Dark Souls 2 Review

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Dark Souls 2 takes two steps forward, and one step back, but even then it’s moving forward for the series.

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((The following review was composed with a 1000 limit and represents an example of a review I would like to pitch in the future. Criticism and notes would be helpful. Please note that the following is an example of work on my own without an editor or more experience with professional reviewing.))

Dark Souls 2 is the highly anticipated sequel to the critical and cult hit that seemingly carved a new niche in action RPGs. Dark Souls, and its spiritual predecessor: Demon’s Souls, received much critical acclaim because of the unforgiving gameplay, tight controls, eldritch medieval world, and inconspicuous storytelling. I’m happy to say that Dark Souls 2 gets most everything right, and when judged on its own, is an unquestionably great game. Dark Souls 2 feels like a culmination in the Souls series, as the game feels like a mix of both Demon’s and Dark, for better or for worse.

In Dark Souls 2 places you in the role of an individual cursed with being an undead. Like others you will meet along the way who share your fate, you’ll find yourself in the land of Drangleic where you will die again and again, to the laughter of old women.

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Demon Soul’s had a similarly streamlined story, and your mileage may vary for the veiled storytelling. Many who will play this game will likely miss out on 80% of the lore because it’s simply unreasonable to assume a player will be able to pick up all the items, much less follow along the several narratives and legends. And as a sequel to Dark Souls, there is an increased focused on tying items and lore to Dark Souls, so if you’re jumping into this sequel, even those references will be lost. What new players will be left with is an incomprehensible plot from beginning to end, but for those that have been there from the beginning, your efforts will be rewarded. Another glaring fault in the storytelling is the lack of motivation for the player to continue the journey other than the simple reasoning that there is a world to explore and bosses to kill.

A lot of controversy has been brought forth due to the fact that the fantastic visuals of the game was lowered from the trailers to the actual gameplay. This is nothing new in video games, but it’s just a shame that a lot of the atmosphere in the trailers is lost in the gameplay. Shadows aren’t as dynamic, and corridors no longer as dark. It’s jarring, because the new torch mechanic is nearly useless with the change of dynamic lighting. While playing, I was disappointed in what I thought was a lack of diverse environments. The first half of the game seemed to be nothing but disjointed castles and forests, broken up by the occasional sunset. Luckily, the second half of the game was much better, featuring sprawling mountains with dragons swooping and bellowing, and a large tree shading a perilous lake.

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There is minimal back ground music, instead favoring the low ambient noises and sounds from the fiends before you. During bosses, and some key areas, we’re treated with fitting Greek opera. All of the ambient noise and visuals combine to continue the pressing depression drawing into the setting.

The Souls series has separated itself with its tight combat, and in Dark Souls 2, it has generally stayed the same, which is one of the best compliments I could give the game. New additions like a dual wield “power stance”, new combo animations, new weapon types and enhancements, and new spells add flair to an already interesting and solid combat experience. Back stabbing and parrying still exist, but magic has received a needed boost, allowing spells to home easier and be actually used in PVP.

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But then we get to the armor, and it’s here that we see the cracks in the beauty. For some reason, encumbrance was altered so that so long as you have less than 70% equip load, you’ll still roll nearly as well as someone with less, which favors a more armored build. The difference between having 70% and having 25% seem minimal, seemingly to affect movement speed to a small degree. With a system that favors armor, one would think that armor would play a bigger role. Frequently, I would fight a boss fully armored with as much physical defense as possible, only to get hit twice and die. After switching to a more agile armor set, seeing if I could outmaneuver the boss, I died after two hits. This pattern would repeat throughout the game, which seemed like the only point of armor was for aesthetics and PVP builds.

Another major annoyance was what seemed like an increased focused on pitfalls and environmental hazards, specifically poison. The previous Souls games had their share of natural hazards, but the bottomless pits and poisonous floors seem much more apparent in Dark Souls 2. When a death comes about by an enemy or by another player, it’s likely because you didn’t know better, or approached the situation wrong, but in some of the levels where the ground is obscured, the deaths feel cheap and infuriating.

