Showing posts with label nintendo. Show all posts
Showing posts with label nintendo. Show all posts
Wednesday, July 15, 2015
Game Development Fun: Shooter Mock Up
Wild west light gun shooting mixed with intense boss fights! Think Wild Gunmen meets Mega Man, but with a bit of Zelda style overworld exploration mixed in. Basically all of my games are something with Mega Man and Zelda mixed in, now that I think about it, but I genuinely believe that those games have a ton to offer other genres. As much as I love the Zapper, most of the games that utilized it were pretty simple diversions. Sure, it took a fair amount of time to get good at Duck Hunt or Barker Bill, but once you hit that plateau, there wasn't much else to do. It was hard to really get lost in those games.
Of course, other light gun games came as the years went by. Favorites like House of the Dead and Time Crisis are basically just more dynamic Zapper games, but even those end up feeling shallow. Even on home consoles, the arcade origin of the shooting gallery genre is very apparent. I think this is owed in large part to the lack of traditional control options on the light guns of the past. While I seem to remember my Dreamcast guns having some kind of buttons and maybe even a d-pad, actually using it for a game was out of the question. It just wasn't comfortable.
Now, I am admittedly a huge Wii nerd, and though most people look down on the Wii remote's design, I've always been enamored with it, and I don't think any game managed to utilize it's core value better than Metroid: Other M. Switching between the NES style sideways orientation for platforming and exploration and the light gun style pointer orientation for first person shooting and scanning demonstrated both the versatility of the controller and a kind of economy of design that made the control set up of virtually any other modern game seem convoluted.
Taking that dynamic as inspiration, I designed this game with the Wii remote in mind. All of the fighting and shooting would be done in these first person scenes using the controller like a pointer or light gun, while exploration and adventuring would be done Zelda style with the controller held like a NES game pad. While I don't have all the details hammered out (should there be random encounters?), I think the idea of going back and forth between world exploration and intense first person combat could be pretty cool. With lots of different guns, locations, sub weapons, and bosses, I'd like to imagine this as the first fully featured light gun game.
No actual programming work on this game yet, as it is still in the EARLY early phase of planning. That said, I have actually made some for real progress on Super Bird Force as far as programming goes, but I'll share more on that in the near future. Some actual in game screenshots could be right around the corner!
Okay, that's it! Stuff from my trip to Comic Con later!
Thursday, April 23, 2015
Splatoon Will Probably Be Better Without Voicechat
So I've been pretty excited about Nintendo's bizarre third person shooter, Splatoon, since it was unveiled at e3 last year. It's a novel take on the third person shooter format, in that it focuses on territory control over just simple combat, in addition to a slick art style and all ages appeal.
It's also been plagued by complaints at almost every step of its development. Initially people were upset at the lack of basic deathmatch, despite the fact that deathmatch gameplay would both undermine the key innovation at the heart of the game, and be redundant, since you can get that experience in almost every other third person shooter on the market. Dumb.
The newest controversy has surrounded Nintendo's decision not to include online voice chat in the game, with some people going as far as to have their entire purchase decision based purely on the lack or presence of this single feature. People seem to think that Nintendo is refusing to get on board with a feature that has become standard, and therefore a necessity, because they are old fashioned and out of touch.
First of all, these same kinds of complaints have been happening forever for Nintendo. Whether it was their decision not to switch to CD with the n64, or their decision not to focus on online connectivity with the Gamecube, Nintendo has long had to battle against the perception that they are the old heads of the industry. Mind you, neither of the above decisions were objectively bad; both consoles still had tons of excellent games, many of which provided experiences that were totally unavailable on other consoles. But subjectively, people's expectations were betrayed. Subjectivity is the issue here.
I think we live in an age where the individual opinion is perceived as being more important than ever before, but it seems that this has caused people to lose perspective altogether. The line between subjective judgment and objective truth has been blurred to the point where I don't think most people even try to discern the difference. I understand that true objectivity is nearly impossible, but I think you can get pretty damn close if you keep an open mind and look at things from a distance.
Subjectively, any set of arbitrary expectations can be used as a standard for judgment, but that's irrational and self centered. We've come to view games purely in the context of how they conform to our own, largely arbitrary, preferences, as opposed to independent pieces of art, to be experienced and learned from. Nobody cares what creators have to say, unless they are spilling details on DLC.
At the end of the day, we're faced with a pretty simple choice. Do we want to be pleased and entertained, or do we want to explore and experience? If all we want is the gratification of our expectations, then all we'll get is banal redundancy. Splatoon might not have the exact feature set of any other third person shooter, but that's because it isn't supposed to be any other third person shooter. It's a different approach, and in a world full of copycats and me-toos, we ought to relish those differences.
Soap box speech over.
It's also been plagued by complaints at almost every step of its development. Initially people were upset at the lack of basic deathmatch, despite the fact that deathmatch gameplay would both undermine the key innovation at the heart of the game, and be redundant, since you can get that experience in almost every other third person shooter on the market. Dumb.
The newest controversy has surrounded Nintendo's decision not to include online voice chat in the game, with some people going as far as to have their entire purchase decision based purely on the lack or presence of this single feature. People seem to think that Nintendo is refusing to get on board with a feature that has become standard, and therefore a necessity, because they are old fashioned and out of touch.
First of all, these same kinds of complaints have been happening forever for Nintendo. Whether it was their decision not to switch to CD with the n64, or their decision not to focus on online connectivity with the Gamecube, Nintendo has long had to battle against the perception that they are the old heads of the industry. Mind you, neither of the above decisions were objectively bad; both consoles still had tons of excellent games, many of which provided experiences that were totally unavailable on other consoles. But subjectively, people's expectations were betrayed. Subjectivity is the issue here.
I think we live in an age where the individual opinion is perceived as being more important than ever before, but it seems that this has caused people to lose perspective altogether. The line between subjective judgment and objective truth has been blurred to the point where I don't think most people even try to discern the difference. I understand that true objectivity is nearly impossible, but I think you can get pretty damn close if you keep an open mind and look at things from a distance.
