...crazy. I'm a combination of intrigued and really, really confused. A console port sounds dope as hell but this still seems really weird (charging for a localized port? Unless VPP is no longer freeware, I'm not sure how this works.)
There is NO WAY they release the PC version requiring AppLocale -- hell, the hacked version people use here doesn't require it! I think that would get rejected due to TRC violations by every digital download operator. Someone might want to let them know about that.
Super Meat Boy UK Ultra Edition revealed, extra meaty
Lace Mamba Global has revealed the contents of its previously announced special boxed edition of Super Meat Boy. The Super Meat Boy Ultra Edition is headed to the UK and Ireland and, along with the game, will also include a 40-page comic and sketch book, a poster and a download of the game's soundtrack. For a few more bones, players can pick up the Ultra Rare Edition, which includes everything from the Ultra Edition to a snazzy Super Meat Boy T-Shirt.
The Super Meat Boy Ultra Edition will be priced at £19.99, while the Ultra Rare Edition will run £24.99. Both will hit UK and Irish retail on August 26.
All Zombies Must Die! on PSN, PC this fall; XBLA sometime after
Burn Zombie Burn! wasn't a clear enough directive, so developer Doublesix will release All Zombies Must Die! in the fourth quarter of 2011. All Zombies Must Die! -- which, despite the similar name, has nothing to do with Orcs Must Die! -- is a "spiritual successor" to Burn Zombie Burn!, featuring light RPG elements and "weapons-based arena combat."
The game will initially launch on PlayStation Network and Steam, with plans for the Xbox 360 version to be revealed shortly. Doublesix has created kitty, bunny and doggy announcement trailers (gotta hit them demographics!). Check out cats above, the rest after the break.
Rovio and Madhouse today announced a partnership to bring Rovio properties across China, including Angry Birds. Madhouse will help deliver customized marketing solutions and place in-application banners and rich media ads for the Madhouse SmartMad Ad network so Chinese advertisers can reach Angry Birds users wherever they play.
"In-app advertising is the future of mobile marketing, as well as a key development area for Madhouse. I am very pleased to work closely with Rovio, one of the leading mobile game and media companies in the world, and contribute to the development of mobile marketing in China,” said Joshua Maa, the founder and CEO of Madhouse. “I trust this partnership will attract attention from brands, which will further boost the growth of the mobile marketing industry in China.”
"With 900 million mobile users, China is the second largest market for Angry Birds downloads, just after the United States,” stated Henri Holm, Senior Vice President, Rovio Entertainment Asia. “This indicates the huge potential for mobile advertising, which is still to be recognized by brands. We value Madhouse for its technology advantage and brand resources. By working with Madhouse, we hope to develop products specialized for the China market and further contribute to the growth of the mobile marketing industry in China.”
The Binding of Isaac will cost $5; Steam preview page up now
Thrifty fans of roguelikes should be delighted to hear the latest on The Binding of Isaac, the current project of Super Meat Boy developer Team Meat's more artistic half, Edmund McMillen. Today, via Twitter, McMillen revealed that the game will cost $5 and that the Steam app page is now live.
Oddly enough, the Steam app page contradicts previous statements that the game would launch in August, instead pegging it for September 2011. McMillen says that's "to be safe" -- the goal is still late August.
Rumor: Angry Birds may be worth $1.2 billion in entertainment explosion deal
Angry Birds developer Rovio is out to prove money really can't buy happiness, with a deal to receive funding that would make the company worth $1.2 billion, Bloomberg rumors. Rovio wants to expand the explosive brand into other entertainment sectors, including making an Angry Birds movie and selling the game and its products in China, which may explain talks with an entertainment company, as revealed by Bloomberg's two anonymous sources.
Michael Pachter pegs EA, Zynga and Walt Disney as likely candidates to do a deal with Rovio, as Disney could make Angry Birds a movie and theme park, and Zynga could turn it into Farmville. While one of those sounds immensely more appealing to us (Angry Bird Slingshot ride, anyone?), either are easily possible, even if more than $1 billion seems a bit much to pay for a phone app
Indie game developer Jeff Vogel (the sole proprietor of Spiderweb Software) offered a surprising response to this CNN article about the length of most modern games being too long. The article written by Blake Snow comes to the conclusion that very few people finish really long games, to which Vogel says "duh."
"Duh. I've pretty much given up on playing any long game (say, over 20 hours) that I'm not sure is completely awesome. I just quit L.A. Noire a good eight cases from the end, and I feel like I played it for too long.
I mean, a game that takes 40 hours? A whole workweek? In this day and age? Who can do that? People don't leave games unfinished because they're weak or dumb or lazy or bad people. It's because, unless the game is really awesomesauce, playing it for 40 hours just isn't a worthwhile use of one's time."
Vogel's comments are particularly interesting because he makes games like the recently released CRPG Avadon: The Black Fortress, which takes over 20 hours to play.
