Posts from ‘PS3’ Category

Critter Crunch: Behind the Scenes

By: Derek Yu

On: October 22nd, 2009

Just as he did with Machinarium, Mr. Brandon Boyer gives us a peek of the art direction behind Capybara’s gorgeous Critter Crunch, a ridiculously cute puzzle game that nonetheless involves a lot of puking into someone else’s mouth. This is 2 critters and NO cup, ladies and germs.

The game started off on the iPhone, where it won the IGF Mobile Best Game award and the Audio Achievement award, but it’s now available on PSN for $6.99.

TIGdb: Entry for Critter Crunch PSN


By: Derek Yu

On: August 19th, 2009

Trine‘s been out for awhile, but you’ll forgive me for being late to the party since I only just now took the demo for a spin. Developed by the Finnish studio Frozenbytes (Shadowgrounds), the first thing you’ll notice about this game is that the production values are very high. The graphics are fantastic, and I enjoyed the spot-on high fantasy voice narration that accompanies you during the game.

The gameplay video above should give you a good idea of what Trine is about – it’s a physics-based puzzle-platformer where you control three heroes with different abilities. In the single-player mode you can switch between the characters at any time. There’s also an offline co-op mode available from the options that lets you play with two or three people.

The game seems really polished all around, although I’ll probably pass on the full version, since neither the narrative nor the level design in the demo really hooked me. Everything, from the character’s personalities to the overall pacing and challenge, felt languid (maybe “casual” is the right word). Still, I think Trine does as advertised – if the video looks good, give the demo a spin.

The full version, which is usually $30, is available for $23 right now on Steam. It’s also coming soon to PSN.

TIGdb: Entry for Trine

The Behemoth Comic-Con News

By: Derek Yu

On: July 24th, 2009

The Behemoth dudes are always at San Diego Comic-Con, and this year is no exception. I couldn’t make it this week, but thankfully Gamespot was on hand to take videos of Game 3 and interview Dan Paladin for me. (Thanks, gents!) Something tells me that 2010 is going to be another huge year for independent games.

Also, Castle Crashers is hitting PSN.

(Source: Brandon Boyer, via Offworld)

PixelJunk 1-4 Trailer

By: Brandon McCartin (BMcC)

On: May 12th, 2009

Moving on, then! Here is a trailer of the latest in the PS3 PixelJunk series from <a href=“” “Q-Games’ website”>Q-Games, tentatively titled 1-4. It looks floaty and physicsy and fun! Think Solar Jetman (one of my favourites), or Oids or something, but with impressive liquid physics, destroyable terrain, and slick, modern visuals. I dunno if the music in the trailer is from the game, but it seems cool too!

There was a contest going on to pick the name of 1-4, but it looks like the entry period is now over. (Sorry, folks!) Anyway, you can still find more about the game <a href=“” title"PixelJunk 1-4">here.

Wolfire Quits Overgrowth to Work on New Game

By: Derek Yu

On: April 1st, 2009

Small Tank

In what’s undeniably an intelligent and well-considered move, Wolfire Games have decided to drop their current project, Overgrowth, to work on Small Tank, a game that features a very small and cute tank. Although furry-lovers are bound to be angry over the switch, I think I respect Wolfire’s decision. Because quite frankly, the world isn’t yet ready for a rabbit with boobs that aren’t at least a D cup.

Flower – thatgamecompany returns to the PSN!

By: Xander

On: February 13th, 2009


Phew, finally finished ‘I wanna be the guy’! Hah, that took a whil-

Wait, it’s WHAT year now?! Well, time does fly when you’re in a sado-masochistic relationship with a video-game! Luckily I’m finished just in time for the release of Flower.

From the creators of Cloud and Flow, this is certainly an original title. It’s quite difficult to draw comparisons without either referencing TGC’s own works or the even more esoteric PSN experience Linger in Shadows. This aside, part of the enjoyment of the title definitely comes from playing the game yourself, and certainly that’s where Flower trumps its demo-scene partner. There’s a lot more interactivity involved in Flower, the rough explanation of which is that you control a petal in the countryside by utilising the motion controls of the Six-Axis controller to invoke the wind. The ‘goal’ is blow through flowers dotted around the landscape to encourage them to blossom and add their petals to your own ever-growing collection.

Its a very simple game, aided by a simple control scheme where-in every single button on the controller calls forth the wind. The motion controls are amazingly responsive, so much so that really the only thing that stops you from maneuvering your blossom-storm in fantastical formations is that your wrist might just twist itself off. Both a lack of urgency in your objectives, combined with the responsive controls provides an unparrelled relaxation experience, though that isn’t to say your role is an entirely passive one. Each environment adds slight complexities to the activity, as well as new aesthetic delights.


