Blog Archives

Get equipped with Rockman No Constancy

This was one of the most fun carts to make and play. Usually I find making labels to be somewhat tedious, but I even enjoyed making labels for this, and I think they came out pretty awesome. Hard as dicks though. The game that is…. It’s difficult. Most challenging Mega Man I had ever played. It’s by no means Battle Kid difficulty level, though it might be if you didn’t have a blessed life meter. Excellent song remixes, excellent stage art, excellent game. Even if you are not interested in owning this game in cart format, I’d say go find the ROM and play it on an emulator. It’s a game no fan of Mega Man should miss.

Send me a message if you’re interesting in buying a cart. I also have 2 alternate labels available.

ROCKMANNOcont

It’s Out Tday!!

Over a year ago, I did a small piece on the game here, and finally, after years of waiting, it’s out! Notice the release date on the banner? Yeah, been waiting a long time.

Now the sad part – I haven’t received my download code yet! I had this thing pre-ordered forever ago. I was supposed to get a steam code, but I haven’t gotten it yet! I’m so friggin anxious to play this game, I’m about to just pay for the damn thing again and download it right away.

Wizorb

Arkanoid, Alleyway, Breakout, or by whatever else you know that game, has gotten a major overhaul. Wizorb is part Breakout, Part Devil’s Crush, part RPG, all awesome. It’s a game that embodies the exact reason of why I support indie games; it’s a game of passion and not necessarily of financial gain, though I’m sure the developers wouldn’t mind making profit off it. And who are the developers exactly?  Jean-François Major, Justin Cyr, and Jonathan Lavigne are the masterminds behind Wizorb, the first game developed by their recently formed Tribute Games. Jonathan’s own portfolio consists of working on a handful of games at Ubisoft, including one of my personal favorites, Scott Pilgrim Vs. The World: The Game. Anyone who’s a fan of River City Ransom is totally legit in my eyes.

I only had to play this game for about 10 seconds before I knew I loved it. You all know I’m a sucker for new games made in that retro 8-bit style. I will invariably try out any game just because it looks 8-bit, but all too often they’re nothing special. Just trying to bank off my nostalgic sentimentalism of my youthful gaming. Although I would have played it for just the soundtrack alone – nothing beats a catchy chiptune soundtrack and sometimes I’ll forget I’m even playing a bad game if the music is good.  But Wizorb is the total package, and what’s more, it’s not just a cleverly re-imagined game, it’s an excellent blend of arcade style gaming, story telling, and genre mashing. You play as Cyrus the wizard, master of a secret magic, the Wizorb! Using your mastery of white and black magic you must help save Gorudo from a mysterious evil threat. Acquire gold and power ups by defeating enemies and beating stages to help the villagers rebuild their homes and bring prosperity back to Gorudo.

The gameplay is broken down into basically two parts – the narrative where you talk to townspeople and set of on your quest, and then the action stages which is essentially like playing breakout. Rather than just a lifeless bar and ball however, you control the Wizorb and Cyrus’s magical wand to deflect the orb, destroying bricks and enemies. Proving that his wizardly prowess is more than just a glorified inanimate deflecting bar, your control of magic allows you to shoot fireballs from your wand, or alter the orbs course with a gust of wind.  The inclusion of wandering enemies on the field was a nice touch and makes the game more dynamic. Otherwise I could have easily gotten that metronome style of deflect ball, break bricks, then repeat from many other various sources. And the far reaching goal of saving an entire town gives you more of a reason to play rather than just looking for something to do to kill some time. I would consider this a casual game like most of the ones you can find on an android or iphone, and I usually disdain casual games, but it’s that RPG element that completely elevates it above the entire genre. You may have played games like Wizorb before, but never one this well developed.

Developer: Tribute Games

Released: 09/28/2011

Official Site: Wizorb.com

Platform: XBLA – 240 MSP

Retro City Rampage

If you haven’t heard of Retro City Rampage yet, you either didn’t grow up with a NES or you’re one of those people that doesn’t play anything but Madden. But if your gaming library consists of more than just the past 3 years of EA sports titles, please, read on.

Retro City Rampage is a Grand Theft Auto open world style parody, but done in glorious 8-bit! In development now by Vblank Entertainment, a process which has almost reached completion after 7 long years. I had a chance to chat with Brian Provinciano, the founder and lead developer, briefly via email. He’s a busy man and has already done a handful of interviews with people far more important than myself, plus I didn’t want to hamper production of this game any further, so I kept the questions short.

Greg – Clearly there were many influences you had going into this game; Mega man, Duck Tales, Metal Gear, Grand Theft Auto, Bionic Commando, Jackal. You didn’t seem to stick to just games either, I see Back to the Future* in your logo. Did I miss any? What else was on your mind?