Subjectively, any set of arbitrary expectations can be used as a standard for judgment, but that's irrational and self centered. We've come to view games purely in the context of how they conform to our own, largely arbitrary, preferences, as opposed to independent pieces of art, to be experienced and learned from. Nobody cares what creators have to say, unless they are spilling details on DLC.
At the end of the day, we're faced with a pretty simple choice. Do we want to be pleased and entertained, or do we want to explore and experience? If all we want is the gratification of our expectations, then all we'll get is banal redundancy. Splatoon might not have the exact feature set of any other third person shooter, but that's because it isn't supposed to be any other third person shooter. It's a different approach, and in a world full of copycats and me-toos, we ought to relish those differences.
Soap box speech over.
Saturday, February 7, 2015
The Art of Box Art
This may be hard for some to believe, but there was a time for youngsters when the only information available about a game was what was on its box. If you had a subscription to Nintendo Power you might have access to some previews or reviews ahead of time to guide you, but those were relatively few and far between, and hardly reliable (Nintendo Power, for example, rarely outright called a game bad, regardless of how incredibly hard it deserved it). The back of the box may have tried to entice you with rarely accurate flavor text and blurry screenshots that were literally photos of a tv screen, but the obvious selling point was the cover. It was the first thing you saw in the store, and what you would remember most when you eventually were pulled away from the display by your parents. To this day there are tons of games that, despite having never ever actually played myself, I will never forget the box art for.
The 80's and 90's were a particularly interesting era for this, as the box art for most games had to serve the twofold purpose of making the game look awesome AND hiding any traces of the game's probably origins in Japan. I suppose marketing guys back then looked at the Japanese art for games like MegaMan, with the big, shiny eyes and bright colors, and assumed American children would turn their noses up at such alien art styles. It didn't matter that shows like Speed Racer, Gigantor, and Astroboy had long been present overseas, or that contemporary shows like Transformers and Robotech were airing with great success, apparently. As a result of this thinking, most games had radically different art for the North American releases, usually overblown paintings influenced heavily by action movies more than the game they were supposedly based on. This era produced some really fascinating boxes, and while there are plenty of examples of famously bad illustrations, there were a fair amount of really memorable ones.
Of all the Japanese companies at their prime in the 80's and 90's, Konami probably had the best track record when it came to North American box art, with many that actually improved on their Japanese counter parts. As a kid, there was a quality to many of Konami's boxes that I found to be very appealing, and it wasn't until I grew up that I realized that many of those illustrations appeared to be by the same guy, and that there were actually a bunch of others that I had never even seen. I don't know who this guy is, or even for certain that these were all actually done by the same artist, but all of these boxes share certain brutal and rugged sense of intensity that I absolutely love. They also are shockingly accurate to the games they represent, something of a rarity back then, as if the artist actually played the games. Many of these will probably be familiar, some may not, but regardless, they are all pretty wild.
1. The Adventures of Bayou Billy
While the game here is somewhat infamous for both its insane difficulty and shameless similarities to Crocodile Dundee, the box art is unarguably bad ass. The rough, thick brush work makes the details look more like they are hewn from rock than painted on canvas, and the greenish-yellow color palette really suites the swampy subject matter. Billy himself looks pretty awesome, way cooler than he looks in the game in fact, where he looks more like a melted cowboy in capris. The background includes several details from the game, such as the jeep from the driving stages, the New Orleans setting, the evil gangster final boss whose name I can't remember, and of course a big, bad gator. I may have never gotten remotely close to beating this game (even the famous Captain N never conquered it), but this box manages to make a kind of lame game look really cool. If this dude could make Bayou Billy look awesome (believe me, he didn't have much to work with), imagine what he did with good games!
3. Super Castlevania IV
This one was a favorite of mine growing up. Whereas the previous two have been fairly static images, for Super Castlevania IV Konami opted for a much more action packed illustration. Simon appears to be in mid swing across some kind of abyss, an interesting nod to one of the new mechanics introduced in the game. The little door knocker looking thing that he's got his whip latched too is crazily accurate to the in game dongles for swinging, which is a cool detail. Probably half of the enemies in the game are represented here, even little ones like the frogs and medusa heads, and interestingly the franchise's infamous stairs seem to be prominently featured too. I like that the crazy, nonsensical background composition make this look like some kind of swirling montage of the game as opposed to a depiction of a single scene, and the mostly grey-blue palette makes yellow-brown Simon really pop.
6.Teenage Mutant Ninja Turtles IV: Turtles in Time
For the home port of this gem, Konami decided to produce art that kicked the hell out of the original arcade cabinet art. Whereas the last two boxes simply looked as if they were occuring in some kind of temporal whirlpool, this one definitely is, as elements of the many time periods the turtles visit all look to be caught in a sparkly tornado. The turtles themselves look downright MENACING here, with insanely detailed and chunky musculature and faces of absolutely fury. This is probably the scariest the animated turtles ever looked in their heyday. Yeah, that's the cartoon turtles. The movie turtles would never be caught dead with those alphabet belt buckles. Also, it's neat that Raphael is front and center here.
8. Sunset Riders
I never really played or even saw Sunset Riders other than at the arcade, but when I saw this box later in life I instantly recognized the Konami aesthetic. Like with Bayou Billy, there isn't as rich of a world to Sunset Riders for the artist to work with, but he did an admirable job of sweeping the western action into a furious stampede of frenetic madness. Only two of the playable characters are here, unless the others are behind the logo, but a boss or two is there, and horses! Scary, scary horses. Also, check out that terrified chicken. Now that is detail.
