Posts Tagged ‘Edmund McMillen’
Remember that time I said “if The Binding of Isaac: Rebirth adds daily challenges, I will ditch every commitment short of a funeral to hit the day’s run.” Well! To my friends, my family, lovers, acquaintances, colleagues, rivals, and enemies, I apologise. I shall bail on you all soon.
The ‘Afterbirth’ expansion for The Binding of Isaac: Rebirth will add daily runs with leaderboards, co-creator Edmund McMillen has announced. Like in Spelunky, Nuclear Throne, and many more roguelikelikes, daily challenges let everyone compete by playing on the same set of levels.
Who knew crying babies could generate so much news? Anyone who knows new parents, I suppose. Jokes. But here I mean The Binding of Isaac [official site], which has exciting new things going on with both its original Flash version and the fancy remake Rebirth.
BoI’s ultra-difficult ‘Eternal’ update is now out, introducing a new difficulty mode full of ridiculous bullet-spewing variants of enemies. It’s somewhere between challenging and trolling. We also have more word on the ‘Afterbirth’ expansion for Rebirth, with a glimpse of new alternative levels and talk of making secret character The Lost maybe actually fun.
I’m still making steady progress through The Binding of Isaac: Rebirth [official site], with 111 of 178 secrets unlocked. Not shooting for specific goals, I’m slowing down, and suspect I’ll still have a fair few to go when the expansion hits. That’ll “hopefully” arrive around the middle of this year, Edmund McMillen has said in a nice big blog post with more details on what to expect from the expansion. It’s named Afterbirth, for starters.
You probably could fill a notebook with all the ideas you’ve had for improving video games over the years, and I rather wish you had. I’m curious, is all. But if you’ve had an idea for The Binding of Isaac: Rebirth, Edmund McMillen wants to hear it. He and the Nicalis gang are starting to stretch, think about having a wee, fetching a glass of water, and vaguely preparing to return to work on an expansion for the splendid roguelikelike shmup. And they want to include items designed by fans.
The expansion will also bring a mysterious new mode that McMillen says “will almost double the amount of things you can do”. Oh, what a tease!
RPS Feature Go to your closet
2011’s The Binding Of Isaac was the evil, twisted twin to Spelunky – both perma-death, procedurally-generated games with superficial accessibility masking extreme precision of design and a long path to mastery. Isaac, though, went for an over-caffeinated shmup angle rather than measured puzzle-platforming. A tale of a young boy descending into a hellish world of blood, faeces and religious perversion in search of some kind of redemption, what it’s really about is surviving a horde of monsters with the help of gruesome upgrades. The Binding Of Isaac: Rebirth is a new version in a new engine, with new items, art and music. It remains, uh, unsympathetic to Bible fans.
You probably already know if you’re buying it or not.
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It’s healthy to cry, They say. Better out than in, They tell me. I firmly believe that no one should cry any more than four times per year, and should carefully ration their tears lest they find themselves amidst tragedy but over quota, forced to grind their teeth and dig their nails into their palms to keep the blubbing in. This is perhaps not wholly healthy. The Binding of Isaac: Rebirth has so very many tears but I can’t rightly grumble about that – because they’re weaponised. Isaac is once again weeping furiously at manifestations of whatever’s going on inside his head after his mother tried to sacrifice him, as the roguelikelike shmup’s remake-o-sequel is now out.
Roguelike-like weep ’em up The Binding of Isaac Rebirth has a new trailer, which means several things. Firstly, you can watch people nude but for the sacks over their heads stumble around accompanied musically by a warbling hymn. Secondly, the expanded remake now has a confirmed release date: November 4th. And a release date naturally means pre-orders are open too, on Steam. The discount promised to folks who already own the original game will only be available before launch, we now know, but it’s a respectable 33%. Come see the sackfolk dance their merry jig.
Alice already delivered information about how co-op will work in Binding of Isaac: Rebirth, but if you weren’t paying attention at the back of the class, perhaps you’d like to see the mode in action. Designer Edmund McMillen has played the game for seconds shy of eight minutes, showing off some of the new co-op challenges, items and abilities that extend the Nicalis’-developed game beyond “remake” territory into the well-established “remake-sorta-sequel-sorta-standalone-expansion-sorta” territory.
Anyway. Watch the video below. It’s got about a million tears in it.
The Binding of Isaac: Rebirth is called a “remake” but it also bungs in an expansion’s worth of new stuff for the roguelike-like shooty dungeon crawler. Developers Nicalis are working with creator Edmund Mcmillen to add loads of new items, characters, rooms, enemies, and bosses, an extra chapter, local co-op, and other odds and ends. McMillen gabs about changes and additions on his devblog, but looks at it in motion were limited to the occasional animated gif. Now the game’s finally in good enough shape that he’s shared a “first look” at a beta build.
Local co-op coming in The Binding of Isaac‘s remake may sound jolly exciting but are you concerned that having help might turn the roguelike-like into a game for, not just about, babies? Relax! Take a chill pill, pal. Designer Edmund McMillen has explained how it’ll all work and, from the sound of things, Rebirth’s co-op will bring the joys of friendship without necessarily losing the thrills of trying not to die. See, calling in a baby friend (no, co-op players actually are babies) will cost a slice of your life, and they may come with a terrible curse.
