Archive for the ‘platforms’ tag
Riverman Media And The Trials And Risks Of ‘Pizza vs. Skeleton’s’ Development
Like sweat and weights, the two men behind complement each other. Jake is an idea man and a talented art dude. Paul is a designer and a programmer who figures out how to translate Jake’s off-the-wall ideas into familiar game structures. Together, these guys have released several games, but none as complex, trying, or as absolutely bent as their next.
In our interview complement to our regular show this week, we talked with Riverman about this project, which is called Pizza vs. Skeletons. One of the most fascinating things we discovered is just how well Jake and Paul Stevens mesh. They’re brothers and business partners, and a tic to the other’s toe. Audio just below:
iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-Bonus-031.mp3, 20MB
“Paul and I really have a back and forth,” Jake told us. “I’m kinda like the crazy idea guy and I don’t think very practically. Paul’s always the rational one who tries to pick gameplay element out of the ideas I throw out.”
Jake let us in on a great story. At the beginning of the development of Pizza, Jake had a flash of inspiration that spilled into an e-mail. He wanted players to be able to ski, scuba dive, and even rescue puppies as a 10-foot-tall pizza. Paul? Shocked and presumably overwhelmed by the strangeness, took awhile to respond.
Jake says he’s more concerned about what sounds fun. He’s not concerned about interesting decisions or anything else initially — he just wants people to be intrigued by his scenarios.
“At the beginning, Jake had a bunch of ideas that were not really related to each other in anyway,” Paul told us, chiming in. “They were just completely separate things you could be doing as a pizza. Most of them had nothing to do with skeletons — in fact, only one or two of them did.” This is where the fun begins.
Paul explained that he takes Jake’s ideas and then brainstorms different angles. One of the first things that he had to do was remove the theme and ask what was fun about the idea of controlling a gigantic circular character. From there, he was able to lay out what could and couldn’t work, what should and shouldn’t be emphasized.
Objectives had to be molded, too. In the puppy saving levels, for example, the game’s camera and its technology prohibited a lot of traditional systems and functionality. So, Paul devised levels with two different phases: the first is rolling to the right and absorbing puppies, and the second is rolling back to the left and taking them back home.
Solid game design hasn’t been the only thing on Riverman’s mind. Pizza’s development has stretched over a year. Most of the duo’s games take around a month. It’s scary.
“By far the most work of any of our games went into this one,” Jake said. The premise has been evolving for over a year, and a lot of prototyping work had to be done. This was a full-time project, but also a particularly challenging one, which is part of the reason why Riverman decided to do it.
“We were pretty scared about it at first, and we still are,” Paul said. “It was a year-long investment and our previous games were closer to a month or a month-and-a-half with the thinking that we could make small titles with high quality — you know, there’s some luck in which ones get seen and which ones don’t — they did pretty well for the time it took to make them.”
“But to invest twelve times that amount on one game was really scary to us, and still is and probably will still be until the day it actually comes out and see if anyone likes it.”
Pizza is due out later this month on February 16, and we’ll have some hands-on coverage later this week. To avoid anything other than modest scrutiny, we’ve held back on what we’ve seen, but it does look good. We’re thinking the risk paid off. And we’re also of a mind that this is a studio-changing product. Riverman is evolving alongside the work.
“When you’re a small studio, you have an inclination to do things that are safe,” Jake said. “You want to do things that you think will appeal to a lot of people, that will impress a lot of people.”
“We’ve been doing this for seven years now and I would say slowly we’re peeling away that inclination and getting more and more towards the game we really want to make and the games we really want to play. Even if they are a little more risky, even if the audience is smaller, they’re more close to what we want to look at and enjoy,” Jake said.
Our audio interview includes a lot more from these two dudes, so feel free to give it a listen. Topics other than these include pizza customization, Riverman’s desire to break out and possibly do titles on other platforms, and Eli’s battle with bread.
We’ll be back with you next week in another “bonus” podcast.
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Crytek is Building a New Social Network and Streaming Game Service that Can Run on iOS
that , the company behind the CryEngine technology and the Crysis series of visually high-end first-person shooters, is in advanced stages of a new social gaming network that they’re calling . Yes, GFACE. I’m as baffled as you about the name, “game+Facebook” maybe?
Anyway, what the service known as GFACE actually claims to do sounds pretty cool. It runs completely in the browser and lets you do all the sorts of social things you would expect from your Facebook, Google+ or Twitter – add friends, post about your interests, discover new people, and plenty more. You can also meet up with people online and enjoy media-type things together, sort of like how you can watch a movie with friends in an Xbox Live party.
