Gaijin Games shows off the latest video of their next WiiWare retro-future rhythm game, Bit.Trip: Core, this time adding a touch more intrigue with the first mention of its multi-beam powerup, which doesn’t look helpful so much as downright necessary in fending off the constant omni-directional onslaught of pixels.
Full disclosure: I’m about as far from an aficionado of Rogue and its various -likes as they come, certainly compared to the ongoing work of people like Andrew Doull and John Harris, but maybe it’s to Wayfarer‘s credit, then, that one quick “oh, what’s this Processing-built game all about, then” test click turned into an entirely lost hour.
Ben Hemmendinger’s take on the genre (still in alpha) is just the perfect amount removed from the ASCII-abstractions of usual rogue-likes to make it both accessible (especially with that 3D tilt-shift) and still hold retro charm, has just the right amount of humor and subtle touches (the pixel-blood-trails of escaping wounded beasts), and is just kind enough at its lowest levels (read: I didn’t instantly die) to very easily make it my new favorite web-time-sink, and the latest of its kind to hook me since I first discovered DND in my innocent youth.
Wayfarer (alpha) [Benhem, via Wiley Wiggins]
Klei Entertainment — creators of original Xbox Live Arcade game Eets and the studio that helped bring Metanet’s N to Live Arcade — calls this footage of their next console game, Shank, “pre-pre-pre-alpha”, but it’s hard to see how much better it can get.
Done up in traditional animation style, it’s already promising some seriously weighty and solid brawler mechanics: check the official Shank blog for more concept, character and storyboard art (and a hat-tip to Wolverine) from the team.
Shank [Klei Entertainment]
A note as quick as theirs: The Behemoth has announced via their Twitter that the direct-sale GameCube and PS2 copies of their debut shooter Alien Hominid are the last available for good, so if — for some reason — you haven’t already made the jump to Xbox Live Arcade’s HD version, the Wii/mostly-PS3 playable versions are just $10 away.
The same goes for the fantastic vinyl toy five-pack, which comes as highly recommended.
The Behemoth store [via Twitter]
How confident is Odyssey/’ping-pong’/videogame grandfather Ralph Baer at his own game? When he recently took on ‘pong’s neo-retro WiiWare remake Bit.Trip:Beat, he did it (and quite well, by the looks of the screen) holding the controller upside down. [via GaiijnGames]
Don’t get him started about his glory days at a liquid lunch. Part of Grupo Novel’s Dotter-esque print campaign that also included Donkey Kong gone carjacker, and DK damsel Pauline turned lady of the night. [via GamOvr]
Giving Iain Reekie’s custom Grim Fandango sculpey figures a serious run for their money, Kitt Walker has posted a few glamor shots of the Manny Calavera Munny made lovingly as a birthday gift by his “beautiful and gifted girlfriend.”
See the full set of three shots here.
Munny Calavera [flickr, via Toycutter]
Meticulously colored in like an Atari-obsessed dropout’s bubble-form exam. Part of a new series, available on Etsy, alongside Freeborn’s laser cut charms featuring a pink scorpion from Pitfall! [via .Tiff]
The folks at Artsy Games Incubator have been doing a wonderful job recapping Toronto’s recent indie-all-star Artsy Game meetup, but it wasn’t until today’s entry that my ears perked up in a big way.
While Craig ‘superbrothers‘ Adams’ demoed his parodic and metaphorical A Hit Videogame on day three (the premise: a one-button baseball game that quickly devolves further away from predictable — like game development itself — at the cheering of industry executives), his day four game took a more serious turn.
Known for now as Alpinist, Adams’ game design takes its inspiration from ‘The Blizzard‘, one section of Kurosawa’s multi-part film Dreams. The game would see one player making an agonizing climb up a mountain during a blizzard, with, AGI notes, Prince of Persia-like precision jumping that takes into account gale force winds, and meters for your “body temperature, alertness and coherence.”
Adams is, of course, the artist behind the previously blogged Dot Matrix Revolution video and upstart the1console blog and the DESIGN REBOOT HD video which animated Braid creator Jonathan Blow’s provocative Montreal Game Summit lecture for futher discussion.
Alpinist currently still exists in design only, but hopefully we’ll see much more of it some time soon.
Round 4, Session 4 Recap [Artsy Games Incubator, superbrothers, the1console]
From the creators of the Painstation — the multiplayer arcade cabinet that delivers heat, shocks, and a wire whip as you lose a point in Pong (video preview here) — //////////fur////’s MoshPit Amp, which admittedly isn’t much of a game, per se, but should be.
fur explains:
You simply approach the MoshPit to activate the amp. The music will instantly begin and lights will create a stagelike setting. If you are a true metalhead you can’t resist and will start headbanging – and the music will instantly turn up. As you mosh on, you can change the individual volume levels of the four instruments through your headbanging style and intensity.
You can see how far you have pushed the level of each instrument on the four MoshMeters. Mosh the volume of one or more channels to the max, and you can trigger new musical patterns like another guitar riff, diabolic vocals or a different drum track. If you mosh really hard you can unlock a guitar solo supported by light effects, smoke and pyrotechnics.
There are four MoshMeters, one for each of the four instruments, and if you look really close at them you can see that this amp goes to eleven.
Double Fine — I’m almost positive there’s crossover peripheral potential here.
MoshPit: Metal Head Orgasmatron, 2009 [//////////fur////]