Tag Archives: PS4

Q&A With Gaterooze Ink

Whilst scouting out for new indie developers over the past few weeks, there’s been one developer working on a particular title in particular that I’d had my eye on for quite some time. Ampersat, developed by Gaterooze Ink operating from Australia, is a rogue-lite bullet hell RPG, whereby players must guide an anthropomorphic ampersat across a wide array from different environments, along the way solving various puzzles and contending with hordes of enemies in order to progress. The RPG element exists in the ability to upgrade the player’s stats for things such as attack, defense, and critical hit rates to make the player character stronger over time. The game was heavily inspired by the likes of old-school Legend of Zelda and arcade classics such as Smash TV.

Wanting to find out even more about this game, I contacted the lead developer, known across the indie community as The Pale Gibbon, and asked him a series of questions relating to the game and what players can expect to see upon the release past the initial Steam demo. Here’s what The Pale Gibbon of Gaterooze Ink. had to say about Ampersat:

 

Ampersat 1

Where exactly did the idea to use an ampersat as the game’s main character come from?

I was a huge fan of the original Rogue games – Nethack, Moria, TOME, and especially Angband – which all used an ampersat for your hero (out of necessity in those days). The original spark of an idea for Ampersat was combining ASCII characters for your avatar and enemies with colorful pixelesque environments in “proper” 3D top-down. I thought the mix would be interesting, and it turned out exactly how I imagined so I’m extremely pleased with that.

 

What has the developmental process been like?

Incredibly fun! I’m lucky enough to be able to develop full-time, so every day (and I mean EVERY day, for 12-16 hours) I just sat down and worked through the massive list of things in the dev plan. Broke it into workable chunks so that every day I achieved something, then overnight I “dream coded” so that I could hit the ground running the next morning with a bunch of code already written in my head. I have to say, nearly all of the actual development was an absolute joy, I loved creating something every day.

 

Ampersat 2

How close are we to seeing the finished product?

It’s done! Well, barring anything else coming out of the console QA (like the gamepad UI handling improvements from the first round) – and there is always the temptation to keep tweaking the balance, like armor stats or perk attributes. The idea was to have the Steam and console releases be in the same week or so if possible, so Steam has been pushed back a bit to accommodate. The demo on Steam now is essentially the final game but with only 2 (of 50) levels accessible, and the village Well (procedurally generated levels) can’t be unlocked.

 

What has been the most exciting aspect of development?

I wanted to make every element from scratch – coding, art, music, etc, and I have to say coding was by far the most enjoyable aspect. It combines my “past life” of long-form writing (in the sense of macrostructure and micro succinctness, though coding is far more creative than it seems) with a love of problem solving and puzzles. I found it very addictive!

 

Ampersat 3

What has been the most challenging aspect of development?

It’s all the little things that add up. It’s great when you want to make over 200 unique items but for each one you need to make a 3D model, pixel art, descriptions, animations, sound effects, particle effects, etc, so the effort just multiplies and can become overwhelming if you don’t compartmentalize.

The UI was also very troublesome as I didn’t architect it properly from the start, didn’t consider gamepad control fully, didn’t include hooks for localization, didn’t leave enough space for languages that use more words, didn’t accommodate different language fonts, etc, etc. I really should have just scrapped it and started again at some point! It worked out in the end, but it was really much harder than it would have been if I’d done it right from the start.

The most challenging aspect of the project, though, is everything that comes after development. Ugh. Marketing and PR – no thanks. My wife (partner in Gaterooze, Ink) had been handling that, but we were very happy to sign with a publisher ( @GrabTheGames ) to take over!

 

How well has the game been received so far?

The response has been fantastic so far for such a niche title. Aside from the amazing playtesters we’ve had a bunch of early players who have really “gotten” the game. It’s unabashedly old-school and you start off with weak-ass weapons so it can be disconcerting at first, but people can really get sucked into it – a couple has even played for around 40 hours to find everything in the game (though a normal playthrough would be 6-12 hours depending on skill).

I think the other challenge for people coming new to the game is that it’s marketed as appealing to fans of Roguelites, but it isn’t actually a Roguelite. The main 50 levels are all handcrafted/designed, with only The Well being procedural, and it’s not about multiple “runs”, it’s a single quest that you gradually make your way through, building up your character – though you can approach areas in any order and after death, start from any place you’d been before. Once you have that realization, everything “clicks”.

I’ve also been really pleased with tons of positive comments on the art style, appreciating that blend of ASCII and a more defined world. Oh, and similar comments for the Commodore 64 SID chip sound effects mixed with the more real-world music in parts – I wanted to use that same ethos from the graphics in the sonics and I think that worked too.

 

What had been your prior developmental experiences before founding Gaterooze, Ink?

Before starting development on Ampersat, I’d never actually done any development at all. So I took some crash courses in C# coding in Unity and learned the rest (voxel models, pixel art, music production, etc) along the way.

Prior to that, we had made design documentation for a studio physically-released Xbox 360/PC game, and I’d “managed” some amazing AAA developers on a large, multi-year project so we were at least familiar with the concepts. That helped, as did being a hardcore gamer since the Atari 2600.

 

What platforms are you looking to bring the game to?

On Steam, Ampersat has PC, Linux, and Mac versions, and GrabTheGames is porting it to Switch, Playstation, and Xbox platforms. I saw it running on the Switch handheld the other day – what a thrill!

 

Has the idea been considered to use other textual characters as a recurring theme in other games you develop in the future?

There’s a sequel in mind for Ampersat that will definitely use ASCII enemies again, though with another new custom font that will change things up again with some new themes.

 

Have there been any ideas at this stage of development that has since been scrapped or reworked?

I’m glad to say the end result has matched the original design documentation very closely! The only element that was scrapped entirely was random weather in the village – with the top-down view it just didn’t work well and had no actual impact anyway.