9. Castlevania Bloodlines
Konami didn't make a ton of games on the Genesis, but after a while they seemed to notice that the machine was getting a little traction, and decided to start dropping a game or two. The more vertically aligned boxes of the Genesis seem to have given Konami's artist a little trouble with his usual "swirling vortex" composition which seemed to fit so naturally on the Super NES's wide format. The result is two slightly unusual compositions, the first of which was done for the first and only Castlevania game for the Genesis. Here, musclebound John Morris struggles to look at enemies that are both behind and above him. Unlike the wooshing whirlpools of the previous pieces, this is more like a hazy tower of evil, with far fewer background details than usual. Still, there are plenty of wonderfully rendered enemies on display. This cover also weirdly omits the second playable character. Still, it's a colorful and memorable piece overflowing with machismo.
10. Teenage Mutant Ninja Turtles: The Hyper Stone Heist
I remember being really excited for this game. I don't know why, as I already had Turtles in Time for SNES, but having Turtles game on the Genesis was something I was really looking forward to. Again, no swirling vortext montage here, but in terms of composition I think this is a really strong piece. It uses the tall format of the box to provide a great sense of scale, with the towering heights of New York City ascending into the darkness of the sky. The lighting on the turtles, who are again rendered as visceral beings of fierce determination, draws the eye to the heroes immediately and contrasts the largely blue palette of the background pleasantly. While little of the game is really represented here, the illustration is still overflowing with detail. It's one of my favorite boxes, and one of my favorite illustrations of the Ninja Turtles in general.
The 80's and 90's were a particularly interesting era for this, as the box art for most games had to serve the twofold purpose of making the game look awesome AND hiding any traces of the game's probably origins in Japan. I suppose marketing guys back then looked at the Japanese art for games like MegaMan, with the big, shiny eyes and bright colors, and assumed American children would turn their noses up at such alien art styles. It didn't matter that shows like Speed Racer, Gigantor, and Astroboy had long been present overseas, or that contemporary shows like Transformers and Robotech were airing with great success, apparently. As a result of this thinking, most games had radically different art for the North American releases, usually overblown paintings influenced heavily by action movies more than the game they were supposedly based on. This era produced some really fascinating boxes, and while there are plenty of examples of famously bad illustrations, there were a fair amount of really memorable ones.
Of all the Japanese companies at their prime in the 80's and 90's, Konami probably had the best track record when it came to North American box art, with many that actually improved on their Japanese counter parts. As a kid, there was a quality to many of Konami's boxes that I found to be very appealing, and it wasn't until I grew up that I realized that many of those illustrations appeared to be by the same guy, and that there were actually a bunch of others that I had never even seen. I don't know who this guy is, or even for certain that these were all actually done by the same artist, but all of these boxes share certain brutal and rugged sense of intensity that I absolutely love. They also are shockingly accurate to the games they represent, something of a rarity back then, as if the artist actually played the games. Many of these will probably be familiar, some may not, but regardless, they are all pretty wild.
1. The Adventures of Bayou Billy
While the game here is somewhat infamous for both its insane difficulty and shameless similarities to Crocodile Dundee, the box art is unarguably bad ass. The rough, thick brush work makes the details look more like they are hewn from rock than painted on canvas, and the greenish-yellow color palette really suites the swampy subject matter. Billy himself looks pretty awesome, way cooler than he looks in the game in fact, where he looks more like a melted cowboy in capris. The background includes several details from the game, such as the jeep from the driving stages, the New Orleans setting, the evil gangster final boss whose name I can't remember, and of course a big, bad gator. I may have never gotten remotely close to beating this game (even the famous Captain N never conquered it), but this box manages to make a kind of lame game look really cool. If this dude could make Bayou Billy look awesome (believe me, he didn't have much to work with), imagine what he did with good games!
2. Castlevania III: Dracula's Curse
For many player's, Dracula's Curse was basically the zenith of the Castlevania series, and while the box art for the first two games was certainly not bad (okay, Simon Quest's was a little hokey), neither did as good a job at showing much of the game. With Castlevania III, we get a good look at some of the game's most iconic features. You've got Trevor Belmont brandishing the powerful Vampire Killer, ready to take on a bone throwing skeleton, complete with gears and cogs, representing the infamous clock tower level. In that background there are Trevor's many transformations (although Sypha and Grant are visible here, Alucard is sadly covered by the stupid sweep stakes sticker). We see plenty of birds and bats, as well as a spooky red moon and castle spires. Although the Japanese box art has a certain charm, this is s definite improvement.
This one was a favorite of mine growing up. Whereas the previous two have been fairly static images, for Super Castlevania IV Konami opted for a much more action packed illustration. Simon appears to be in mid swing across some kind of abyss, an interesting nod to one of the new mechanics introduced in the game. The little door knocker looking thing that he's got his whip latched too is crazily accurate to the in game dongles for swinging, which is a cool detail. Probably half of the enemies in the game are represented here, even little ones like the frogs and medusa heads, and interestingly the franchise's infamous stairs seem to be prominently featured too. I like that the crazy, nonsensical background composition make this look like some kind of swirling montage of the game as opposed to a depiction of a single scene, and the mostly grey-blue palette makes yellow-brown Simon really pop.
5. Contra III The Alien Wars
This is another one that is jam packed with shit directly from the game. Almost everything here looks exactly like its in game counterpart, even little details like the weird robots you have to hang from during the vertically scrolling stages. The giant skeleton boss bursting out of the wall is pretty much spot on, and oh my god that nightmare face in the background is unforgettable. I don't think I ever got far enough in the game to see that thing, but I'm sure its in there somewhere. Much like with Super Castlevania IV, the exaggerated perspective makes it seem like this is all happening in some kind of swirling vortex of action, as if we are simultaneously seeing every scene from the game at once. The intensity here is stuck at 11, which suites the game just fine.
6.Teenage Mutant Ninja Turtles IV: Turtles in Time
For the home port of this gem, Konami decided to produce art that kicked the hell out of the original arcade cabinet art. Whereas the last two boxes simply looked as if they were occuring in some kind of temporal whirlpool, this one definitely is, as elements of the many time periods the turtles visit all look to be caught in a sparkly tornado. The turtles themselves look downright MENACING here, with insanely detailed and chunky musculature and faces of absolutely fury. This is probably the scariest the animated turtles ever looked in their heyday. Yeah, that's the cartoon turtles. The movie turtles would never be caught dead with those alphabet belt buckles. Also, it's neat that Raphael is front and center here.
