This ain’t no contest, buddy – we’re literally giving these Steam keys away for The Uncertain: Episode 1 – The Last Quiet Day.
Do you get frustrated when you don’t win contests? Upset when someone else steals the prize you so desperately wanted? Do you shout to the heavens in anger when someone else is announced as the recipient of a prize? ComonGames understands, so they’re here to bring balance back to the world.
They’ve given us 5,000 copies of the acclaimed first episode of their series The Uncertain. To win, all you have to do is click below!
I’ll let developer ComonGames take it from here:
Imagine making moral choices in a world devoid of morality. Logic rules this world, and every decision is just a set of zeroes and ones. Most concepts take a whole new meaning, and some get completely abolished. Luckily reasonable beings, even if not human, always have a choice.
The Uncertain: Episode 1 – The Last Quiet Day is an episodic story-driven adventure game set in a post-apocalyptic world. In the first episode you see it from the perspective of an engineering robot RT-217NP, who seems to be very curious about the human race, long extinct in wasting wars. Experience the mysterious vibe of each of carefully explored locations. Test your skills, solving diverse puzzles. Make fateful decisions and discuss intriguing matters to find out the whole truth being kept from you.
Classic 3D Adventure with unique story
Beautiful graphics and immersive atmosphere
Original indie soundtrack
Made using NVIDIA GameWorks HBAO+, DoF, and FXAA technologies
It certainly seems humanity has a knack for always going extinct.
To get your hands on a key, all you have to do is use the widget below. Too easy. (Also maybe tell your friends because hoo boy we’ve got a lot of these codes to give out.)
Like what you played? ComonGames is developing Episode 2 – Light at the End, and they have taken to Kickstarter to get the project up and running. Show your support for the series by backing it to help see the episodic game to completion!
The Uncertain: Episode 1 – The Last Quiet Day is available now on Steam.
Last month, Cyan Worlds announced plans for a 25th anniversary re-release of their critically-acclaimed Myst series on Windows 10. Cyan also hinted at a possible physical collector’s edition in that announcement and is delivering on that promise, but there’s a catch: the collector’s edition will be available only as a pledge incentive during the Myst 25th Anniversary Collection Kickstarter, which went live earlier today.
As explained in the previous announcement, Cyan notes in the Kickstarter description that they needed to reacquire the publishing rights to some games in the series before announcing the bundle. With the Kickstarter page live, we now know that Cyan worked with GOG.com to upgrade the games for Windows 10; they also mentioned exploring options for a future Mac release.
In total, Myst 25th Anniversary Collection will include the following seven games:
Myst: Masterpiece Edition
Riven: The Sequel to Myst
Myst 3: Exile
Myst 4: Revelation
Myst 5: End of Ages
Uru: Complete Chronicles
realMyst: Masterpiece Edition
The first reward tier, for pledges of $49 or more, will get you download codes for all seven games from Steam or GOG. The next tier of $99 or more nets you that as well physical copies of the game in a box resembling the classic Myst book; again, the physical bundle is only available via this Kickstarter. More expensive rewards include the same book-shaped bundle with an animated LCD panel, resembling the game’s in-book animations; a replica of Gehn’s pen and beetle inkwell; and a limited reward of hand-drawn Riven sketch art, which is already sold out (physical rewards include an additional shipping fee).
The target amount for the Kickstarter is $247,500, which was, in fact, surpassed tonight as I wrote this article. Cyan explained that the high goal was due to the need for a minimum number of collector’s edition orders:
To deliver a high-quality Myst collector’s edition at a reasonable price, we need to have a minimum number of orders. Based on quotes for the design, tooling and manufacturing, we’ve calculated that we need at least 2,500 orders at the $99 tier or above (2,500 * $99 = $247,500) to achieve the bare minimum and move forward. — Cyan Worlds, Inc.
According to the first reward tier description, the digital versions of the Myst 25th Anniversary Collection games are expected to launch in August. The collector’s edition and other physical rewards have an estimated delivery of November 2018. For more info, you can check out the video above, featuring Adam Conover of Adam Ruins Everything fame, as well as Cyan CEO Rand Miller (who fans will also recognize as Atrus from the games); or you can check out the Kickstarter page in the link below. For those who want to contribute and effectively pre-order the collector’s edition, the campaign officially ends on May 24th at 12:02 PM CST.
Are you excited for modern playable versions of Myst? Will you be backing this Kickstarter? Let us know in the comments below!
No, this isn’t an April Fools joke. Matthew Taranto, creator of the beloved Brawl in the Family webcomic, has been busy with developing his own game in Tadpole Treble and contributing his talents to Nintendo Force magazine. However, those who’ve missed the bygone comic might be pleased to know that he’s returning to his roots with a brand new Kickstarter campaign, wholly dedicated to the purple Green Mario doppelgänger we all know and love.