"Which puts me in a weird position, because I write long games. I try to put a lot of work into the endings, even though I know most people won't see them. Maybe this is a warning that I should start doing something else, but I don't know what. I tried to make Avadon: The Black Fortress a shorter game but a higher quality experience. Dunno if I succeeded, but that's the direction I wanted to go.
It's one of the reasons the industry is moving towards shorter, cheaper games. And I'm moving along with the trend, a tiny bit. But I'll be writing longish games as long as there is a market for them. The main strength of my games is the sprawling, epic stories. I can't really do that in a ten hour game. So I'll keep doing basically what I do, even though I hear the distant rumbling of impending doom."
When developers start parroting what the press is saying there's certainly some adjustments to be made, but I don't really believe RPG fans wants less game content.
D-Pad Studio has announced that the PC demo for Owlboy is available, directly from the official site.
According to the developer, "The demo starts off right after the pirates have attacked Otus's home village, Vellie. Otus and Geddy are approaching the 'Owl Temple', in order to find the 'Wind Machine', which will help prevent another pirate attack."
The file can be downloaded here. Owlboy will be released on PC and Xbox 360 later this year.
Trine 2 aims for "worldwide simultaneous launch" in Q4 2011
All versions of Trine 2 from developer Frozenbyte should be hopefully launching this Q4 2011, as Focus is named Europe's PC publisher. Atlus is handling consoles.
Frozenbyte will publish themselves through Steam and "a few other" channels. Trine 2 was delayed to summer in March, but now it's Q4 bound. No more delays?
Let's hope so. Online and offline co-op play features in the puzzle solving sequel Trine 2, which stars three characters - a thief, knight and a wizard - as they each use their own special abilities to overcome challenges. Trine 2 releases on Xbox 360, PS3 and PC.
Penny Arcade Adventures Episode 3 still alive, Zeboyd at the helm
After its abrupt cancellation last year, Penny Arcade Adventures: Episode 3 has risen from the ashes with developer Zeboyd Games taking control of the project. The studio is best known for its Xbox Live Indie Games and PC releases, Cthulhu Saves the World and Breath of Death 7.
RPGamer reports that, given the retro nature of Zeboyd's titles, Penny Arcade Episode 3 will take on a similar graphical style (think: the 16-bit Final Fantasy games); Alex Mauer will be providing the soundtrack. This marks the first game in the series not developed by Hothead, which left the project last year and went on to develop DeathSpank.
Episode 3 is set to be released in 2012 on "as many systems" as possible. More information will be revealed at PAX East next year ... but that won't stop us from harassing Gabe and Tycho for information all weekend.
With the release of its first title, Limbo, developer Playdead has bought its independence with cold hard cash. With the help of investment banking consultant GP Bullhound, the developer was able to pay off its initial investors.
"We are really happy about how it turned out even though the cost was higher than we had hoped," CEO Dino Patti told Edge. "The process was very educational and this is a big step on our way to become fully independent."
Patti and game director Arnt Jensen originally self-funded Limbo’s development, with the help of grants from the Danish government. They later approached investors as the game expanded up until its release as a digital download.
"We're aiming to be even more independent than we were before, and that's expensive. What I'm hinting at, really, is that we're investor-backed. So in that sense we're trying to become more independent,” Patti told GI.biz.
"In that sense...people who pay for the projects are the ones controlling it. We're really aiming to use our own money, we're our best investors. We're the ones who know what we want. We want to control micro-decisions. We'll probably want to sanity check them with people but we want to have control."
This is great news for Playdead and IndustryGamers wishes them luck on future endeavors!
Team Meat bashes MS, Zen Studios hits Meat, both have lunch date in Bay Area
The right to a personal opinion is the crux of humanity, freedom and guns, and Team Meat and Zen Studios are exercising their liberties to the fullest. Super Meat Boy's Team Meat has been vocal about its displeasure with developing for Microsoft's Game Feast promotion in 2010, and raised the issue again on the IndieGames Podcast this month.
Team Meat say Super Meat Boy didn't receive the promotion it was verbally promised, which was supposed to include a review from Major Nelson and an exclusive launch week. Neither happened, and McMillen promises that Indie Game: The Movie captures much of Team Meat's Microsoft frustration, including what felt like being tortured in a concentration camp (IndieGames Podcast 27:35).
Zen Studios, who released Pinball FX2 in the same Game Feast promotion, had a much more amiable experience with Microsoft. In a public email, Zen argues that Super Meat Boy received "the MOST promo out of thd [sic] deal as they were the poster child for the whole campaign," and cites the Microsoft brain trust as the reason for Pinball FX2's continued success. And then it goes there:
"So why all the backlash? What are they not telling you? Is this a desperate attempt at marketing, PR...SALES? How come no one has mentioned that these guys have made millions -- is it to protect their 'we are indie and poor' image?" Zen's email concludes.