But when your journey has come to fruition, and there are seemingly no new titans to conquer, Dark Souls 2 is there with actual end game content as opposed to the tradition of doing it all again with New Game +. With Dark Souls 2, there is a larger focus on factions, some specifically in helping the player, and some designed to battle other players. These new factions open up things such as 1 on 1 PVP arenas, gauntlets players can set up to test other players, and an optional dungeon and boss. With the ability to change your appearance, stats, and refresh areas with bonfire ascetics, there’s little reason to make new characters.

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Dark Souls 2 is a great game with some flaws, but in today’s standards of checkpoints, quest markers, and extensive tutorials, Dark Souls 2 stands out as an excellent game that makes you work and put effort into it, and the result is an unparalleled sense of victory.

I give Dark Souls 2 an 8/10.

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Personal Opinions: What Is Wrong With Bravely Default

I put “Personal Opinions” to justify why I don’t pitch an article to some paying outlet.

Here, I wanna talk about the games I recently finished and what I take out of the game when all is said and done. I would love to type a more in-depth and professional piece, but I doubt many publications would like to pay me for my personal opinions at the moment, and I want to talk about the games I play with people who may have played it as well.

I recently had the pleasure of finishing one of my most highly anticipated games; Bravely Default for the 3Ds. I’ve had my eye on this gem for over a year, and I’m proud to say that the game did not disappoint. From start to finish, despite the flaws and annoyances, it was the characters and battle system that ultimately won me over and made Bravely Default one of my favorite JRPGs.

From left to right: Edea, Tiz, Agnes, and Ringabel.

From left to right: Edea, Tiz, Agnes, and Ringabel.

I could write glowing praises for this game, and it would deserve it because it is just that good, but some things stand out and take away from it being a flawless experience.

1. Backgrounds, Dungeons, and Character Models

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In Bravely Default, part of the draw is the gorgeous hand painted backdrops… for the towns and battle back grounds. For dungeons and character models are all represented by 3D models that, while adequate in their own right, aren’t the same hand painted deliciousness that the towns are.

Also, the heroes themselves are more deformed than the rest of the cast. This is fine save for the fact that the characters are all young adults (no matter the version you play), and interact often with other adults, but these other adults are represented by longer proportions and more adult features, making the four heroes look a lot younger than they are. This is especially distracting when the character, Edea, stands next to her parents and looks every bit a child.

It could be argued that the child-like proportions represent just how young these heroes are to be changing the world, but due to the fact that Bravely Second is rumored to be changing the proportions, I doubt it.

2. Edea’s Motivations

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Edea is the last party member you gain, and one of the most outspoken. She’s a dynamic character that stands out in a party of (mostly) dynamic characters. She has a strong sense of justice that aligns with the party… and that’s it. Her sole reason for joining the party is to set right what her country is doing because she believes its wrong… despite being raised on it. The only reason the rest of the party accepts her is because Ringabel is drawn to her via his journal and convinces the others to let her join.

At one point in the game, you must play as Edea, which means only she can do something the others can’t, but this happens mid game, and after that, she’s really only along for the ride. If a game starred her, it would be called: Bravely Involving Yourself: Other People’s Business.

3. Tiz And His Vague Power And Decision

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Tiz is set up to be the protagonist, he is the first and last perspective in the game, and he has some unknown importance. This, however, is false, he is actually the deuteragonist to Agnes. I absolutely love this, as it’s a perfect set up for his supportive relationship with her.

However, midway through the game, it’s hinted at that Tiz is like a transformer, and more that meets the eye. This isn’t addressed again till the end, when his power suddenly become relevant. There’s no progression in this plot point, and no foreshadowing save for the one vague mid-game statement. The power is never fully explained in the game and left vague. At the end, Tiz makes a decision that makes no sense, and although appears to be selfless, turns out to be selfish.