The campaign for TOO BAD. WALUIGI TIME boasts a collection of 200 brand new Waluigi-themed comics, as well as other surprises that will delight fans of the original BitF comic, for a modest crowdfunding goal of $25,000 USD. Taranto is no stranger to Kickstarter, having previously successfully crowdfunded physical collections of his original webcomic and Tadpole Treble itself.
At the time of writing, the Kickstarter campaign has already raised over half of its funding within its first day, with an end date of May 2, 2018. If you’ve been needing more Waluigi in your life, there’s probably no better tribute to Wario’s lanky companion than this!
It’s pretty common to see Nintendo-related Kickstarter pages pop up before quickly being shot down by a cease and desist from the Big N. However, the latest crowdfunded Nintendo project claims that they’re operating with permission and that their finished product will be officially licensed. The goal is allegedly to release the original 1989 prototype for Super Mario World that never saw the light of day, but the closer you look at the page, the fishier it becomes.
First of all, the idea that Nintendo would officially license a fan project to recreate a prototype is a tough sell. Secondly, this isn’t the first time this Kickstarter has surfaced. This project originally popped up about a month ago, but was quickly cancelled and then re-launched again a few weeks later.
The whole things really falls part when you examine the footage and screenshots provided. Large chunks of text are ripped directly from a decade-old article on Unseen64, as are numerous screenshots provided as proof of progress. Images supposedly showing gameplay have been ripped from ROM hack Super Mario World Beta as well. Even the footage provided is ripped directly from the same ROM hack, which was released nine years ago.
In short, this is not an officially licensed Nintendo project, and it’s unfathomably unlikely that it ever will be. Despite this, the Kickstarter has raised around $1,000 from duped fans expecting a real product. Dodge the Bullet Bill on this one by saving your money.
Love it or hate it, crowdfunding has become a huge part of the indie game development process. For many projects, these campaigns are make or break; either you meet your goal and are able to continue, or you fail, which can lead to entire projects being halted. One current project that’s caught my eye is LUCAH, a vivid, Dark Souls-inspired RPG from melessthanthree.
LUCAH is an action RPG based in the realm of nightmares and self-discovery. You play as Lucah, one of a few children with magical powers, collectively known as the Marked. People fear these powers and the destruction they can unleash, so Lucah and the other Marked are hunted relentlessly. One night, they fall asleep and wake up to find themselves in a “distorted and hellish ritual space.” This world spawns creatures known as Nightmares in order to torment the Marked to no end. It is up to Lucah to brave the Nightmares “to seek Purification and escape the Corruption that threatens to consume them.”
Upon first looking at LUCAH, you’ll probably notice the unique art style. The vivid colors that flash against a dark background. The jagged, cartoony style that’s reminiscent of a schoolkid’s notebook scribblings. There’s just enough detail on the characters and enemies to give you some idea of what they look like, while still leaving most of the more minute details to the imagination.
Though the art style may be what draws you in, it’s the combat where LUCAH really shines. Combat utilizes a stamina system (much like Dark Souls) that drains upon attacking or evading. Light attacks are faster and weaker but use less stamina, while heavy attacks are slower and more powerful but require much more stamina. You can also try to avoid damage by evading enemy attacks. If you time your dodge well enough, you can even get in a few counter attacks as well!
However, LUCAH throws a few twists into this tried and true mechanic as well. First is the paradigm shift system. As you progress, Lucah will acquire various Mantras (think attack styles) and Familiars, all of which you can switch to on a whim. By shifting paradigms, you can change your style mid-combo, allowing you to better adapt to the tide of battle.
What’s even cooler, however, is the Rewind system. Say you’re playing Dark Souls and find yourself in a real pickle during a fight. Death (not to mention all of its penalties) is a very real possibility. In LUCAH, however, you have a limited ability to rewind time to the beginning of the encounter, allowing you to recover all the health you lost during the scuffle. Though you can only use this power a few times, the Rewind ability refreshes all available charges upon resting at a checkpoint or upon death, so it encourages you to take advantage of the power.
If LUCAH sounds like a game you might be interested in, there are a few things you can do to help its development. First, you can head to the official site and download the demo. Give it a playthrough or two and see what you think. If you’re still committed to helping out, make sure to head over to the official Kickstarter campaign and consider contributing. As of this writing, LUCAH needs just over $2,500 to meet its funding goal, and it has only a few days left to reach it. If you can’t contribute monetarily (or even if you can), you can also help spread the word. Head onto Twitter, Facebook, or whatever the latest social media fad is and tell your friends about the game. Even if you can’t donate, maybe they can!
LUCAH is currently planned for a 2018 PC release, with the possibility of a console release later on. You can check out the trailer above, as well as some great screenshots in the gallery below!
When Bloodstained: Ritual of the Night finished up its Kickstarter campaign, it wound up with an impressive $5.5 million in collections. Earlier this month, we learned that Bloodstained was going to be making its way to the Switch as well, but this left a question in many minds—what about the Wii U version? That question has been answered as of today, as Creative Director Koji Igarashi announced that the Wii U version has been officially canceled.