7. The Legend of the Mystical Ninja
I spent a long while debating whether to include this one on the list, as I'm not positive it's done by the same guy. In fact, the more I look at it, the more I think it isn't, but I still love it, so boo. This was probably the single most Japanese game to ever make it to the US, and it's a miracle that it made it over with much of it's character intact. Sure, Goemon looks a little more like a Garbage Pail Kid than I would like, but that tiger looks absolutely amazing, and the wacky look of the enemies seems to be pretty intact. While a little less action packed and intense than some of the others, but it's still jam packed with tons of weird shit from the game. I'm willing to bet this was a really hard one to do, so congrats to the artist for getting this done.
8. Sunset Riders
I never really played or even saw Sunset Riders other than at the arcade, but when I saw this box later in life I instantly recognized the Konami aesthetic. Like with Bayou Billy, there isn't as rich of a world to Sunset Riders for the artist to work with, but he did an admirable job of sweeping the western action into a furious stampede of frenetic madness. Only two of the playable characters are here, unless the others are behind the logo, but a boss or two is there, and horses! Scary, scary horses. Also, check out that terrified chicken. Now that is detail.
9. Castlevania Bloodlines
Konami didn't make a ton of games on the Genesis, but after a while they seemed to notice that the machine was getting a little traction, and decided to start dropping a game or two. The more vertically aligned boxes of the Genesis seem to have given Konami's artist a little trouble with his usual "swirling vortex" composition which seemed to fit so naturally on the Super NES's wide format. The result is two slightly unusual compositions, the first of which was done for the first and only Castlevania game for the Genesis. Here, musclebound John Morris struggles to look at enemies that are both behind and above him. Unlike the wooshing whirlpools of the previous pieces, this is more like a hazy tower of evil, with far fewer background details than usual. Still, there are plenty of wonderfully rendered enemies on display. This cover also weirdly omits the second playable character. Still, it's a colorful and memorable piece overflowing with machismo.
10. Teenage Mutant Ninja Turtles: The Hyper Stone Heist
I remember being really excited for this game. I don't know why, as I already had Turtles in Time for SNES, but having Turtles game on the Genesis was something I was really looking forward to. Again, no swirling vortext montage here, but in terms of composition I think this is a really strong piece. It uses the tall format of the box to provide a great sense of scale, with the towering heights of New York City ascending into the darkness of the sky. The lighting on the turtles, who are again rendered as visceral beings of fierce determination, draws the eye to the heroes immediately and contrasts the largely blue palette of the background pleasantly. While little of the game is really represented here, the illustration is still overflowing with detail. It's one of my favorite boxes, and one of my favorite illustrations of the Ninja Turtles in general.
BONUS ROUND
Teenage Mutant Ninja Turtles III: Radical Rescue
Again, I never played Radical Rescue, but upon seeing the cover I couldn't help but see the connection to the other Turtles related art. The other Gameboy games didn't use this particular art style, opting for art from Mirage artists, so this, Turtles in Time, and Hyper Stone Heist are unique as being the only TMNT games to have box art done by Konami artists. I don't like this piece nearly as much as the others, but I couldn't not include it, as it isn't without it's charms. First of all, only one turtle is pictured, but that almost makes sense, as the game is mostly about rescuing the other turtles. Granted, in the game you start as Michelangelo, but whatever. Leonardo appears to be utilizing a drilling strike to tear through a wall, which I think is actually from the game, which is a cool detail. Much like how the tall Genesis boxes seem to have prompted a shift in design, so did the small format of the Game Boy boxes. This was probably about half the size of a SNES box, and perfectly square, so the artist opted for a simpler composition, as if Leo is bursting out of the box itself. The contrast between the bright light of the background in the cool blues of the wall and Leo is a pleasant effect. I think it works, even if the logo is a little cheesy.
That took a lot longer to do than I expected, but ultimately I'm glad I went through this. I have no idea who this guy is or what he is up to now, but I know there was something wonderful about these boxes. The sheer frenetic energy of these illustrations managed to sell me on an entire game in just one feverish image, and many of them stuck with me for my whole life. These are objectively beautiful pieces, dripping with raw intensity, and still manage to be remarkably accurate to the games they adorned.
Although this was sort of a grueling process for me, I think that I like this enough to probably do more of it, though I think in the future I'll probably stick to a single piece at a time, as it's past midnight while I am writing this, and I am both super tired and need to use the bathroom something fierce.
Sunday, September 21, 2014
Bayonetta 2 Pixel Art and Twitter Glory
So Bayonetta 2 is getting pretty near release in North America, and I'm pretty excited about it. I've loved Platinum Games since back when they were Clover Studios, and more games from them is always a good thing. I absolutely adore the Wonderful 101, but I sadly missed out on Bayonetta, as I didn't have an Xbox 360 or PS3 when it came out, and never found the time to pick it up subsequently. The Wii U rerelease packaged with Bayonetta 2 will be my first time playing the original, and I'm looking forward to it.
It's been a long time since I did a real good demake, partly because nothing has caught my fancy and partly because I've been busy with other things which have occupied most of my time, but I enjoyed doing this kind of thing and thought it might be fun to do again. The goal was to picture a scene from Bayo 2, as if it were a classic 2D action game, ala Castlevania or Ninja Gaiden.
I'm probably most pleased with the sky, as capturing the sort of ethereal radiance was very tough, but I also am pretty proud of how much of Bayonetta's features I was able to squeeze into that sprite. People tend to 'oooo' and 'aaaaa' over really big sprites, but honestly those are much easier to make good, as they start to just become small drawings after a while. It's REALLY challenge to turn a hundred or so pixels into something that looks like anything, let alone a specific character, so I think I accomplished something good here.
