Welcome to the third installment of IGM News Recap, where we go over the biggest indie gaming news every other day. Like what you see? Be sure to LIKE the video and SUBSCRIBE to the channel to be notified of our latest content.
Here are the stories for this week:
Unknown World’s one of a kind action title Natural Selection 2 is nearing completion. The beta is now available on Steam, and as of now the game’s page has it targeted for launch next month. The game is anticipated in some ways, and already acclaimed in others with an active beta community that continues to swell in size.
Embedded below is our next PAX Prime ’12 interview – with some gameplay footage packed in as well. A member of the Unknown Worlds team was kind enough to step-away from their busy booth to discuss the various mechanics of the title, the variety in asymmetrical teams, and bringing the experience of leadership/being a team player into the title.
At least 12v12 matches, and could be more down the line? Splendid!
It’s been a painstakingly long wait for the official release of Natural Selection 2 since it first garnered major attention, but it’s shaping up to be one of the better multiplayer experiences we’ve seen in years. Balance is key for a good competitive multiplayer game, and they’ve been grinding away at that for years it seems.
As with any multiplayer affair, maintaining active player numbers are key; but with their aforementioned beta players in tow, there’s little worry this game will have every chance to flourish on a very high level upon release. Especially if it delivers on all points being sold.
Our long list of indie interviews at PAX kicks off with Andy Schatz of Pocketwatch Games speaking to us about the highly anticipated top-down heist ‘em up Monaco.
Schatz touches on single player and co-op modes, the title’s general history, and more. Though the most interesting bit for my money is how the team went about making it a great game to play with friends on the couch–adding that the couch experience was what they wanted to capture in online co-op as well through sleek, easy to use menus/lobbies.
The game’s looking fantastic (and really has for years at this point), so we’re excited to hear that it’s finally ‘almost done’ in Schatz’s words. Look for the game to launch simultaneously on both PC and on at least one console.
We’re onsite and busy as all hell this weekend at the Washington State Convention Center in Seattle covering PAX Prime 2012. Video interviews with over a dozen indies including Pocketwatch Games, Zeboyd Games, Unknown Worlds, Cipher Prime, and more are being put together as we speak and will be hitting the site throughout the month starting this weekend.
Though we’re still sorting through and slapping together all the various footage, we had a chance to put together a preview of our PAX experience to show off what kind of crowd this event draws each year as well as provide a taste of what’s on the way from our coverage.
It’s been a fun and exhausting experience so far, with still one more jam-packed day ahead of us. The only thing else to say at this point is stay tuned!
Credit where credit’s due – Pixel Prospector have been doing great work for the past three years. Finding, playing and recording gameplay footage of hundreds of indie games that you might have missed out on – it’s the sort of archival site we need in this fast-moving world of indie gaming. To celebrate the site turning three years old, they’ve gone and released another of their impressively edited freeware roundups. This time, it’s a perfect showcase if you’ve got a friend or two to hand, and want something to play together. Check this out:
Almost all of these are local multiplayer games, and many of them co-op, so a gamepad or two is recommended. There’s a few online ones in there – check the youtube page for the video itself for more detail on which games support what. Of course, this isn’t their first such video – a good reminder of just how good things have been these past few years is their 2010 roundup of 235 free indie games in 10 minutes:
That is a whole lot of good stuff for a the kindest price-tag of all. Ain’t it beautiful? So many games, and that’s not even looking at the commercial side of things. So, well done to Pixel Prospector, happy third birthday, and best wishes for the future!
Want to know more about upcoming mecha-tacular space combat sim Strike Suit Zero? Of course you do! So check out our pair of interviews with members of the Born Ready Games crew and get yourself up to speed.
First up, community manager Jamin Smith gives us a broad overview on what makes Strike Suit Zero tick, and then we follow up by getting some juicy nitty-gritty gameplay details from Lead Designer himself Christopher Redden! If that wasnt enough, we’ve also got part 1 of Born Ready Game’s offical Strike Suit Zero Dev Diary as well as tons of footage depicting mechanical things exploding in space. Glorious!
Here’s a question that, strangely enough, I rarely find myself asking. Why does one make a game? For money? For experience? As a labour of love?
In Exploding Rabbit’s case, it’s definitely the last of the three. Their conceptual 2D platformer, Super Retro Squad, seeks to harness the old-school charm of the 8-bit and 16-bit eras by replicated the simple, addictive formula that made what’s now considered retro gaming to be so endearing. The game will feature a crew of eight nostalgia-laden characters resembling the luminaries of the retro gaming scene, each of whom will offer their own unique gameplay mechanics spread across 40 different levels of platforming paradise.
The pursuit of an old man’s pants may not be the most enticing game description, so let’s put it another way. Tiny & Big in Grandpa’s Leftovers is a comic book fuelled, cut-your-own-path platformer. That’s a bit better, no? The game has been spotted by most people for its fairly unique mechanics which materialize in game as Tiny’s three tools with which he sculpts the environment. As your chase of Big and your Grandpa’s pants that he stole end up in the desert, everything around you consists of rock and sand, oh and maybe a stray cactus. With the tools you can cut into most rocks, meaning that there are quite a few hidden areas to discover as well as the intended path to travel.
You’ll slice with a laser, and then push with a rocket or pull with a sticky claw to bring your chunk of rock crashing to the ground. It’s a satisfying sensation that often leads to classic Hollywood action move scenarios; running towards the screen with an enormous rock slide behind you. Best of all is certainly that comic book aesthetic and the banter between the pretty wacky characters in the game; they’re all so very deserving of a sequel.
This is most certainly a game you’ll want to check out and if you need any consolation then feel free to read our review. You can grab Tiny & Big over on Steam or the official website. There’s also a beta demo available for those who haven’t already played it.
I’m normally not the sort to transfix my gaze upon works of interactive media longer than I have to, but I’m willing to make an exception for Monaco, Pocketwatch Games’ action-stealth hootenanny that just so happened to be the subject of my very first interview here at IGM. Back then, I was a wild-eyed guttersnipe with an idyllic outlook on the gaming industry, but now, eight months on, I’m a miserable guttersnipe with a oft-guarded longing to caress Andy Schatz’s supple body.
Latent homoeroticism aside, Mr. Schatz is a mighty decent chap, which is why I was squealing with excitement when Gamespot’s Danny O’Dwyer conducted an in-depth look at Monaco‘s lofty single-player campaign. Take a look, ladies and gentlemen.
It’s time to hide behind your chair again, turn the lights up bright and repeat to yourself: ‘It’s not real. It’s not real. It’s not real’. Those charmers over at Frictional Games are back, and this time teamed up with thechineseroom (of Dear Esther fame) to bring us something just a little bit grim. Amnesia is back, and this time we’re leaving the confines of dusty castle corridors, and settling into something a little closer to familiarity. Not that it helps.