The Haste Of Paradise: Bounty Arms

Gosh, a proper platformer!

Talking of Unreal mods going standalone, Schizoslayer tips us off about Bounty Arms by Open-Reset. It’s a 3D side-scrolling platformer, looking absolutely beautiful and extremely reminiscent of the glory days of the platform on the Amiga. It’s no longer a mod, and runs independently of Unreal. Splendid. The best thing to do is watch the trailer below, that shows it off in all its chunky glory. And then download the 280MB 0.1 UDK demo!


  1. Hmm-Hmm. says:

    Looks pretty interesting. I think I like side scrollers most when they are less about slaying enemies and more about puzzles and such. It’s fascinating to see what is possible to do with such a genre these days.

    • RaptorRed says:

      I read your comment about puzzles and then watched the video, and the first thing I thought was “a flashback remake in this form would be amazing”

  2. skyturnedred says:

    Looks like good fun, downloading demo now.

  3. AndrewC says:

    I really like the look of this! Though it resembles early PS1 games to me, though it might be the Propellerheads (or a remix?) music that might be putting me in that era.

    Anyways, depth of field in FPS’s still feels awkward to me, but with these older styles of games, with the fixed or external camera, those sorts of effects just look lovely. Probably because FPS’s are trying ot pretend the screen isn’t an awkward frame but an organic, invisible, viewpoint. Having the ‘frame’ acknoweledged actually helps with suspension of disbelief. More old fashioned viewpoints plz!

    • Premium User Badge

      Hodge says:

      Agree. Especially when, back in the days of 2D scrollers, programmers would employ all sorts of tricks to fake this kind of depth (i.e parallax scrolling, or the Mode7 stuff on the SNES).

      Then technology advanced to the point where they could actually do it properly and they stopped making them. Madness.

    • PHeMoX says:

      It’s because most Depth of Field effects in modern FPS games aren’t true depth of field effects, but instead some kind of blur-fog that feels awfully fake and unnatural.

      I haven’t seen one game do a proper depth of field effect that wasn’t over-exaggerating it like crazy turning things in the distance into blurry vagueness. It’s not how the effect works in real-life anyway, but it looks bad in a game.

      The only time where depth of field effects make sense in a non-annoying way is when you zoom in with a sniper weapon and everything outside of your focus becomes somewhat blurry.

      Anyways, yes, this game looks good, yes I want it and yes I still think Garry should finish his Facewound game. The world is ready for kick-ass 2D side-scrollers.

    • PHeMoX says:

      or 3D, with slightly more multidimensional movement like Bounty Arms.

  4. Mashakosha says:

    So it’s what Little Big Planet would be if it were a shooter? Excellent. This isn’t a bad thing at all. Might just have to download this.

    I never will, but the thought’s there!

  5. Mr. Versipellis says:

    Purrrrtttttyyyyy grafffixxxxxx…..

  6. Hodge says:

    This looks way better than any platformer on the Amiga (and so it should – most Amiga platformers were rubbish).

    I was hoping to spend most of 2010 playing all the games I bought last year but never got around to playing. Games like this make a mockery of my plan. It looks like a big stompy robot version of Trine and I simply must have it.

    • Premium User Badge

      Hodge says:

      Gah! I wrote that post without logging in so now I can’t edit it to fix the markup error. Everyone just tilt your head to the side slightly and it’ll look normal.

      That’ll teach me to quickie-post… grumble grumble.

  7. geldonyetich says:

    Looks very high quality, though it also looks to be suffering the taint of the evil jumping puzzle scourge.

    • Pemptus says:

      Evil jumping puzzle scourge in awkward 3d, no less. I foresee many, many swearwords.

  8. Schizoslayer says:

    The Evil jumping Puzzles aren’t so bad as they have lots of checkpoints and apparently infinite lives. They do need to do some work tidying up the auto-aim and camera though.

  9. Urthman says:

    What? Isn’t complaining about jumping puzzles in a sidescroller exactly like slagging on a FPS for having lots of combat?

    This game reminds me of Duke Nukem: Manhattan Project, a game that was more fun than I thought it would be.

  10. Max says:

    Really pretty. Really horrible game design.

    It’s repeatedly unclear which parts of the environment are instant death and the abundance of counterintuitive invisible walls makes it extremely frustrating to navigate the environment.

    And though I like how the environment is fully 3D, the ease with which your enemies navigate it and are able to hit you from any direction simply accentuates how clumsy it is for the player to move around and hit them back. It’s the worst of both worlds: it’s incredibly difficult to hit your enemies and even when you do it’s not satisfying in any way because it’s just autoaim.

    Excellent use of DoF though. It fits way better here than in any FPS.

  11. Dave says:

    Looks nice. The sort of game that makes me wish I didn’t suck at this sort of game. :)

  12. Serph says:

    I managed to get through the whole thing, and I agree, the graphics are beautiful, but the shooting aspect reminds me of Shadow Complex in its annoying use of auto aim. (Did you know there are 3 weapons?) Didn’t have too much trouble with the jumping puzzles because of the generous checkpoints, but it sort of breaks the immersion when you have to die 20 times to get across >_>

  13. pimorte says:

    @AndrewC – that’s “Spybreak!” by the Propellerheads. Oh, and the visuals and environment are like a shinier Abe’s Oddesee.

  14. jsutcliffe says:

    Having only just figured out the post title reference, I now have cravings for candies I cannot get. Damn you John Walker!