Indie game news, reviews, previews and everything else concerning indie game development.

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Pre-Register for Retro/Grade’s High Score Contest [PAX Prime 2011]

As we ready ourselves for another strong PAX Prime showing this weekend in Seattle, developer and friend Matt Gilgenbach (24 Caret Games) has passed along word of some cool happenings for his shooter you play in reverse Retro/Grade. Specifically a high score contest “where the winners will be forever immortalized”, will be taking place during the now imminent event.

The game has been development for sometime and it really shows. Just by looking at the new screens and video, the game would appear to carry a new coat of polish since it first caught our eye at last year’s PAX-P. Exciting to get another look at it this year as it nears the end of its development. No release date yet for the upcoming PSN title, but we’re hearing “soon” thrown around quite a bit.

24 Caret will be running the high score contest all weekend, giving out plenty of swag as well as the awarding the overall winners with an everlasting spot in the game’s credits. In fact if you pre-register, you’ll end up with your own personalized ID badge as opposed to the standard card:

So if you’re heading to PAX this weekend, you already should be planning to stop by booth 6415 to get a demo of R/G. Might as well go ahead and sign-up a sweet custom card, complete with picture and call sign. Of course if you don’t, you can get a standard card and still have your shot at topping the leaderboard.

Check out the aforementioned new trailer for the game that actually begins where it ends:


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24 Caret Games’ Retro/Grade Starts at the End?! [Trailer]

24 Caret Games’ shmup/rhythm game hybrid Retro/Grade is reportedly headed to the PlayStation Network soon, along with future ports including PC. Last time on DIYGamer, 24 Caret was seen programming for two days all sped up into a one-minute video.

24 Caret has uploaded another great video to show how it defies the laws of gaming convention once again. This time, we get to see how Retro/Grade starts: from the end. This is not only a clever gameplay mechanic; it’s also a great way to force gamers to see the credits (even if they are sped through).

Retro/Grade has been impressing people for a while now: it was a finalist in the 2009 IGF awards and won the Audience Choice Award in IndieCade 2010. For even more information on 24 Caret Games’ Retro/Grade, make sure to check out the official website.

What are your thoughts on this innovative title? What platform would you tell 24 Caret to port Retro/Grade to?

Source: GameSetWatch


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Two Days of Retro/Grade Development in One Minute (and Sixteen Seconds)

24 Caret Games has done something damn cool in relation to their upcoming guitar-peripheral friendly PSN title Retro/Grade. The developer has recorded two days of work and compressed it down to a little over a minute in the video below.

Why? Why not. See Matt Gilgenbach (if I’m not mistaken) in action:

Look at him go! See, game development is a blast; at least done at hyperspeed.

The developer mentions interest in bringing the title to other platforms including PC in the future as well, so hopefully not just PSN’ers will be enjoying this arcade-style gem in the long run.

[24 Caret Games via Youtube]


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Know Your IGF: A Mobius Proposal

MobiusProposal001

So this “game” has an interesting story attached to it. It was actually designed with the intent to propose and, for whatever reason, Matt Gilgenbach, of 24 Caret Games, decided to submit it to IGF to see if he could win anything. Well, he certainly won something… our hearts. No wait, I mean his girlfriend’s heart as the two are set to be married now.

There’s really not much for me to explain here. Check out the video below and all will be revealed.

Oh and for those who aren’t sure who Matt is, he’s the guy making the intriguing shmup, rhythm game Retro/Grade, a game that won our “Best Overall Experience” award at this past year’s PAX 2010.

Congratulations Matt!

[A Mobius Proposal, 24 Caret Games]


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The Shmup as a Backwards Rhythm Game… Retro/Grade [PAX]

RetroGrade001

So when I originally covered Retro/Grade in our run up to PAX10, I had noted that the game was quite a unique shmup in that you actually play the game backwards. Unfortunately, at the time I didn’t quite grasp just what that mean and how it would affect the game. Today, however, I’ve played the game, tested out just what it is, and came away with a completely different, but not entirely bad, opinion.

As I stated in my introductory post, the premise of the game is that you play as a protagonist named Rick Rocket who has just heroically saved the universe from a marauding group of aliens intent on destroying everything and everyone, yada yada… Unfortunately for Rick, just as he destroys the final boss and saves the universe, something disastrous happens: a temporal anomaly has begun reversing time so that time is going backwards.