Brian – I got into games because of the games I loved growing up. Retro City Rampage is an homage and celebration to pretty much everything that I’ve held a controller to and enjoyed. I’ve lost count!

Greg – How did you find ways to fit all the parodies* in? Was there a massive brainstorming sessions or just work them in as they came to you? I feel this is a pertinent question because every time I watch a video, I notice another little easter egg.

Brian – There were some brainstorming sessions, mostly in the beginning, but otherwise it’s mostly me. Maxime (the other artist on the project) has some great ideas though too when we’re adding some extra cherries on top.

Greg – I know Grand Thefttendo was the original title. I hear it was even originally supposed to be on a cartridge. What other major changes have taken place since? Are there things that have been taken out of the game that couldn’t fit?

Brian – Grand Theftendo was an entirely different game, but same end goal –an 8-bit Grand Theft Auto style open world game. I developed that on the NES, whereas Retro City Rampage is running on current platforms and does far more than an NES actually could. It still retains the same feel but packs are more punch, fun and is dosed with more sprinkles.

Greg – I guess with the cost of production, I can see why you chose to go digital, but will we ever see a physical copy?

Brian – It’s possible, but I wouldn’t expect something like that to happen for over a year if it did. Digital is far better in many ways. It costs 6-7 figures to release a retail game. Some XBLA games gross less than that. We may sell retro boxes/manuals with download codes though. It’s still up in the air.

Greg – Can you make just one? Or two. One for me, one for you of course. I’ll pay for both.

Brian – Unfortunately you can’t just start the presses for a couple copies of a console game.

Greg – The soundtrack fits perfectly with everything I’ve seen so far. What kind of direction, if any, did you give to your composers? It all seems to be very reminiscent of NES Konami games.

Brian – Konami’s been a great influence, but they’ve been very focused on experimenting with every style, from those of different NES games to music genres that didn’t even exist in those days. The soundtrack covers everything! Some of the songs were designed to be specific homages or fit specific missions, but I also told them to just have fun and play around for many others. In both cases we ended up with amazing tracks.

Greg – I remember last year hearing that Retro City Rampage was coming out holiday 2010. It was then set to release this summer. Any final words on a release date?

Brian – Likely mid-late January 2012. For business reasons I need to wait until the AAA and holiday season craziness is over.

Greg – This has clearly been a labor of love, taking you 7 years to complete. How do you feel? What are your plans afterwards?

Brian – It’s absolutely a labor of love. I’m very happy with how it’s turned out and all of the extra time I spent polishing it makes all of the difference. I was just playing it last night and a cutscene happened which I’d polished last month. I stopped for a moment and said to myself “Wow, those little extra touches really make it feel extra special”. I’m still polishing things as we speak. That’s what makes a game great.

I have a half dozen ideas for games I really want to make, but we’ll see which ones come to fruition, as games take a long time to make.

Greg – Do you still have a classic gaming collection of your own?

Brian – I do. I think I collected about 1/3rd of the NES library. However it’s all in boxes at my parent’s place. I don’t have room for it at my place, or money to continue collecting. Every last penny these days goes directly into funding RCR.

This game is parodies within parodies. They really threw everything into a blender with this one. My personal favorite I’ve seen so far is when the player gets bitten by a radioactive plumber and gains the super stomp ability. This is the type of genius you’ll encounter throughout the game.

Retro City Rampage, coming out early first quarter 2012 for XBOX Live Arcade and Wii Ware. You can check out Retro City Rampage‘s homepage for updates as the game nears its final stages, check out the developer blog, and watch some trailers. Being a big chiptune fan myself, I really dig the soundtrack. If you like that old 8-bit style of music you can download the tracks from the game there as well. The artists do an awesome job putting together a soundtrack that feels completely retro yet altogether something new. I strongly recommend checking out each of their own sites for some rockin’ tunes.

Retro City Rampage Soundtrack Demo Mixtape from Vblank on Vimeo.

As always, don’t forget to share this post. And don’t forgot to drop Brian and his crew a line as well. They’ve put a lot of work into this game. Let them know what you think.

Thanks for reading!

*I know Back to the Future was a game too, but does anyone really care about that awful thing? Let’s forget it existed, ok?