I was also granted the supreme honor of having Bayonetta's real life daddy, madman Hideki Kamiya retweet the image with rare enthusiasm. Probably the first post I've eve made on Twitter that ANYBODY has ever looked at. Yay!
In other news, I'll be wrapping up the fourth issue of Nova Phase this week, which means it should be on (digital) store shelves in the near future, with the print compilation of 3 and 4 available on Amazon soon after. I hope. I'll make an announcement. In the mean time, issue 3 is available on Comixology now, so if you haven't already, check it out!
https://www.comixology.com/Nova-Phase-3/digital-comic/104319
Also working on the next chapter of Ja-Ja-Ja-Janken!, which is coming along nicely. With Saturday morning cartoons becoming officially extinct like, next month, I feel like my work on Saturday Morning Anime is more dire than ever.
Tuesday, September 9, 2014
Ninja Turtles Erasers and Halloween Treats

The first, and perhaps most satisfying, was a box of Halloween themed Little Debbie brownies. LD brownies were the highlight of my lunch experience between grades 1 and probably 9, so I have a soft spot for the greazy little things. The Halloween theme, however, is what made these truly impossible to pass up. Each brownie is cut into a crude pumpkin shape, sort of an oblong hexagon, with orange frosting, flavored a bit like candy corn, and a spooooooky jack-o-lantern face. The fact that they were on sale for around a dollar or so was nice as well.
Armed with my box of tasty treats, I continued to troll the store for further satisfaction. I stumbled upon a sale on eShop cards, which basically amounts to free money, and was for several minutes engaged in a tumultuous inner conflict. Buy one, get a second 25% off... not exactly irresistible... Even with a 50 dollar card, you're only getting around 12.50 free, and dropping 87.50 on a casual trip to Target, exclusively set aside for future digital purchases, seemed unseemly. I eventually settled on two ten dollar cards, but only because they also came with AR cards for the 3ds application Photos with Mario. I love AR cards (I have as many of the Kid Icarus cards as I could get my hands on), so getting a couple bucks was a nice incentive. I got a Goomba, and Princess Peach. That was all they had.
Now, I had planned for this to be the extent of my purchase, but felt compelled to check out the impulse purchase wall by the registers, where they usually keep trading cards, whether they be Yugioh, Pokemon, Magic, or My Little Pony, baseball cards, and other little collectible junk. My eyes fell upon a blind bag looking Teenage Mutant Ninja Turtles package, a tie in to the decent Nick cartoon and not the Michael Bay monstrosity, and had my curiosity sparked. On closer inspection, the product claimed to be a puzzle eraser, a term I had never heard before and didn't really know what to make of. Still, the package contents felt substantial, and it was cheap enough that I was comfortable taking a risk, around a buck or so. I wasn't sure what I was getting, exactly, but I was optimistic.
I want to take a moment to just say that I have vastly under appreciated the development of eraser design and construction, as what I ended up with was surprisingly bad ass. It's basically a miniature figure that you assemble from a few pieces, constructed of rubbery eraser stuff, and the final product is pretty impressive. The figure is made up of a lower body (hips and legs), two pieces (front and back) that meet with the lower body to form the shell, two arms that plug in fairly sturdily, a weird little nub of a head, and a bandanna that is almost impossible to get on to the head piece, and that has hilariously dead googly eyes painted on.Once finished, the figure stands maybe 3-3.5 inches tall, and comes with a little weapon made of hard plastic. I had purchased Donatello, or Don-chan as we affectionately call him in my household, partially because I liked him as a kid and partially because his was the front most bag on the rack. I later coerced a friend into getting me Raphael, who, although less cooperative in the standing process, is pretty decent as well.
I really like these figures, for a few reasons. The sculpt and construction is surprisingly good, and considering these things are supposed to be erasers, they actually work pretty well as straight up toys, whether you mean to play with them or just stand them around your desk (I do a little of both). They are also super cheap, which is another major factor in their appeal. As a grown man, I find it pretty hard to justify toy purchases, which is why I tend to gravitate towards figures of the small and cheap variety. I would never drop the cash to have a full set of Turtles figures for desk display, as they're simply to expensive. These little guys are great, though, as I can cheaply get a satisfying set of the whole gang for less than the cost of a single, full fledged Turtle figure, without sacrificing too much in terms of detail or sheer coolness, as these are several billion steps ahead of the also small and cheap Lego Turtle figures in that department.
I don't know how well they work as erasers though.
Thursday, August 14, 2014
Lots of work on AtomMan
Was seized by the desire to work on AtomMan, a project I've been working on and off on for a very long time. It was actually the first ever game I ever made, waaaay back in like 1999, when I was just a 6th grader! It originally started as a MegaMan fan game, but after a little while, I guess I wanted to make up my own bad guys and such, and it turned into a VERY thinly veiled ripoff, parody, homage, or whatever you want to call it. The sprites were even just crappy recolored versions of MegaMan characters, with pretty minor tweaks. There was a great deal of humor in the game, and some pretty terrible and basic gameplay, but I felt pretty accomplished.
Look at him go! These are just his basic animations, but there are going to be tons of other weapons and maybe even forms to take on. To get started, though, I think these are coming along nicely.
I also mocked up a little screenshot today, which I think turned out well. This is the first time since being a kid that I've gotten this far on this project, so it's pretty exciting.
Not finished anything yet, but just trying to establish the look of the game. Obviously very MegaMan inspired, not going to debate or deny that, but I want to push this game into some pretty out there territory. I want to try to bring all the things I loved about the Legends and Battle Network games into the basic gameplay of a 2D classic MegaMan game, but there's elements of other games from this era that I really loved back then, including Shenmue, Brave Fencer Musashi, Legend of Zelda and Mystical Ninja.
OKAY! So that's what I got so far. Feeling pretty good about it so far, but definitely a work in progress.