It’s an interesting plot line, but one that is, unfortunately, superficial. After speaking with the developers I was informed that while the games story establishes the setting, gameplay, and plot it does little else within the context of the game. Meaning, beyond the first few minutes of the opening sequence there really isn’t a storyline anymore.

As I mentioned above, I originally noted that Retro/Grade was a shmup. This, however, was pretty much entirely wrong and it’s just one of those things that you’ll need to play in order to entirely grasp just what the game is. But I’ll do my best to explain it to you in the written word and then swing by the booth later to snag a new gameplay video.

So, first, Retro/Grade is not a shmup. It’s actually more of a rhythm game that anything else. Not to say that’s a bad thing though because, in fact, the game is actually really fun and the plot line does help establish some unique properties about the game.

Since you are traveling back in time, you have but a simple directive: don’t do anything your character didn’t do on his was forward. This means any enemies you shot and destroyed must be properly “rewound” to ensure that you take the bullets/missiles back in. The game does this by making it a sort of rhythm game which can be played using a guitar or controller. As Rick is flying backwards, you’ll use the guitar/controller to move up or down on a colored line (the difficulty will change this between 3-5 strips) and you’ll simply have to move your character up or down and then strum (or press X) as soon as the bullet has arrived at your ship.

Additionally, there is another mode where you’ll simply have to dodge the enemies rewinding fire. This mode is even simpler as you won’t really have to actually strum, you can just move up and down to navigate your way through the fire. Once you reach the more difficult levels of the game, you’ll have to do both, dodge and absorb, at the same time.

My only problem with the game so far is that, during the moments when you are required to dodge and absorb, the game can get pretty confusing, visually. For example, the top line of the game is the yellow line. When it comes time to dodge and absorb, you’ll have one yellow bullet coming from behind you and one heading towards you. Both are different sizes, but beyond that there’s little to differentiate between which is which and it can get very confusing.

Retro/Grade isn’t scheduled for release until 2011 and is currently being developed for the Playstation Network, although other platforms are a definite possibility, including the Wii, despite the obvious graphical downgrade which would be required. I’ll work on getting a gameplay video from the show today to upload later, until then enjoy the regular trailer below.

Trailer


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IndieCade 2010 Finalists Revealed

IndieCade_Finalists

A little over a month ahead of the event, IndieCade 2010 organizers have announced the 32 finalists for the annual festival that fancies itself the Sundance of gaming.

All finalists in this year’s awards are eligible to win each of the 12 categories being presented this year: Jury Award, Aesthetics, Fun/Compelling, Gameplay Innovation, Technical Innovation, World/Story, Vanguard, Sublime Experience, Wildcard, Documentary, Sound, and The IndieCade 2010 Honorary Trailblazer Award for Lifetime Achievement.

Some familiar names and plenty of relative unknowns as well. Titles you’ll probably recognize include Limbo, VVVVVV, Monsters (Probably) Stole My Princess and Fatale among others.

IndieCade 2010 takes place October 8-10. The full list of all the 32 games complete with links and descriptions:

11066 – The Game (Preloaded / Channel 4, United Kingdom): A historical game commissioned by Channel 4 (UK) to accompany its two part documentary series on the War of 1066 and the battle for Middle Earth. A simple, fun strategy game that leverages causal gameplay elements and beautiful design while providing its audience with interesting information and knowledge about the War of 1066. 1066 – The Game was created by Preloaded, the developers behind Super Me and other social change game projects.

A Slow Year (Ian Bogost, USA)A Slow Year is a collection of four game “poems” for the Atari Video Computer System, one for each season, about the experience of observation and awareness. A Slow Year stakes out a deep and interesting design problem, searching for engaging and meaningful interactivity outside the traditional reaches of modern gameplay and typical genre design. Ian Bogot is a professor at Georgia Tech, and co-founder of Persuasive Games, creator of Airport Insecurity and a series of news games for the New York Times. Ian is also co-creator of IndieCade featured Cruel2BKind. A Slow Year was featured in the 2010’s Independent Game Festival (IGF) at the Game Developers Conference.

Auditorium (Cipher Prime, USA)Auditorium is an audio puzzle game where you convert light into sound, creating an explosion of orchestral music. Its addictively simple mechanic consists of manipulating icons to deflect light into a target on each level to generate bursts of music. The game has a flexible design, allowing for a range of solutions to each puzzle. Available for PC and Mac, and now iPhone, Auditorium was created by Philadelphia-based Cipher Prime.

