It feels like we’ve been waiting on game announcements for some time, but the ID@Xbox team unleashed the floodgates last week for the first wave of titles using the new independent development program. Twenty-five games were showcased at a public event during GDC providing developers a chance for direct fan interaction. The ID@Xbox team released a video highlighting five of the games: Super Time Force from Capy Games, Strike Suit Zero Directors Cut from Born Ready Games, It Draws a Red Box from Other Ocean Interactive, Spectra 8 Bit Racing from Gateway Interactive and FRU from Through Games.
Capybara announced via a forum post on NeoGAF that new details about the highly anticipated arcade title Below were coming soon. The forum post also states that no new …
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Child of Light, the Japanese-style RPG from the creator of Far Cry 3, has a unique co-operative mode that allows a second player to take control of an orb named Igniculus who aids Aurora, the protagonist of the title, through her journey by distracting enemies in combat, finding items in unreachable places, lighting dark paths and opening up new passageways. Their teamwork is highlighted in a new trailer from Ubisoft:
Minecraft has been pretty busy recently, launching on PS3 and making movies and all. It may feel like the Xbox 360 edition hasn’t gotten much attention in the past few months, but that will …
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Microsoft’s virtual reality headset project is said to be in progress. The short report in The Wall Street Journal this week was overshadowed by the recent Sony announcement of …
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The agents of Super Time Force‘s titular time-traveling force aren’t the only ones busy messing around with time. Capybara Games, the developer behind the upcoming XBLA and Xbox One action title, has moved the release timeline its targeting for the game to this summer, reports Polygon.
“It’s really tough to tell with Q&A and the certification process, but we’re really hoping for May or early June,” studio head Nathan Vella told Polygon this week at Game Developers Conference. “As soon as possible.”
In the game, players have the ability to call “Time Out” and rewind the action upon dying so that they can fight alongside previous versions of themselves in, as Capy’s website explains, “the good ol’ seconds of a few seconds ago, creating a veritable army of yous.” The ability to rewind and try again might be an attractive one to Capy Games, considering that it has had to change release plans for Super Time Force more than once.
Vella said last September that his game would “definitely” release in 2013. The studio president said at the time that the game was “feature-locked.” That was before an Xbox One version of Super Time Force was announced, though. The work necessary to make the next-gen iteration of the side-scroller a reality forced the release window for both versions back into “early 2014.”
Indie developers Black Forest Games have revealed that Giana Sisters: Twisted Dreams has now sold over one million copies. The game was released on XBLA one year ago today …
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Earlier today, Signal Studios, creators of XBLA hit Toy Soldiers, announced an agreement with Microsoft that transferred the IP rights back to the developer. This grants it more control …
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A tweet from Notch (creator of Minecraft) reveals that there are indeed at least preliminary talks going on between Mojang Studios and Warner Brothers for a potential Minecraft movie. …
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One of the best things about video games is creating impossible realities, but common notions of reality became a nuisance when Capy was making Super Time Force. It’s a side-scrolling action shooter in which you can gang up on enemies on the fly by creating multiple timelines. However, we personally experience only one timeline, so temporal paradoxes don’t come to mind until someone makes them into an interactive system. We have talked a little bit about this before, but at GDC, Capy Technical Director Kenneth Yeung disclosed to Gamasutra a few more details about the challenges and solutions devised throughout the evolution of Super Time Force.
Joking, Yeung said, “I got 99 problems and time is 100 of them.”
“We wanted to make something simple, easy, a fun action game,” Yeung continued. “But in reality, when you’re dealing with time, you’re dealing with something that’s complex and paradox-filled.”
As a result, Capy needed to create a new system of metaphysics to avoid messy paradoxes and keep the game fair and fun. “You can have a solid engine and idea,” Yeung explained, “but without these solid systems in place, your game will for sure break down.” As it turns out, those systems push a little further than your high school physics class curriculum.