According to Igarashi, the launch of the Switch made it difficult to get support for the Wii U hardware:
“Hello, this is IGA.
“Thank you for always supporting us. I would like to give a message to the backers who pledged for the Wii U version of Bloodstained.
“During our Kickstarter campaign, the Wii U was at the height of its popularity, but the situation has drastically changed after the release of Nintendo Switch.
“This change made it difficult to receive the necessary support from the hardware maker, which has led us to drop the Wii U development and shift the development to Nintendo Switch.
“We are very sorry that it has come to this after all your support, but we hope you will understand. We would like to respond by preparing options for our backers, such as moving your pledge to another version or requesting a refund if you don’t want any other version.
“We hope you will continue to support us.” — Koji Igarashi
As Igarashi stated, those who requested a Wii U copy of Bloodstained as a backer reward have a few options going forward. First, you can get the game on a different platform. If you want a Switch copy, you don’t have to do anything as the change has been made automatically. If you want it on a different platform, however, you need to go in and change your survey answer.
The other option is to simply get a refund. To be eligible, you must satisfy the following conditions:
You filled out your backer survey and selected the Wii U version prior to this update.
You backed at an unlimited tier ($28 to $500).
You are able to receive a refund via PayPal.
You submit your refund request before the April 20, 2017 deadline.
If you meet these requirements and desire your money back, send an email to [email protected] with the subject “Bloodstained Wii U refund.” Within this email, you need to include the email address associated with your PayPal account. In addition, if you backed at a tier that earned you two copies of the game and are eligible for a refund, they can shift your donation to a single-copy tier and refund you the difference.
While some of my Gamnesia colleagues have had the honor of discussing 2016’s gaming highlights, it now falls on me to reflect on one of the year’s most crushing disappointments. But what to choose? No Man’s Sky, although eventually cleared of false advertising charges, suffered from criticism of misleading advertising, as well as some advertised features still being absent from the game. While Pokémon GO has certainly been successful, it’s been similarly frustrating that Niantic struggled for so long to fix tracking issues, and that early-promised features such as trading have yet to arrive nearly six months later. As for my personal choice for 2016’s most disappointing game… well, I wouldn’t say it left me crying like an anime fan on prom night, but it was still pretty upsetting. So let’s talk about the only remaining game in the banner above (whoops, spoiler alert!): Mighty No. 9.
Back in the early ’90s, when I was still digging into the NES’s vast library, my first big gaming obsession was Mega Man. Fast-forward nearly 20 years, and former Mega Man artist Keiji Inafune announces the Kickstarter for a game that promises to fill the blue-bomber-shaped void left by Capcom in recent years. Nostalgia and a promising amount of successful, crowdfunded games encouraged Mega Man fans to meet the initial goal as well as the numerous stretch goals, ending the campaign with over $4 million. Yet after multiple delays that kept backers waiting over a year, the final product was not only mediocre at best, but a cluster of failed promises due to poor execution. From a business standpoint, Mighty No. 9 was an utter failure; speaking as a longtime Mega Man fan, I think it’s fair to call it not only the most disappointing game of 2016, but the biggest gaming letdown of my life.
Admittedly, I am far from an expert on the business side of the gaming industry – I recommend The Jimquisition’s overview as an excellent summary of that side of Mighty No. 9‘s struggles. But it doesn’t take an expert to realize that Inafune made too many promises when it came to Kickstarter stretch goals. By the end of the campaign, Comcept had promised PC, Mac, and Linux versions, as well as ports for nearly every console of the current and previous generations – even 3DS and Vita ports. Yet due to porting difficulties, several console ports, such as Xbox 360, failed to meet the final projected release date; even now the portable versions are still TBD.
As I look back at the list of stretch goals on MN9‘s Kickstarter page, I also find the order and priority of various stretch goals questionable. That Inafune would fund a making-of documentary for an unproven IP may or may not have made sense during my naïve, nostalgia-fuled hype phase, but it now seems odd to prioritize a film patting himself on the back before various console ports – especially when his game’s spiritual predecessor was such an icon in early console gaming.
Stretch goals for additional stages were also scattered around the list, including one for an intro stage (pretty common to the later Mega Man and X games), and another for a solo stage starring Call, the game’s “Roll” equivalent (Rock and Roll? Beck and Call? GET IT?! Sigh…). Sadly, this stretch goal provided us with one of the worst levels of the game, in which Call’s noticeably different gameplay makes the boss and various enemies unnecessarily frustrating by deviating too far from the previously established mechanics. Simply put, it appears Comcept overestimated their capabilities when announcing the various stretch goals, prioritizing quantity of content over quality of design.