Now, years later, I couldn't really resist the urge to look at these characters again, and I started to think that maybe there was some potential here. Sure, it started as a pretty basic ripoff, but some of the designs had genuinely cool elements, and I thought I could re-imagine it into something much more original, while still obviously honoring the games that inspired it.
So yeah, the inspiration is probably SUPER OBVIOUS, but I think this turned out really well. I don't want to talk to much about the story just yet, but these guys are the main bad guys.
Now, because I can't focus on anything, this is both a comic and a game, so here's some of the animations and such I've whipped up!
Look at him go! These are just his basic animations, but there are going to be tons of other weapons and maybe even forms to take on. To get started, though, I think these are coming along nicely.
I also mocked up a little screenshot today, which I think turned out well. This is the first time since being a kid that I've gotten this far on this project, so it's pretty exciting.
Not finished anything yet, but just trying to establish the look of the game. Obviously very MegaMan inspired, not going to debate or deny that, but I want to push this game into some pretty out there territory. I want to try to bring all the things I loved about the Legends and Battle Network games into the basic gameplay of a 2D classic MegaMan game, but there's elements of other games from this era that I really loved back then, including Shenmue, Brave Fencer Musashi, Legend of Zelda and Mystical Ninja.
OKAY! So that's what I got so far. Feeling pretty good about it so far, but definitely a work in progress.
Tuesday, July 1, 2014
Wii U eShop Gems: Scram Kitty and his Buddy on Rails
I love my Wii U. I'm not shy about my appreciation for Nintendo, even when popular opinion seems to be nothing but doom and gloom. There's just this sense of fun and whimsy on Nintendo machines that makes them stand out from the serious business of competition, and I appreciate that. Games are meant to be fun first and foremost, and in an era dominated by big budget cinematic grandstanding and technical pissing contests, Nintendo has remained resolute in their assertion that innovative and creative design trumps hardware specs every time. Unfortunately, this ideal has always created a divide between Nintendo and virtually everyone else in the industry, and right now it seems that the Wii U's line up is pretty sparse when it comes to third party efforts. Most major developers have abandoned Nintendo's struggling console, leaving a serious dearth in the system's slowly growing library. Despite the exit of giants like EA and Ubisoft, I've been finding plenty of games to play on my humble little gamepad. While the titans of the gaming industry have given up, a new generation of bright, lean, and creative studios has filled that void and supplied Nintendo's eShop with some simply awesome titles. These independent developers are bringing a welcome sense of fun and innovation, and providing Wii U owners with experiences that value fun above all else.
The improbably named Scram Kitty and his Buddy On Rails is one of many treasures to hit the eShop this year, and has been on my radar for some time. The crisp visuals, fast gameplay, and of course, bewildering name all captured my imagination when it was first announced. Now that I've finally got my hands on it, I'm pleased to say it far exceeded my expectations. Beneath the slick presentation is some truly devious design, resulting in a game that will push even veteran players to previously unheard of levels of frustration and satisfaction.
In theory, the game's premise is simple. It is essentially a 2D platformer, with the unique twist of having the player affixed to a series of rails, as the title would imply. This allows Buddy to traverse walls and ceilings just as easily as the floor, and creates some truly mind bending platforming. Gravity and momentum work wonders in allowing players to jump and swing in unexpected ways, and the labyrinthine stages will have players moving in 360 degrees of fast paced action. It's a bit like Mario Galaxy in 2D, only its really nothing like that at all.
While the platforming is conceptually quirky, it is the devilish design of the stages themselves that bring out the best this system has to offer. Huge, maze like, and occasionally hiding Metroid style puzzle and exploration, each stage feels like a carefully crafted play set, and can even be a bit daunting. To truly complete each main stage, players must complete all 4 objectives, which include finding the goal, defeating a hidden mini boss, collecting all of the coins, and chasing down a fast moving target. 100% success comes from mastering the traversal of each stage, a feat that requires both expert us of the rail jumping mechanic and careful study of the structure of level. It's a system that can definitely breed frustration, but just as often rewards with a feeling of accomplishment at a job well done.
Although Scram Kitty's design may be decidedly old school in its sense of challenge, its audiovisual presentation is thoroughly modern, with slick, colorful graphics that blend 2D and 3D, and an extremely catchy techno soundtrack. Each area has both a distinct visual style, and the many special effects for weapons and explosions are sharp and fluidly animated. The whole game has a satisfying quality that comes from a strong marriage of art and sound design, so every jump landed, missile fired, or enemy exploded feels good. Of course, this also means that every missed jump or laser to the face feels like a crushing defeat, but once you hear the thumping tunes your motivation returns in full force. The menus and HUD elements are also packed with charming little details, and overall the game's presentation is oozing with effort.
Altogether, Dakko Dakko's Wii U debut is a remarkably charming title with deep platforming action and top notch presentation. In a time where most games are too busy talking at you and rendering explosive set pieces that would make Michael Bay blush, it really is refreshing to see a game like Scram Kitty, so totally focused on just being the best game it can. To me, this is the kind of game Nintendo consoles are made for: fun, quirky, and challenging.
On a side note, I think it's worth mentioning that this entire post was done exclusively on my Wii U gamepad. Pretty neat, and actually very relaxing after being at a computer all day!
UPDATE: Wow! A whole lot of spelling mistakes! That's what I get for typing on the gamepad, I guess...
The improbably named Scram Kitty and his Buddy On Rails is one of many treasures to hit the eShop this year, and has been on my radar for some time. The crisp visuals, fast gameplay, and of course, bewildering name all captured my imagination when it was first announced. Now that I've finally got my hands on it, I'm pleased to say it far exceeded my expectations. Beneath the slick presentation is some truly devious design, resulting in a game that will push even veteran players to previously unheard of levels of frustration and satisfaction.