Team Meat took Twitter offense to that last bit, tweeting a profane message to Zen, which we will paraphrase as follows: "Excuse me, Zen, but could you please explain the motive behind such a bold attack of our intellectual freedom? Thank you and may you stay in good health." Zen responded, Team Meat volleyed, but in the end, we may get a Super Meat Boy skin for Pinball FX2, and both developers have some new friends.
Indie studio Tribute founded by ex-Ubisoft, Eidos employees
Former Ubisoft and Eidos employees Jonathan Lavigne, Justin Cyr and Jean François Major have founded a new indie development company called, appropriately enough, Tribute. The announcement was made on Lavigne's personal blog, Pixeltao.
According to Lavigne, "We chose the name Tribute Games because when we make games, we want to pay tribute to all the cool games from our childhood. We're passionate indies aiming at making entertaining games with a focus on pixel art and classic game design (sometimes with a modern twist)."
As befitting the name Tribute, the first game in development by the indie studio is Wizorb, which can best be described as a good old-fashioned SNES roleplaying game melded with one of the first videogames, Breakout. Puzzle Quest managed to succeed with turning Bejeweled into an RPG, and it seems Wizorb will be just as successful, judging by Legend's debut trailer.
Nine Dots Studio Inc studio manager Guillaume Boucher-Vidal apologized for his harsh comments aimed at not only Sony and the PlayStation Network, but also at fellow indie dev team Meat, over criticisms of Microsoft's perceived lack of support in an interview with Develop Online.
Boucher-Vidal blasted in the interview, "I think that the Super Meat Boy's team is just being loud crybabies and Sony wants to use their recent noise to stand out as the good guy. But among a lot of people I know in the indie community, SMB is perceived very negatively for their childish and egocentric behavior."
In a blog post by Boucher-Vidal, the developer apologized for his "loud mouth". The full apology reads as such:
An apology for my loud mouth
There's a world of difference between sharing an opinion in public and behind closed doors with friends and colleagues. Apparently, this little bit of insight escaped my mind for a while. Let me explain. Following this article, I decided to follow through with the author's invitation to get in touch and share my experiences.
However, I didn't think this through and just gave a brutally honest opinion piece, as if I was speaking my mind with a friend while having a drink. Naturally, such an approach ensured that my email would contain very inflammatory sentences, which when undiluted come out as a very harsh headline. Nowhere in my mind did I think that my email would be directly quoted, as I believed their intent was just to know what the spectrum of views on the matter was. In fact, I didn't even think they would care that much about my opinion, given that I'm still a no-name. But that doesn't excuse my behavior. I admit that I was too outspoken, and it was like throwing fuel to the fire and not expecting to get burnt. The same message could have been delivered with more elegance, if I had chosen my words better and acted with a cold head.
"I want to say I bitterly regret my words and I am sorry."
I think I am being frustrated to see Sony's PR bad-mouthing Microsoft at every corner while Microsoft almost never strikes back at them, even during the PSN fiasco, and that put me on edge. I also admit that I am personally irritated when I see Team Meat publicly bashing Microsoft as they do. Of course, I don't know the whole story behind their argument and never will. But in the end, I feel that it just makes indie developers look bad as a whole, and that means that Microsoft will think twice before dealing with us. They don't go through that kind of trouble when they do business with big publishers and I wish we could consistently offer them the same level of professionalism. And yes, I do get that I lacked professionalism myself or I wouldn't be writing this.
Now I want to make things clear: I do not blame IndustryGamers. I wasn't careful enough in my statements, and I assume full responsibility. That was a beginner's mistake that blew out of proportion and is now becoming a PR nightmare. I want to make amends. I want to be a positive force in this industry, which I follow closely every day. I check every numbers I can find, I follow a handful of websites daily and I have a huge collection of games because this is my passion, this is what I want to do. I started my own studio because I love video games, I'm very passionate about its industry, and always will be. So I hope I can make up for it, and more importantly, I hope that our games will speak for themselves better than I do.
I don't know if this will get to Team Meat, but I want to say I bitterly regret my words and I am sorry.
Guillaume Boucher-Vidal Studio Manager Nine Dots Studio Inc
"Forget about" Subversion for now, says Darwinia's Introversion
The fancy security system foiling and heist pulling Subversion from Introversion has been put on hold it seems as the indie developer has a new project.
The 2012 Independent Games Festival is notably devoid of Subversion as the studio has something "unrelated to any of our previous games" to debut.
"Internally we had come to realize that somewhere along the 6 years of part-time development, we had lost our way," said lead designer Chris Delay, on Subversion. "We couldn't even remember what sort of game it was supposed to be anymore."
He continued to paint a bleak picture of the ambitious little indie title, saying that "a massive gaping hole" occupied the space where Subversion's heart should have been, and they "tried and tried to fill that hole with ambitious tech and experimental systems".