As messy as the crowdfunding side of things became, what really let me down as a Mega Man fan and Mighty No. 9 backer was the sloppy gameplay and level design. I will happily point out that the game has a few decent levels, as well as some interesting ideas that pay homage to its predecessor while trying to set itself apart. The most striking difference from classic Mega Man is protagonist Beck’s “assimilation” ability. By dashing, Beck can absorb weakened enemies, sometimes earning powerups, and he also uses this mechanic to make bosses good again. The old-school Mega Man himself, a peace-loving robot who sometimes questioned the merit of saving the world through violence, would love this concept of defeating without destroying, but the game’s reliance on dashing can get frustrating. As Honest Game Trailers’ video puts it, the level design ironically seems to punish dash-happy players with “falling platforms and pits, instant death spikes, and sadistic enemy placement.” Were this a full review, I could go on for much longer about things like the tedious dialogue and hit-and-miss boss fights, some of which make you question whether Inafune ever understood how classic Mega Man works… but that might require another playthrough, and after writing this I just don’t have the heart.
2016 has truly been a bizarre year, including for gaming. It’s ironic that a fan game, one quickly shunned by Nintendo, so successfully scratched the itch Metroid fans have felt for years, while one of the names most closely associated with Mega Man failed so spectacularly to breathe new life into an old franchise’s legacy. Having completed the game once, though, I wouldn’t say Mighty No. 9 is the worst game I’ve ever played. Once I got the hang of the core gameplay and learned how to track the ideal boss order, some of the levels weren’t half bad. Even so, considering the massive nostalgia that fueled Keiji Inafune’s crowdfunding success and the various promises he and Comcept set out to fulfill, what would otherwise be just a so-so game has turned into a masterclass on how not handle a Kickstarter campaign, let alone make a single indie game.
As far as we know, Inafune is still planning a sequel to Mighty No. 9 despite these blunders, and as skeptical as I am, I truly hope he learns from his mistakes and makes a solid game.
But he would be wise to stay the hell away from Kickstarter.
With all that said, what’s your pick for the year’s most disappointing game? Let us know in the comments!
The layout of most Nintendo controllers, with a D-pad or a joystick on the left side and an array of buttons on the right, is highly biased towards people with a dominant right hand. Nintendo has never done anything to rectify this; the company has never provided any special controllers for left-handed users.
Steve DeLuca, a left-handed Californian entrepreneur, decided to resolve this matter himself and built a prototype for an NES controller designed for left-handed players, with a mirrored button layout. His creation became known as the “Goofy Foot” controller, and it gained so much popularity online that he has decided to mass-produce it. He launched a Kickstarter campaign to fund the distribution of his controller, seeking $12,000 to buy materials. So far, Steve has raised just over $2,000, and he has 24 days left to raise the remaining $10,000.
What do you guys think? Are any of you left-handed, and have you had problems in the past with Nintendo’s biased controller design? Would you consider donating to Steve’s Kickstarter campaign? Let us know in the comments below!
While Yu Suzuki and his team are hard at work trying to complete Shenmue III, they still have time to share some new tidbits about the highly anticipated game. In their latest Kickstarter update, YS Net revealed more information about the game, including new screenshots and preorder details for PC. The screenshots feature new locations, as well as a closer look at Ryo Hazuki in action. Additionally, Shenmue III‘s PC version is now available for preorder. Yu Suzuki also reminded Kickstarter backers can switch their pledged PlayStation 4 version of Shenmue III for the PC version and vice versa.
Shenmue III is scheduled to be released December 2017.
If you’re a fan of The Legend of Zelda and its iconic music, you may be interested in a new Kickstarter project. Materia Collective is currently seeking $50,000 in funding to create Hero of Time, an hour of new musical arrangements recorded live by a full orchestra. If funded, this will be an officially licensed product based on the memorable music of composer Koji Kondo in Ocarina of Time and recorded “in one of the world’s top destinations for professional recording sessions “
The project is headed up by a pair of artists with extensive experience in composing and music, including work with Zelda-themed orchestras.
Eric Buchholz is a Seattle-based arranger/orchestrator of video game music. He has been involved with the production of video game music concert tours including The Legend of Zelda 25th Anniversary Symphony, The Legend of Zelda: Symphony of the Goddesses, andPokémon: Symphonic Evolutions. Eric was also an arranger on Zelda Reorchestrated’s Twilight Symphony album and producer of Pokémon Reorchestrated’s Double Team! album, both of which were funded right here on Kickstarter.
Sebastian Wolff is the founder and director of Materia Collective, an organization of over 400 composers, arrangers, performers, and other artists who share a passion for video game music soundtracks. Sebastian is also a co-founding member of Loudr, a music licensing and distribution platform working to reinvent and revitalize the music industry for the emerging generation of music lovers, creators, and enablers.
Bucholz and Wolff plan for Hero of Time to be a “musical retelling of the story of Ocarina of Time, including key moments that occur before the game’s beginning and during Link’s concealment for seven years.” It won’t feature every song from the original soundtrack, but it aims to tell the complete story of the game through approximately 20 tracks.