B.U.T.T.O.N. (Brutally Unfair Tactics Totally OK Now) (Copenhagen Game Collective, Denmark):B.U.T.T.O.N. is a four-player, one-button party game played with Xbox controllers on the PC. The game has a WarioWare style mechanic consisting of short mini games in which players must stand back and rush the controllers to press the “right” button, although which button that is not always clear! Created by Copenhagen Game Collective, winner of the Most Fun Game at IndieCade 2008, B.U.T.T.O.N. was a hit at Gamma IV and at IndieCade’s E3 Showcase.

Bit.Trip Runner (Gaijin Games, USA): The fourth Bit.Trip game developed by Gaijin Games for WiiWare, Bit.Trip Runner features music from Anamanaguchi driving an energetic and exciting rhythm action platforming game. The game features awesome Boss Battles inside 50 challenging levels, and provides a visually impressive experience and auditory treat. Bit.Trip Runner provides addictive and fun, while exploring interesting interaction and puzzle spaces inside the realm of synaesthesia.

Blue Lacuna (Aaron Reed, USA)Blue Lacuna is among the largest text-based interactive stories ever produced, a full-length novel and adventure game in one. Blue Lacuna is rich with deep, beautiful writing, and a vast story world with emotional depth and meaningful player choice. Blue Lacuna is a triumph in prose-based interactivity from Aaron Reed, the writer and designer of Whom The Telling Changed, and a PhD candidate at the University of California, Santa Cruz.

Cargo Delivery (Cat in the Sky, Brazil)Cargo Delivery is a skill-based puzzle game revolving around the adventures of Rufus. To achieve his goal of having a nice sailboat to call home, Rufus must sail a freighter with loads of cargo. The churning seas, which cause cargo to topple overboard, and numerous obstacles along the way, must be overcome for Rufus to earn enough money to realize his dream. The delightfully quirky graphics combine well with the cartoon physics, and make this an adventure worth taking. Created by Santo Andre, Brazil based Cat in the Sky.

Castle Vox (Sillysoft, Canada)Castle Vox is a new turn-based strategy game from SillySoft, developers of Lux and American History Lux. Castle Vox brings the engaging multiplayer social play and strategy of Diplomacy and Axis and Allies to the digital realm of turn based strategy. A fully realized digital board game, Castle Vox takes advantage of the computer medium to ease and finesse many of the mechanics of classic social strategy board games, and wraps them into a well designed, approachable and entertaining package.

Continuity (Ragtime Games, Sweden): A well-designed and mechanically clever mashup of a simple platformer with classic sliding puzzle gameplay. Continuity has a strong aesthetic design, and simple, refined, and well-balanced gameplay. Top notch attention to design details such as audio allow the simple pleasures of the mechanic to be presented at the forefront of the IGF-winning, addictive and entertaining game developed by Elias Holmlid, Dmitri Kurteanu, Guy Lima Jr., and Stefan Mikaelsson, aka Ragtime Games, a student team at Chalmers University of Technology, Gothenburg.

Creaky Old Memory (DADIU, Denmark)Creaky Old Memory puts players in the role of Tatiana, an elderly Russian lady who must journey through the nooks and crannies of her self-fabricated house in order to reveal the truth about her own past. The game cleverly blends multiple modes of gameplay as you first must collect different paintings to assemble a picture of Tatiana’s life, and then must search these paintings for hidden clues to unlock the deeper mysteries of the story. Created by a team at the National Academy of Digital Interactive Entertainment in Copenhagen,Creaky Old Memories’ deftly designed aesthetics are well integrated into the story and mood of the game, and help bring genuine meaning to the puzzle-based interactivity.

Every Day The Same Dream (Molleindustria, Italy): Made for the experimental gameplay project themed “Art game”, Every Day The Same Dream is an attempt to translate a well known narrative about daily routine and white collar alienation into a playable form. Only by finding subtle deviations from the repetitive, looping levels can the player free the character from a meaningless eternal present. Designed by progressive game design collective Molleindustria, Every Day the Same Dream is a short, intellectually engaging experience that brilliantly captures the feel and tone of modern art film and art games, while cutting these recognizable ideas to their core concepts. This is Molleindustria’s first game to be selected for IndieCade.