Their new game idea though came "fully formed, just like DEFCON, just like Uplink," boasted Delay. "I could see most of the core game design straight away."
Subversion hasn't been cancelled by the studio, "but I would certainly forget about it for now." However they'd "gut the thing from top to bottom of all the tech fluff that we forced in over the years," because "without a core game it's all a worthless distraction."
Introversion brought us Uplink and Darwinia. Let's hope the indie magic continues.
Indie Royale bundle has a competitive price for Sanctum, Gemini Rue, more
As a companion to those modest and charitable bundles we've been telling you about, here's a regal collection of indie games presented with a competitive twist. The first "Indie Royale" bundle offers four games for a limited time: first-person tower defense blend-em-up Sanctum; Nimbus, a 2.5D platformer; side-scrolling shooter A.R.E.S. Extinction Agenda; and Gemini Rue, neo-noir adventure game set on a distant planet. With the exception of Gemini Rue, all are available through Steam, and most can also be downloaded via Desura. [Update: Gemini Rue is now on Steam too.]
The bundle's price at the time of writing is $2.49, and it can be influenced in two major ways. The price rises as more people purchase it, rewarding early adopters with a tinier price tag. However, the price can also be lowered if you pay above the minimum. Venturing above the required cost will not only save everyone else money, but your magnanimity will put you on a competitive leaderboard of very nice people.
Why don't you go ahead and show us your magnificent altruism? We'll get the next one.
Wizorb smashing into PC on Nov.7, more ports to follow
Wizorb, the first title from superstar indie team Tribute Games, is sliding onto PC Nov. 7 through GamersGate, supporting gamepad, keyboard and mouse controls. Jonathan Lavigne announced the PC release date on his blog, writing that it's possible to play the entire game with only the mouse. "As you might expect, using the mouse feels more natural than an analog stick for controlling the paddle," Lavigne wrote. "It also makes Wizorb rely even more on reflexes which feels great and makes the game a tad easier."
Tribute is also working on Mac and Linux ports for Wizorb, which released on XBLIG Sept. 29.
The trailer for Edmund McMillen's The Binding of Isaac is about half gameplay footage, showing a top-down, single-screen shooter reminiscent of The Legend of Zelda. The other half is a montage of creepy puppets, screaming, and a naked man. The trailer was directed by James Id, also responsible for the legendary Super Meat Boy trailer.
The trailer confirms the September release window for the Mac/PC game (a Linux version is coming "eventually"); previously, McMillen called September a "safe" estimate, and aimed for late August. Also confirming that new release window: it's pretty much the end of August right now.
Fatshark Reveals New Diablo-Style Loot Grinder Krater
The developer of Bionic Commando Rearmed 2 and Hamilton's Great Adventure is back with a new dungeon crawler that features some interesting twists on the genre.
“We are proud to announce a game that has been on our minds for over 10 years," says Martin Wahlund, CEO and executive producer at Fatshark. "We have always been fans of the classic top down RPGs, and have wanted to make this game since we started out in the games business.”
Krater is the Swedish word for crater, and it's the primary setting for the top-down, post-apocalyptic action/RPG. Players will continually go deeper into the crater in search of rare loot and new playable characters. You'll control three different characters all at once, utilizing their varying skills against constant enemy encounters. The four character classes include medic, crowd control, tank, and DPS (damage per second), though the names aren't final. You could load up on all tanks, but it's probably better to mix and match. Each character has two special skills, so you'll have access to six at any given time. Four-player co-op has been confirmed, though it's not final whether everyone will still have all have three characters.
The main reason for all this uncertainty is that the game is currently in alpha, but also Fatshark is taking inspiration from fellow Swedes Majong and releasing early versions for consumers to play and offer feedback on. Those interested in shaping Krater can sign up at Kratergame.com. Tests will begin in early 2012.
The idea is that the first round of play will be low-cost or most likely free. Then, as Fatshark hones the gameplay based on feedback, the price will slowly increase over time, but players will be already covered for the final retail version of the game. Krater will release in 2012 on PC and Mac officially after all the testing is complete. After that, the idea is that once everything is finely tuned and locked in, the game will port over to consoles like PlayStation 3 and Xbox 360.
Metal Gear Solid HD Collection offers a new look at three stealth classics this week. Meanwhile, Explodemon!/Fluidity dev Curve Studio gives us a new look at the concept of stealth, with its high-speed, side-scrolling stealth game Stealth *******: Tactical Espionage Arsehole.
Stealth ******* offers a sort of Super Meat Boy-style action game full of small, self-contained rooms featuring platforming challenges and deadly traps -- with stealth as a new wrinkle. Not only do you have to run and jump, you have to stay in shadows or you'll end up juiced.
Stealth ******* is free to download for PC right this second, and even includes a level editor. As a nice bonus, it's called Stealth *******: Tactical Espionage Arsehole.