I think the main plan that had to be reworked was the music. I was far too ambitious there for someone who’d never played an instrument or written/studied any music before. My original plan was for a completely different musical track for every single level (yeah, 50) but it was just taking so long it wasn’t feasible. So instead, on top of the intro/epilogue/main menu and such, I focused on a handful of main tunes (village, dungeon, tower, boss) and then switched up the instrumentation to suit the different regions. So the “fire dungeon” uses the same underlying tune as the “ice dungeon”, but instead of icy pianos, bells, violins, and spooky synths, it has a growling organ, power chord guitars, and sharp horns.

That approach worked surprisingly well and the resulting tunes sound quite different. I also realized the actual level music should be more background/atmospheric anyway, so it all suits.

 

What do you feel would be next for Gaterooze, Ink following Ampersat’s release?

I mentioned the sequel earlier, but we also have other games planned, all with a retro/old-school bent but in different genres. Got to keep things interesting! While Ampersat is the first game we’ve done, Gaterooze has been our (my wife and me) creative partnership for twenty years with projects in various mediums as well as lots of contract work for third parties. We’re able to focus on our own stuff now though, for example aside from Ampersat we recently released a great photography zine (https://bit.ly/3jkn9LY). Some future games may actually be combined with books, graphic novels, etc to compliment them!

 

If you had the opportunity to develop a game with any company or any franchise, which would it be, and why?

Honestly, that doesn’t sound appealing at all. We wouldn’t want to deal with restrictions, external pressure, etc. Life’s too short. Sure, in my fantasies I’d love to work with Elder Scrolls or Zelda, but I know the reality would not match the fantasy. Don’t get me wrong, if I was young and starting a career I would be honored to get a job at Bethesda or Nintendo, but we’re very happy having the freedom to do whatever the heck we feel like now 🙂

 

Do you have any advice for aspiring developers that may be reading this?

Jump in and get cracking! Seriously, just start fiddling around, experimenting, and learning everything you can. There’s nothing holding you back – start with something like Unity or Godot, some free tutorials, and just have fun. Find what you enjoy and what to focus on.

Probably the biggest advice, though, is if you’re taking the indie route make sure you’re doing it out of passion, not as a way to make money. Because on average you will make less than flipping burgers, possibly a lot less. Long-term sustainability is hard and rarer than you think, and financially life-changing hits are far rarer. But if you are developing out of the pure love of it, nothing else matters.

 

Where on the Internet can people find you?

www.gaterooze.com, however, the best place is probably on Twitter: @gaterooze

 

Do you have anything else to add?

Thanks for the support, it’s really appreciated! Ampersat is the game I always wanted to play – the action of Gauntlet and Smash TV (in the Tower levels) with RPG depth and real progression – so we’d love to make like-minded people aware that it’s (soon to be) out there.

 

I’d like to thank Gaterooze and The Pale Gibbon for taking the time out to talk more about this game and to wish the team the best of luck with it upon release. Ampersat is one of the most wonderfully outlandish titles I’ve seen for some time, and from what I’ve seen of gameplay, it holds a lot of promise in my opinion. If anyone is interested, you can play the demo on Steam via the link below:

https://store.steampowered.com/app/1356040/Ampersat/

In the meantime, I hope you guys enjoyed this article because I particularly enjoyed putting it together.

Game on,

Scouse Gamer 88

Resident Evil 2 (PC, PlayStation, Nintendo 64, Dreamcast & GameCube)

Resident Evil 2

Developer(s) – Capcom

Publisher(s) – Capcom

Director(s) – Hideki Kamiya

Producer(s) – Shinji Mikami

PEGI – 18

Released in 1998 generating more revenue than most Hollywood movies at the time, Resident Evil 2 is a continuation of the story of the original with new characters, and a new setting. And new dangers to overcome besides the zombies littering the mansion on the borders of Raccoon City. For various reasons, I found the second game, whilst suffering from a few of the same problems as the first, to be a decisive improvement on its predecessor in a number of respects. 

Graphics – 9/10

The most notable improvement of which, in my opinion, is in terms of its visual quality. With the player no longer being confined to a single mansion on the outskirts of Raccoon City. But rather in the heart of Raccoon City itself. Locations range from the ruins of Raccoon City streets to the Raccoon Police Department to research facilities and it was a welcome change of scenery at the time that made the franchise a lot more diverse. The quality of the zombie sprites was also a lot more varied than in the original game with different outfits for zombies, zombie policemen, and even female zombies too. There were visible improvements in both the technical and conceptual aspects of the game, which were pleasant to see. 

Gameplay – 8/10

In terms of gameplay, it plays out pretty much like an extension of the first game with a couple of added mechanics thrown in for good measure. Like in the first game, there are two scenarios to play through with two different characters. So it almost felt like two different games at the time. Especially as it came on two discs.  It also presents more of a challenge in the respect that it has new kinds of puzzles and new enemies to fight that require different strategies to take down. As well as a greater number of boss fights, which would later become a staple of the series. 

Controls – 7/10

The game’s control scheme, as such, is also the same as it was in the first game, and therefore, it suffers from very much the same issues as it did in the first game. With movement feels very stiff and clunky. Seemingly needlessly when compared to other games on the system. There had been some minor adjustments made. But enough for the game to deviate further from the problems that came with the first game. The whole formula would go on to be improved with games like Onimusha. But overall, it didn’t make the game unplayable. 

Lifespan – 7/10

The game can be made to last the same amount of time as the first game. 15 hours give or take. That’s to play through both scenarios on both discs. There are a few more side quests in comparison to the original game. But overall, it lasts as long as Resident Evil. As a fan of the Onimusha series, I can’t help but think what the game would’ve been like if Capcom had implemented the same kind of ideas they had with Onimusha 2 in comparison with the original Onimush. How even more varied gameplay would’ve been and what different kinds of events could have been made to happen as a result. 

Storyline – 7/10

The story takes place around 2 months after the events of the original Resident Evil. It follows the journeys of Leon Kennedy. A STARS officer on his day with the department. And Claire Redfield, the brother of the previous game’s main protagonist Chris Redfield. She has come to Raccoon City to try and track him down. The two soon become embroiled in a zombie outbreak across Raccoon City and they set out on a journey to discover the source of the outbreak.

