Bot O’ Gold, a week of contests and giveaways!

It’s time for spring! Get outside, tend to the garden. Bust out the shorts and go for a walk!
….Or you could win some new games!

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Each day from 3/17 to 3/23 we’re giving away prizes! Everything from PSN vouchers for games, eShop titles, Steam codes, and more! All you have to do is ‘Like’ our Facebook page, wait for us to post the status with a chance to win. There will be at LEAST two posts a day, with winners every day!

This is a fun, easy way for us to say “Thanks for supporting us!” It’s been almost half a year already, and we’re just getting started. Thanks, and good luck!

Are you a developer? Want to throw some prizes into the mix? Send me an email, or contact me at @mattmagician on twitter!

 

Rules:

-Pixlbot Staff are ineligible to win.
-You may not win more than one prize in a 24 Hour Period.
-Must be ‘like’ing the Facebook page to win.
-Winners will be contacted by mention on the original post within 2 hours of end of contest. After being contacted, winners have 5 hours to claim their prize.

 

Pixlbits – Week of 3/15/14

Tons of interesting bits of news this week, so let’s get started!

Hyper Light Drifter Gameplay, coming to PS4 & Vita!

Hyper Light Drifter is an upcoming 2D action role-playing game developed by Heart Machine, due to be released in late 2014. The game is a homage to 8-bit and 16-bit games of the late 20th century, and is scheduled to release on PC, PS4, PS Vita, Ouya, and Wii U later this year.

Speaking of the PlayStation 4, in Canada it just got $50 more expensive. In a release from Sony Canada this week, it’s said:

“The PlayStation 4 computer entertainment system delivers phenomenal play experiences that will shape the world of games for years to come and has quickly become the next gen console of choice with gamers in Canada. To respond to changes in the market environment, the price of PlayStation 4 will be revised from CAD $399.99 to $449.99 MSRP.”

We’ll see how this affects the console wars, as Microsoft has stated that the Xbox One price will not be changing at this time.

Crazy Taxi returns on Mobile Platforms!

Crazy Taxi City Rush

A Free-to-play Crazy Taxi game is coming to iOS and Android, dubbed “Crazy Taxi: City Rush”. With promises of custom soundtracks, facebook integration (your friends could become passengers!) While the title offers simplified controls, the team promises that fans of the old series won’t be disappointed.

TwitchPlaysPokemon has finished Pokemon Crystal!

After just under two weeks, RED was defeated! The streamer has promised Pokemon Emerald starting later this week. I’m personally interested to see if the momentum returns for a third story!


That’s all for this week, what was YOUR favorite gaming news of the week? Let us know in the comments!

Octodad: Dadliest Catch is Available Now PC/Mac/Linux! 20% off sale for the first week!

Octodad: Dadliest Catch is out NOW on Steam, Humble, and GOG for $11.99!

To celebrate the release the team has put in place a launch sale of 20% off for the first week making the game $11.99 through February 6th on all distribution platforms. (The normal price being $14.99.) All purchases through Humble will be able to be redeemed for a Steam code as well.

The features list for the game has grown recently with recently announcing Local Co-op support for 2-4 players.

Other features include collectible neck ties that Octodad can wear, Steam Trading Cards, Big Picture Mode, and Workshop Support with the release of our Level Editor for all Steam players to use.

Octodad: Dadliest Catch Surfaces on PC/Mac/Linux January 30th, 2014

Young Horses is proud to announce Octodad: Dadliest Catch is set to release for PC/Mac/Linux January 30th, 2014 on Steam, Humble Store, and GOG.
It’s been almost 3 years since the first Octodad clambered out of our student arms and onto player’s computer screens. We’re now big adult non-student  super official business humans close to sharing another cephalopodian adventure in observance of the mundane we take for granted.The PS4 version of the game is currently targeted for March, but that’s only an estimate at this point.
Besides the concept of Octodad himself, we’ve up until now kept much of Dadliest Catch’s story under wraps. To make the 2 week wait a little easier to bare we’ve put together this trailer giving you a sneak peek into his life. We hope it answers some of your questions and creates a few, or many, fun new ones.

Q&A With Octodad creators, Young Horses

I got to talk to Young Horses, the company behind the upcoming game Octodad: Dadliest Catch. I hope you enjoy our first official interview!

Would you mind telling me a bit about each member of the team? How can we follow you each?