Faraway (Steph Thirion, USA): Created by Steph Thirion for the Gamma IV showcase, Faraway is a one-button game where you swing your way through space, finding and connecting star clusters to create the most complex constellations you can. Faraway’s simple but lovely and iconic visual design lets the tightly designed interactions and gameplay take forefront. Steph Thirion is the creator of Eliss, winner of the Auteur Award at IndieCade 2009.

Fatale (Tale of Tales, Belgium)Fatale is an interactive vignette in real-time 3D inspired by the biblical story of Salome and the play about her by Oscar Wilde. Developed by Tale of Tales, the creators of IndieCade 2009 finalist The Path, and 2008 finalist The GraveyardFatale is a living tableau that allows you to freely explore many poetic, historical and literary references to the ancient legend, while bringing it relevance to a contemporary audience.

feelforit (Chris DeLeon, USA)feelforit, developed by “Game-A-Day” virtuoso Chris DeLeon, is a small art toy for iPad, iPod Touch and iPhone that exploits the affordances of the device’s accelerometer to create an abstract, spatialized metaphor for how we navigate our lives. By rotating the phone, you manipulate an interactive sculpture whose characteristic properties and rule sets are revealed to you as you play with it. This is the IndieCade debut of Chris DeLeon, a Carnegie-Mellon grad who is currently a master’s student in Georgia Tech’s Digital Media program.

Fractal (Cipher Prime, USA): Go over the top with this new audio puzzle game. Listen as the game reacts to your decisions, taking easy-to-learn, hard-to-master gameplay to new extremes. Fractalis played on a hex grid, and leverages simple, engaging puzzles to generate beautiful procedural audio. Created by Philadelphia-based Cipher Prime, Fractal is a rewarding and compelling auditory experience.

Gentleman of the South Sandwiche Islands (Taylor & Gray, USA): Created by a team of students in USC’s Interactive Media program, the Gentlemen of the South Sandwiche Islands is a lovingly-crafted board game in which gentlemen callers compete for the attentions of Lady Ashley by strategically crossing bridges to get her alone on of a series of small islands. A comedy of manners translated into a board game, the story, the surreal, Victorian art-style and its questionable 200-year history provide a backdrop for a devilish and highly entertaining game of absurd logic. Funded by Jim Taylor through Kickstarter, Gentleman of the South Sandwiche Islands is a great indie design story.

Groping in the Dark (Team Arex, South Korea)Groping in the Dark is a lyrical interactive narrative that tells the story of a kidnapped girl’s decision and attempt to escape her captors. The player progresses through the narrative by manipulating phrases of Korean text to unravel the story. The kinetic typography creates an almost mystical experience, turning letters into images and images into meanings. With its alternative to traditional visual representation in games, Groping in the Dark transforms a game into interactive poetry. Created by Seoul-based Team Arex.

Humans vs. Zombies (Gnarwhal Studios, USA)Humans vs. Zombies is a moderated game of tag where all but one player begin as humans, wearing bandanas on their arms and able to defend themselves with socks from the zombie horde. The horde is generated by the randomly-selected “Original Zombie,” who can tag human players and turn them into zombies, who wear bandanas on their heads. Humans will need to rely on cunning and teamwork to survive the zombie apocalypse and complete challenging missions organized by the game moderators. Created by Gnarwhal Studios, Humans vs. Zombies is a played in neighborhoods, military bases, and over 600 colleges and universities around the world and was featured at this summer’s Come Out and Play. It is part of IndieCade’s Outdoor and Pervasive Games track.

Limbo (Playdead, Denmark)Limbo is a hauntingly beautiful black and white “horror” platform puzzler, released to widespread acclaim this summer on the Xbox Live Arcade. The game is set among the rooftops of a mesmerizing macabre world that draws you into its dark narrative. The narrative, the story of a young boy trying to find his lost sister, is reinforced by a tightly designed film noir style that also expands the interesting, well implemented 2D platforming puzzle challenges. Created by Denmark’s Playdead, Limbo is a stunning example of the quality and experience that can be created out of careful attention to detail and delicate integration of the many different elements that make up a game.