If funded, Materia Collective will begin recording Hero of Time in December (the location of the recording session and the size of the orchestra will depend on how much money is raised), and they aim to release in March. Currently, the project has raised over $16,000 of the $50,000 goal with 22 days left to go. You can check out a synthesized mockup of some of the music by clicking above, and if you like what you hear you can back the project on Kickstarter.
Rare veteran Chris Sutherland and editorial director Andy Robinson, representing Playtonic Games, were recently interviewed by GamesRadar about how using Kickstarter changed the development of their new game Yooka-Laylee.
Chris Sutherland: When we started out. We thought, ‘Oh, it’ll be a small number of people, it’s mainly for us and we just need to fund it.’ Now we’re very much aware of at least 80,000 people who are going to be very, very cross if we don’t get this right.
Andy Robinson: It’s inevitable that fans will have certain expectations because of who a lot of the key members of the team are, and what they’ve worked on [such as the Banjo-Kazooie games and Conker’s Bad Fur Day]. We do feel a duty – a lot of people will have backed us because they were expecting a spiritual successor. But we also want to do something new.
Chris Sutherland: If it wasn’t for the Kickstarter, there would be a game, but it would be a much, much smaller game. Much more compact.
Andy Robinson: We’re in a beautiful renaissance for development now, where there’s lot of different sizes of games and studios and you can make games for lots of audiences. Hopefully, the expandable worlds are a means to appeal to everyone – there’s a lot of challenge in there for the people who do want to collect everything and expand all the worlds, but it also allows us to make worlds that appeal to a newer audience.
It’s clear to see that Kickstarter influences a lot of new games coming out, seeing as Yooka-Laylee wasn’t the only one getting this treatment. Mighty No. 9 is another Kickstarter game, which, unfortunately, was poorly received upon its release. We can only wait and see what path Yooka-Laylee follows.
Personally, I have great faith in the people behind many of the great games of the SNES and the N64. What is your opinion? Do you think Yooka-Laylee will turn out to be Mighty No. 9 done right? Share in the comments!
The video game industry has many members, but a select few have gained industry-wide recognition as a result of the games they’ve worked on and the influence they have among gamers and other developers. These minds have crafted some of the greatest save-the-world adventures in gaming, but what would happen if they, or at least parodies of these individuals, were actually tasked with saving a world? That’s what a new game on Kickstarter, titled “Dawn of the Devs,” seeks to answer, as players will take control of industry icons “Tom Schiffer,” “Biff Klozinski,” and “Hiro Komiya” to rescue a world which houses every evil of gaming.
“Dawn of the Devs is a 2D puzzle platformer where three game industry gurus (Tom Schiffer, Biff Klozinski and Hiro Komiya) embark on an epic quest after they are drawn into the Wicked World of Gaming, an alternate world where every negative aspect of the game industry has come to life thanks to the dark arts of a sinister character.
“Together they’ll have to combine their unique abilities while they journey through twisted lands, defeating enemies and solving puzzles to rid the World of Gaming from the menace that has risen and threatens to destroy the game industry forever.” — Underdog Studios
Each character will have abilities inspired by the games their real-life counterparts are best known for. Tom Schiffer (based on Tim Schafer) has the powers of point-and-click adventure games, letting him interact with objects and the environment from afar, Biff Klozinski (Cliff Bleszinski) has a gun with both bullets and a saw for slicing apart his foes, and Hiro Komiya (Hideo Kojima) carries a cardboard box that allows him to sneak past enemies. Together, they’ll set out to conquer the many regions and dangers of the Wicked World of Gaming—from the Trolls and Twitbirds of the Gameyard, to the Vampublishers of Ivory Tower Island, to the Zombie Fanboys of the Console and Computer Church (a.k.a. “C3”).
Depending on how much money the Kickstarter makes, there could be even more industry legends for gamers to take control of, with stretch goals aiming to add in “Milo Deveraux,” the ‘King of Hype’ based off Peter Molyneux; “Nick Gable,” a new take on Gabe Newell; and finally “Shiro Miyata,” a parody of the one and only Shigeru Miyamoto. Further goals promise console versions, voice acting, animated cutscenes, and more. The game is targeting $65,000 for its Kickstarter campaign, and it’s currently sitting at about $13,500 with 25 days to go.
Check out the video for their Kickstarter campaign above, as well as some images of the world and characters in the gallery below! Does this game sound like a fun idea to you? Will you be backing the project? Let us know in the comments!
A few weeks back, a new Kickstarter blew our minds by introducing us to Prey for the Gods, an indie title with obvious inspiration from cult hit Shadow of the Colossus. The title has since hit its funding target successfully, sitting at over $470,000 of its original $300,000 goal with seven hours still remaining on the clock, so you know there are plenty of people looking forward to it. In response to that interest, the developers recently held an Ask Me Anything session on Reddit, where they ended up talking a good bit about their Colossus inspiration. They are quite pleased to hear such comparisons, but they also recognize the weight and responsibility that comes with such words, calling them “flattering but also terrifying.”