Rochard for PC announced, hitting Steam 15th November
Recoil Games has announced that Rochard, the puzzle platformer that was released exclusively on PSN on the 27th September, will be landing on Steam next week on the 15th November. The game was and is the first game developed by the indie developer, will be priced at $9.99 USD.
Rochard uses gravity-based puzzles in this scrolling platform title, as it tests the player's ability to coordinate and use gravity to their advantage. The players use the special G-lifter tool to solve environmental puzzles and advance through each level. By using the upgradable device, players can lift and maneuver heavy objects around the environment, and can eventually swing, jump and propel themselves huge distances throughout each level.
The light-hearted story itself follows the tale of astro-miner John Rochard as he and his mining team discover an ancient structure hidden deep in an asteroid, mankind’s first proof of extraterrestrial life. Soon after, John’s team goes missing and space pirates attack the mine, and John quickly realizes there are dangerous forces at work, determined to use the mysterious discovery for their own means.
Playdead has announced that their breakout indie hit, Limbo, has passed 1M downloads worldwide. The game was originally released on Xbox Live Arcade in July 2010, and sold 580K units by the end of the year. This past summer, the PlayStation Network and Steam versions were released.
"We are grateful to everyone who supported us over the past few years, and look forward to forging new partnerships that will both let us reach new heights as a studio and give our director, Arnt Jensen, room to grow creatively," Playdead CEO Dino Patti said in a statement. Patti has also revealed that a Mac version will be released before the end of this year.
Limbo has earned a 90 Metacritic, and is considered one of the best indie games released in the past few years.
Indie developer Fuel Entertainment's strange graffiti-themed platformer Sideway: New York is now available on Steam, for $9.99 USD. The "PC-optimized version" promises multiplayer co-op and support for keyboards and game pads.
The game had been briefly a PlayStation Network exclusive.
The PSN version was reviewed by Strategy Informer, and given a 7.5/10 score. The review can be read here.
The Humble Bundle in its latest iteration is once again capturing hearts and minds, as $500,000 has now been raised. The bundle is centered on a particular UK developer, Introversion, who is offering a grand total of 7 titles if $3.78 is paid. Introversion was originally offering 6 games, but is celebrating the sales achievement by pushing out another title, Dungeons of Dredmor at the $3.78 price point.
Introversion is also offering a heck of a deal for those wanting to mess around with each title; source code for the games is being provided with every purchase.
"From the same source as the earlier Introversion leak (people poking around the Steam content registry), it looks like the Humble Bundle are going to end this year with a megaton bang with seven of the most impressive indie games in recent years, including some downright legendary ones. Brace your wallet – this one is going to be big.
The initial lineup is big news to begin with -Shank, Super Meat Boy, BIT.TRIP.RUNNER, Jamestown & Nightsky, but there’s a couple of extra heavyweights in the ‘Beat The Average’ category, with slightly more generous folks getting copies of Gratuitous Space Battles (along with at least some of it’s DLC) and the newly updated and improved Cave Story+. Yep, the indie legend, now in a bundle."
Nitronic Rush is an experimental survival driving game developed by students at DigiPen Institute of Technology. Using the car’s many abilities (including boost, wings, and jump), avoid obstacles that the city throws at you. In many ways the game is a tribute to racing games of the 1990′s, but with fresh graphics, audio, and gameplay.
The little infuriating platformer that could, Super Meat Boy, has surpassed a million sales. The announcement was made late yesterday by Team Meat on Twitter. Super Meat Boy passed the milestone last month, maintaining a healthy sales clip since jumping past 600,000 customers last April.
Super Meat Boy made our top ten games of 2010, deftly leaping into a not-so-deadly fifth place.
'The Wrath of the Lamb' will be The Binding of Isaac's only expansion, planned for inclusion with 3DS release
Edmund McMillen anticipates a release of The Binding of Isaac's first and only expansion, "The Wrath of the Lamb," at some point in "the next 2 - 4 months." At least that's according to Mr. McMillen himself, speaking with Joystiq in an email exchange last evening. "If we land the 3DS port, it will include the expansion for sure," McMillen added.
As for the planned Nintendo 3DS version, McMillen doesn't have much in the way of solid news just yet, but the project is moving along. "The only news I have on the 3DS is that it seems possible but it's still going through higher ups to make sure there won't be an issue with the 'religious' aspect," he said. And if the 3DS version doesn't work out, there are apparently other plans in the books.
"If we don't land the 3DS, the publisher I'm talking to has expressed interest in other digital platforms and is currently contacting them as well about the port." Considering the game is already available on PC, Mac, and Linux, we're presuming that means ... somewhere else (XBLA, PSN, Vita, and mobiles come to mind).
He also offered some details on the upcoming expansion, including the news that it will contain "about 50 percent more content." McMillen said the content comprises, "enemies, alt chapters, bosses, items, characters, challenges, new happenings and mechanics as well as a ton of other little details," and after that "nothing else" can be done with the game, "so I'll close the book on it." Which is rather fitting, considering the game's thematic inspiration, no?