And of course, you can partner up and play games together. But this is the surprising part – all the game’s are streamed from the cloud on GFACE’s end, similar to how the OnLive system works. There’s a drag and drop party creation system that Kotaku likens to Battlefield 3‘s Battlelog, and then everybody plugs into the game on GFACE’s servers from their individual locations.

The interesting bit is that the type of gameplay seems to scale depending on what device you’re using. Like the graphic above, someone can be playing a first-person shooter on their PC while other players are connected to the game via their mobile devices, but with secondary roles. The person on the iPad has a commander role from a top-down perspective and the person on the iPhone-lookalike is directing a support weapon.
It’s a pretty exciting prospect thinking about being able to play games with people online in this fashion, utilizing different devices and gameplay perspectives all in the same game. I need another social network like I need a hole in my head, but the other features of GFACE sound pretty interesting as well. That name, though. Yeesh.
You can see a video of GFACE in action at the original Kotaku article or . The UI is bananas, everything is so smooth and high-tech feeling. I’m actually eager to check it out. Right now GFACE is in closed beta, but whenever it finally launches it will be interesting to see if it’s able to make an impact in the fledgling streaming game market or the nearly-impossible-to-compete-in social network market.
[Via ]
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‘Hatchi’ Receives Fixes, Huge Future Updates Teased
Hatchi [$.99] the game will be evolving, too. Portable Pixel’s clever take on the Tamagotchi has received its first update. Like most first passes, this is a Clean-Up On Aisle App kind of thing: Hatchi now displays even more pet statistics, has a help screen, boasts Game Center achievements, and sports greater stability across platforms.
Embedded in the patch notes, however, is a roadmap for future content updates: more evolutions, more food options, and also plans to add brilliant features like pooping, mini-games, and a social component are coming, the studio says. Oh, and that iPad version, by the way? It was name-dropped. We’re guessing it’s not strictly a possibility anymore.
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NetherRealm Would Like To Do More iOS Stuff
Don’t take this as a shocker, but it sounds like Mortal Kombat developer is open to the idea of branching out beyond its resuscitated IP as well as exploring other platforms like iPad and iPhone. In an , head honcho Ed Boon talked about the future of NetherRealm and where it might go, noting that it, of course, isn’t done with Mortal Kombat, yet is down with creating new experiences across multiple platforms.
Here’s the relevant stuff for us from the wide-reaching interview:
GS: NetherRealm recently released Arkham City Lockdown for the iOS. Will NetherRealm continue to work on iOS projects, and what was it like developing it compared to a console game?
EB: It’s surprisingly similar, but for not as long a time period. We’re working in the Unreal environment, both in our console games as well as the iOS games, so there’s a familiarity there. We can share our programming resources, which is great. Obviously, the iOS games aren’t as long, in terms of how long it takes us to complete the project. As for future ones, we would definitely like to do additional iOS titles; we have nothing to announce at the moment, but that’s generally something we want to do. With our studio, we really want to diversify ourselves, and work on multiple formats, multiple types of games, not just Mortal Kombat games.
There’s a lot of ifs, mights, and wants in the interview, but it’s totally worth reading if you’re a fan of NetherRealm or even the old Midway studio it was built from. And while we weren’t the biggest fans of Lockdown [$5.99], we’re stoked about the prospect of more iOS titles from this studio. These guys know what they’re doing and given the resources, we bet its next Big Thing on iPhone could be special.
[via , via ]
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‘Niko’ Review – A Joyful Little Platformer with Retro Touches
There’s a lot of value, to me, in something I can confidently call “a happy little game.” Niko [Free] fits the bill, with a cute little dude at its center named Niko who is bound and determined to save the lives of his friends who just so happen to have been doomed to exile in some unknown world that lies beneath the forest.
We’ve heard all varieties of the backstory before, and surely this is just another of those, but you can’t deny that developer knows what they’re doing. After all, they’re behind the world, and the ten million monthly visitors there is nothing to shake a stick at.
So how have they applied their expertise to Niko? Well, it’s a game with a very simple approach, which seems to be a highly successful formula for other winners in the genre. So if you’re into that whole Aves with an anger problem thing, you might like this. Niko is an easy guy to control – you have a set of arrows on the bottom of your screen to move him back and forth and a button with his face to make him jump slingshot style (pull it back, see a trajectory appear, and fire away).

That’s it. Nothing fancy. Your job is to navigate a series of 30 levels, the first six of which are free to play. You’ll need to pony up $1.99 in order to gain access to the other 24, should you be so inclined.
Level design in Niko actually reminded me directly of retro Sonic titles like Sonic the Hedgehog 2, where you often find yourself flying at exhilarating speed picking up dozens of rings at a time, only to risk the danger of bumping into a beastie you didn’t see and losing them all. Niko opts not to include the painful part of this formula, merely letting you use bouncy pads and moving platforms in the air to propel yourself through its worlds.