“We started Prey for the Gods initially with the idea to have a battle with one boss, one character. So from that SotC quickly became a game we looked at. Having been a character artist for so long it was a dream job to even begin to attempt something like that.
“As for spiritual successor, it certainly is flattering but also terrifying. We know there’s expectations when something like that is mentioned. We hope being transparent as possible, engaging our fans, and listening to feedback will help with that.” — Brian Parnell
The most obvious similarity between Prey and Shadows is, of course, the ability to climb on giant bosses in order to reach and strike their weak points, which the devs referred to as “by far the toughest” system to implement thus far in the game. But they also said that players may find the world of their game to be similar, as the team of three focused on creating a minimal world that still feels alive and lived in.
“I think our method of storytelling and world design is somewhat similar. The player will learn about the events of the world not through voice over or on screen text but in world clues as to the background of the island/world. The camera will also play a role in this storytelling providing focus to elements which have significance, allowing the player to piece together the story through the visuals.
“Our world design borrows some elements from Shadow in its minimalism, but not being empty by any means. Being a team of three it also makes sense for us to develop the world in this way, making the world with very deliberate visuals and not adding clutter to that.” — Brian Parnell
That said, Prey for the Gods looks to be implementing a lot of original stuff as well, mixing in a number of survival elements, with hunting, scavenging, and exploring all necessary for you to make it through the icy wilderness in which the game takes place. All in all, it definitely sounds like a spiritual successor that goes far beyond its original inspiration, and I’m definitely pumped to hear more about this title as development goes on. If you’re still considering donating, or would just like to learn more about the project, make sure you check out their Kickstarter before it closes tonight!
What do you think of what we’ve seen so far for Prey for the Gods? Does it look like a solid title in its own right, or are you wary of the title for taking such inspiration from Shadow of the Colossus? What else would you like to see from the game? Give us your thoughts in the comments!
A few weeks back, we learned of a Kickstarter project for an “NES Visual Compendium” that Nintendo shut down due to copyright infringement. The book was to be filled to the brim with official artwork from the many games of Nintendo’s first home console, coupled with exclusive interviews and other new content that made it a treasure trove of information on the old system. At the time, the organizer of the Kickstarter assured fans that everything was legal and above board, having no doubt that he’d work things out with Nintendo soon enough, and it looks like that has now happened. The Kickstarter popped back up yesterday, and its campaign has just successfully concluded, having obtained over £190,000 against its original goal of just £25,000.
Unfortunately, information is scarce on the circumstances of the project’s return—the team has made posts about it on Kickstarter, but it’s only viewable by backers, so those of us who haven’t done so can’t see it for ourselves. Judging by the comments on the project, though, it appears that Nintendo has dropped the infringement accusation in return for the team at Bitmap Books clearly stating that this is an “Unofficial” compendium on both the book’s artwork and Kickstarter page. There may be more to it than that, but again, we’ll need a backer to let us know (if you are such a backer, feel free to leave a comment!).
What do you think of this projects return? Was Nintendo right to call copyright infringement in the first place, or should they have let it slide? Could this have been affected by the recently revealed NES Classic Edition? Give us your thoughts on this and more in the comments!
To anyone who enjoyed Shadow of the Colossus and has been dreaming of the day when another title with that sort of gameplay would appear, you might want to sit up and pay attention, because a title has appeared on Kickstarter that looks ready and eager to scratch your SotC itch. First revealed last October, Prey for the Gods looks to have a great deal more than just giant bosses, as behemoth beasts are merely some of the obstacles that your character must overcome to survive and triumph.
In Prey for the Gods, the entire world is your enemy, as it is set on a wintry island where blizzards can rise up at any moment, freezing players in their tracks and sapping their strength. Trekking through the snow and weather will use up energy, which must be replenished by hunting the local wildlife for food—preferably by a warm campfire in a shelter from the storms, though you’ll need to locate such havens on your own. The developers, No Matter Studios, also stress that you will start the game “with only the clothes on your back,” forcing you to plunder weapons and other supplies from the bodies of those heroes who have come—and died—before you. Even once armed, though, don’t get too overconfident, as “weapons can break, and arrows are finite,” another departure from Shadow of the Colossus‘ simpler formula.
But of course, the bosses are going to be the key draw for many. According to the Kickstarter campaign, Prey for the Gods will start with five bosses—with up to three additional giants potentially being added as stretch goals—that you must climb to defeat. You’ll have to discover each one’s weakness on your own; if there is some ability that lets you see the weak points, it’s not mentioned in the Kickstarter, so this could prove to be quite the trial! There will multiple types of giants as well, with bipedal, quadruped, and flying currently planned, introducing what’s sure to be a wide variety of combat and strategies.
