Posts Tagged ‘EGX’

Grossing You Out This Spring: Slain

By Ben Barrett on October 4th, 2014.

Huge guts.

In much the same way that it’s okay when it’s zombies, retro decapitate-’em-up Slain relies on developer Andrew Gilmour’s gorgeous pixel art to make it’s gore-splattering slightly less horrifying. It’s an action platformer featuring a two stage system of seven levels each comprising a side-scrolling wilderness and vertical-scrolling tower. The outside areas will usually be combat orientated and denser with enemies, while the towers have more puzzles and traps. Hero Bathoryn uses a ludicrously large sword to cleave his way through these and anything else that happens to be in the way. Trailer and thoughts on the EGX demo build below.

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Heat Signature: Hands-On With The Gunpoint Follow-Up

By Alec Meer on October 2nd, 2014.

Important proviso – all screens and video in this piece show placeholder art. The finished Heat Signature will apparently look very different – there are some hints to its possible final appearance here, however.

“I think the subtitle of the game should be ‘You Can Go Inside The Spaceships’,” jokes Heat Signature dev Tom Francis as he shows me his follow-up to break-out hit Gunpoint at EGX last week. “I can already tell it’s going to have the Gunpoint problem where I say ‘I made a game called Gunpoint’ and they say ‘I don’t think I’ve heard of that’, then I explain what the game is and they’re “oh yeah, I’ve heard of that, but I just didn’t remember the name because it has nothing to do with what you do in it.” A pause. “This does have heat in it, at least.”

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Open Call: Epic Offering EGX Floor Space To Unreal Devs

By Graham Smith on August 4th, 2014.

At any big gaming conference or expo I’ve been to there’s been a strong dividing line between mainstream and indie. Both are awful labels, but for sake of simplicity: the former fills cavernous halls with booths, music, and major publisher money, while the latter normally finds itself a corner of carefully curated darlings, most featuring sprite graphics and other symbols signalling that the game is made by one person or a small team.

What of single persons or small teams making indie games with the tools of the mainstream? Do developers making oddities within Unreal Engine 4 find they fall between two stalls, and so find no stall at all at gaming conferences? Would they benefit from Epic offering them one of eight spots at this year’s Eurogamer Expo?

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