There are enemies, but they don’t really make as much as an appearance until you get a bit further along. It feels like a proper platformer, and while the levels hold challenge, they never feel frustrating to complete, which is one of my gripes with a lot of portable platformers and puzzlers today.
Each level you play gives you the opportunity for multiple ratings, of course, with a total of three stars to earn based on performance and golden disks that are harder to find. A unique addition to replay value is also offered in the form of rewards that can be taken over to Habbo and used there. Badges, trophies, and a special surprise if you rescue all if Niko’s friends are all there for the grabbing, so that ought to come in handy if you are already a Habbo member (or are considering becoming one).
Well-made, clever and fun, Niko is definitely a platformer that’s worth your attention. If you explore the first six levels for free, and if you find you’re hooked, it’s pretty cheap to score the rest. Then you can slingshot, jump and fly through the air to your heart’s delight.
TouchArcade Rating: 
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Team Meat "Probably" Making an iPhone Game
Super Meat Boy creators Team Meat have been critics of iOS devices as well as the App Store itself for quite some time now. If you want to get up to speed, the best place to start would be the where Tommy Refenes goes over his GDC rant session, including the Zits n’ Giggles pricing drama, and more. Tommy also mentioned, “I have no intentions on doing anything for iPhone or iPad ever…I hate the platforms and I hate the stores.” Well, per , Team Meat has changed their tune to “The next game will probably be iPhone. Probably.”
…And that’s all we know about it currently. I really just hope that whatever their next title happens to be is actually a game and not another App Store troll like Zits n’ Giggles. There’s some serious talent at work in Team Meat, and I’m really excited to see what they can do with iOS devices.
Oh, and if you haven’t yet, consider this your official reminder to download Super Meat Boy. It’s available on the Mac, PC, and the digital download area of home consoles. Here’s the trailer:
[via ]
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‘Hank Hazard’ Review – A Surprisingly Fun Physics Puzzler Starring a Hamster
Back in October 2011, we saw a preview of the arcade-puzzler Hank Hazard [99¢] from Red Rocket Games and Chillingo. Well, a few months have passed, but it’s finally out. And after punching, dropping, rolling and blowing up Hank the bucktooth hamster for a couple of hours, I realized I was enjoying myself.
Hank is a brave rodent, who dreams of being the worlds first “stunt-hamster”. He’s sealed inside a transparent hamster-ball which must maneuver through each level, collecting three stars before crashing into the finish target. It’s part “physics game” and part “puzzler”, as you need to determine a safe way through each level.
There’s no joystick, buttons or tilting as you don’t control Hank’s movements directly. Instead, you interact with the surrounding items to make him move. For instance, tapping certain platforms makes them disappear, so if Hank was sitting on that platform, he would fall and roll down a ramp. Or perhaps there’s a weight on the platform, which then falls on a see-saw and catapults the daredevil hamster upwards to an awaiting star.

There’s spring-loaded boxing gloves, reversible escalators and “hamster-safe bombs”, which are just a few of the ways to move the otherwise stationary hamster. But, avoid the fire-pits and electrical fields, or you’ll be one charred little critter.
The first chapter is named “The Early Years” but you can also unlock the “Bigger and Better” and “Fairly Badass” chapters by earning stars (making 75 levels in total). A further 18 bonus levels can be unlocked by reaching special golden stars or gifting the game. And there’s even a small mini-game hidden away in the credits page, which earns you one of the 23 achievements.
A three-star rating and score is awarded for each level, with high-scores stored via Game Center and Crystal. A separate leaderboard is provided for each chapter, plus an overall leaderboard for total score. To improve your scores, you can gain a “nuts” bonus by collecting all three stars while also satisfying a specific objective for the level, such as: “Finish the level traveling at greater than 32 mph”, reach a certain height, finish within a certain time, or finish within a limited number of moves. This adds some extra challenge and replay-value.
The level designs are varied and interesting, and ramp up in difficulty as you’d expect with the last chapter requiring more thought than the fairly easy first levels. The difficulty increases because there’s more game elements placed on the screen to navigate through.
Whenever I start to tire of Chillingo’s constantly expanding range of casual physics-based games, they have a tendency to release another cute and enjoyable game. Somehow they always manage to lure another dollar from my wallet. But frankly, who can resist a few hours entertainment for a single dollar, when it features puzzles, a wide-eyed hamster, and bombs.
TouchArcade Rating: 
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‘One Epic Game’ Review – Stick a fork in "Epic," folks. It’s done.
Way back in 2010 when Monster Dash [$0.99] was released it felt a tiny bit lacking. Not that it wasn’t a fantastic game, but it could have used a little more depth. You know, upgrades to earn, a complex mission system, maybe eventual retina support?
