It’s always nice to hear that a game will be officially moddable, and it’s even nicer when it’s a stalwart PC favourite. Nigoro’s La-Mulana made a comparatively huge splash on the nascent indie scene of the mid-2000s, helped kickstart the popularity of the entire ‘Let’s Play’ video concept, and was one of the core inspirations for Spelunky. The updated remake of it got trapped in Wii development hell for quite some time, but now it’s coming home, and this time you can tweak and tune it to your hearts content.
While it sounds like the game won’t be completely customizable according to this official blog post, you should be able to alter all the sound, music, graphics, translation and time-attack stage files to taste. Nigoro themselves suggest that someone try porting all the original version’s graphics and audio to the new edition of the game. The developers also say that they want as many people around the world as possible to play the game, so are completely cool with unofficial translation patches.
Don’t like the new look? Re-retrofy it, then!
There’s no release date on the remake set in stone quite yet, but there’s rumblings that it’s coming out sooner, rather than later. I can say with a dash of mystery and some surprising certainty that the remake is looking spectacular, and is a genuine improvement on the original faux-MSX stylings of the freeware original, which you can find here.
A few weeks back, Nicalis revealed their decision to not publish the WiiWare version of Nigoro‘s highly anticipated 2D platformer, La-Mulana. They gave some fair reasons as to why – the market for the Wii had substantially declined since the contract’s initiation – so fans were left to nod along with the change of plans.
It seems that Nigoro completely disagree with the reasons given though, writing the following over on the official blog:
“The market of WiiWare may not be active. But it doesn’t concern people who was waiting LA-MULANA.”
Due to this viewpoint, they are still hoping for a North American and European release for La-Mulana on WiiWare, and say that they have even been contacted by some publishers who are willing to help them do it. This is more than just getting the game to the players who want it and on the platform they had set their eyes on for it though. This is about setting an example to the Japanese gaming industry.
They noted that no interest for their game has been shown in Japan at all, so their only choice has been to cater to overseas where the interest does reside. They note that this is true for all indie game developers in Japan, saying that there is a severe lack of interest in its native indie game developers. They’re hoping that if they can get La-Mulana published overseas then they may have a chance of starting to change the situation around.
“We want to release LA-MULANA overseas. However, to tell the truth, Our primary reason for it is to set a example that Japanese indie game can be released.”
Their cause only brings up the words of Phil Fish at the IGF this year, where he said that most modern games from Japan “just suck”. It seemed harsh but they shook up some realizations in the Japanese game developers, some of them reflecting on the state of Japanese game production at the moment, more or less agreeing with what Fish said. Maybe they’ll start looking towards the indie game developers, that’s what Nigoro certainly hope for, as they remarked, “Japanese indie games world is untouched vein of gold.”
This being the fabled day of the big Retro City Rampage news, we source the news from the Playstation blog of all places. Yes, there will be an 8-bit rampage on PS3 and PS Vita!They warned us, VBlank Entertainment that is. They even had a video to outline how big the news hitting us today would be, honestly, we weren’t expecting this at all! Retro City Rampage will be coming to PS3, the PS Vita as well as Steam; before it was just Wii Ware and Xbox Live Arcade. Is there anywhere it’s not going to be available!?During the announcement, Brian Provinciano of VBlank states that the “PS Vita has been a dream to develop for as well.
Stickmen Studios’ invent and adventure game Doc Clock: The Toasted Sandwich of Time is heading to the Playstation Network sometime soon, so says the New Zealand-based developer. The port will receive Move motion control support, a sandbox level to tinker around in, and new in-game abilities.
This year has been great for indie games, but it wasn’t without it’s disappointments. Nintendo’s handling of indie developers and their Wiiware store in general being two very low points. The remake of Nigoro‘s PC freeware classic puzzle/adventure/metroidvania La-Mulana was completed and promptly made it’s way onto the Japanese Wiiware store, but half a year later and the US and EU releases are still caught up in red tape. All hope is not lost, though. In this apologetic blog update, Nigoro tell us that the Wii version is due soon, but also something much more interesting: It’s coming back home.