It seems like we’ll be seeing Tiz again, so maybe this plot point is going to be addressed.

3. What The Hell, Ringabel?!

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If Tiz is the deuteragonist, then Ringabel or Edea is the tritagonist.

There is a plot twist late game, like any good story arc. The problem is that the plot twist is revealed early in subquests, then again a bit later through the main story. Ringabel is the first to figure things out, and even lets Tiz and Agnes in on the plot twist that will enviable come (its assumed that Edea is informed, but it’s never stated).

From there, nothing changes. The party still falls into the plot twist and acts surprised when it happens. Ringabel has ample time to warn the rest of the party, but they do nothing about it. This is mainly due to Agnes wanting to beat a dead horse, but still, Ringabel does little to prevent the plot twist, just warn the others, and sit back and watch it all go to shit. Way to go, Ringabel.

4. Agnes Has The Worst English Voice Acting

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Most of the reviews for Bravely Default say that the English voice acting is less to be desired, but the voices all seemed to work well, save for one…

Agnes’s voice only seemed to portray tragic and sadness, and nothing else. Her voice was grating, and did little but distract from an otherwise strong character. Agnes wasn’t the strongest personality in the party, but as the protagonist the story only moved through her direct actions. She was the catalyst and sole survivor for an ideals put under fire… And all of it fell a bit flat with the breathy whiny voice Agnes speaks with.

5. Everyone Is Vague Because…?

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Very few people in the world agree with Agnes. Even fewer people give reasons for why they do. Some people are killed because they don’t agree, but instead of explaining why the party is wrong in their opinion, they instead expire with basically a big ol’ “screw you people, you suck”. This extends to the whole game, and gets very annoying.

6. “You Mean We Can Live A Great Life? …Nah. Check Please.”

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The party makes mistakes. They stumble through their adventure. They learn, they grow, they start to do things better. They realize their ways may not be set in stone.

SPOILER! DO NOT READ IF YOU DO NOT WANT PART OF THE STORY REVEALED!

When the party starts to cross worlds, one of the worlds to test their resolve is a world where their direct actions don’t bring the world down. In this world, Tiz’s brother survives and he doesn’t. Olivia survives and Agnes doesn’t. Edea is killed and Alternis Dim gives up his position. The result is a place where the trans-dimensional party belongs to, a place where they are needed and desired, and they would make the world a better place simply by being there for the ones they love. Naturally, the party decides to leave this world in order to get to the source of the chaos.

But in the end, when they do set what is wrong right, they are given the chance to return to this world. Instead, they decide to go to the origin world. A world made progressively worse because the party didn’t know better.

I mean, I get it. They want to live with their decisions. It’s better to live with your decisions than to run from them… But what’s done is done. Their being involved in their origin world serves little good. Instead, why not live in a world where they are needed?

7. Late Game Mechanics

All pictures not provided by me.

All pictures not provided by me.

In the latter part of the game, once all the jobs are unlocked, the game decides to ramp up the difficulty, nearly forcing players to get to level 99 with maxed out jobs. Assuming this, the game starts to throw new mechanics to screw you over, like unavoidable resistance downers and, in the case of the final boss, unavoidable instant death.

The results became me playing classes and mixing skills that felt like I was exploiting the system instead of playing the classes and skills I wanted to base each character on. It cheapened my experience, but it felt necessary with the curve balls the game started throwing. Ultimately, yes, it was my decision to play these classes, but the difficulty spike in the final chapters warranted it.

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These flaws bring the game down from being perfect, and a lot of these are just nitpicking. The desire is to spark discussion, and maybe any points you had with the game. I loved it, and the sequel looks to rectify many of my complaints. Let me know in the comments how you are enjoying the game!

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Life After Kodoku

Been a while since my last post, hasn’t it?

Well, since my last post, I’ve graduated from the community college I went to, and started attending Virginia Commonwealth University as a full-time Mass Communications/Printed Journalism student.