You can check below for the trailers for the game, and you can use the source link to reach the game’s Kickstarter. Even though it just opened yesterday, at the time of writing their Kickstarter has just over $100,000, a third of what they’re asking for. However, stretch goals last until the $1 million range, adding additional bosses, settings, and other features to the game. For now, the game is expected to launch on PC in December 2017, with one of those aforementioned stretch goals being for later releases on consoles.
How does Prey for the Gods look to you? Will you be supporting this game on Kickstarter? Let us know in the comments!
Update: Publisher Deep Silver responded via The Mega Man Network, saying, “there are currently no plans to sell the Kickstarter backer DLC items for Mighty No. 9,” suggesting that the Microsoft listings were made in error.
Original: Published June 30, 2016
After over 4 million dollars, several delays, and growing contempt from its backers, Keiji Inafune’s Mighty No. 9 finally launched last week on most promised platforms. The conceived spiritual successor to Capcom’s Mega Man series was released to high criticism from reviewers for its boorish level design, subpar visuals, and an overall lack of proper polish, among other woes.
Backers who pledged for rewards at $60 and above have taken some inkling of comfort with the promised exclusive DLC: the “Golden Hero” costume and the “MegaXel” bonus transformation. As it turns out, unfortunately, Comcept has gone back on their word, with the two backer-exclusive bonuses that were locked behind expensive paywalls on Kickstarter now launching as public DLC in August.
Revealed via the online Xbox Store on Microsoft’s website, the Golden and MegaXel Beck add-ons will be releasing on the service on August 24th, with no known price point at this time. It is currently unknown if and when these will launch on the Nintendo eShop, Steam, or the PlayStation Store, though it will most likely launch at around the same period.
Mighty No. 9 is available now on Windows PC, Wii U, Xbox One, PlayStation 3, and PlayStation 4. Launches on Xbox 360, Mac, Linux, Nintendo 3DS, and PlayStation Vita are currently pending.
Kickstarter has become a well-known avenue for video game creators, but there are also a multitude of other types of projects that utilize the crowdfunding platform. A recent one to gather attention was for an “NES/Famicom: A Visual Compendium” book, which aimed to compile artwork, interviews, and some exclusive content all focused around the original Nintendo Entertainment System. However, the Kickstarter has now been shut down by Nintendo, who issued a copyright takedown of the project yesterday.
The notification from Nintendo asserts that the book “makes unauthorized use of Nintendo’s copyrights,” as many of the example pages shown off in the Kickstarter campaign “consist simply of large screenshots copied directly from Nintendo’s video games.” The cover of the book is also planned to use a modified version of Nintendo’s classic Seal of Approval, and the company states that this is “confusingly similar to registered trademarks owned by Nintendo.”
Despite Nintendo’s takedown, the organizer of the Kickstarter, Sam Dyer, has sent out a message to all current backers assuring them that the Kickstarter is “legal” and “100% above board.” Dyer is currently talking with Nintendo to try and get the takedown removed, which will hopefully happen soon.
“Nintendo have filed a copyright claim against the campaign. I have taken lots of legal advice prior to launching the campaign plus I also spoke to Nintendo UK. The use of game imagery is completely legal under FAIR USE’ law.
“I have now made some little tweaks to the campaign to make it even more watertight but I wholeheartedly believe that the book is 100% above board.
“Don’t panic! The campaign is under review whilst I talk to Nintendo. Your pledge is safe and in the unlikely case I’m unsuccessful, it will go right back to you as it would with any stopped campaign. There’s no need to panic and cancel your funding as your money is not at risk.
“The campaign is essentially ‘frozen’ as is the timer. So fingers crossed when we’re live again, the clock will start from with 24 hours left and we can complete the campaign.
“The whole thing is frustrating but please stick with me. I’ve invested a lot of time and energy ensuring that this is legal and above board.” — Sam Dyer
Dyer and his company, Bitmap Books, have previously created similar books focused on the Commodore 64, Amiga, and even the SNES, so I have a feeling that they will indeed get through this little rough patch with Nintendo. We’ll update you with any further news on this Kickstarter if and when it arises.
In the meantime, what do you think of all this? Is Nintendo right to claim copyright infringement on this book, or are they overstepping their bounds this time? Let us know in the comments below!
Back in 2010, longtime developer Keiji Inafune unexpectedly announced that he was leaving Capcom after 23 years. Forming a new studio, he took to Kickstarter to fund his next major project, and Mighty No. 9 was able to secure over $4 million in crowdfunding from passionate fans.
While the finished product left many fans underwhelmed, the success of the game’s Kickstarter has inspired other developers to leave their respective publishers and take a fan-focused approach to development. Speaking with GamesRadar, Bloodstained: Ritual of the Night developer Koji Igarashi revealed that it was Mighty No. 9 that drove him to leave Konami to create a successor to Castlevania.