Kevin Zuhn is the creative director guy that decides what color of bananas are Octodad canon (it’s yellow btw). You can find him in the trenchescreating Octodad levels and arting the things you find in Octodad’s world.

Kevin Geisler is the stern father programmer with a strict wit and a stricter haircut and is responsible for fixing all the things and making sure this game ever comes out.

Chris Stallman is the bearded mystic that leads the artists in their fight against programmer tyranny and is omniscient creator of all the animated things and the rooms they die in.

Majdi Badri is a comedian trapped in a comedian’s bodymaking Octodad levels and writing dialog and has already donated to your tabletop gaming Kickstarter.

Nick Esparza is the hot new guy (that you used to date on the first Octodad) making sure all our cut scenes are nicely animated so you forget you’re destroying a poor Octopuses life, and not watching The Little Mermaid.

John Murphy wants you to think he is a well-dressed sociopath and sex-addict while designing giant, intricate existential mazes for Octodad to suffer in, but he actually just cares too much. 

Phil Tibitoski is the pretty face of @octodadgame hiding a metal heart of darkness, e-developing the e-businesses, whetting the stones, greasing the pits, testing the tubes, making sure you like us and know about the game.

Seth Parker writes flute sonatas and records sponges and butts to make Octodad sound as realistic as possible.

I’m Devon Scott-Tunkin, the permissive grandfather programmer of the group that works on the bits that make Octodad and all his frienemies move around as badly as possible. I like pie and balance the books.
So how did Young Horses get its start, what’s the history there? 
Young Horses formed in Chicago out of a DePaul University project, the Depaul Gaming Experience. Eight of the original DePaul Gaming Experience members wanted to continue working on a fully realized version of our IGF Student Showcase game, Octodad.  We ran a Kickstarter in 2011 to get enough funds to pay for things like trade shows, company formation, software etc. Otherwise we’ve been working on a shoestring budget out of an apartment. Octodad: Dadliest Catch is our first commercial title.

 

What’s an average day like for the team?
Kevin Geisler, Kevin Zuhn, and Chris Stallman all live in the apartment that is our office. They usually wake up at a reasonable time and start working with Nick Esparza who also wakes up at a reasonable time. No one drinks orange juice. Then a rotating cast of the rest of us will show up and work. Everyone puts on headphones because I like to make weird bird-like sounds to distract them from their work. Sometimes Chris will only have one headphone on and be sucked into my spell and regret his life. If Majdi is over, jokes and videos will pepper the workday with joy and rage. Nick will fight Majdi for captain of all memes on our Skype Chat. Kevin Geisler works in a room by himself where he has four computers, six monitors, and two robot interns so he can be more efficient than the rest of us.  He emerges to make us feel guilty about our existence, make sometimes clever puns, always clever insults and to get McDonald’s. If Phil is over while me and John are over we will form a terrible Voltron of bad jokes and insults at each other until we all go home to our wives (disclaimer, none of us are technically married). Sometimes the designers will join heads and bash out some great ideas and draw terrible things and diagrams on the whiteboard. The rest of the time we all stare at our screens and only talk to each other in the same room over Skype chat. Like any healthy relationship. Seth lives outside of Chicago and makes the best Google Hangout mustaches.

 

Is there any one team member that always tries to throw something really crazy into the game?
John and I like to joke about adding hidden, questionable, adult content to the game, but we never actually do. Kevin Zuhn has a pretty strict world of what flies in Octodad’s world (and we want the game to be more Spongebob/Adventure Time than Adult Swim). With how ridiculous the Octodad character is, it’s pretty important to not overshadow that with a crazy world. We had to cut Octodad’s secret mad scientist basement and an airplane that was also a church.

 

Alright so, for someone who’s had ZERO information given to them about Octodad, how would you describe it? 

Someone on twitter once described it as, “raw ass.” While I think that’s pretty descriptive, “You’re an Octopus in a suit. You have a perfectly normal suburban life with a human wife and kids. Nobody knows you’re an Octopus. Do whatever it takes to keep it that way.” gives a little more information and also makes it sound like a Pixar version of Breaking Bad. “It’s 3D QWOP + Chicken Boo, but you’re an Octopus, and a good dad.” also works.

 

So how did you guys come up with the idea for such an interesting and unique game? 
Someone had an idea for an Octopus that controlled a robot human by moving levers inside of his head. Being good designers always in search of elegance, someone suggested why not just make it in an Octopus in a suit. Everyone thought that was the stupidest thing we’d ever heard so of course we had to do it.