In theory, the game's premise is simple. It is essentially a 2D platformer, with the unique twist of having the player affixed to a series of rails, as the title would imply. This allows Buddy to traverse walls and ceilings just as easily as the floor, and creates some truly mind bending platforming. Gravity and momentum work wonders in allowing players to jump and swing in unexpected ways, and the labyrinthine stages will have players moving in 360 degrees of fast paced action. It's a bit like Mario Galaxy in 2D, only its really nothing like that at all.
While the platforming is conceptually quirky, it is the devilish design of the stages themselves that bring out the best this system has to offer. Huge, maze like, and occasionally hiding Metroid style puzzle and exploration, each stage feels like a carefully crafted play set, and can even be a bit daunting. To truly complete each main stage, players must complete all 4 objectives, which include finding the goal, defeating a hidden mini boss, collecting all of the coins, and chasing down a fast moving target. 100% success comes from mastering the traversal of each stage, a feat that requires both expert us of the rail jumping mechanic and careful study of the structure of level. It's a system that can definitely breed frustration, but just as often rewards with a feeling of accomplishment at a job well done.
Although Scram Kitty's design may be decidedly old school in its sense of challenge, its audiovisual presentation is thoroughly modern, with slick, colorful graphics that blend 2D and 3D, and an extremely catchy techno soundtrack. Each area has both a distinct visual style, and the many special effects for weapons and explosions are sharp and fluidly animated. The whole game has a satisfying quality that comes from a strong marriage of art and sound design, so every jump landed, missile fired, or enemy exploded feels good. Of course, this also means that every missed jump or laser to the face feels like a crushing defeat, but once you hear the thumping tunes your motivation returns in full force. The menus and HUD elements are also packed with charming little details, and overall the game's presentation is oozing with effort.
Altogether, Dakko Dakko's Wii U debut is a remarkably charming title with deep platforming action and top notch presentation. In a time where most games are too busy talking at you and rendering explosive set pieces that would make Michael Bay blush, it really is refreshing to see a game like Scram Kitty, so totally focused on just being the best game it can. To me, this is the kind of game Nintendo consoles are made for: fun, quirky, and challenging.
On a side note, I think it's worth mentioning that this entire post was done exclusively on my Wii U gamepad. Pretty neat, and actually very relaxing after being at a computer all day!
UPDATE: Wow! A whole lot of spelling mistakes! That's what I get for typing on the gamepad, I guess...
Friday, March 7, 2014
Azure Striker Gunvolt Makes Me Question The Need For Mighty No. 9?
Keiji Inafune, the creator of acclaimed series such as Megaman, Dead Rising, and Onimusha has unveiled a new game from his recently formed company, Comcept. Since leaving Capcom, Inafune's studio has dabbled in all sorts of games, but this new title, tentatively called Azure Striker Gunvolt for North America, is probably the most familiar. Teaming up with Inticreates, the studio that developed the popular Megaman Zero and ZX subseries, it looks as though Inafune is getting back to his roots with a good old fashioned side scrolling action game. But there's something familiar about all this...
Yeah, not even a year ago, this same thing happened, but the game was called Mighty No. 9, and it went to Kickstarter to find funding. I was a very early supporter of Mighty No. 9 (and donated a considerable amount), but I generally don't like the fan interaction on these types of projects, and the long wait before anything resembling a finished game is shown off is agonizing. Add in some completely terrible and unfounded drama over something incredibly stupid, and Mighty No. 9 has kind of soured in my eyes. Meanwhile, Gunvolt comes completely out of nowhere, looks completely finished, looks AWESOME, and didn't require any kind of financial contribution from me to get going.
So what happened here? If Comcept and Inticreates were already creating an amazing looking sidescroller that looked to channel Megaman's spirit, why the need for kickstarter? Why the need for so much fan mongering and hyping? It's a little confusing.
Now, it should be noted that Gunvolt is only slated to release on the 3ds, which is honestly the platform that 90% of fans of Megaman or sidescrolling action would be anyway. Mighty No. 9 is shooting to launch on a staggering amount of platforms, so maybe Gunvolt is actually a smarter project. Going after a single platform that there is definitely a market on, and taking advantage of that unique hardware is generally a smarter idea than just trying to jam your game on to everything that plays games. Lots of side scrollers in particular, including Mutant Mudds and Gunman Clive, have seen significantly higher sales on the 3ds than other platforms, such as PSN and Steam, combined. Sales trends would seem to indicate that the audience for side scrolling action games is mostly on Nintendo's handheld. This isn't surprising, though, considering side scrolling action would tend to appeal to very dedicated players, most of which are going to be playing on a dedicated handheld.
In any case, I'm excited for Gunvolt. I'm much more excited for it than I am for Mighty No. 9 at this point. The lack of fan interaction, community management, crowd funding and grandstanding in this project has refreshed my outlook on Inafune's new company. Whereas Mighty No. 9 seemed to put literally everything before the actual game, Gunvolt has done it right.
Labels:
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Saturday, August 11, 2012
Good DSi Game! Ace Mathician
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| What the heck is a Mathician, anyway? |
So math was really never my strong point. Some of that had to do with my gnat like attention span as a student, as I spent most of my time doodling Saint Seiya and Fist of the Northstar during math class, but I think I can safely say that math and I never really got along. Knowing this, I was somewhat hesitant to download Ace Mathician, fearing that I would lose interest once the math element frustrated me. I'm pleased to say that this was not the case.
Ace Mathician is basically a simple platformer, with an interesting twist. Platforms can be moved by entering an equation, similar to the graphing function on a high end calculator. Luckily, the game only gives players a handful of options in each stage, which are all single screen affairs, so the correct equation or series of equations is never too far out of reach. As the game progresses, levels introduce new elements, including simple enemies, multiple equations, and even some slightly advanced math type stuff. It's nothing you need to crack a text book open for, but it's nicely challenging.
Although it's usually pretty simple to get to the goal, each stage has three gold stars that require some tricky math and careful platforming to collect. Snagging all three stars in every stage of a world unlocks a bonus stage, and collecting every star in every world unlocks a whole bonus world. There are stars to collect in the bonus world, of course, but they don't unlock anything. The game's gotta end eventually, right?
