On the Sunday just passed I attended a fairly local event in Scotland, Play Expo Glasgow. Scotland has always been a hub for game developers, with deep roots in game development history. Such as the original, and continued, development of Grand Theft Auto. Last year, I attended Resonate Insomnia and its great to see more gaming events popping up!
Just a couple of days ago I posted about 10tons Ltd vertical top down shooter Xenoraid. Looking like a mix of FTL and Asteroids. Xenoraid offers a new arcade experience to players who want to try something a little retro. The missions are procedural generated and there are a large expanse of levels to progress across. If you missed the trailer before, then check it out below:
Xenoraid by developer 10tons is bringing an Asteroids style game to the Xbox Marketplace next week. The Finland developers have created an arcade style game with an aesthetic of Faster than Light. Watching the trailer gives a sense that the game-play will be fast paced not dissimilar from Geometry Wars yet still creating a nostalgic retro feel of Asteroids.
Rising Star Games, the minds behind titles such as Harvest Moon for 3DS (couple of my favourites) and titles such as Cloudbuilt and Deadly Premonition have announced the release of a new arcade pixel art style rogue like game called 88 Heroes.
On its day of announcement the team revealed 88 Heroes will be released in 88 days with 88 characters, 88 levels, 88 seconds per level and 88... wait no 4 worlds. From the trailer the most interesting mechanic to note is that every hero seems to possess an individual ability. This is an individual mechanic for every hero which will be fascinating to experiment with. Every-time you die you get a new hero with different abilities. They have announced a number of different modes the game can be played. The classic mode has you utilizing all 88 heroes to prevent the world from being destroyed. Other modes challenge you to work as a team with a few other characters or even only use one character on a permadeath mode.
I can 88 Heroes developing the same fan-base following that Super Meat Boy developed. There will be a few of us who will play the story through and enjoy all of the quirky game design such as 'Gonan', a barbarian spin-off of the Arnold variety. But then there will be the few of us that will try to master every character and is abilities because I can forsee Rising Star Games adding some really difficult achievements to this game for perfectionists to reach for.
Weird space timey-wimey puzzle survival game? That just about sums up my thoughts of Albedo Eyes from Outer Space.
Upon starting the game I felt this 70's/80's vibe in the choice of aesthetic. The story of Albedo throws you right into an (almost) fight to survive. You play as John T Longy, a night watchmen at a secret research facility with an interest in science fiction comics. The opening scene has you ready to start your night shift and then everything hits the fan. The opening animations of other characters are shady at best, and the voice acting of John could have done with some degree of emotion. The first room has you trapped with a large alien creature on the other side of the door. But our hero does not panic, he merely states "The creature wants to get in" opposed to the more realistic humanoid security guard response "I'M GOING TO DIE".
Voice acting and animation aside, the real treasure lies in its gameplay. Albedo has you moving room to room piecing together what has happened. You can pick up various tools and items along the way, the first being a temporal displacer (I think) that seems to show alternate realities, or at least displaced reality. I have yet to figure out an actual use for the device. For example, one of the rooms I walked into had fish swimming in the air. I don't know what the relevance was but it made me laugh.
"Flying Fish" as our protagonist John states confused. (There were also clown fish like Nemo)
Being an experienced gamer, if I say so myself, I decided to play Albedo on normal difficulty which allows the use of the hint button (click in right thumb-stick), and am I glad I could have those hints. The game had me infuriated at times when I saw no direction and John just stated something repeatedly like the end goal. Some puzzles in rooms I worked out quickly whereas others had me moving back through rooms, throwing bricks at every slightly interactive object and scanning everything with my displacer. Albedo brought out a rage in me equal to Fifa at times but the joy when I found a solution or figured out what to do was immense.