The guys from Vblank Entertainment uploaded a new trailer to their Vimeo account a few days ago this time showing off a new playable “character” Biffman! Thriftopolis City’s very own super hero. I mean, every major city needs a super hero right?
The trailer shows off all the hilariously retro chaos we’ve come to expect out of Retro City Rampage only this time it’s from the perspective of a super hero. Naturally this means you get you’re very own specialized car, the Biffmobile, the ability to throw Biffarangs (awesome!) and even a Biffcave to play in!
Gaijin Games taken to their blog to show off some very, very early footage of their upcoming sequel to their original WiiWare hit BIT.TRIP Runner. The game is pretty rough around the edges but it gives you a good idea of what you can, at least, expect out of the game which is to say more or less what you had in the first iteration.
There is something a little different about Runner 2 that they show off in the video and that is the ability jump slide, that is the ability to slide and then jump while sliding. The guys say that they’re preparing a number of fun obstacles where you’ll need to jump slide your way through in order to proceed.
[Correspondent Ken Ellis made the rounds all over the main hall and up through Indie Alley at PAX Prime last month. Over the next week he'll be passing on his thoughts and impressions on as many as his brain and notepad can recall. Next up, hands-on plus video footage of Marc Ten Bosch's innovative platformer Miegakure.]
Showing in a small corner of the PAX show floor at the Spy Party booth for a single hour was the latest playable build of Miegakure. DIYgamer was there and able to come back with some footage of one of the most interesting indie games on display this year.
Miegakure is a medieval Japanese themed game about moving through and exploring a world that is a representation of the mathematical concept of what travel through the 4th dimension would be like. The game plays like a 3-dimensional platformer, but at a press of a button space folds and you enter the area in between points in the world. Then you can travel to other areas, or bring objects to those areas and find a 4th dimensional route to the goal in the level.
From what we saw the game is purely exploratory. So while there are NPC’s around many levels, there are no expressly violent enemies fighting you. The challenge is moving through the extra dimensions. Thankfully, some levels have maps of each area available in the level so you can see where you are and where you would be if you traveled to another area.
Confused YET?! Well, don’t be. We were able to get a gameplay video of yours truly skipping through the 4th dimentions.
No word on when the game will come out, but a tentative “sometime 2012″ was rumored around the area via digital distribution for PC and console platforms.
Earlier in the month it was announced that the SpyParty booth would spread the love at PAX Prime by having a couple indie developers set-up their games for the first 60 minutes of the exhibition hours on Saturday and Sunday. Later on we found out one of the games would be IndieCade winner and IGF/Boston Indie Showcase finalist Miegakure, which made it official that we’d be making on time to one of the two weekend days.
As several attendees and our own correspondent Ken Ellis (preview and video footage soon!) attempted to wrap their heads around Marc Ten Bosch’s long in the works puzzle platformer/exploration into the fourth dimension, I was able to have an aside with the San Fran-based indie developer; and that was no small feat of courage from me as he is a man of very tall stature. After making sure I hadn’t mistook him for Chris Hecker (oops to those who apparently did!), Marc gave me an update on how the development of the highly anticipated title is coming along.
The game has made many leaps and bounds in development since our last proper preview some 18 months ago. It’s unclear how much content the final game will carry, but it appears there will be hours upon hours of exploration and puzzle solving to be had. Marc continues to push toward completion with PC, Mac, Linux and consoles in his plans for release through the various digital distribution channels. When will we finally get our hands (permanently) on this game? Hopefully soon, 2012 seems to be the best bet, with 2013 sounding very ugly to him–I seem to always find the perfectionists who only dabble in release dates if they absolutely have to.
With what’s being pulled off in the game, it more than makes sense. Wide eyes and active controllers from all the attendees and media who had a chance to play. With the use of an extra dimension to explore and use to your advantage, you begin to understand why the game claims you’ll feel like you’re pulling off miracles.
There are still plans for a demo when the game does arrive, and we can likely expect it to be on the heavy side as Marc has been encouraging 1-2 hour hands-on sessions at the conventions, expos, and other events it has appeared at.