This is my first experience with Goodbye Galaxy games, but after playing Ace Mathician I'm very interested in checking out their previous work, Flipper and Flipper 2: Flush the Goldfish. The charming pixel art, catchy music, and quirky gameplay make for a very appealing and approachable package, and the $1.99 price tag certainly doesn't hurt.
If any of this stuff sounds interesting to you, I highly recommend you check out Ace Mathician on your DSi or 3DS, or at the very least take a peek at the official website.
Thursday, August 2, 2012
More Super Mario & Luigi
Been keeping fairly busy with various artsy things, some of which I unfortunately can't post here as they are either for paying clients or are part of bigger projects that won't be revealed for some time, but I am trying to make sure I have a good deal of stuff for this site.
Recently I've been going through some of my old comics, and thought I might start periodically posting pages of some of the longer ones, just for the sake of having them readable again. I used to do a pretty long webcomic called Basurake, which I unfortunately had to stop because it was very time consuming and no one was reading it, but I may get back to it just for yucks. I guess we'll see.
In the mean time, here's one more bit of artsy goodness. This is my entry for a Zelda tribute called Link's Blacklist. It's the Nightmare, or Dethyl, the final boss from Link's Awakening. Enjoy!
Wednesday, July 25, 2012
More Comic Goodness
Today's random bit of comic goodness, featuring Dillon's Rolling Western! I thought it would be fun to do a game that was relatively new, and there's a sad lack of attention for this wacky little gem. I've done Dillon fan art before, twice, as a matter of fact, but this is the first time I think I actually got him more or less on model.
This was actually pretty hard for me, because Dillon has a very abnormal body type. Animal people are always sorta hard for me to draw, particularly when they're more animal than people. I'd like to draw more of Dillon in the future.
I desperately want to do a feature on Deadly Towers, as I've found it to be one of the most sadly misunderstood games of all time. It's basically Dark Souls for the NES, and is actually pretty innovative, structurally speaking. I might throw some art together in the next few days highlighting some of the game's cooler elements.
More Super Mario & Luigi coming sometime this week as well!
This was actually pretty hard for me, because Dillon has a very abnormal body type. Animal people are always sorta hard for me to draw, particularly when they're more animal than people. I'd like to draw more of Dillon in the future.
I desperately want to do a feature on Deadly Towers, as I've found it to be one of the most sadly misunderstood games of all time. It's basically Dark Souls for the NES, and is actually pretty innovative, structurally speaking. I might throw some art together in the next few days highlighting some of the game's cooler elements.
More Super Mario & Luigi coming sometime this week as well!
Monday, July 23, 2012
The Nintendo Comics System
Anybody remember that? It was the goofy label that the old Mario and Zelda comics had in the 80's, along with the Nintendo Cereal System... it was weird times.
Anyway, I sorta miss the days when we got all sorts of weird comic adaptations of games. I have such fond memories of the Super Metroid and Star Fox comics from Nintendo Power, or the amazing Ishinomori Link to the Past comic! It's a feature I think is sorely missing from modern publications, and I like to think here at Doki Doki Arcade I strive to channel those magical days... when I actually post anything, that is.
In keeping with today's headline, here's some new Nintendo themed stuff.
Some cover art type stuff for Super Mario and Luigi. I wanted to post this up with the pages yesterday, but it looked god awful. I reworked it today, and I'm thrilled with the results.
Not part of a bigger comic or anything, but I wanted to have a go at doing a colored comic. In this case, it's an adaptation of the first boss-ish encounter from Link to the Past. I'm pretty happy with that bottom panel. I loved the ball and chain knight when I was a kid.
Okay, that's it for today. I feel like in my head all of this stuff is building up to some awesome project. I guess we'll have to wait and see!
Okay, well that's it for today!
Anyway, I sorta miss the days when we got all sorts of weird comic adaptations of games. I have such fond memories of the Super Metroid and Star Fox comics from Nintendo Power, or the amazing Ishinomori Link to the Past comic! It's a feature I think is sorely missing from modern publications, and I like to think here at Doki Doki Arcade I strive to channel those magical days... when I actually post anything, that is.
In keeping with today's headline, here's some new Nintendo themed stuff.
Some cover art type stuff for Super Mario and Luigi. I wanted to post this up with the pages yesterday, but it looked god awful. I reworked it today, and I'm thrilled with the results.
Not part of a bigger comic or anything, but I wanted to have a go at doing a colored comic. In this case, it's an adaptation of the first boss-ish encounter from Link to the Past. I'm pretty happy with that bottom panel. I loved the ball and chain knight when I was a kid.
Okay, that's it for today. I feel like in my head all of this stuff is building up to some awesome project. I guess we'll have to wait and see!
Okay, well that's it for today!
Saturday, July 21, 2012
NEW COMICS AND SUCH!
A few things today. First of all, I'm gonna try to be a little more on the ball with putting art up here. Not just game related art, but just general stuff as well. I'd also like to start doing somewhat more substantial stuff, like comics with ongoing stories that people could actually follow. I'd like to keep doing Doki Doki Arcade as well, but those are totally dependent on me thinking up jokes...
Anyway, one of the projects I've been working on for a little bit actually IS video game related, and so I'm going to introduce that now. Presenting SUPER MARIO and LUIGI!
More to come very soon, but this seemed like a proper resting point. Any Pauline fans out there (does such a thing exist?) don't worry! She won't be like this the WHOLE time.
Also, just for laughs... I'm playing Deadly Towers. More on that later.
Anyway, one of the projects I've been working on for a little bit actually IS video game related, and so I'm going to introduce that now. Presenting SUPER MARIO and LUIGI!
More to come very soon, but this seemed like a proper resting point. Any Pauline fans out there (does such a thing exist?) don't worry! She won't be like this the WHOLE time.
Also, just for laughs... I'm playing Deadly Towers. More on that later.
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