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My life has been a series of papers, readings, quizzes, and exams, and I hardly have free time on top of all my other obligations in my life. But on top of all that, I realized that this blog wasn’t going to do what I wanted it to. There would be no way I could make this blog into a central hub and a launching point for my career. Actually, it could have very well been possible, but I decided I would instead try to take the freelance approach, as I could dabble in freelancing while still attending college. Plus, it would be a great portfolio builder.

So this blog fell by the wayside. If it only affected me then that would be fine, but unfortunately in hopes of expanding the blog,  geekbabel joined and was very enthusiastic about doing the work. He was professional and great to work with, and I’m sorry we haven’t even kept in touch. It is entirely my fault.

And likewise, we both received copies of a review code for Big Sky Infinity by the awesome developers at Boss Baddie. The understanding was that we would both cover the game in our own ways, and thus get the word out for the indie title. Unfortunately, things piled up one after another, and despite geekbabel writing up a preview for it, the understanding was that I edit all posts, and since I wasn’t around, the preview was never posted. So, as stated before, it really was my fault things fell through the cracks.

So I’d like to personally apologize to both geekbabel and the excellent people at Boss Baddie who took a chance on us, and I ultimately let down.

(P.S. Big Sky Infinity is a great shoot em’ up and lends itself well to the Vita twin sticks.)

So after all that’s said and done, what’s next for Game Over You Suck, and myself? Well, this blog will be less ambitious, more personal, and will also track any freelance work I do. It will become a place were people can contact me both personally and professionally.

I myself will start to look for freelance work part-time, while I full-time attend school. Originally I went with the name Chris Kodoku to make myself stand out from other journalist, but for the sake of professionalism, I’ll be going by my actual name; Chris Detrick.

The imp mask I always drew myself wearing was apart of the Kodoku mentality to make myself stand out. I still enjoy the imp mask look as an image, so much so that I actually made a physical mask. The idea was that I would wear it for interviews or streams somehow. The mask itself is solid and has no way to view through it, and besides that, it would be super unprofessional to interview a developer while wearing a silly looking blue mask. So I won’t be exclusively having the mask as an image relating to myself. But I’ll likely be keeping the imp mask as an image for the blog and myself on this blog.

About 10 hours of work right here.

About 10 hours of work right here.

So what does it all mean from here for you? Well, hopefully more timely updates and more communication to me. I love talking to people about video games, writing, anything nerdy really. If you are a game developer who for some sheer reason or coincidence reads this, I am an eager freelance writer and I would likely love to interview you.

Either way, you can contact me at chrisericdetrick@gmail.com or through wordpress here.

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Delver’s Drop Q&A With Vision/Creative Director of Pixelscopic, Ryan Baker

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A few days back I happened upon an interesting looking indie title call Delver’s Drop. It caught my because of its top down, hack in slash nature which was very reminiscent of the early games of the Zelda series such as Link to The Past and Links Awakening. It also has a beautiful high-definition 2D aesthetic. Unfortunately other than a single video, teaser site, and a few screenshots scattered about the inter-webs there was no information about the game. So being the impatient gamer that I am I contacted Pixelscopic, the team developing Delver’s Drop, and within just a few days they got back to we with more information than I could have hoped to received.

“Over all how would you describe Delver’s Drop to someone who may not have seen or heard about it previously, in terms of story as well as gameplay?”

Delver’s Drop is a 2D Action RPG with fluid physics-based movement, snappy combat, shifting dungeons, and a rogue’s gallery of character classes that can be individually leveled. With an emphasis on mystery and dynamic gameplay experiences, the game features randomization for infinite replay, enigmatic puzzle permutations to unravel, multiple narrative paths, customizable character growth, and layers of secrets to unearth.