Indie Royale presents the Serious Sam lightning deal
Indie Royale is hosting a lightning deal over a span of 100 hours, serving up five indie titles from one niche franchise -- Serious Sam. The Indie Royale lightning deal includes Serious Sam: The Random Encounter, Serious Sam Double D, Serious Sam: Kamikaze Attack, The First and Second Encounter and the world premiere of Serious Sam: The Greek Encounter, an 8-bit top-down demake.
These indie homages to Serious Sam launched alongside Serious Sam 3: BFE last year, each taking a different approach to revamping the franchise. The Indie Royale lightning deal marks Serious Sam: Kamikaze Attack's premiere on PC, previously being a mobile title. As with all Indie Royale deals, the earlier you buy, the cheaper the minimum price -- although people paying more than the minimum can bring down the price for everyone. So don't put down those scissors or those bombs, and run like lightning!
Noxious is a third-person shooter which takes place in a research facility. You, a scientist, got trapped inside when the facility went into lock down due to the test subjects escaping containment. You must reroute power from around the facility to a large laser cannon to blow your way out.
Humble Bundle for Android includes mobile and home versions of Anomaly, World of Goo, more
No smartphone is safe from cheap indie games (unless it's a Blackberry). Just as the Steam mobile app goes out of beta, allowing unfortunate impulse purchases from iOS or Android devices, the Humble Indie Bundle has announced its first Android release, available now.
Under the same "pay whatever, support charity" pricing scheme as previous Humble Bundles, the Humble Bundle for Android offers Android versions of Anomaly: Warzone Earth, Osmos, and Edge, with a bonus copy of World of Goo available to anyone who exceeds the average payment.
All of these games are cross-platform, so you get them on your Android phone and Windows, OSX, and Linux. That's a pretty appealing deal for the price of however much you end up paying. And you
IndieCade's 2012 'Festival of Independent Games' accepting submissions
Indie devs take note, submissions for IndieCade's 2012 "Festival of Independent Games" are now open on the event's official website.
IndieCade's track record is stellar, giving budding designers and developers the exposure their hard work deserves and the money their growing debt so richly desires. Past winners include darlings like Limbo, VVVVVV, and Superbrothers' Sword and Sworcery EP. Of course, bills only get paid if the games launch -- unlike Fez, which by our heart's count has been in development for the last seven hundred years.
Teams that submit a game will receive a main festival pass and an invitation to a day-long networking and workshop event. Games selected are set to be featured during the annual IndieCade Festival from October 4 through October 7.
Indie game bundle bundler Indie Royale (five times fast, go!) is now selling its St. Patrick’s Day Bundle. The biggie on the roster is Flying Wild Hog’s cyberpunk shooter Hard Reset, which is available as a Steam key, Desura key, and DRM-free download. The bundle’s current price is $4.58 (roughly £2.91), but it’ll increase with each minimum-rate purchase, and decrease whenever someone pays above the minimum. Hard Reset alone is currently $20/£13 Steam.
The bundle also includes point-and-click adventure Jolly Rover, abstract RTS Vertex Dispenser, and DLC Quest, a well-liked parody which originated on Xbox Live. There are bonus games, too. The developers of DLC Quest have thrown in overhead shooter Lair of the Evildoer, and the creator of Vertex Dispenser is offering an exclusive puzzle-oriented version called Vertex Vortex Remix Cortex, which is even more fun to say than “indie game bundle bundler.”
Now I just need to find an indie beer bundle and this St. Patrick’s Day will be the best ever.
Wrath of the Lamb expansion hitting The Binding of Isaac on 28th May
The major expansion for Edmund McMillen's The Binding of Isaac, Wrath of the Lamb, will be hitting Steam on the 28th May. The game will be around 70% the size of the base game and cost $3 USD.
McMillen has also stated that Wrath will be the final DLC for the action-RPG, as he is fully involved with the development of Team Meat's Super Meat Boy: The Game, stating, "Development for Super Meat Boy: The Game has started full time and once it's moving I won't be looking back!"
Ground Branch is an online multiplayer shooter (LAN play included), cut from the same cloth as the original Ghost Recon. It is being developed by former Red Storm Entertainment and Valve Software employees, in conjunction with United States Special Operations Veterans, determined to offer a unique and immersive experience to disenfranchised gamers that have been marketed to under the promise of “authenticity”, only to find themselves stuck with so many similar arena shooters.
In Ground Branch, players will take on the role of CIA Paramilitary Operators of the Special Activities Division. The Special Activities Division carries out deniable covert operations on foreign soil and often goes into a situation before anyone else, before Army Special Forces, before the SEALs.
Players will learn to respect the lethality and versatility of firearms as death can come quick and health does not regenerate. You are then encouraged to join a team, in order to test your strategies and abilities against other groups or clans. Map design is non-linear, featuring randomized objectives and spawns, so that no two rounds feel identical.