The quality of the story is much better than in the original game. With a better script and even better voice acting to a certain extent. It still comes across as somewhat corny and cliche at times, but it was certainly an improvement in the quality of writing that the first game had to offer. I’ve yet to come across many bigger memes in gaming than the whole Jill Sandwich thing; thankfully there’s nothing quite as laughable in this game as that. 

Originality – 7/10

A common problem I encounter with survival horror sequels is that when the same threat is included as in the original game, it seems far less scary when the player knows what they’re up against. But in Resident Evil 2, there is a new threat added to keep things diverse, which has become another staple within the series. The second game introduces players to the Lickers and other eldritch abominations that spawn from the new G-virus that acts as the main threat of the game, which at the time did relatively well to keep things fresh in comparison to the first game. The zombies didn’t seem as scary anymore, even at the time, but encountering a Licker for the first time most definitely instilled fear in me back in the day. 

Happii

Overall, Resident Evil 2 made some very definitive improvements over the original game in almost every respect. I recommend it far more than I do than the first game as even taking the recent remaster into account, the original experience still holds up to this day. 

Score

46/60

7.5/10 (Good)

Wandersong (PC, PlayStation 4, Switch & Xbox One)

Wandersong

Developer(s) – Greg Lobanov

Publisher(s) – Humble Bundle

PEGI – 7

Released in 2019 to an overwhelmingly positive reaction from gamers and critics alike, Wandersong is a 2D platformer centering around music; puzzles are solved with music, and new areas are uncovered with music. And abilities within the game are taken advantage of through music. Developed by Greg Lobanov with the music and sound put together by Em Halberstadt and Gordon McGladdery, it’s one of those games that is a true labor of love and is evident within every aspect of it. I interviewed Greg Lobanov sometime before the initial Kickstarter program was successfully funded:

https://scousegamer88.com/2016/07/09/qa-with-greg-lobanov/

And I’m glad I did. Looking back, I’m thrilled that this game has since garnished the critical and commercial acclaim that I felt it deserved before release. And the game did not disappoint by any means. 

Graphics – 8/10

Firstly, the conceptual design of the game is nothing short of beautiful. Each area is vibrantly colorful and a pleasure to beyond. Be that whether the game takes the player into dark caves, skyward temples, or peaceful towns. Each area has a different main color palette, similar to the original Yoshi’s Island. And works flawlessly to distinguish each area as the player visits them. Influence from several cultures and periods in human history is also evident in the architecture of the game. Such as Indian culture and even modern-day culture. And overall simply adds to its visual diversity. 

Gameplay – 8/10

As I alluded to, the gameplay involves the player taking control of a young bard and must progress through the game by singing. Singing is at the core of the gameplay. The player sings to move platforms for jumping across and manipulate wind traps to move ahead and advance the story. And to solve puzzles among many other things. It’s definitely one of the most interesting and innovative platformers to have been developed in recent times. And to me, even outstripped many other indie titles in terms of gameplay, including Journey and Flower. There’s much more to play for in this game than in many indie titles to have been developed throughout the eighth generation. Players will not be disappointed going into it. 

Controls – 10/10

The control scheme has been handled as well as any other platformer; in that respect, there are no negative issues to be addressed. I’m actually quite impressed with just how singing and dancing are incorporated into the game’s control scheme very effectively to allow for a lot of things the player must do in order to progress through each area of the game. There have been indie games released. Such as The Swapper and Contrast. They have had innovative gameplay mechanics. But have arguably not been used to their full potential to provide as great an experience as what could have been. But Wandersong delivers on that spectacularly. 

Lifespan – 7/10

What the game also delivers in a big way, compared to many other indie games, is lifespan. Taking around 12 hours to complete fully, it’s definitely one of the longest linear 2D side scrollers I’ve played in a long time. Side scrollers that long don’t normally get released unless it’s by a mainstream development company. It could be argued that it was to be expected given the somewhat lengthy development cycle this game had. But it still excels compared to many other indie games that have taken just as long to develop, if not longer.

Storyline – 7/10

The story follows the young bard, named by the player in-game, who embarks on an adventure to learn what is known as the Earthsong. According to prophecy, it is the only way to prevent the upcoming end of the world. Along the way, the players will meet a massive cast of characters. Each with their own stories and situations to be resolved, which all add so much depth to the story. A lot of the different situations in this world can be seen as very true to life and it does incredibly well to connect with gamers. This game actually has a better story than a lot of other indie games that focus on story. And sacrificing gameplay in the process. With Wandersong, there is a clear equilibrium between the two. 

Originality – 10/10

Simply put, there is no other game like Wandersong. I’ve never played a game whereby music and singing are so integral to how the player must progress through it. And enjoyed it as much as this. Games like Parappa the Rapper and Guitar Hero are obviously titles that make use of music within the gameplay, but Wandersong does even better to integrate it into gameplay, making for, as far as I’m concerned, better titles than the two formers. Platformers have been coming and going since the 80s, but never handled in the way what it is in this game. 

In summation, Wandersong is an excellent game from start to finish. Any platforming fan needs to give this game a try; it’s innovative, enjoyable to play, and beautiful to behold with a wonderful soundtrack to listen to along the way, and again, I’m happy for Greg Lobanov and the team to have gotten the recognition they deserved for it.

Happii

Score

50/60

8/10 (Very Good)

Spyro 2: Gateway to Glimmer (PlayStation)

Spyro 2

Developer(s) – Insomniac Games

Publisher(s) – Sony Computer Entertainment

Artist – Charles Zembillas

Producer(s) – Grady Hunt

PEGI – 7

Developed as the sequel to the immensely successful Spyro The Dragon, Spyro 2: Gateway To Glimmer, or Ripto’s Rage as it was known across the pond, was like its predecessor. Released to universal acclaim by critics and gamers alike sold over 200,000 copies in the UK alone at the time. Although I have since re-assessed my opinion of which game is the best in the original Spyro trilogy, Spyro 2 remains a decisive improvement over the first game for many reasons. And still remains a classic of the original PlayStation. 

