Posts Tagged ‘devolver digital’

Wot I Think: Shadow Warrior

By Adam Smith on September 26th, 2013.

This was unexpected. I was willing to believe that bringing Lo Wang back was a good idea but far from sure of it. Two days of carnage later, I’m convinced. The biggest problem with the Shadow Warrior reboot is that it isn’t a Blood reboot because if Caleb ever does return to our screens, he’s probably not going to do it in this much style. Here’s wot I think.

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Wang Squared: Saints Row’s, Er, Bat In Shadow Warrior

By Nathan Grayson on September 25th, 2013.

Normally I wouldn’t even bat an eyelash at some random cross-game promotional effort – let alone dedicate precious RPS Hyper Maturity Space to it – but this time is different. The reason? Two of the dumbest, most laughably enjoyable games I’ve played in ages are colliding, and there is now no way that last clause wasn’t a euphemism for something, authorial intent be damned. Yes, it’s finally happening: Saints Row The Third‘s infamous dildo bat is invading another game. I know, I know. It’s only a matter of time before it replaces the standard-issue pistol as every game’s go-to default weapon of choice, but for now Shadow Warrior’s caught its purple, pulsating disease. Continue not being able to look away below.

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September To Dismember: Shadow Warrior Trailer

By Craig Pearson on September 20th, 2013.


If you have a problem with blood, I suggest you skip this explanatory trailer for Shadow Warrior. If you’ll allow me to briefly slip into a cockney criminal’s parlance, there’s claret everywhere. It puddles, splashes, flicks, pools, drips, and plops, all to show off the differences between guns and swords for people who might need help deciding which to focus on. The results are broadly similar, with red bits on the inside ending up on the outside, but it creates a different approach to the violence. I wouldn’t have asked what sort of weapon you prefer. I’d have asked if you like to see the lights to out in your enemy’s eyes.
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Fish Physics And Sword Care: Shadow Warrior Trailer

By Craig Pearson on September 6th, 2013.


My usual non-sequitur drivel has no place in this story. The Shadow Warrior trailer has defeated my attempts to recontextualise it for humourous effect, because this trailer does that to the game by showing lots of silly things that you can do. I have no no way in! Blocked by inanity. All I can do is resort to facts and hope that it’s a temporary discombobulation. Fact: this is a trailer of the upcoming remake of Shadow Warrior. Fact: it is being developed by Flying Wild Hog. Fact: it will be published by Devolver Digital. Fact: I laughed 3.4 times, and smiled twice. Fact: it is available in 240p, 360p, 490p, 720p, and 1080p. Fact: I have posted it below.
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Real-Life Playing Game: Always Sometimes Monsters

By Ben Barrett on August 29th, 2013.

There’s a fantastical element to the majority of games that the medium steadfastly refuses to differ from. It’s not an issue in itself, of course, but the lack of variety is always something we should battle against. Here, then, comes the newly announced Always Sometimes Monsters from Vagabond Dog, a game about an ordinary human being whose life happens to have taken a turn for the shit. With gender, race and sexual orientation left up to the player, this person finds themselves unable to pay their rent and the love of their life about to be wed to someone else. From there, their journey is up to you. Click on for announcement trailer and some further details.

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Swords: Shadow Warrior Swordleasing In Swordtember

By Nathan Grayson on August 22nd, 2013.

I can't tell if that man is bleeding blood or if that blood is bleeding man.

I enjoyed a recent demo of Shadow Warrior so much that I done maded one of them there vidya-trons about it. The first-person slasher drew me in for a lot of reasons: swords, wise-cracks, swords, swords, car-aoke versions of The Touch, swords, cutting monsters with swords, swords, s-words, and swords. And now, publisher Devolver Digital has sliced the game to ribbons and assembled a video of its own from the remains. The reason? To announce a release date, of course. And also swords.

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30 Minutes Of Me Blathering All Over Shadow Warrior

By Nathan Grayson on August 16th, 2013.

Devolver Digital was kind enough to provide us with ample preview code for Hard Reset developer Flying Wild Hog’s upcoming revival of Shadow Warrior.