As an Operator, your actions and animations – such as reloading or weapon switching – will be just as smooth and deliberate as it is in real-life. To succeed in battle, you will be required to learn the strengths and weaknesses of the available weapon platforms, and to be able to adapt to unforeseen circumstances. Weapons behave as they should and are not artificially balanced. Once players have perfected their loadouts, they can save and name their customized settings for later use. Ground Branch is about player choices and realistic consequences. Your skill and ingenuity will be what allows you to succeed.
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WHY BLACKFOOT STUDIOS
My name is John Sonedecker and I am the Founder of BlackFoot Studios. Being an original member of Red Storm Entertainment was a true pleasure and honor for me. We had some incredible developers, and we made some great games, for which I am very proud of. Those 'Classic' realistic tactical games are my personal favorites, and I have always loved making them, just as much as I loved playing them. This genre is my motivation; my driving force in this industry. Since leaving Red Storm in 2002, I have dreamt of one day revisiting that classic style of gameplay that is so close to my heart. Today is that day.
I founded BlackFoot Studios in 2004 to be a contract for hire group and have consistently been able to do so ever since. We have done work with various start-ups and established studios to create some truly unique gaming experiences. I have even been tasked with reviewing initial design pitches for a large publisher for possible 'greenlighting' as well. My gaming credits cover over 15 titles with most being in the Classic Tactical Shooter genre.
Along the way, I also spent time working for the US Special Operations Command at the John F. Kennedy Special Warfare Center and School, Ft. Bragg. I was part of starting a cell that utilizes cutting edge gaming technology for Special Operations training and mission rehearsal applications. These experiences help me to bring a truly unique perspective and insight into developing the resurgence of the Classic Tactical Squad-Based Shooter.
WHAT MAKES GROUND BRANCH DIFFERENT
REVIVING A GENRE: We are not creating an arcade game; nor are we competing with titles that model "War", like Armed Assault. The closest two working examples of what we are trying to accomplish are the Unreal Tournament modification, Infiltration (INF), and the early Ghost Recon titles (think of our game as sort of the marriage of those two, if that explains it in a sentence). We are creating a tactical shooter that focuses on the realistic aspects of player combat and movement. Those mechanics mean more to us than pure scale (ArmA).
IMMEDIATE ACCESS TO ALL CONTENT (NO KILLSTREAKS, UNLOCKS OR LEVELING): You will have access to all of the weapons and gear, right off the bat. No DLC / Content restrictions, ever. The reward for playing our game, is a genuine sense of accomplishment.
DEVELOPERS THAT ACTUALLY CARE: Every penny will go towards finishing the title; we are not using this money to setup offices. The game is designed with consideration in regards to just about everything we've seen (and dislike) in other games, and we always take the time the listen to the concerns of our community.
FUNCTIONAL REALISTIC DETAILS: Weapons and ballistics (including feet per second, bullet drop and simulated wind) are accurately represented. Certain rounds are capable of penetrating various materials, and fragmentation grenades actually produce physical shrapnel, rather than relying upon a generic "kill radius" circular deadzone that most titles use. These dynamic elements add a level of strategy to the game, not found in other titles.
GEAR AND WEAPON CUSTOMIZATION: This is not merely cosmetic -- your choices have a direct effect in game. Some examples include: Varying Levels of Body Armor (provides protection, but has more weight and bulk); Weapon Suppressors (provide reduced shot noise but make weapons more unwieldy in close quarters, and reduce the speed and penetrative capabilities of the projectile). These different effects are all based on real-life properties without any artificial balancing. Players also get to completely customize the look and function of their characters, right down to the number (and type) of pouches and the amount of ammunition they want to carry. The only "limitation" is that teams will be assigned a camo pattern by the server admin, on a per-map basis.
TACTICAL REALISM (A DEPENDABLE SET OF RULES): We have a group of actual combat operators assisting us with nailing the design. No bunny-hopping tactics, dolphin-diving headshots or dual-wielding arcade gameplay. There is no "Hip Fire", and you can cancel a reload cycle at any time to switch to your secondary weapon. Movement is restricted by real-world limitations and things like gear weight and fatigue are taken into consideration.
METHODICAL GAMEPLAY: Players must work and train together, learn to identify friendlies from tangos, communicate over VoIP, and adapt to unexpected scenarios (grenade physics are a blessing and a curse), and learn to respect their opponents. Training maps and exercises will be provided to address many of the scenarios players will face in the combat maps.
NO ARTIFICIAL BALANCING:Weapons and gear are implemented, indiscriminately, and their respected real-world pros and cons will be modeled (see our NORG section). For example: while a M249 LMG provides an "unfair" advantage to a M4 in terms of amount of ammunition and pure firepower, it is extremely heavy and unwieldy, making it unfavorable to use in CQB, and inaccurate while standing and moving. We have a saying "Bring the right tool for the job": we are focused on the effects of the weapons platforms on the player (Is their view restricted? Is it difficult to carry?).