Graphics – 8/10

In terms of the technical side of the graphics, there hadn’t been a great deal of improvement made over the first. The textures and sprites for Spyro remain pretty much the same. However, in terms of the conceptual design, there were massive improvements made. The game is set in a number of diverse different areas governed by different species across each of the hub worlds. It also breaks away from the first game in the respect that it’s no longer confined to the medieval fantasy setting. But there is also scenery reminiscent of science fiction, the Scottish highlands, and Polynesian culture. 

Gameplay – 9.5/10

The most notable improvement between the first and second games, however, is undoubtedly in the gameplay. Boasting more side quests and more to explore across each level throughout, gave the game a lot more of a sense of purpose and enjoyment. Though there may be fewer bosses than in the previous game, the challenge that comes with them. Especially the second boss Gulp. The game also introduces us to Moneybags. A rich devious bear who Spyro must pay at certain points to progress through levels. Giving the idea of collecting treasure that much more meaning. The concept also leads to a very satisfying outcome at the end of the game. 

Controls – 10/10

The game’s control scheme is identical to that of the first game. Playing out like the type of 3D platformer the likes of Croc, Tomb Raider, and Blasto should’ve been made to play out like. The one massive improvement the developers made to the controls, however, was the ability to hover during a flight in order to gain a touch more momentum at the end of a glide to reach far-away ledges. It’s similar to how Insomniac games would add the sideways jump mechanics to the Ratchet & Clank. It’s a simple mechanic that provides a significant improvement over the previous game.

Lifespan – 8/10

The average time it takes to beat the game 100% is 8 hours. Which was higher than the average back when the 3D platformer genre was still in its relative infancy. It lasts there around the same amount of time as the first game. Something that would eventually be improved slightly with the third game. But overall, it provides a satisfyingly long gaming experience. 

Storyline – 7/10

In the sequel, Spyro, looking to go on holiday to Dragon Shores, is instead transported to the world of Avalar by three of its inhabitants. The professor, a fawn named Elora, and a cheetah named Hunter. They brought him into Avalar to fight Ripto. An evil tyrant who has invaded Avalar and brought evil and destruction throughout the land. Spyro resolves to defeat Ripto and bring peace back to Avalar. With more characters involved this time around, it definitely adds more to the story in terms of depth. But Spyro was also given a lot more of an impulsive attitude as well. This helped to add to the humor and make him more of a likable hero. Especially when he shows his compassionate side to characters like Elora. Of course, Moneybags also adds to the story in multiple ways as well; mostly for the better. 

Originality – 8/10

The most original element of this game is its diversity in scenery design; it’s the aspect that truly helped to break the mold early on and give the world of Spyro The Dragon a lot more depth than what was established in the first game. Even more so than the gameplay improvement because again, more or less the same gameplay principles apply as what they did in the original Spyro; travel and collect items to advance the game. Although gameplay elements would be expanded on even further with the third game, the diversity in level design would remain intact in Spyro 3, but the second is where that would stem from. 

Happii

Overall, Spyro 2, whilst not my favorite of the original trilogy, is still every bit as fun to play today as it was to play back in 1999. It provides one of the most memorable gameplay experiences of the fifth generation, and I’m personally happy that it got the remaster it deserved because it needed to be brought to a more modern audience. 

Score

50.5/60

8/10 (Very Good)

Q&A With Zero Uno Games

In my search for more promising games seeking crowdfunding, I came across an upcoming title that caught my eye as an avid Brutal Legend Fan; Metal Tales: Overkill. Developed by an indie outfit from Span, Zero Uno Games, Metal Tales Overkill is a top-down action-adventure rogue-lite heavy on combat and heavy on metal. Players customize weapons by finding new guitar parts and modifying them to take advantage of new abilities and increased attack power, giving the game a plethora of variety. The game boasts 4 playable characters, 6 stages, 8 boss fights, local multiplayer, and a soundtrack consisting of various international heavy metal bands. Eager to find out more, I contacted Zero Uno Games and arranged a Q&A with co-founder Juan Cañete for more information on this exhilarating-looking new title. Here’s what Juan and the game’s publisher had to say about Metal Tales Overkill:

 

Metal Tales Overkill 1

What were the influences behind your game?

Brutal Legend, Binding of Isaac & Furi.

 

What has the developmental process been like?

It took over 15 months to have the game finished, and it’s taking like 6 months to do the ports, so it’s been complicated.

 

How close are we to seeing the finished product?

We need to finish the ports to consoles, but the game is already done and working.

 

Metal Tales Overkill 2

What has been the most exciting aspect of development?

Being able to have real bands music and doing a rogue-lite game.

 

What has been the most challenging aspect of development?

The music part has been quite challenging, but it was worth it.

 

How well has the game been received so far?

Publisher: We think it has had a good reception. It got financed on Kickstarter in only 8 hours… and we are now on Indiegogo. We have to work hard to let the world know we are here.

 

Metal Tales Overkill 3

What platforms are you looking to bring the game to?

PC, PS4 & Switch.

 

Which heavy metal band’s songs have been included in the soundtrack?

Publisher: We have talked with Eclipse Records to add some interesting songs. Here’s a poster with the bands:

 

Have there been any ideas at this stage of development that has since been scrapped or reworked?

Yeah! a lot, starting with some bosses (we had designed a boss compounded by Twins) and some items. At the start, there was a more Guitar Hero-like approach to boss fights but it did fall through quickly.

 

As one heavy metal fan to a group of others, what are the team’s favorite metal bands and how did their music help to shape the game specifically?

Basically, in the team we had a metalhead which was the designer, He is more into death metal: Carcass, Entombed, Wormed, Avulsed. The lead programmer was more into power and progressive metal and also we had some people with other influences outside the metal world.

