Posts Tagged ‘Devolver Digital’

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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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.

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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.

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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.

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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.

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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.

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