It’s honestly hard to explain how fantastic this game looks in motion, and the satisfaction that comes from knowing that you’re involved in the creation of the mise-en-scene is almost painfully gratifying. Whilst the spreading of beauty across occasionally barren landscapes does sound very Okami-ish, what really makes Flower special is your own emotional engagement in the scenarios. You are the one who brings life to the landscape, and so anything that happens after that fact feels like being back at play-school and having your sand castle kicked back in your own face. In Okami it feels like you’re doing a favour to the world, but in Flower everything is a matter of self. There are no other people in the game to identify with, which instead means you find yourself identifying with more abstract notions of yourself. It is quite simply, your nature.

Flower is available now on the PSN for $10/£6.29, and there’s a playable trial available if you at least happen to have access to a PS3. It’s a wonderful game, and I don’t want to say that it deserves to be played. Rather, it’s something you deserve yourselves, what with the Credit Cruch/Economic Disaster/Business Hyperbole going on, there’s just no escapism that’s quite like it!

TIGdb: Entry for fl0wer

Preview: Astro Tripper

By: Derek Yu

On: October 18th, 2008

When TIGSource was just a baby, PomPom Games was one of the kings of arena shoot ’em ups (for me, at least!). Space Tripper and Mutant Storm have earned a reputation for being a couple of fast-paced and sexy PC games. Unfortunately, they were pretty quiet after that, putting Mutant Storm Empire and Bliss Island (a casual game) onto XBLA with nary a whisper on their website and forums.

So it’s pretty cool to see that they’ve not only updated their website, but they’re also releasing a new game, for PS3 and PC (no XBLA, huh?). Astro Tripper is to Space Tripper what Mutant Storm Empire is to Mutant Storm – bigger, better, and more beautiful. Nice!

Not only that, but it looks as though Mutant Storm Empire will also be receiving a PC version, finally.

(Source: Kieron Gillen, via Rock, Paper, Shotgun)

Everyday Shooter Heading for PSP

By: Derek Yu

On: August 21st, 2008

Everyday Shooter

Everyday Shooter, Jonathan Mak’s acclaimed musical shoot ’em up, is heading to PSP, according to a Sony press release announcing the new PSP-3000. Players can buy an “Entertainment Pack” which includes the new PSP, along with a 4GB Memory Stick and a voucher to download the PSP version of Everyday Shooter from the Playstation Store. The entire bundle is $200.

No word on how much the game will cost alone, or what Jon’s involvement with the port is.

(Thanks, architekt!)

Simon Carless Says XBLA/PSN Games Too Cheap

By: Derek Yu

On: February 4th, 2008


Simon Carless has written a really good article on GameSetWatch where he argues that downloadable games on XBLA and PSN are too cheap to sustain themselves as a viable business model.

The problem, as I see it, is that setting a $10 precedent for what are often complex, multi-mode, multi-level games presumes that you can pretty easily get to 100,000 units sold – given that you only get 70% of revenues and that most games probably cost in the low to mid hundreds of thousands of dollars if you’re actually using hired staff that you pay and take a year to a year and half to make it including (lengthy!) approval processes. Given the amount of games flooding onto the service, I’m not sure that’s quite so easy now. And it’s just going to get harder.

Also, keep in mind that in 2006, Garage Games’ Jeff Tunnell revealed that “The publicly available information on this is that the distribution fees for bringing a game to XBLA is 35 to 70 percent, depending upon participation by [Microsoft]” (via Gamespot). In other words, Tunnell implied that the “70% of revenues” is actually a ceiling… and one that you get only when you are doing the most work.

But yes, good analysis, and a must-read for anyone who’s interested in developing for consoles.

(Thanks, Alec!)

Monster Madness

By: Derek Yu

On: December 6th, 2007

Monster Madness

Dylan Cuthbert, founder of Japanese-based Q-Games (which developed the PS3 downloadable game Pixel Junk Racers), talks about their latest game, Monster Madness, in this blog entry. The game is an RTS/Tower Defense hybrid made with Japanese gamers in mind.

The entry has some interesting tidbits, and I found this part to be terribly amusing:

The online rankings are going to be pretty competitive for this title and there are separate tables for cooperative and single play. The cooperative mode actually gets people to talk to each other as they play, and seeing as girls love this game (no, honestly, they do!), Monsters could become an important tool in every lad’s arsenal!

It’s true – video games can be a great way to break the ice with the opposite sex, men and women alike. The way I do it is using the NES Power Pad… World Class Track Meet, baby. They never expect me to get down on my knees and start pounding the buttons with my fists. Works every time!

Monster Madness

(Source: Game Set Watch)