 

How have the company’s prior developing experiences helped to shape Metal Tales: Overkill?

We started with mobile games, and then we jumped into Metal Tales. Our prior experiences helped up working together as a team.

 

If you had the opportunity to develop a game with any company or any franchise, which would it be, and why?

We’d love to make a game for the band Ghost.

  

Do you have any advice for aspiring developers that may be reading this?

Play games and make games. Participate in gamejams to improve gameplay concepts and to challenge yourself trying to finish them.

 

Where on the Internet can people find you?

Zero Uno Games’ social media and Web Page, also on Kickstarter and Indiegogo:

Zero Uno Home Page

Kickstarter

IndieGoGo

Do you have anything else to add?

Thanks for the interview!

Massive thank you to Juan and Zero Uno Games for taking the time out to talk to me about this awesome-looking game. Personally, I’ve been waiting for a long time to play a new game inspired by Brutal Legend, as it one of my favourite games, as well as my favourite Tim Schafer title overall. Metal Tales Overkill looks to have taken the overall feel of Brutal Legend to bring gamers an entirely new gaming experience, and I can’t wait to get stuck into this game.

Game on,

Scouse Gamer 88

Onimusha: Warlords (PC, PlayStation 2, PlayStation 4, Xbox, Xbox One & Switch)

Onimusha

Developer(s) – Capcom

Publisher(s) – Capcom

Director(s) – Jun Takeuchi

Producer(s) – Keiji Inafune

PEGI – 16

Released in 2001 and going on to become the first PlayStation 2 game to reach sales of over one million units, Onimusha provided a very different take on game design with the Resident Evil engine. Set in the Sengoku period in 15th century Japan, the story involves a samurai named Samanosuke Akechi. And his resolve to save his cousin Princess Yuki from a demon invasion of the Inabayama castle. It’s highly regarded as one of the best titles on the PlayStation 2 to date by most critics and me. Although I think the best of the Onimusha series would be yet to come, it still remains a classic to me.

Graphics – 8/10

The game is set in a fictional take on the 15th-century Japanese Sengoku period. This was something pretty unusual compared to what kind of settings Capcom was used to perpetuate in titles like Resident Evil, Street Fighter, or Mega Man. However, it works brilliantly. Along with the conceptual designs of the various different demons, the player will encounter along the way. It did a particularly good job showcasing what the PlayStation 2 was capable of doing early on in its shelf life. But more importantly than that, because the vast majority of the scenery is composed of detailed still imagery, it does even better to hold up even after 20 years. 

Gameplay – 9/10

The game is a hack-and-slash adventure with the player alternating between two characters; Samanosuke and his kunoichi companion Kaede. Samanosuke’s sequences provide the vast majority of the gameplay. As well as entertainment since there are far more abilities to take advantage of. In order to subdue enemies in an increasing variety of ways as the game progresses. They are also upgradable giving the player that more incentive to play through to the end. Onimusha is also heavy on puzzle-solving to access new areas and find new items. The puzzle-solving element is handled in an almost identical manner to that of Resident Evil in fact. And requires players to think on their toes at times. With Kaede, there is an additional weapon to find giving her marginally greater attack power. But Kaede’s sequences are few and far between and it’s easy to understand why. 

Controls – 9/10

Prior to playing Onimusha, I had had issues playing the Resident Evil games because of the somewhat clunky movement controls. But in Onimusha, it’s much less of a problem. Somehow because the game seems much more fast-paced at 60 frames per second. Ever since the developers introduced the strafing ability and the facility to quickly turn 180 degrees, it sorted prior issues out massively. Apart from this, however, there are no issues with the control scheme of this game. Combat is as fluent as possible. Allowing players to be as proficient as possible without having to worry about any silly mistakes on the part of the developers. 

Lifespan – 6/10

The main gripe I had with this game, as well as everybody else who reviewed it at the time of its release, was the lifespan. Clocking in at around 10 hours, most critics, including myself, felt as if it didn’t last anywhere near as long as it should have. Especially given the direction in which gaming was going at that time. And the standards that had been set during the previous generation. Thankfully, later installments of the series would go on to rectify this problem. But it is most definitely a problem where the first game in the series was concerned. 

Storyline – 9/10

Set in the fictional take on the Sengoku period, it all begins when Princess Yuki of the Saito clan is captured by demons. Samanosuke Akechi and Kaede arrive too late to save her initially. And Samanosuke is subsequently subdued by a demon far more powerful than himself, who then stows away with Yuki. Samanosuke is then endowed with a gauntlet that has the power to absorb the demon’s souls. Thus being able to destroy them permanently. With this newfound power, Samanosuke vows to destroy the demons and save Princess Yuki.

Since Capcom started implementing full voice acting in their games, the dialogue has ranged from mixed to laughable at times. Musically with the whole Jill sandwich thing in Resident Evil. But in Onimusha, there are some examples of mixed voice acting again, overall, the dialogue implemented is a decisive improvement on most of anything they had come up with at that point. The concept of the story was also particularly well thought out, as outside the Dynasty Warriors and Tenchu series, there weren’t a lot of games themed around the Feudal era of Japan, like in Onimusha, just after which. 

Originality – 9.5/10

It was interesting at the time when the game was released to see exactly what Capcom could do differently with the whole Resident Evil formula. In my opinion, the Onimusha series is far superior to the Resident Evil series, since there are more fun and enjoyment to be had in terms of gameplay, and the Resident Evil series has come with a lot of unnecessary complications throughout, such as the lack of movement during the shooting in Resident Evil 5 and the lackluster voice acting in the first 3 games. But the original Onimusha took the overall gameplay formula to new heights and it made for something that hadn’t been seen in gaming beforehand; it’s a shame to think that the Onimusha series faded into obscurity as it did since it makes me think about where the series could’ve possibly gone or worked on further. 