NO SERVER-SIDE "CLASS" RESTRICTIONS": Players won't be fighting over the "Sniper Slot", and teamkilling / griefing someone over a weapon. Clans are encouraged to create their own squads, with the correct roles for the right situation. We are not imposing limits in respects to gear.
NON-LINEAR GAME DESIGN: No scripted "monster closets" or on-rails shooting. Maps have open designs and include plenty of explorable terrain, as well as structures/buildings with multiple entry points and routes. We are even working on game types that will randomly block or allow access to certain routes, so that no two back-to-back rounds are identical. The matches will be as dynamic as your strategies allow.
REALISTIC HEALTH SYSTEM: No regenerating health here. Our system allows a player to bandage a non-life-threatening wound. However, you will not be able to regain health at any time in a match -- only stop it from getting worse. Respawns will depend on the game mode and server settings.
WOUNDING SYSTEM: Not everyone comes out clean. Depending on what kind of projectile hits you, the speed of it, your body armor coverage, or the location of impact in your body (vitals, non-vital areas), your player will be effected. Wounds modify in-game abilities by various degrees. Adverse effects like stumbling if shot while running, staggering and limping when wounded, directly effect your combat effectiveness in game.
MORE THAN DEATHMATCH: Not everyone cares for basic deathmatch, and needs a bit of strategy to have fun. Good News: Our main gametype is a variation of "Assault", where one team defends and protects a series of objectives, while the other attacks and attempts to gain ground. This gametype is included to provide a challenge to players, by forcing them to come up with dynamic strategies against a dynamic opponent.
SERVER TOOLS: Players will be able to host servers however and wherever they want. Admins will have control over camo patterns, gear availability, allowed weaponry, and basically every other setting we can think of or support. We miss this amount of player customization, and we support it. Period.
MOD SUPPORT: As far as we're concerned: modding is the lifeblood of PC gaming. Full modding support will be available very soon after launch. We are committed to supporting the mod community to the best of our abilities, for the lifetime of the product, and look forward to the content our community will create. We will not only support it in the sense that the engine is capable of it, but we will go out of our way to provide various asset libraries, and we will showcase quality mods on our website.
THE TECHNOLOGY BEHIND THE GAME: We are a FULL licensee of EPIC Games Unreal Engine 3 and utilize the the most up-to-date builds. We have also licensed Speedtree from IDV,Inc. and a licensed AI solution is planned.
After all the speculation, I'm thrilled to finally announce a new game in the Broken Sword series: “Broken Sword – the Serpent’s Curse”
Broken Sword is a point and click adventure game series starring unwilling hero George Stobbart, an intrepid American lawyer, and Nico Collard, a sassy French freelance journalist. Through the series George and Nico are unwittingly drawn into sinister and terrifying conspiracies, requiring them to uncover ancient mysteries and unravel myths across the globe. Nerve, cunning and guile are essential in order to conquer these compelling adventures.
The four games in the series have won or been nominated for many awards, including: 4 BAFTAs (Best Adventure, Best Story, Best PC Game, Best Design) Best European Adventure - European Game Awards Best Video Game Script - Writer's Guild of Great Britain Pocket Gamer Gold Award - Pocket Gamer Awards Excellence in Writing - Game Developers Choice Awards
The games are regularly awarded exceptional review scores: for example Broken Sword: Director's Cut (iPhone) currently has a Metacritic (average) score of 91%!
Broken Sword: The Serpent's Curse When a mysterious painting is stolen during an armed raid on a Paris gallery, George and Nico are thrown by chance into the investigation together. From Paris to London and beyond, the trail becomes a race against time as dark forces from Europe's turbulent past are woken from their slumber. Broken Sword characters old and new are encountered - but who can George and Nico trust? The journey they are on reveals a conspiracy as old as the written word, whose ancient heresies will cause innocent blood to spill once more...
This doujin game has been greenlit for release on steam:- Bunny Must Die! Chelsea and the 7 Devils (Indie Royale) Croixleur (Indie Royale & Groupees Build a Doujin) Dysfunctional Systems: Learning to Manage Chaos (Groupees Build a Doujin)
This doujin game has been greenlit for release on steam:- Bunny Must Die! Chelsea and the 7 Devils (Indie Royale) Croixleur (Indie Royale & Groupees Build a Doujin) Dysfunctional Systems: Learning to Manage Chaos (Groupees Build a Doujin)
This doujin game has been greenlit for release on steam:- Bunny Must Die! Chelsea and the 7 Devils (released,waiting for steam key from desura) Croixleur (Indie Royale & Groupees Build a Doujin) Dysfunctional Systems: Learning to Manage Chaos (released, steam key available from desura)