I Wanna Be The Guy

Issue #1

For my first official game review on this blog, I’ll be talking about one of the most infamous indie games out there. Those of you who haven’t heard of I Wanna be the Guy yet, it was created by a complete sadist, Michael “Kayin” O’Reilly, in 2007, and it is perhaps the hardest game I have ever played. No, strike that. It’s DEFINITELY the hardest game I’ve ever played. Just saying that phrase, the hardest, doesn’t even really give you the scope of its complete and unrelenting evilness. It is the epitome of unfair. I am reminded of Street Fighter II, fighting M. Bison for the first time, and complaining that the computer cheats. That pales in comparison to the defeated, quivering, lump of fail that IWTBG leaves in its wake. Be careful not to use a control pad to play this game or it will, with utmost certainty, get thrown across the room in anger. Mainly because IWBTG breaks all conventions that have been by now practically hard wired into us by classic platforming games. Oh look, there’s a ledge I can jump onto for safety. NOPE! IT WAS A TRICK! Oh and what about the fruit in the tree? It’s gonna fall on me, better jump over it. WRONG AGAIN! They fall UP too! This game’s not fun and for those who think it is, they have a serious masochistic streak that probably requires professional treatment. It’s kind of like Two Girls One Cup in that you don’t really enjoy watching it (please say you don’t really enjoy it), but you’ll make your friends play it so you can behold the horror on their faces.

Ok, so maybe that all sounds entirely too hyperbolic for some of you or maybe even like I’m whining, but I do in fact enjoy games with a challenge;  this game is just completely out of control. Now I come from a generation when video games were more about skill, when storylines and graphics were generally not even considered. The deepest plot of my youth was, “But our princess is in another castle.” So when they start you off in this game, absent of directions or hints of any kind, it was nothing new to me. Usually games like this still follow similar patterns and even if you’ve never played it before, you can still usually get the hang of it in a few moments. Then IWBTG comes along and gives you, and what you think about platformers, the big ol’ middle finger.  At the very beginning you start, much like many other platformers, standing on the left side of the screen facing towards the right.  I spent about 20 minutes trying to go this direction only to figure out that no matter what you try, it’s the wrong direction. It leads to certain doom.  One of three spiked walls come slamming out of nowhere and after finally successfully navigating those, the floor below is littered with spikes with NO WAY IN HELL to get to the only safe looking ledge in the room. Then, only due to jumping relentlessly out of frustration, I jumped up the hole which I initially fell through to start the game, and there’s a whole different direction to go! It’s all bright and happy looking, with trees and fruit. With untold elation, my smiling Kid joyfully plodded his way again towards the right and DEAD, another splatterization caused by the unassuming fruit. I was furious, but the curiosity caused by discovering the new room would not allow me to quit yet. After a few more tries I got past the fruit and was about to loop back around, onto the ledges above, towards what would appear now as an easy victory to the next screen, but no. The fruit came right off the tree and flew UP at me.  Eff that game, I was done.  And that was only the beginning few screens of the game.

There are 4 difficulty settings with the default setting as HARD. You can then pick between medium, very hard, or impossible, though they don’t give you an easy setting. And don’t start thinking that medium is easy, it’s still just as unforgiving and no matter what difficulty you pick, if you get hit even just once, even the slightest little tap, you’re dead. Additionally, if you do try on medium, they taunt you by putting a pink bow on your sprite. The only redeeming  quality this game has is that you can hit ‘R’ at any point to retry and the reload is instantaneous. Though you may have to go back quite a ways and redo some stroke-inducing series of jumps. On impossible they don’t even offer this nicety though. Just one death and that’s it, it’s over.

This may all seem like a negative review, but I assure you it’s not. On some level, I am quite fond of this game. I mean it’s better than cutting yourself right? It plays very well for a game controlled by a keyboard. The controls are quick and responsive, the movements are very precise, and there’s no momentum on the character from jumping so you don’t slide around when you actually do land safely somewhere. And of course there’s the obligatory double-jump, which is imperative to your survival. IWBTG plays up some fan service to various classics, including Punch-Out!!, Ghosts ‘n Goblins, Mega Man, and Zelda just to name a few. It’s worth playing through just to see how these get introduced throughout the game.

I definitely think it’s more fun to watch someone else shorten their lifespan with IWBTG than to actually play myself. Because you can find anything on YouTube, there’s a video of someone doing a complete run of the game in five parts. I’m disgusted with these videos though because of how easy it makes it look. You may not even want to play after watching and seeing some of the bullcrap the game throws at you. The first of the five videos is posted below and should link to the others.

Seriously though, if you enjoy a good challenge, or you want to irritate your friends and make them play it, download I Wanna Be The Guy. You can check out the official page of I Wanna Be The Guy below. The download is free, and they do welcome donations.

http://kayin.pyoko.org/iwbtg/

I’d love to hear your thoughts. If you agree/disagree with me about anything, please feel free to leave a comment. I’m very welcoming to harassment. And if you haven’t checked out my trip to E3, it’s under the uncategorized section.

Thanks for reading!