Not even being the world’s unluckiest game developers can stop the rampaging juggernaut that is Vlambeer. Today is the developer’s third birthday, and because it looked like they’d never make it this far, they’re in the mood to celebrate. Over on their blog, they’re giving away two free games. The previously only partly released Gun Godz is now available for everyone, and the prototype that’s forming the basis for their upcoming Wasteland Kings is free for all as well. Luftrausers was there, but the keys have already been nabbed. You should’ve been quicker.
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Posts Tagged ‘Vlambeer’
RPS Feature “It really feels like Vlambeer"
Vlambeer is making yet another videogame like it’s their job or something. They have probably lost their minds, but we may as well reap the rewards. Originally a quick and dirty Mojam prototype dystopia-‘em-up, Wasteland Kings is now evolving into a full-on action-roguelike (or “roguelike-like,” as designer JW Nijman describes it) with heaps of characters, procedurally generated locations, and of course, guns. In practice, that means you run from area to area, dodging and blasting circles around enemies in a desperate bid for survival. All the while, you mutate new, largely randomized powers and pick up better, stranger weapons. Sounds a bit like fellow action-roguelike The Binding of Isaac, doesn’t it? And while the inspiration is certainly there, Nijman insists that Wasteland Kings is millions of cracking, sun-parched miles away from a carbon copy.
VLAMBEER NEVER STOPS. I know. They told me so. Seriously though, Luftrausers isn’t even off the launchpad yet, and the Super Crate Box developer is already making admirable progress on a very impressive-looking action-roguelike called Wasteland Kings. I actually had the chance to play it and discuss its various ins-and-outs with Vlambeer recently, so expect impressions very soon. But until then, know this: it’s a rapid-fire, deliciously crunchy randomized romp starring a cavalcade of characters from Vlambeer’s past. And the craziest part? The arcade action maestros are going to stream a very large portion of its development – with you playing along at home via Steam Early Access.
RPS Feature Vlambeer Vs The World
Ever had one of those days where it feels like the whole world’s out to get you? Like you just can’t win? Like you are a magnet whose polarity is perfectly calibrated to attract gigantic, writhing jerkswarms who will stop at nothing to steal everything you love? Congratulations: you might be Super Crate Box and LUFTRAUSERS (among many, many other things) developer Vlambeer. Between countless clones and a recent theft of what basically amounted to their entire company during E3, the two-man team has been plagued by a string of bad luck so crushing that you’d think it was a giant joke.
So Rami Ismail and JW Nijman laugh at it. They laugh and count their blessings.
RPS Feature Indie Megachat Ultrotranscript, Pt 3
All good things must come to an end. Weekends, guitar solos, and – yes – even seemingly unending conversations with a panel of thoughtful game developers. It is nature’s way. And so we reach the third and final part of my chat with Obsidian’s Chris Avellone, Dreamfall’s Ragnar Tornquist, Vlambeer’s Rami Ismail, Introversion’s Chris Delay, and Redshirt’s Mitu Khandaker. This time we discuss clones, competition, diversity, and the future of PC gaming. Also, Ragnar dies horribly. Or maybe he leaves in the middle. I forget. Either way, READ ON OR REGRET FOREVER.
RPS Feature Indie Megachat Ultrotranscript, Pt 2
The megachat continues! At the behest of many, I’m carving it into the Internet’s unforgetting crystalline walls – one hefty chunk at a time – because mere ears could not withstand its relentless auditory onslaught. Last time, I gathered Obsidian’s Chris Avellone, Dreamfall’s Ragnar Tornquist, Vlambeer’s Rami Ismail, Introversion’s Chris Delay, and Redshirt’s Mitu Khandaker to discuss what exactly makes each of them “indie” despite their exceedingly different backgrounds, so you should probably read that and stuff. Done? Then you may now proceed onward to a spirited debate about the increasing uselessness of the term “indie,” Steam Greenlight’s many shortcomings, and the role of Kickstarter for smaller devs vs juggernauts like Obsidian. It’s all after the break.
RPS Feature Indie Megachat Ultrotranscript, Pt 1
Let’s try this again. Earlier this week, I posted the audio from a spur-the-moment indie megachat I put together during Rezzed, but its audio quality ended up a casualty of the fact that everyone at Rezzed never stops screaming. Never. The agony of existence. It is terrifying.
So as a (probably much better) alternative, I’ll be posting a transcription over the next few days. If I did it all in one go, the page would strike the bottom of the Internet and rupture its core (and, you know, take a billion years to read), so here’s part one. In it, Obsidian‘s Chris Avellone, Dreamfall‘s Ragnar Tornquist, Introversion‘s Chris Delay, Vlambeer‘s Rami Ismail, and Redshirt‘s Mitu Khandaker discuss the evolution of the “indie” scene in the gaming industry, the gulf between triple-A and smaller-scale development, and the way Kickstarter-empowered no-longer-triple-A developers like Obsidian and Red Thread are starting to bridge it.
RPS Feature What Is Indie?
Update: embedding fixed, and download links provided!
Rezzed was a time of magic and wonder. Indie developers of all shapes and sizes mingled with fans and each other alike, and it was nearly enough to make us all forget that we were trapped in Birmingham. Honestly though, it was a pretty strange scene. I mean, on one hand, there were devs like Vlambeer and Introversion – outfits who’ve been relatively small since day one – but on the other, folks like Obsidian‘s Chris Avellone and Dreamfall/Secret World creator Ragnar Tornquist roamed the halls. And yet, all of them could technically be considered “indie” nowadays. So I decided to gather a formidable panel of developers for an impromptu discussion about what exactly “indie” means, indie as a reaction to triple-A, the difference between bigger “born-again” indies like Obsidian and tiny outfits like Vlambeer, publishers, creative constraints, the film industry’s approach to similar issues, diversity, and heaps more.
Vlambeer’s trailer for Space Murder (below) suggests that the name is “still temp title” and I hope that’s not true, because the world needs a game called Space Murder. For now, at least, it has one, with Vlambeer releasing a flash prototype of their (previously abandoned) lo-fi space exploration game just here. Nothing all that special – a mixture of space exploration strategies and arena shooting – but it’s vaguely awesome to see the Super Crate Box team taking on the space game genre. I hope they choose to take it further. Go take a look. Some more info here.
Uh-huh. Yep. Right, yeah. That. OK, OK, I’ll get to it in a second. Five more minutes, alright? Oh, sorry! I’m just practicing ignoring friends and loved ones, you see, because Vlambeer – they of everything from masterfully addictive Super Crate Box to spookily minimalist Yeti Hunter – have announced that they’re dusting off flash project Luftrauser for a full, completely pluralized release in the form of Luftrausers. Go ahead, try the browser-based bite of dogfighting bliss. I’ll wait. OK, now imagine that with full plane customization including “futuristic lasers” and… yep, you’re already ignoring me. Seems about right.