That may have been a mistake.

I decided to attempt some form of Let’s Play/Blather All Over/Preview thing, and well, I’m new to this. Very, very new. The end result is a mixture of description and discovery that hopefully gets the job done, but with “ums” and “uhs” a-plenty. Also, when I die, just go ahead and carve the phrase “So anyway…” into my tombstone. It’s become abundantly clear that it’s what I wish to be remembered by. Shadow Warrior really is coming along nicely, though. It’s easily the bloodest game to ever bleed blood, and the sword-fu is like fast food chili: chunky, satisfying, and made up primarily of disembodied limbs. I doubt it’ll take home any Game Of The Year awards when the dust settles, but it’s big, loud, and dumb enough (in a sort of smart way) that you should probably take notice. My enthusiasm doesn’t come across as well in the video as I’d have liked, but I did have a fun – though certainly not perfect – time with the couple hours I played. View 30-or-so scattered minutes of it below. (P.S. If you hate my voice, well, it’s actually impossible for you to hate it as much as I do. So!)

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Devolver Will Be Watching Over Gods Will Be Watching

By Nathan Grayson on August 14th, 2013.

Go team!

Here is my drum. It is a good drum. When I beat it, it goes, “GODS WILL BE WATCHING IS SUPER GREAT. THE PROSPECT OF AN EXPANDED VERSION IS VERY EXCITING.” A curiously specific percussive sound, yes, but one that I very much appreciate. Thus, I refuse to stop beating it until this Earth is naught but ash and dust. Or until the game comes out. Whichever happens first. Good news on that front, too: Devolver’s jumped on board to sweeten the already crowdfunded pot. The harrowing, ethical-choice-based disaster survival (and puppy petting) sim will now receive double the final amount it makes on Indiegogo.

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Hotline Miami 2 Footage! Also, A Talking Chicken

By Nathan Grayson on July 8th, 2013.

Next I want a game where we play as Hotline Miami's janitor.

Hotline Miami 2 is a real thing with real dreams and real hopes and real (read: thankfully fictional) depictions of some really fucked up shit. But honestly, why should you believe me? So far, I’ve only been able to produce a burbling gore fountain of words and a psychedelic, extra-scrambly teaser. Where’s the meat? Maybe I’m crazy. Maybe I’m just making the whole thing up. But hah, joke’s on you because Eurogamer‘s produced nearly five minutes of gameplay footage, with commentary provided by an endlessly clucking man in a chicken mask. See? I can’t be crazy if everyone around me is even crazier. Watch the full thing after the break.

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Meet The New Chaos Engine, Same As The Old One

By Craig Pearson on July 6th, 2013.


I meant to stop by the Chaos Engine stand at Rezzed, but every time I scooted past I was going from one thing to another, in the manner of a very busy journalist, and never quite got around to playing it. It kept catching my eye because I honestly thought they were doing was displaying the 1993 version. I’d imagined the new version, which had only just been announced, wasn’t ready for public display. As it turned out, I was looking at the new version. The aesthetic, the action, the core game that they’re bringing back will be almost exactly the same as the game that was released 20 years ago. Video is below.
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Hotline Miami 2: Multiplayer? No. Map Editor? Hopefully!

By Nathan Grayson on June 19th, 2013.

Why would you ever want Hotline Miami multiplayer when you can find other ways to have wholesome, life-enriching fun with friends like these two?

BOOM. Stop. BOOM. Stop. BOOM. Stop. That was the entirety of my Hotline Miami fan fiction. Do you like it? Personally, I think it falls apart a bit in the third act, but I suppose I am my own harshest critic. The reason I mention it, though, is that I imagine there’d be quite a few more BOOMs in the mix if multiplayer were part of the equation. And since some kind of divine sequel mandate writ large upon the holiest of Dorito bags demands that it show up in all games with numbers higher than two in their titles, I had to ask Dennaton’s Dennis Wedin if he and Cactus were feeling the pressure with Hotline Miami 2: Wrong Number. His response? Not even a little.

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