You play as one of many adventuring miscreants imprisoned for unknown reasons in a dungeon atop a towering, ever-changing castle complex. Built up over countless years of construction, this labyrinthine structure forms a maze of interlocking rooms which mysteriously shift in a constantly changing layout. The prisoners are released one by one into these depths, and challenged to find their way to freedom. But to do so they must brave the Drop: a pit that tunnels deep into the mountain’s core and connects the castle’s deteriorating layers, each of which contains puzzles that must be solved in order to open the Drop to the descending levels. As they explore deeper, the adventurers begin to unravel the true reasons for their imprisonment, while discovering that other, darker secrets lie in the castle’s deeper vaults. When one prisoner fails, another is cast down into the Drop, taking advantage of their predecessors’ progress. But for every dubious hero that you fail to keep alive, a darker threat will await the next unlucky delver…”

“After doing a bit of research I’ve come to understand that there is a class system. How many classes will there be in the game and how far does one class vary from another?”

“The current plan is to have 5 playable classes at launch. We may add more classes later through expansions depending on its success and fan interest. We think about our classes as a combination of traditional RPG classes with unique levelable abilities or perks crossed with more arcade-style character types with unique action moves, play mechanics, and strategies like the characters in a fighting game. Although we have a form of permadeath, the player is persistent leveling each class as they use it.

The classes vary in several ways:
• Each has unique parameters affecting movement, such as acceleration rate, top speed, mass, and traction to name a few.
• All classes use a specific type of melee or projectile weapon that is unique to them. The player can find additional weapons of each type as they progress.
• Classes will also have a unique special move or ability. These are still being developed, but one class may activate their special move based on achieving a certain speed of movement, allowing them to charge into enemies. Another class may activate their special by racking up a certain number of kills within a time limit, at which time they can unleash more powerful attacks.
• They also have different perks that can be leveled up through experience points – so for instance the rogue will have increased gold finds, while a wizard may be able to increase chip damage from elemental wands as they progress.
• And finally, each class will have its own set of quirky backstory elements that will be revealed to the player the more they use that character type.”

“When going into the development of the game , were there any other titles that may have inspired/influenced any part of the game whether it be art, music, or narrative, and to what extent?”

“The most obvious source of inspiration is of course the 2D Zelda games. The original internal pitch for the game idea was “Zelda meets pinball” – basically a fast, physics-based Action RPG that would rely on speed and impact to knock enemies around the room. Another early inspiration was Geometry Wars, with its fast navigation, changing weapon types, and enemy behavior patterns. As we worked on the game, and developed the world though, it started trending back toward a more straight-forward Action RPG in order to keep the combat tight and enjoyable for the genre. However, we obviously don’t want to just make an HD spinoff of the Zelda play style, so we actually started compiling a list of other action RPGs (or games with action RPG elements) for additional inspiration. Some of those include roguelikes, Ys, Half-Minute Hero, Rolan’s Curse, Diablo, Torchlight, Borderlands, and some other recent games that we feel are spiritually similar like The Binding of Isaac and Spelunky.

As for the more aesthetic inspirations – I think the biggest inspiration has been the simplicity of 8-bit graphics. I have a lot of experience doing pixel art on the DS, and I developed a real appreciation for what can be achieved within the restraints of limited detail and low color numbers. So while our game is not done in pixel art, I want the vibe of the artwork to feel like an HD painting based on the feel of pixels. So there are fewer colors, sharp lines between color areas, chunky details and highlights.”

“What platforms are you looking at for the release of Delver’s Drop? Do you have any plans to develop for console platforms such as PSN and Xbox Live Arcade?”

“The current plan is to release on PC, Mac, iOS and Android. We would consider a Linux version if there is enough interest. As for consoles – we have nothing planned at this time, but since our heritage is in the console and handheld arena, we would definitely love to make a console port if the opportunity presented itself.”

“What would you say are your biggest challenges for Pixelscopic in the development of, not just Delvers Drop, but any project you undertake as an independent developer?”