Now there’s no need to worry about any of that. Not because One Epic Game [$0.99] brings any of that to the table, mind, but because Jetpack Joyride [Free] came out a year later and blew its predecessor out of the water. So why is it we’re still seeing retreads of an older, lesser product? Could it be, she wonders, because forgot their own game’s roots when bringing it back from PlayStation Minis?

Say it ain’t so, but I can’t see many other explanations for what’s happened here. One Epic Game isn’t a Monster Dash clone, but there are some obvious similarities. To name a few, both have a humorously hardcore hero, randomized levels and weapon drops, the same flavor of non-stop platforming, the same methods of murdering slow-moving enemies, and three-life heart system. Maybe one wasn’t inspired by the other, but that reads like a bit of a stretch. Now, all’s fair in love, war and game development, especially when it comes to making games on different platforms. But if you’re going to bring your game back to compete against its grandaddy, you at least ought to be sure you’ve made a few improvements in the meantime.
Here’s the thing: One Epic Game has more content than Monster Dash. The latter is an endless runner, period. The former has a handful of levels in a story mode and seven challenge modes on top of that. But more isn’t the same as better, and that’s doubly true here.
The game is presented as a parody, hanging a lantern on all those silly things we’ve seen in games. It’s the broadest sort of parody, satirizing concepts that are virtually universal. Ha ha, tutorials are a pain, aren’t they? And so many games have zombies, am I right? Look at this obnoxiously jingoistic story, and mock these bland heroes and villains.
But here’s the rub – the story, heroes and villains are extremely bland. The tutorial is horrid. It’s not a great joke when you actually respect your audience so little you feel you have to teach them the ins and outs of the jump and shoot buttons. One makes you jump. The other makes you shoot. Got it? And yes, there are zombies. And aliens. And World War II settings. Hah, I bet you haven’t seen so much of any of those things before that you might actually be profoundly tired of playing games that fail to use them in any sort of interesting way.
Maybe I’m just not getting the joke, but does it extend to clarifying why the rest of the game is so sloppy? The lack of Game Center and Retina support are the biggies, but if you look any deeper it’s just issues all the way down. The game makes due with the bare minimum of animation, for example. Alpha Dog, your musclebound space marine stereotype, has just one: running. Jumping is just the running animation slowed down. The enemies only get to walk (or fly) in a straight line until they fall off something, still walking. Only the weapons and jetpack do anything of note with the visuals.
So it goes with the platforming. The game just loves to screw with you, sticking the best power-up in a place you can’t survive or hiding the fact that a platform is too small to hit until you’re already mid-jump. That’s the joy of intentionally frustrating design, but then occasionally a platform crumbles away before you can reach the end or an obstacle you jump over stretches a little too far to be survivable. It’s sloppy, pure and simple.
One Epic Game has two things over Monster Dash: you can chain kill enemies to build up a score multiplier, and you actually have a score, making killing monsters distinctly more valuable than avoiding them. All other things being equal, maybe that would be enough to set it apart. But all other things aren’t equal, and we’ve had nearly two years to find better endless runners in the interim. There’s just no reason to go back to something that might have been an okay (if slightly familiar) title two years ago when there are so many fantastic games coming out right now. If you decide to take the plunge anyways, share your thoughts in the. Just don’t say I didn’t warn you.
TouchArcade Rating: 
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‘rComplex’ Heading to iOS This February
A dark, moody endless runner with an actual narrative hook? That’s the elevator pitch for rComplex, according to the game’s developer, . Originally released for PC back in 2009, InterWave is breathing new life into the title with a Unity 3D powered re-imaginings across multiple handsets and platforms, including iOS later this February.
A new trailer for the game is embedded below, and you should check it out. Basically, you play as a mysterious dude with a lot of stamina who is being chased by a dream-like tentacle monster. As you run, you’ll steadily “piece together the events that led to your current situation,” and ultimately the mystery. Well, unless you die. You’ll probably be boned on that front, then.
[Via ]
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This ‘God Of Blades’ Debut Trailer Is Awesome
Big swords and slow-motion make us feel good on the inside, so we’re obligated to share this trailer with you. Before you gander at its splendor, here’s some context: this is a side-scrolling action RPG from . It’s called God of Blades, and in it, users will “assume the role of a nameless spectral king” against a horde of demon dudes. From what we can tell, the action model breaks down to whacking demons with overly large weapons until they fall down. It sounds cool in theory.
No word on release other than “soon,” and we’re not 100 percent sure what platforms it’ll appear on or, hey, even its price. We’re guessing these kinds of things will be announced on the studio’s or in due time.
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