No Deal for Dead Island

That Dead Island trailer – supposedly created by the Glasgow-based animation studio Axis Animation 1)http://www.develop-online.net/news/37049/Dead-Island-trailer-creators-revealed – has already been viewed far over 3 million times on Youtube, with an equal amount of tweets to go. Its popularity has, in turn, turned up quite a fair bit of misinformation that now surrounds the project. As things stand, a clarification to our earlier report is in order: Unlike previously reported, no movie deal for the game has yet to be made.

In speaking to LA Times’ 24 Frames, Koch Media representative Malte Wagener stated that

There are a lot of different stories out there but the bottom line is that neither Union nor Sean Daniel has ever talked to Koch Media. Richard [Leibowitz, of Union] and [game developer] Techland agree there was never any rights. 2)http://latimesblogs.latimes.com/movies/2011/02/dead-island-trailer-videogame-movie-deep-silver-zombies-girl.html

I personally find it more than a little troubling that so many respectable film websites would report the deal as fact, which in turn leads me to question Koch Media and Deep Silver’s role in the propagation of the news. While I don’t think this sort of misinformation bodes well for the negotiations of a potential adaptation of the game, it’s frankly quite futile to discuss any of this as both the film and the game are still but a ghost in the hype machine. At the time of writing, Dead Island is coming out late 2011.

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Gemini Rue (P)review

Gemini Rue, an IGF 2010 Student Showcase winner under its previous title, Boryokudan Rue, is Joshua Nuernberger’s first full-length commercial title that successfully follows up on the promising path already travelled by the developer’s first adventure game title, La Croix Pan. Dave Gilbert’s Wadjet Eye Games is to publish the game today, 24th of February, and a demo was made exclusively available at GameFront yesterday.

The game, a film noir/sci-fi adventure, is of two separate halves: Players control Azriel Odin, with the help of his partner Kane Harris, sneaking into the colony of Barracus in search of an informant known as Matthieus Howard. Interwoven between Azriel’s sections also figures the mysterious prisoner-patient Delta-Six, an amnesiac confined to and conditioned in a sterile facility with totalitarian, Pavlovian means.

An equal split between the two halves exists not only narratively, but also visually: On the surface of Barracus (a “New Pittsburgh,” as it is described), where habitable conditions are sustained by weather towers, where the constant presence of rainfall plagues the colony, its hammering rattle contrasting strongly with the sterile silence and cleanliness of the facility Delta-Six remains confined in. Where Delta-Six is a silent, worn-down man deprived of his humanity and personality, Azriel is a keen-eyed man of action and freedom, constantly entangled in danger, shootouts and the narrowest of escapes.

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No Man Is a Dead Island

…but maybe a zombie is! A singular and unique, expertly designed trailer was all it took to light a fire under the video gaming community, bringing a slow and deliberate simmer to an absolute, absolute boil. This trailer, with its decidedly nihilistic take on the zombie mode, exhibited in reverse and to a haunting piano-based soundtrack, has been called the best trailer of the year (in February!) on several sites already, for instance, by LA Times’ 24 Frames, The Escapist, Unreality, and Ain’t It Cool News:

This heavy praise heaped on the sudden smash hit of a trailer, of course, was directed towards Techland’s Dead Island, now officially housed under the wings of the German publisher Deep Silver. The game has indeed been simmering under the surface for years, with first indications of the game’s free-form, melee-based survivalist direction coming in late 2007. And then silence.

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ReVVVVVView

Terry Cavanagh‘s seminal platformer VVVVVV dropped last January, and I gave a brief heads-up noting its brutal difficulty and audacious $15 pricetag. Since then the game has hopped onto the Steam bandwagon and has had its price slashed to a much more reasonable two-thirds less 1)http://www.indiegames.com/blog/2010/09/vvvvvv_now_on_steam_for_cheap.html, which makes it an irresistible indie option for platformer fans. And as I mentioned in my recent summary of 2010, VVVVVV turned out to be one of my favourites of the year.

You play as space Captain Viridian whose crew is scattered across a space station in a strange alternate dimension. The controls are extremely simple, you can move left and right, and switch the direction of gravity. There is no jump or changing direction in between a la And Yet It Moves – you can only either fall downwards or upwards. The mechanics don’t change or become more complex than this; within this basic framework Cavanagh pits you against the environment and enemies in ways that will test your reflexes and your muscle memory. The game is compatible with a controller, but the keyboard is absolutely sufficient. The acceleration curves may take a little getting used to; while the controls are responsive, your affable avatar carries momentum which may leave some players grumbling about his delayed stop.

The initial few minutes of the game have you negotiating a series of rooms with traps and creatures, but the game soon opens up and you are given much more freedom in your exploration and the order in which you rescue each crew member. In addition to the main objective, there are various trinkets placed around the world, requiring you to do the near-impossible to reach them. Believe you me, some of them are a downright bastard to get. Getting them all unlocks a postgame feature, but I suspect the self-satisfaction and bragging rights will be reward enough for your persistence. Every now and then you may encounter a computer terminal that will impart snippets of story or reveal a new area on the map. Talking to your crew once you have rescued them also expands on the story, which is surprising.

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