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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Steam Treasure Chest

Over the past two weeks, we were able to highlight three fantastic budget-sized and -priced titles available in the massive Steam holiday sale. With one final day left of the sale, there’s still hopefully just enough time to recap these reviews and perhaps help you make that final decision to grab – or pass – a title or two! Below, you’ll find one-paragraph snippets from and links to our reviews:

Shatter

“Originally released on the PSN, Shatter is on the surface a high-definition rendition of the Breakout genre, perhaps resembling most closely the classic Arkanoid. Shatter’s claim to the throne, then, is its frustration-free flavour; where other games of the genre may have traditionally strained players with punishing difficulty, Sidhe have altogether subverted the problem by introducing a mischievous sucking/blowing mechanism for your bat, used not only for gathering shattered energy fragments that dissipate from broken bricks, but also allowing players to gently guide their ball’s trajectory curve both left and right.”

£3.49, $4.99, 3.99€ – read more on Shatter

The Misadventures of P.B. Winterbottom

“Published under the 2K Play budget moniker and developed by the aptly named the Odd Gentlemen, The Misadventures of P.B. Winterbottom is a story of the titular gentleman thief getting suckered into a paradox of time, place and the self. His strange-sounding shenanigans are dressed in lavish Victorian-style steampunk and early filmic elements, coated with a glaze of Edward Gorey – rated “E” for “Comic Mischief” by the ESRB – and finally capped by the swinging sounds of a boisterous backing band – sporting harpsichord, bassoon and all – not too unlike Tim Burton’s go-to Oingo Boingo man Danny Elfman’s gothic scores. All this in Adobe Flash!”

£0.39, $0.49, 0.39€ – read more on The Misadventures of P.B. Winterbottom

Dark Void Zero

“The second aspect that makes Dark Void Zero stand out from the pack is its aforementioned fictional wrapping. Rather than simply giving the game a retro-style audiovisual coating, Other Ocean have gone so far as to implement in the game the aspects that define the games of the past, including their worst. Expecting the game to play like recent game, or say a forgiving rendition of the Mega Man topos, is a surefire path to disappointment. Instead, Dark Void Zero has been designed to leave a lingering taste of haemoglobin in your mouth – and in fact, biting through this all too-familiar a flavour of iron is one’s best weapon in soldiering through the annoyances of the game.”

£2.00, $3.34, 2.67€ – read more on Dark Void Zero

Giveaway

To roll with the theme, we have a budget-sized giveaway reserved for this occasion – you are eligible to win a digital download of the fantastic Shatter OST by the artist Module if you

  1. Retweet this tweet
  2. Follow @slowdownvg on Twitter.

Both requirements need be fulfilled when the contest ends Thursday, the 6th of January, 16:00 GMT. We will randomly pick a winner and direct message you the details.

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Steam Treasures: Dark Void Zero

No beating about the bush: First and foremost, Other Ocean’s downloadable minigame Dark Void Zero brings your inner AVGN to the fore, the game being above all a meticulous, studious replication (compared to a revision or a reimagination) of the features that often make older games so highly resistant to enjoyment, in turn rendering the game an easy target for naggish nitpicking.

Before its release, the PC and DSiWare title created a minor stir in the games press with its cleverly orchestrated marketing campaign, one that laid out for the game lavish faux origins, as Capcom claimed the game had started off as an ’80s Mega Man clone “locked away for decades.” All this served, of course, to drum up more publicity for its mothership, the triple-A Dark Void, which unfortunately flopped creatively and commercially, perhaps undeservedly banishing Dark Void Zero to the kind of, uh, dark void of infamy that its fictional trappings prophesied for it in the first place.

Indeed, Mega Man is the most evident point of comparison together with the first Metroid, though Dark Void Zero does replace Samus’ ball form for a jetpack, and allows players to shoot into eight(!) directions. Make no mistake, though, these features do not exist simply to make your life easier. In the game, you play as Rusty, a test-pilot sent into the Void, a galactic no man’s land between Earth and the homeworld of an alien threat known as the Watchers. These beings are ominously making their way to Earth by means of a series of portals, and it’s up to the player, with the aid of the great scientist Nikola Tesla, to gain control of these portals and put an end to the menace.

Dark Void Zero goes above and beyond in staying true to its eighties influences. This is evident chiefly in two major ways, the first being its level of difficulty, which comes in beautiful blacks, reds and blues – the hues of an ass-whooping, of course. With this I refer the very deliberate slipping of the player into molten rock articulated in a highly inaccurate, block-based projectile collision detection and exacerbated by a complex two-mode jetpack. The game also extends its sadistic tendencies to text boxes (see on the right) and alerts, which cover from a quarter to an entire third of screen estate, forcing you to slowly skip through information and wait for alerts to pass – or face the potential consequences of slipping into a pool of lava hidden under the box.

As you make headway, fighting through the controls, the collision detection, the alert boxes and the overall difficulty, you’ll eventually come face to face with the very first boss. More than likely, you’ll be on your very last legs, only narrowly edging out the Watcher beast and discovering in the subsequent level that Other Ocean have blessed you with a continue! But make no mistake, this is no ordinary continue, this is your grandfather’s continue had video games existed in the roaring twenties: Instead of awarding you a full set of lives, the game is content with handing out the exact amount of lives in your possession at the time of saving. In other words, to actually benefit from the continue, which is thus more of a save feature, you need to be able to hold on to your lives – otherwise, it’s simply easier to restart and replay the entire game… the tip, the point of this highly barbaric design, of course!

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