Quick, the RPS hivemind has retired to a snoozing chamber in London to absorb more knowledge into the glorious whole, so let’s have a party. It’ll be full of blood and guts and dead animals and religious subtexts! Not your sort of party? You probably haven’t played enough Binding of Isaac, the gory 2D roguelike from way back in the mists of time, 2011. It was one of the first in the long line of every-run-is-different action games from the past few years and (particularly with the DLC) is fucking brilliant. Since we last heard from dev Mr. Edmund McMillen, he’s been hard at work on a remake/expansion and putting updates on the game’s blog. The main purpose is to get away from its Flash trappings so it will run acceptably on a larger number of machines, plus allow some console ports. However, there’s also been music, item and enemy reveals, the best of which I’ve hunted down, cried at until they died and hung the corpses of on the wall below.
I don’t think it’s an overstatement to say that we are drowning in roguelikes, roguelike-likes, like-likes, rougelikes, and Baton-Rouge-Louisiana-likes. My current poison is Risk of Rain (and before that it was Rogue Legacy, and before that it was Spelunky, and before that it was Teleglitch, and before that it was), but I’ll need something else to fill the bags under my eyes before long. It’s been eons in rogue-time (counted entirely in increments of “just five more minutes”) since I played the original Binding of Isaac to a maggot-ridden death, so The Binding of Isaac: Rebirth is sounding more tantalizing every day. And while a finish line isn’t in sight just yet, Edmund McMillen and co are getting there. In a new Q&A, McMillen noted that the game is more than halfway done and – in a welcome twist – that it won’t be doing any sort of Early Access program.
Alec mentioned Dyscourse a couple of weeks back, rather rightly pointing out how good it looks. I’d have thought it would be a sure thing to see its Kickstarter funds ding the modest $40,000 they’re after in moments, and far beyond. Yet it’s only reached just over $13k at this point. Weird. Maybe the news that the likes of Tim Schafer, Ed McMillen and Robin Hunicke are contributing personalities to the project?
What happens when one half of a development team goes on holiday and leaves the other, slightly agoraphobic half at home? In a roundabout way, it ends up in The Binding Of Isaac. That’s the origin of the game, the very moment that sent Edmund McMillen down into the basement to confront elements of his religious upbringing in a Flash game. Isaac’s odd story is told in this interview from the makers of Indie Game: The Movie. Want to hear about how Ed’s Team Meat partner Tommy Refenes’ holiday turned into a game of contradictions? It’s posted below, and it’s absolutely fascinating.
EDIT: The video was live when I wrote the story, and now it’s private. WHAAAAAAAAAAAAAAAAAA!
After Ed McMillen quietly announced The Binding of Isaac: Rebirth last year, the snazzy, SNES-style remake of the disturbing rogue-like has been fairly quiet. Almost as if it were locked in a basement, hidden from the judgmental gaze of society who wouldn’t be able to just stare at the awful, lumpen horrors it possesses. But it turns out I’m applying the game’s fiction to the development process, which is a huge error. I’ve still to see the game in action, but the atmosphere of the live-action trailer they’ve just released is pitch-perfect. Low-fi and utterly horrible. Please watch it with the lights on.
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Bits and pieces of genetically modified cats have been spilling out of Team Meat’s web-gullet for a few months now but the most recent hairball of information catapulted onto the blog contains the clearest description of the game to date. It’s a “Cat Lady Sim”, with a cut-away of a house crawling with felines, each of which has a unique appearance, set of stats and personality. I’d imagine quite a few of them have catastrophic diseases of one sort or another as well.
I think most would describe Mew-Genics as a cross between The Sims and Pokemon with a sprinkling of Animal Crossing and a dash of Tamagotchi , but at its core the game really isn’t like anything we’ve seen before.
The retelling of a session with the game explains more.
I suppose it’s only fitting that, just as one of the holliest, jolliest, holiest of holidays begins to descend upon us, we’ve suddenly struck a blood-and-pus-spewing vein of Binding of Isaac news. First there was a completely mad (in a good way) looking Team Fortress 2 mod, and now Edmund McMillen himself has reclaimed the stage to present a hellish heap of details about the upcoming Binding of Isaac remake. In short, Nicalis – they of the recent Cave Story console remakes and NightSky – are handling the heavy lifting while McMillen cracks the whip from the lead designer nightmare throne. Non-Flash graphics, local co-op, and a Wrath-of-the-Lamb-sized expansion are the standout features, but it wouldn’t be Binding of Isaac without a million-billion other gleefully gruesome things. And on that front, McMillen and Nicalis intend to deliver.
Sometimes, modding is a delicate, subtle art – its inspirations many and nuanced, and its results unexpectedly evocative. It’s akin to the flap of a butterfly’s wings – barely even a whisper on the wind, yet capable of breathing pollen-dappled life into countless fields and genres. Other times, modding’s about taking one crazy and thing and cramming it into another crazy thing to make a third, orders of magnitude crazier thing. Which brings us to a completely insane Binding of Isaac mod for Team Fortress 2. The objective, so far as I can tell, is to do normal TF2 stuff (teamwork, friendship, murder) while also dealing with an onslaught of decidedly un-bound bosses. It looks completely wild. Traverse the break’s treacherous dungeons to check it out.
Returning from holiday has filled me with anxiety. If I deem the fact that Team Meat are developing a game about cats to be newsworthy, I fear that one of the blustering colonels who make up 42% of RPS’ readership will choke indignantly on his morning brandy and then send me a missive of terrible indignation. “Sir, your recent declaration that the announcement of Team Meat’s Mew-Genics is in any way ‘new’ cuts me to the quick. Captains Grayson, Meer, Rossignol and Walker have all written twenty thousand word dissertations regarding the wider cultural significance of felines, ludology and genetic manipulation. I bid you good day.” Oh, Colonel Breeches, settle your moustaches and just read the announcement below.