Posts Tagged ‘Wolfire’

Ruff: Overgrowth Puts On Some Weight, Adds Dogs

By Nathan Grayson on November 28th, 2013.

Introducing my Tears for Fears cover band, Spears for Ears.

Overgrowth is weird. Shamefully, I always forget about it until I watch a video of it, at which point I remark, aloud, to no one in particular/confused housemates/non-sword-wielding rabbits, “Wow, those are probably the best sword-wielding rabbits I’ve ever seen in a game.” Because, I mean, look at them. Those ears are floppy in a way that can only be described as lush. And now there are dogs. They can be somewhat rotund, too – which suddenly reminds me: people, walk your pets.

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What’s Up Doc? – Overgrowth Looking Quite Nice

By Nathan Grayson on July 29th, 2013.

He is either kicking him in the armpit or right through his chest cavity. Neither possibility seems particularly pleasant.

Ours is a world of strife and chaos. Everything fights: people, seahorses, parasites, plants, and – yes – even adorable fuzzy-wuzzy widdle bunnies. Overgrowth doesn’t avert its gaze from this awful truth. It depicts the gruesome realities of lagomortal kombat with oftentimes stomach-lurching precision, putting hare-splitting blades, black-eye-sprouting bunnicuffs, and yes – even that most fearsome and pointlessly brutal of bunny-fu techniques – slow-mo on full display. Craig liked it a lot! Witness a new video of the carnage (with snazzy upgrades and features) after the break.

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Lock And (Down)load: Receiver On Steam

By Jim Rossignol on May 2nd, 2013.


In between being Humble and making games about dangerous rabbits, the handsome folk at Wolfire have made a game with astonishingly complex gun-mechanics. It’s called Receiver, and it’s arguably one of most interesting experiments in the first-person shooting field for some years. Rather than clumsily attempt to precis this, I’ve posted Wolfire’s own mechanics video below. The game has just had a big content update as it finds itself upon the Steams, and there’s a video explaining that, too.

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The Bunny Homicides: Hands On With Overgrowth

By Craig Pearson on July 16th, 2012.

Overgrowth‘s slow-motion button is the Best Thing Ever Of All Time Today. Pressing TAB turns the work-in-progress bunny beat-em-up into a work of art; a dilated dalliance between lagomorphs. You can see all the systems clicking into place: the gamey legs stretching out, the lucky rabbit’s foot crunching the unlucky rabbit’s larynx, the crumple as the body is broken beneath that big, flat hoof. Who’d have thought rabbit-on-rabbit violence would be so satisfying? Not me, bucko.

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Rabbiting On: The Overgrowth Interview

By Jim Rossignol on September 8th, 2011.

Rabbit, kicked.
Overgrowth is a game about anthropomorphic animals fighting each other. It looks awesome. When things look awesome I tend to like to talk to the people who made them, and that’s what happened here. I talked to David Rosen, Overgrowth developer Wolfire’s lead programmer. You can read our question and answer session below. It is highly informative.
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Overgrowth Alpha Now A Playable Game

By John Walker on April 7th, 2011.

I always knew bunnies were hiding such violence.

We’ve been following the development of Wolfire’s Overgrowth with some interest. And rather crucially, it’s now a playable game. The rabbit-laden strangeness in a remarkable self-made engine is pretty intriguing, and a new collection of videos show that off. Well, two of them do. One of them shows what happens when it goes wrong.

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Wolfire Demonstrate Ragdoll Rabbits

By Jim Rossignol on October 29th, 2010.


But it’s ultimately more interesting than that sounds. There’s a video of Overgrowth‘s ragdoll combat posted below. It’s some serious anthropomorphic rabbit violence. The game itself is a 3D action adventure which is being meticulously blogged by its creators. There’s a second video below decks that shows some of what the Wolfire team have accomplished so far in their game creation process. What’s fun about that is that they talk about almost every aspect of it, constantly asking for feedback along the way, and opening up aspects of the game to community fiddling. Even if you’re not particularly interested in roaming rabbit ruckus this is worth following just to keep an eye on their design ruminations.
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