Happii

Overall, Onimusha: Warlords remains a PlayStation 2 classic to this day in my opinion. It has intense combat, a great story, and though the second game would go on to blow the first out of the water, this definitely was not a bad starting point. 

Score

50.5/60

8/10 (Very Good)

Q&A With The Gentlebros

The eighth generation of gaming had seen a further influx of independently developed video game titles garnish mainstream success, with gamers being hungry for not AAA big-budget blockbuster games, but also titles that hearken back to the simpler times of the older generations before it; working for the plethora of gamers either wanting that sense of nostalgia from a 16-BIT rendered title like Blasphemous, or gamers wanting to try out new ideas perpetuated by indie developers, such as Scott Cawthon with the Five Nights at Freddy’s series. One such game studio that garnished the same level of success over the last four years is The Gentlebros.

Based in Singapore, The Gentlebros have since established Cat Quest; a series of open-world adventure RPGs set in a world governed by both cat and dogs, from the cat-ruled realm of Felingard to the dog-governed Lupus Empire. Both Cat Quest and Cat Quest II had been met with both commercial and critical acclaim from both gamers and reviewers alike and have since established themselves as one of the more successful indie development studios in recent years along with the likes of The Game Kitchen, Cellar Door Games, and Housemarque. wanting to know more about The Gentlebros, and what the future holds for the company, I got in touch with the studio’s CEO Desmond Wong to ask a few questions about what the developer’s prior experiences with games were and what they plan to do going into the ninth generation of gaming. Here’s what Desmond Wong had to say about The Gentlebros and the Cat Quest series:

 

Gentlebros Cat Quest 1

Where did the idea to make a series about cats and dogs originate from?

It actually started as a dancing game! Full story here: 

https://www.thegentlebros.com/blog/general/story-open-world-rpg-actually-started-dancing-game/

 

What was the most exciting aspect of developing the Cat Quest series?

I think the most exciting thing from a writing perspective was how we could cat-ify all our favorite RPG tropes and just have a lot of fun with it! Making Cat Quest has also enabled us to ‘fix a lot of the issues we had with open-world RPGs in recent years and give players a more streamlined and accessible experience.

 

Gentlebros Cat Quest 2

What was the most challenging aspect of developing the Cat Quest series?

I think the toughest part in both games has always been how to create a robust adventure with the limited resources we have. We’re just a three-man team, and making an RPG that lasts many hours with so many mini-stories and challenges, is a huge undertaking. It’s really easy to fall into the trap of reusing level layouts and quest designs, and I think we did a slightly better job of this in Cat Quest 2(than CQ1), but it still took a lot of creative use of existing mechanics and assets to create something new each time.

 

Has the idea been contemplated of making a Cat Quest III?

Absolutely. Although we can’t go into details, we did end CQ2 with a tease for CQ3. We know where the story will go, and can’t wait to eventually get to it.

 

Gentlebros Cat Quest 3

How rewarding has it been seeing Cat Quest garnish as much critical acclaim and popularity as it has over the years?

It truly has been a humbling experience and we never thought our game about cats would be played by so many people.

 

What were the team’s prior developmental experiences before The Gentlebros was formed, If any?

All three founders worked in Koei Tecmo, where we worked on games like Dynasty Warriors, Dead or Alive, and Fatal Frame.

 

What other types of games would the development team like to create in the future?

Personally, I would really like to design a game about traveling. I went on a road trip in Iceland a few years back, and the whole experience of just pushing onward, seeing new sights, finding places to sleep for the night, was just immensely fun. I would love to make an open-world game that focused less on completing side quests and just focused on traveling instead.

 

Had there been ideas scrapped from the Cat Quest series that you guys would’ve liked to have seen kept in?

Yes, we had so many ideas for weapons, enemy types, and abilities, but I think the one thing we would have liked to have kept into CQ2 was a relationship system where you could build friendships with certain NPCs in the game. It would have added so much to the theme of Unity for CQ2, and perhaps in the future, we could do something similar in another game.

 

What was the most important principle that was kept in mind by the studio as a collective whilst developing Cat Quest?

Accessibility, for sure. Our core design principle has always been how we can simplify and condense any mechanics to its essentials. Addition by subtraction is our mantra, and although some have found our games lacking depth because of this, seeing Cat Quest being enjoyed by kids, and even being able to bring non-gamers into the world of gaming, makes us believe our decision was worth it.

 

Do you have any advice for aspiring developers that may be reading this?

Never give up.

 

Do you have anything else to add?

Do follow us on our Facebook page and Twitter, or join our Discord if you want to chat with us!

Facebook: https://www.facebook.com/gaming/catquestgame

Twitter: @TheGentlebros

Discord: https://discord.gg/AyUBfNfq

 

I’d like to take the opp-purr-tunity to thank meow, Desmond Wong for agreeing to do our Q&A and wish you and the rest of The Gentlebros the best of luck with the third Cat Quest game, as well as any new titles you decide to work on in the future. If you guys want to learn even more about The Gentlebros, check out their social meow-dia via the links above, or check out their main website here:

gentlebros.com

In the meantime, I hope you guys enjoyed learning about this paw-some and promising new development studio as much as I did. The Cat Quest series is a very promising new saga in gaming and I’m so much looking forward to what the third game has to offer.

Game on,

Scouse Gamer 88

Blasphemous (PC, PlayStation 4, Switch & Xbox One)

Blasphemous

Developer(s) – The Game Kitchen

Publisher(s) – Team 17

PEGI – 16

Released back in 2019 to universal acclaim after an immensely successful Kickstarter campaign, Blasphemous is a Metroidvania title influenced by games such as Dark Souls and Resident Evil 4 combining wonderfully rendered visuals with intense and challenging combat sequences and precise platforming. After having gotten the chance to play this game myself, I was captivated from start to finish. It is most definitely one of the best Metroidvania titles released throughout the eighth generation of gaming. If not one of the best games in general released throughout the time. 