“In general, the biggest challenge for a small studio like ours is finding a balance of paying contract projects, while also continuing to work on our original games. It’s a struggle both in terms of creating a sustainable financial situation, but also creatively since jumping back and forth between your own project and contract work can be difficult to balance. The other large struggle is working on an original project that you are so passionate about, and having to make cuts either to refine the design or to simply keep the project on schedule and on budget. Sometimes what you leave out is more important than what you put it when trying to create a balanced design, but unfortunately you never stop coming up with ideas. Hopefully some of these ideas see the light in future games, but it’s never easy taking the axe to them or set them on the shelf.”

“When can we expect the game to hit stores?”

“The goal is to have it available for PC and Mac by summer 2013. We have not yet decided if the iOS and Android versions will be a simultaneous launch, or will come shortly thereafter.”

So, what do you think? Personally I can’t wait, plain and simple. If you like to find more information about Delver’s Drop you can go to their main website or the teaser site and sign up for their news letter.

Thank you for reading. I would like to thank Ryan Baker for taking the time to answer my questions, and all the people at Pixelscopic.

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SteamKick!… Nope, that’s not it either.

So I have a confession to make. I haven’t come up with a title yet. I tried so hard, and got so far, but in the end it didn’t even matter. But really outdated song references aside, the most important thing is that we keep on kickin’ and we keep on… steamin? It’ll come to me someday, but for now here are this weeks candidates.

KICKSTARTER: SIR, YOU ARE BEING HUNTED 

Sir, You Are Being Hunted is a first person survival shooter being developed by independent developers Big Robot. Your character is stranded on an archipelago and is desperately trying to escape. But in order to do so you must evade/combat robotic sentry’s that roam the land, loot nearby abandoned villages for supplies, and collect fragments of a mysterious machine that will supposedly allow you to leave.

Do you like stealth? Do you like exploring an open world that is generated as you go, almost guaranteeing you’ll never have the same experience twice? Then why is your money not making contact with your screen? Sir, You Are Being Hunted is exactly the direction what I need to get me into the survival shooter genre. While I can understand the popularity of games like DayZ which provide feeling of never-ending gameplay, I feel that having an overall goal to work towards, other than staying alive, makes the experience, and the amount of time spent killing and collecting all that more worth it.

As of this article being posted the project has reached £80,637 of its £40,000 pound goal. After reaching twice its original goal it’s more than safe to say that this game will be finished.  By pledging £10 or approximately $16 you can pre-order the game and receive it before launch  If you decide to pledge more I highly recommend researching the conversion rate between your country’s currency and that of the pound sterling.

STEAMGREENLIGHT: PRIMORDIA

Primordia is a point and click adventure in development by Wadjet Eye Games who have over the recent years have made a name for them selves by producing some of the greatest point in click adventures in the market. Some of you may remember titles such as Gemini rue, The Blackwell Deception, and more recently Resonance. While challenging puzzles have always been to draw of the genre, Wadjet Eye has always put a heavy emphasis on story and Primordia doesn’t appear to be any different

Set in a post-apocalyptic world strewn with cast-off machines, Primordia tells the story of Horatio Nullbuilt, a stoic robot who values his solitude and independence. Horatio spends his days studying the Book of Man, sparring with his droid companion Crispin, and tinkering with the airship they call home—a peaceful existence that becomes threatened when a rogue robot steals the energy source that the pair needs to survive. When Horatio and Crispin’s search for energy brings them to the dazzling city of Metropol, the simple quest to recover their stolen power core leads to unexpected discoveries about Horatio’s origins and a new understanding of the legendary humans who walked the earth before him.

If you want to help Primodia make it on steams next greenlight line up then click the link above and vote!

Well that’s it for this week guys If you have any suggestions for future candidates then feel free to post them in the comments and I swear by next week I will have a name for this series of articles. Have a good week!

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Big Sky Infinity Q&A With Lead Developer, James Whitehead.