“Three or four years ago I was working at Konami and didn’t have the opportunity to [make a game like Symphony of the Night]. When I saw the success of Mighty No. 9’s crowdfunding, it showed that fans can empower the creator and open up new doors. That was the spark I was looking for to leave Konami, go out on my own, be independent.” — Koji Igarashi
Konami no longer saw the “Igavania” genre as financially viable, but Mighty No. 9 showed Igarashi that crowdfunding could be the answer. Bloodstained proved to be even more popular that Inafune’s game, raising over $5.5 million in Kickstarter funding. In fact, it was very briefly the most-funded Kickstarter game of all time, until Shenmue III passed it up a month later.
Continuing his discussion with GamesRadar, Igarashi explained that he’s making the game that fans have been waiting for, focusing on quality gameplay over innovation.
“My goal with this game is to give [players] that classic Igavania-style game that they want. First and foremost, we’re not shooting for innovation – we’re shooting for reviving that sort of gameplay that people have been wanting for the last five years, and that publishers and developers have really not been offering. So any innovation beyond that is the sort of spice and coolness.” — Koji Igarashi
Bloodstained: Ritual of the Night is set to launch PlayStation 4, Xbox One, Wii U, Vita, and PC in March of next year. Hopefully it can deliver the classic gameplay fans have been craving.
It has been a little over a year since the announcement and successful funding of Shenmue III on Kickstarter, and a lot has happened since then. In celebration of that last year, Suzuki-san has decided to release a video that thanks the fans for their continued support and discusses the project a little bit more. In it, Suzuki states that Shenmue III has really gotten off the ground in the past six months, and “battle and facial expressions are coming together.”
Additionally, according to the latest update, the surveys have not been sent out yet and will be announced in a future Kickstarter update. The survey “will confirm all of your reward details (platform choice, T-shirt size, etc.) and shipping information.” Hopefully they release more gameplay footage in a future update as well!
If you grew up in the 1990s during the height of SEGA’s popularity, you might remember classic SEGA magazines like SEGA Visions and the Official Dreamcast Magazine. Prior to the internet becoming a household commodity, these gaming magazines were the best sources of info on popular and upcoming games, and they hold a special place in the hearts of many longtime SEGA fans.
With that nostalgia-fueled love in mind, the team at SEGA Nerds has taken to Kickstarter to try to secure funding for Mega Visions, a digital magazine dedicated to delivering top-notch SEGA coverage from past to present designed for all your devices. Each issue will feature an entirely original, hand-drawn cover from video game artist Rob Duenas, along with tons of SEGA news and articles. Some of the content you can expect to in Mega Visions includes:
Cover story: Every issue will feature an incredibly well-researched cover story that can range from a particular SEGA game, series or industry icon.
Retrospective: Along with our cover story, you’ll see a retrospective that delves deep into the history of a particular SEGA game or series.
Reviews and Previews: No magazine is complete without reviewing the latest and greatest games, and we plan to review each and every new release from SEGA and Atlus, as well as bringing you early previews of your most anticipated games!
Retro Reviews: We love the classics, and we’ll feature a special section specifically devoted to reviews of classic SEGA titles from the SG-1000 all the way to the Dreamcast and beyond!
The Water Cooler: This section is where we’ll deliver all the news, rumors and other interesting tidbits that you might have missed elsewhere.
Mega Visions Spotlight: We love featuring all the great talent in the SEGA community, and this feature allows us to showcase a different person each issue. You can expect to see awesome collectors, cosplayers, musicians, artists and more in this section.
Mailbag and Art Section: We want to ensure you have a voice in each issue, so we’ll devote several pages to answering your questions about just about anything, and we’ll also showcase some of the great SEGA art produced by the SEGA community.
Face-Off: There are times when the Mega Visions staff doesn’t agree, and the Face-Off is where we debate about a particular SEGA, Atlus or general gaming issue.
In the Arcades: SEGA’s history is rooted deep in the arcades, and we plan to take a trip back in time to showcase our favorite arcade games from the past.
In addition to the SEGA Nerds staff, the Mega Visions team also includes some prominent industry members, like former SEGA of America President Tom Kalinske and current SEGA of America Marketing Director Al Nilsen. The most recent addition to the team is Blake Harris, author of the popular book Console Wars, which explores the fierce rivalry between SEGA and Nintendo in the 1990s. Additionally, Gamnesia’s own Marcin Gulik is part of both the SEGA Nerds and Mega Vision staff.
The digital magazine will launch its first issue later this year (with issues releasing bi-monthly) and each issue will be delivered via a custom app on the iOS, Android, and Kindle app stores. Mega Visions will focus on current SEGA and Atlus news, but there will also be a very strong representation of retro SEGA content. The Mega Visions team also promises that the digital magazine will “deliver a true multimedia experience,” and it won’t simply be a scanned PDF of a physical magazine.
Mega Visions is seeking $13,000 in crowdfunding on Kickstarter, and they’ve currently raised over $6,300 with 17 days left to go. If you’re interested in seeing this retro dream become a reality, head over to the official Mega Visions Kickstarter, check out what they’ve got to offer, and back it if you like what you see.