Graphics – 9/10

The game is set in the harsh and mostly dangerously desolate landscape of Cvstodia, which was inspired by religious art composed by classic Spanish artists such as Francisco Goya and Jusepe de Ribera. The developers also drew further inspiration from the religious iconography of their hometown of Seville, Spain with gothic architecture and the religious attire associated with it. 

The world of Cvstodia is also beautifully rendered in 16-bit pixel art reminiscent of titles of the fourth generation of gaming. The world of Cvstodia is as wonderfully captivating as it is dark and gritty. It features some of the best examples of video game conceptual design I’ve seen for some time. Everything from the landscape to the character design attests to how much of a labor of love this game truly is. 

Gameplay – 8/10

Playing out like a traditional Metroidvania title, the game is heavy on combat and character development as well as requiring precise and clever platforming to progress. Players must both subdue hordes of enemies and uncover new areas within by acquiring new abilities and improving their character’s stats. Two different endings are available to unlock. Which depends on what items the player has acquired and how they are used or modified. 

Another particularly standout feature in this game, however, is the boss fights, which again give testament to the quality of the game’s conceptual design. Bosses such as Ten Piedad, Our Lady of the Charred Visage, and my personal favorite, Exposito the Scion of Abjuration. The game is every bit as challenging as the titles it took influence from. But at the same time not inaccessible. It’s also an extremely satisfying experience to revisit locations far stronger than before with the acquisition of new abilities and more health and magic. But also equally as satisfying to defeat each boss. It does exceptionally well to make the player feel like this is their journey along with the player character. The Penitent One. 

Controls – 10/10

The game’s controls are precise, and responsive, and present the player with no necessary issues. Which is desperately needed in a game like this. There’s nothing worse than when a developer tries to challenge a player with a tough game. And the controls aren’t right, like what I found with the original Mega Man. Fortunately, however, this issue is nonexistent in Blasphemous.

Lifespan – 7.5/10

To complete the game to 100%, along with the DLC package The Stir of Dawn, will take roughly 30 hours. Which for a Metroidvania game is particularly impressive. It could possibly be made to last longer with the potential introduction of new DLC released somewhere down the lines (here’s hoping). But regardless, this game will have players investing in it for a particularly long time to come. There are plenty of collectibles to scout for and abilities to acquire to make Blasphemous last more than a meaningful amount of hours. 

Storyline – 9/10

The story of Blasphemous follows a mute lone soldier known only as The Penitent One. He is the sole survivor of an order known as The Brotherhood of the Silent Sorrow. The Penitent One embarks on a pilgrimage in the name of The Miracle. A god-like supernatural force that governs the land of Cvstodia. It manifests itself in various twisted ways in the name of either mercy or punishment. 

The Penitent One seeks a holy relic named the Cradle of Affliction. He is instructed by a narrator of the Miracle named Deogracias to carry out the three humiliations. Thus gaining access to the location where the Cradle of Affliction is housed. 

The game’s story is expertly structured and masterfully written with full voice acting and a plethora of lore and backstory to unearth throughout Cvstodia. It raises questions about the nature of godhood and everlasting life in a world where the desire for punishment or forgiveness comes at a heavy cost. And what impact religious institutions can have on the world. Again, it was yet another element to this game that excited me from beginning to end. 

Originality – 9/10

Taking into account everything about this title, from its conceptual design to its combat system to its gripping story, it is definitely one of the most original titles I’ve ever played. In a gaming generation that has been arguably over-saturated with Metroidvania titles in recent years, it would have taken something particularly special to make another one stand out among so many others. But this game does that flawlessly. It tackles themes, gameplay mechanics, and graphical features that have rarely been seen before. And will go on to influence a plethora of games for years to come. 

Happii

In summary, Blasphemous is definitely one of the best games of the eighth generation. The influx of indie games over the last seven years has made this generation one of the most exciting in the history of gaming. But this title will be one that gamers will still be playing long after. With its wonderfully rendered visuals, intense combat, and boss fights. And a story that players will be talking about for many years after its release. 

Score

52.5/60

8.5/10 (Great)

Cat Quest II (PC, PlayStation 4, Switch & Xbox One)

Cat Quest II

Developer(s) – The Gentlebros

Publisher(s) – The Gentlebros & PQube

PEGI – 7

Released 2 years after its predecessor to widespread critical acclaim, Cat Quest II picks up pretty much immediately where the first game left off. But at the same time, giving players a much bigger world to explore and more quests to undertake. As well as introducing a few new Gameplay mechanics and expanding the lore of the universe greatly. In every single respect, the second game is much better than the first. And the ideal way to expand on what is a very promising series of games indeed. 

Graphics – 9/10

As in the first game, the game is set in the region of Felingard, where cat civilization is based and the same dangerous creatures roam the landscape for players to have to contend with. However, Cat Quest also introduces players to the Lupus Empire. A realm inhabited by dogs, which has a whole new design to it and a whole load of new enemies to fight and locations to discover.

The Lupus Empire is a lot more bare and arid in stark contrast to the lush greenery of Felingard and does well to demonstrate the developer’s abilities to diversify in terms of location design. There are also a few new technical improvements made in the visual as well. Most notably in the water effects in underground cave areas. Which makes each of these locations stand out from one another much better than before. Me being a sucker for water effects in games, I was particularly impressed with how they were handled in this game compared to that of the first. 

Gameplay – 9/10

In terms of gameplay, Cat Quest II is very much like an extension of the first game. The premise is virtually the same, with a couple of newly added gameplay features. The most distinguishable feature is that the player now has control of two characters. Not just one, and can switch between the two at will. It makes the combat system itself infinitely more dynamic. With the introduction of new weapons for both characters to wield and new armor to discover and modify. In addition, there are also new spells to learn as well as old ones from the previous game. There are also many more side quests to do around the game’s open world for longevity. 

Controls – 10/10

The game’s control scheme functions exactly the same as in the previous game and as such, there are no issues to be concerned with. Players will be able to go from Cat Quest I to II without skipping a beat. It doesn’t take long at all to get used to the newly introduced mechanics either. As they’re simple enough to get to grips with. The new sprint option also allows for more efficient exploration in a shorter span of time.