Miegakure (Marc ten Bosch, USA)Miegakure is a platform game where you solve puzzles by exploring the fourth dimension. An inventive approach to spatial puzzle design and problem solving from Marc ten Bosch, Miegakure creates engaging and maddening puzzles from the mathematics and theory of a fourth spatial dimension. Miegakure was featured at the IGF, and at IndieCade’s E3 showcase, and is a stunning technical and design achievement, which educates and explores fourth dimension mathematical theory without requiring a PhD in math or physics.

Monsters (Probably) Stole My Princess! (Mediatonic, United Kingdom)Monsters (Probably) Stole my Princess! is a vertical platformer which you take control of the super sexy aristocratic demon known only as “The Duke” in a fantastical world where chasing down giant yet adorable monsters is the business at hand. The game borrows from classic platformer mechanics, embellished with frantic gameplay, novel power-ups, strategic moves, and delightful macabre-cartoon aesthetic. Created by the UK’s Mediatonic as a PSP and PS3 Mini, the game is also now available on Xbox Live.

Recurse (Matt Parker, USA): An installation commissioned by the NYU Game Center for its “No Quarter” art game exhibition, Recurse has a simple, embodied mechanic: a video camera transforms the player’s body into a giant cursor. Crystals grow where the body intersects with objects on the screen. Players must grow Crystals in green zones while avoiding growing them in red zones. The zones shift intermittently to create new challenges. A digital game about movement in physical space, the Recurse’s distorted “funhouse mirror” encourages players to forget themselves as they twist and stretch their bodies in order to get a high score and effect the game’s abstract world. Created by New York-based artist/developer Matt Parker.

Retro/Grade (24 Caret Games, USA)Retro/Grade is an innovative PS3 game that fuses the white-knuckle thrills and over the top visuals of a shooter with the broad appeal of a rhythm game. The developers at 24 Caret Games have deeply explored their central idea of a time-reversed space battle through tight game mechanics and polished UI and user feedback. Retro/Grade is visually engaging, attractive, and leverages its aesthetic and auditory beauty to craft an addictive and entertaining user experience.

Sixteen Tons (Nathalie Pozzi and Eric Zimmerman, USA)Sixteen Tons, inspired by a folk song about a mining company town, is a gallery installation in which four players move heavy sections of steel pipe on a colorful grid. This simple gameplay is complicated by the social interaction of a mechanic in which players bid to hire other players (using real cash) to move their pieces, enacting the game’s central themes of debt bondage and forced labor. Created by architect Nathalie Pozzi and independent game designer Eric Zimmerman, Sixteen Tons was originally commissioned by the Art History of Games conference in Atlanta (February 2010). Its presentation at IndieCade is sponsored by the NYU Game Center.

Socks, Inc. (Jim Babb/Data Played, USA)Socks, Inc. is a family-oriented alternate reality that combines web 2.0 co-creation and adventure within an imaginary world entirely populated with sock puppets. Dubbed by its creator “World of Sockcraft,” players socialize within an imaginary Willy-Wonka-style factory, role-playing the story of their sock puppet. A player completes missions by creating storytelling content with their puppet and distributing it via video and still images. As a part of IndieCade, Socks, Inc. will host a sock puppet creation workshop, where participants can create an avatar, an account, and play through the first missions. Socks, Inc., created by New School Master’s Student Jim Babb/Data Played, debuted at ARGfest 2010 in Atlanta, and is part of IndieCade’s Outdoor and Pervasive Games track.

Solace (One Man Down, USA)Solace is an interactive aesthetic experience utilizing dynamic audio and “bullet hell” overtones to provide a unique perspective on the five stages of grief. One Man Down, a design team from Digipen Institute of Technology, has produced impressive visuals and audio to build a fully realized mood space for the game. Solace does not settle on traditional gameplay inside this environment, but explores “bullet hell” mechanics to reinforce the mood and message of the game.

Spirits (Spaces of Play, Germany)Spirits is an action-puzzle game for iPhone, iPod Touch and iPad with a Lemmings-style mechanic in which players manipulate the wind to guide name-giving Spirits towards each level of the game world. The wind, which is both helpful and uncontrollable, can serve as the player’s friend and enemy at the same time. The game’s unique atmosphere is created by a combination of beautifully hand-drawn graphics and a music track comprised completely of orchestral musical instruments. Created by Berlin-based Spaces of Play.

