on May 7th.

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Stealthy Cybermurder: Ronin Demo

By Alice O'Connor on April 21st, 2015.

Gonna gut some cybermen.

Ronin [official site] is a cool game about cool stealthy murders. It’s a stealth ‘em up about a futureninja taking down a megacorp, hiding in the shadows and striking unseen, then whipping out the ole cybersword and dancing around murdering everyone in simultaneous turn-based cybercombat once you get busted. Chuck Mark of the Ninja, half a cup of rain, Gunpoint, and a neon tube into your mindblender – then step back – and you’ll get the idea.

Or you could play the demo. The game’s not due until May but somehow, some way, the demo has arrived first (cyberninja magic, probably), stepping out of the shadows onto Steam.

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Prepare To Die: Titan Souls Demo Released

By Alice O'Connor on April 3rd, 2015.

We’ve been dying in Titan Souls [official site] for years now. From its beginnings as a scrappy game jam game to its fancied-up modern incarnation, it has a rock-hard core of rewarding care and learning in super-difficult boss fights where you only have one arrow and only one hit will kill you. And it’s pretty great fun.

With the full game’s release approaching, developers Acid Nerve have released a demo which neatly recreates that original prototype, showing how far it’s come. Find it on Steam.

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Steam & GoG Do Movies: Devolver’s Motivational Growth

By Alec Meer on March 31st, 2015.

Hard not to detect a certain HLM aesthetic, no?

Do I want movies on Steam? Not really, given how much of a labyrinth it already is for games alone. On the other hand, my intrinsic inertia makes the idea of everything under one icon vaguely appealing. It’s unclear whether Valve even intends Steam to be a true one-stop multimedia shop, although the mind inevitably turns to how their upcoming SteamVR tech could be turned to cinema-aping movie-viewing (complete with clumsy stagger through the dark to the loos during a quiet bits). Tellingly, the service is also on the verge of its first non-non-fiction movie release, a Devolver-distributed horror/comedy flick named Motivational Growth. It’s also out on GoG, plus the console stores.
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The RPS Verdict: Hotline Miami 2

By Alec Meer on March 18th, 2015.

Adam’s already run his review of Dennaton’s sequel to neon-hued tactical murder party Hotline Miami, but while he’s a big fan, Hotline Miami 2: Wrong Number hasn’t been met with universal praise. Alec, more cautious about the game, joins Adam to discuss what may and may not be deliberate about its design choices, its bewildering story and its bugs.

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If At First You Don’t Succeed, Revolt Again: Paradise Never

By Shaun Green on March 8th, 2015.

Paradise Never screenshot

Paradise Never [official site] is an action RPG set on a French island colony in the year 2027. Said colony is in turmoil as rebellion foments: revolution is in the air. You’ll be working alongside a group of colonial rebels, trying to overthrow your French rulers without getting yourself or your comrades killed.

So far, so standard: it’s not like games haven’t done revolution before, right? What attracts me about Paradise Never is the bevy of fresh ideas it brings to the table. More on that below the fold, after a (fairly lengthy) trailer.

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Winning The Election One Bullet At A Time: Not A Hero

By Ben Barrett on March 2nd, 2015.

Bunnies and helicoptors, a lethal combination.

As anthropomorphic animals go, Not A Hero’s [official site] giant time-traveling purple mayoral candidate BunnyLord (no prizes for guessing the species of this guy) is up there with the best of them. His cover-hiding, gun-toting campaign manager, aka you, is a regular old human tasked with taking a tough stance on crime as part of the election run. “Tough stance” here meaning “extreme Hotline Miami-style violence” playing out in a side-scrolling world. Vote for me to get a trailer below.

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Gun Boots: Downwell Coming To PC

By Alice O'Connor on February 27th, 2015.

Those cheeky skeletons!

When our Cara’s (well, the Cara we borrow’s) globe-trotting ‘Embed With’ series took her to Tokyo, she had a good look at Downwell [official site]. Made by Ojiro Fumoto, it’s a Spelunky-inspired mobile platformer about someone with guns for shoes who travels deep down a well, fighting monsters and collecting treasure.

Soon after, Devolver Digital chucked Ojiro a wodge of cash, and now it’s an IGF finalist in the Student Showcase, it’s coming to PC too, Devolver say it’s due this year, and we’re getting around to posting about it. There, we’re all caught up. On with the post!

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Murdertime: Hotline Miami 2 Release Date & Payday Bits

By Alice O'Connor on February 26th, 2015.

Imagine if all your favourite murderers in video games got together and did murders together, like a superhero team or a supergroup. The Avengers with no thought for collateral damage, or The Plastic Ono Band with hammers. Hotline Miami 2: Wrong Number [official site] is more a tribute act of murderers, with schlubs inspired by Jacket’s cool murders in the first game. Hotline Miami’s crossover with Payday 2 is coming closer to that supergroup dream, though, bringing Jacket to the heist FPS.

Oh, and did I mention that Hotline Miami 2 now has a release date? It does: March 10th.

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Swordpoint: Turn-based Stealthjumpstabs In Ronin

By Alice O'Connor on January 23rd, 2015.

Wanna... hang out?

The turn-based sneaking, leaping, climbing, stabbing, swinging, and sword-flinging of Ronin caught our eye last August with a free prototype, and my it’s come a long way since then! A new trailer shows slick sequences of its cyberninja scaling buildings, smashing through windows, dodging bullets, and stabbing the heck out of cybermen. Tomasz Waclawek’s game caught the keen eye of publishers Devolver Digital too, as they’ve announced they’re helping bring Ronin to release later this year, fleshed-out and fancied-up. Really, come see how cool this murder looks:

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Enter The Gungeon: A Dungeon Crawler What Has Guns

By Cassandra Khaw on December 9th, 2014.

Looks like Graham went looking for trouble in all the right places

Enter the Gungeon is developer Dodge Roll’s love letter to the “many inventive and memorable guns of video games.” It’s further described as a radial shooter stuffed into a “dungeon-crawler lootfest,” which is reason enough to open your mouth and prep a yawn. But there’s enough fun character design and potential Vlambeer-y feels on display in the trailer that I’d ask you to stifle it for just a few minutes more.

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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.

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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.

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