 

The art style is very interesting, and having played the demo, I’m very curious about inspiration that you had.
We immersed ourselves in 1950s advertising and media, scouring the internet for whatever it could provide. Then drew from a childhood filled with cartoons. Then thought about how long things might take to make and how to best streamline content creation. Add all those together and what you see is the result. Also some Team Fortress 2.

 

Same thing with the music and sound effects. What did you use as inspiration when creating them?
Seth spent a lot of time engrossed in Koji Kondo’s huge body of work for the various Mario games.  Some of his favorite tracks come from Super Mario Galaxy (“Gusty Garden Galaxy,” in particular).  Also, the music from games like Little Big Planet definitely were a consideration in trying to develop a musical style for Dadliest Catch.  Seth wanted to make a soundtrack that was quirky, yet allowed him to express himself musically.  This game hopefully does that.  I know Seth’s had a lot of fun making it because he heavily used his own performances on flute and guitar instead of sample libraries and that has opened a lot of new capabilities for him.  The overall audio aesthetic that we’re going for is one that is fun and quirky and complements the goofiness of the Octodad character and story, but one that also gets the job done.

 

Anything you can tell us that we should look specifically forward to?
    You should look forward to having a wacky day at the aquarium with Octodad’s family on PC/Mac in late January 2014 and the PS4 version to follow soon after in early 2014. The Windows version of the game comes with the editor we used to make the game and Steam Workshop support, so we hope to see some crazy stuff from the mod community. There’s some really adorable and heart wrenching stuff happening in the plot and voice acting that we can’t wait to share with you. The PS4 version has Move support to fully simulate life as an Octopus and stream it to Twitch. The Mac version has a multitouch mode for the trackpad since Macbook users don’t like to use mice. We have some unannounced modes that should make the game much more replayable as well. Oh and secret things to find. Secrets.

Thanks guys! Nice talking to you and can’t wait to play the game!
Check out the Octodad website HERE and the Steam Page HERE.

PS4 launch day story + impressions.

Regardless if people consider this the “true” next generation launch, a new console release is always exciting. Consumers are finally able to gauge if the hype meets expectations. From launch titles to launch features, its launch week can make or break a console.

I picked up my PS4 after lining up at target at 6am. My ticket number read 21. This instantly brought a smile at my face for two reasons. Its lucky 21 and I knew ahead of time how many units this target had. After Hyperfludd and I purchased our PS4’s we rushed back to the warehouse (felt like the longest ride back) and we immediately began unbox the suckers.

(I apologize for no unboxing video. We felt like Sony did an amazing job.)

As I began to plug it in, the only thing on my mind were previous reports of DOA systems. IGN and Kotaku along with several taco bell winners on Reddit were among those. As soon as I saw that PlayStation logo on my screen a sense of relief surged through my body. Updating the console was easy. Some even reporting it downloaded immediately in the background. I downloaded the update onto a USB just in case the servers were being swamped. I can confirm going through this process on two separate console with no issues.

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Now onto the actual impressions. The DS4 controller has some weight to it. Unlike the DS3 this controller did not feel like it would break in my hands. The triggers felt natural and the grips on the sticks felt comfortable. Only issue (If I can even call it that) is the placement of the share and option buttons. It’ll probably take some getting used to, but I hope it will be quick. The touch pad does not feel inconvenient and between both my thumbs I can easily reach all four corners.

As for the PS UI, I was navigating it with ease. Not really much I can explain in text because it mostly requires a visual. So I will try and make a video walkthrough.

I only played 3 games in total before I crashed. First game I popped in was Knack. Knack is somewhat fun in co-op but for different reasons than actual gameplay. I will have to revisit the game on my own in order to formulate a proper opinion.

Lego Marvel Heroes was the second game Hyperfludd and I played. If you can even count this as playing. While playing we were half asleep. We spent more time walking aimlessly into corners than actually playing the game. Best part is I actually recorded it so I will soon be uploading that.

Final game I played that night was Assassin’s Creed IV: Black Flag. It felt like I gained a second wind so I decided to try it out. I did not make it through half an hour before I started to dose off. All I can really say is the controls feel the same as AC3 and the game looks beautiful.

It will take some time till I post full reviews for these items. I do not want to rush these reviews. I need to fully use/play something until I feel comfortable in writing down my thoughts.

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