Tic-Tac-Totum (Jesse Fuchs, USA)Tic-Tac-Totem is an “open source” tabletop game that uses the traditional game elements of dice and poker chips in clever and novel ways. The game rules, which consist of mini-games that determine the outcome of a Tic-Tac-Toe game, are presented and constantly modified via wiki. This is the IndieCade debut of developer Jesse Fuchs.

The Cat And The Coup (Peter Brinson, USA)The Cat and the Coup is a documentary game in which you play the cat of Dr. Mohammed Mossadegh, the first democratically elected Prime Minister of Iran. You observe and coax Mossadegh through the events of the coup as the cat, knocking over objects on the Prime Minister’s desk and scratching him. With its striking visual style and engaging mechanic, The Cat and The Coup brings a completely original novel ach to documentary gameplay. Developer Peter Brinson is the creator of IndieCade exhibited Meanwhileand a member of the team that created Waco Resurrection.

The Games of Nonchalance (Nonchalance, USA): An epic, immersive, poly-media, real-world adventure. Four episodes of interactive content lead participants on a journey through the fabric of San Francisco and discover the threads of a narrative woven into the city’s past and present. Currently running in San Francisco, The Games of Nonchalance received the “Best of the Bay” SFBG 2009 award. Nonchalance’s Scoop!, a live pirate radio news game, was featured at Come Out and Play 2010. This is their debut game as part of IndieCade’s Outdoor and Pervasive Games track.

Trauma (Krystian Majewski, Germany)Trauma takes you into the subconscious of a young woman who survives a car accident as you explore her dreams and memories. The game has a compelling aesthetic and interaction design that involves navigating 3D photographs using a novel, gesture-based interface, drawing you intuitively into its narrative dreamspace. Trauma is a quintessential next-generation adventure game, an emerging genre among indie developers. Created by Polish-born, Cologne-based design student Krystian Majewski.

VVVVVV (Terry Cavanagh, Ireland): In VVVVVV, you play as the fearless leader of a team of dimension-exploring scientists who are separated after inadvertently crashing their ship. A high energy, cleverly designed platforming experience from Terry Cavanaugh, creator of Don’t Look Back and Self Destruct, VVVVVV deeply explores its central gravity-reversing mechanic through smart, interesting puzzles and a strong world and environment, supported by simple but compelling visual design and awesome music.

Congratulations to all those chosen as nominees for this year’s festival. Here’s some of the coverage we have to offer on these games thus far:

Bit.Trip Runner Review
The Future of Gaming: Continuity [Interview]
Fatale; Biblical Indie “Gaming” at it’s Height
Cipher Prime Launches Audio-Puzzle Fractal
Limbo Review
GDC 2010: Miegakure Preview
XBLIG Thursday: Monsters (Probably) Stole My Princess
Playing in Rewind with Retro/Grade [PAX]
GDC 2010: Trauma Preview
VVVVVV Review


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Playing in Rewind with Retro/Grade [PAX]

RetroGrade001

Wow, this is easily the most interesting game concepts I’ve ever heard of and, by far, the most interesting shmup I’ve ever seen. Retro/Grade is doing things that I’ve never before seen done in a game. In fact, I’d go so far as to say that Retro/Grade is going to do for shmups, what Braid did for platformers.

I know the title might seem a little confusing at the moment and it’s because it’s actually a pretty confusing concept. Imagine, if you will, that you’re playing a typical side-scrolling shmup. You’ve just completed the game and everybody is happy at the end. Now imagine playing through a rewind version the exact same game. Every shot you take, every move you make (bet that song is playing in your head now), and every enemy and boss you’ve destroyed you are now rewinding to play again backwards. This is what Retro/Grade is all about.

Here’s the story:

Rick Rocket has just saved the universe! Unfortunately, the massive destruction he left in his wake has caused a temporal anomaly that has reversed the flow of time. The player must assume control of Rick’s spacecraft and fight through the epic space battle… in reverse! Retro/Grade is an innovative game that fuses the white knuckle thrills and over the top visuals of a shooter with the broad appeal of a rhythm game. Players are forced to dodge enemy projectiles while positioning the ship to be in the correct place to fire their lasers when their shots come back to them.

The game is not due for a release until sometime in 2011 on the PSN, so, unfortunately, you’ll have some waiting to do until you can actually get your hands on it. However, the game will be on hand at PAX and we plan on getting a lengthy preview together for you to enjoy.

If you have any particular questions you want asked about the game, now’s the time to ask before we sit down with the developer tomorrow.

Trailer