Lifespan – 7.5/10

To complete the game 100% takes around 17 hours to complete. Whilst it isn’t a decisive improvement on the first game, it’s still an improvement nevertheless. I still think that a game of this potential and magnitude deserves to last far longer than what both the first two installments have offered players thus far. But it was nice to see minimal improvements in this respect at the very least. 

Storyline – 7/10

Following the events of the first game, a cat king has been paired against his will with a dog king in order to bring about a truce between the warring regions of Felingard and The Lupus Empire. The story has all the charm as what the first game did with both cat and dog-related puns all over the dialogue and even a few off-hand references to classic games hidden here and there. The story also escalates into something far bigger than what the initial synopsis suggests. Which all helps to keep the franchise as fresh as possible.

Originality – 7/10

The only gripe I would have in terms of originality in this game is that a lot of its soundtrack is the same as what was in the first game; especially at the beginning, which at first made me feel like I was simply playing the same game again but with a few improvements. But after I’d played it for some time, I realized that wasn’t the case at all, and the soundtrack does become a lot more diversified as the game progresses too, with new types of music taken from new influences. That being said, the excitement of the new combat system alone does well enough to keep the series fresh and to continue to differentiate it from many other indie game series’ developed over the last few years and has made me all the more anticipatory of a potential third game. 

Happii

Overall, Cat Quest II, with many improvements here and there, is a much better game than its predecessor; the combat system has been modified greatly. And the charm and great atmosphere are both expanded upon to a phenomenal extent. And will do well to appease both fans of the series and newcomers alike. 

Score

50.5/60

8/10 (Very Good)

Untitled Goose Game (PC, Switch, PlayStation 4 & Xbox One)

Untitled Goose Game

Developer(s) – House House

Publisher(s) – Panic

Designer(s) – Stuart Gillespie-Cook, Nico Disseldorp, Michael McMaster & Jacob Strasser

PEGI – 3

Released by Melbourne-based developer House House back in 2019 on PC after much anticipation from gamers. Later ported to several home consoles, Untitled Goose Game is an adventure stealth game whereby players take control of a goose that must travel around a village. And relentlessly annoy as many of the villagers as possible in as many ways as possible. It was very well received by critics and gamers alike and maintains a perfect 10/10 score on Steam. Whilst I found flaws with the game whilst playing, I found it overall to be a delightfully challenging, yet uproariously funny experience at the same time. 

Graphics – 7/10

Set in an idyllic British village, the game makes use of cel-shaded visual design and a vibrant color palette perpetuated by lush, green landscapes and traditional village scenery and buildings such as gardens, pubs, and markets. The game’s soundtrack also flawlessly adds to the game’s atmosphere. Constantly changing depending on what situation the player finds themself in. Be that when they’re simply walking around when they’re about to sneak up on someone. Or when forced to run away from villagers. It’s always a pleasure to experience a game like this, whilst may not look as visually original as others, it still presents variety in a number of different. And even more subtle kinds of ways. 

Gameplay – 7/10

The player takes control of a mischievous goose roaming around a peaceful village. The player must undertake specific tasks given to them via a to-do list. All with the sole purpose of causing as much chaos around the village as possible. For example, the first sequence of the game has the player having to torment an unsuspecting groundskeeper by stealing the keys to his garden gate, putting his rake in a nearby pool, and stealing various other items in his garden in order to create a picnic nearby.

Although the visuals aren’t particularly unique by today’s standards, the gameplay concept definitely is. The idea came from a very unlikely source; it came about when one of the staff at House House emailed the creative team a stock photograph of a goose, which led to a series of brainstorming sessions. For a seemingly finite concept that came virtually out of nowhere, it’s quite impressive to me how the development team was able to make as much of it as they did and create a game like this.

Controls – 10/10

Because there are an unprecedented amount of commands to have to use in Untitled Goose Game, getting used to controls and style of movement may take some time initially; but once mastered, it presents no problems. This is always impressive to think about when it comes to a new idea involving a new style of gameplay. I’ve come across a few indie games over the years, that have failed to impress in terms of controls. Such as Octodad: Dadliest Catch and Aaru’s Awakening. But thankfully there are no issues with this game’s control scheme. 

Lifespan – 4/10

The most disappointing aspect of this game is the short time it can be made to last. To complete the game 100% takes about 5 hours. And I think there was definitely room for expansion in this respect. Though I said I was impressed with the development team’s ability to come up with the overall concept while having little to no ideas to go on initially, there are certainly a great number of ways in which the initial concept could have been built for more objectives and side quests. And I for one would’ve been willing to wait a little bit longer to play it if it meant it could’ve been made to last longer. 

Storyline – 6/10

The game’s premise, as I described earlier, is also the game’s story. But what stops it from making the story nonexistent is a variety of different things. The soundtrack adds to the game’s atmosphere as I pointed out before. But the goose’s journey is filled with hectic moments as well as drama and comedy. Playing this game made me burst out laughing on several occasions. But there is also a nice little reveal at the end, which really epitomizes what this game set out to do. And makes it feel like everything comes full circle in its own way.

Originality – 8/10

As I said, although the visual style and the conceptual design of the game aren’t particularly unique, what does make this game promptly stand out from the crowd is the concept of the gameplay itself. I love it when I come across a video game that seems basic at first glance. But ostensibly offers gamers an experience unlike any other without it being overly complicated. And having a somewhat simplistic feel to it at the same time. There’s a simultaneous feel of tranquility and urgency to be had whilst playing this game and it makes for a very enjoyable experience.

Happii

Overall, Untitled Goose Game is a very good title for the short time that it lasts. And it is certainly worth one playthrough at a minimum. It’s a simplistically designed game. Yet has its own unique charm to it that separates it even from some of the most ambitiously designed indie titles of the eighth generation of gaming. 

Score

42/60

7/10 (Fair)