As a huge fan of all things “shoot’em up” it makes me sad to see the genre fade into obscurity with only a few titles here and there over the years. Which is why i was more than ecstatic to see the announcement trailer for indie developer Boss Baddie’s new game Big Sky Infinity. I couldn’t wait to learn more. So much, in fact, I  sent a few questions to the developers, and they graciously replied. Below are those very same questions answered by none other than James Whitehead himself, owner and lead developer of the Boss Baddie team.

1. How would you describe the overall concept of Big Sky Infinity?

It’s a fast-paced twin stick shooter with dynamic gameplay that adapts to player performance – you’ll never play the same game twice! It’s full of huge bosses, intense events, hordes of enemies and a cheeky cockney narrator!

2. What do you feel are the most significant aspects that set this game apart from other titles within the “Shoot’em Up” genre?
It’s not just about shooting, it’s also about drilling too! You have to evade masses of laser fire and always be ready to hit the drill button so you don’t smash into a fast-moving meteor or planet. It borrows bits from different shooter genres, all wrapped in a pretty 1080p bow.

3. What would you say are the most important ways Big Sky Infinity has changed from its predecessor, Really Big Sky?
There’s a whole new look thanks to the guys at VooFoo, it looks amazing in full HD, and the PS3 version supports stereoscopic 3D too! We’ve got trophies, online highscores, new content such as bosses and enemies, a fantastic new soundtrack and voice over – which is around 4 times bigger than the original Really Big Sky script. There’s a really cool new endurance style mode too, which has a really interesting score method!
There’s a great async multiplayer mode on the Vita. You can set a challenge, like getting so many bad guy kills or flying the longest distance, and send that challenge to a friend or to a random stranger. We had a load of fun playing this during development! It’s my favorite new feature.

4. Can you explain the customization system?
As you play through the game you collect starbits, these little bits of blue currency can be spent on upgrading your ship. There are loads of categories to upgrade, and it’s a gradual upgrade system so even if you have almost no starbits left you might be able to slightly power up one weapon. After you’ve maxed out a weapon you can turn it into an ultra weapon, which is when you can really turn the tables around!

5. How does the multiplayer aspect add to the overall experience of the game?
On the PS3 you’re able to play with 3 buddies on the same screen, and the more support you have the tougher the enemies get! But you can also fight back by flying near to each other, which powers up your weapons.
On the PS Vita we have an async multiplayer mode, where you and a friend will challenge each other to beat highscores, to get the highest multiplier, to destroy the most enemies. Or you can challenge the ENTIRE universe (a randomly selected player!). We had a lot of fun playing this in development!

6. What has your experience been developing for console in comparison to pc and what would you consider your biggest challenges being developing Big Sky Infinity overall?
In many ways consoles are easier. On the PC side we had to consider slower machines, and sometimes some hardware wouldn’t work correctly. Consoles “one size fits all” approach means we can focus purely on the game and not worry about incompatibilities.
Consoles gives us some great opportunities to do cool things such as cloud saving, asynchronous multi-player, etc… that would be really time-consuming to code on PC, consoles support these things straight out of the box.

7. Are there any plans to release on other platforms such as PC and XBLA?
No plans yet, but you can pick up the prequel (Really Big Sky) on Steam right now!

8. When can we expect to see Big Sky Infinity hit stores?
It will be available to download from the PlayStation Network Store on 11th December in the US and 12th December in Europe.

Well there you have it folks. Big thanks to the Boss Baddie team for their time. It won’t be long until we can grace the starry skies of Big Sky Infinity. If you’d like to learn more here is a link to the official website.

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Comics: Pee-U!

The WiiU has just been released, and consumers can’t get enough of it. Despite my apathy towards it, the market as spoken, and it’s release signals the new console generation.

Like with any release, there are a few flaws and glitches, even a report of someone accidentally hacking into the console and having the ability to see how many users are in each of the WiiU’s features and being able to delete their passwords, like some sort of Mii-God.
Eventually, I know I’m going to crack and get one.

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