Posts Tagged twin-stick shooter
I freaking love mech games. It’s just a shame that this is a largely ignored genre on the App Store. Or at least it was, until Small Impact Games took it upon themselves to show it some love.
M3CH looks to be the answer to iOS mech combat fans’ prayers. Of course showing a little love yourself on the developer’s Kickstarter page might speed things up a bit. It evokes a similar feeling to other gritty/semi-realistic mech piloting titles and sports some pretty impressive production values. I had to pry myself away to ask M3CH’s animator, James Rowbotham, about Small Impact Games’ baby.
Were there any particularly major influences in the design of M3CH‘s world? I know it’s not exactly the same but I’m getting a pretty strong Steel Battalion vibe from it.
At the time 3D iOS games exploded, we were playing a very mixed bag of games but fortunately they were all with the same genre, Mechs! We just loved the direction the iOS store was heading, it was screaming for a game with user-friendly touch-screen controls but with the in depth details you get in our favourite mech games.
Surprisingly however, Killzone 2 was a big inspiration in terms of AI and cover based action. What some mech games lack is the use of buildings as cover and enemy’s that work together to out flank you, something we saw that had been untapped in the genre (a lot of open spaces/terrain), so we looked at the great AI in Killzone and their behaviour and found a way to work it into our game.
You folks have done a bang-up job with the control scheme. Was it the product of rigorous testing and polishing or did you know right from the start how you wanted to handle it?
The aim with M3CH since the beginning has been to try and create an iOS game that doesn’t feel like it’s an iOS game, and more like a console experience. Touchscreen controls are notorious for being hard to use and something that we really wanted to nail. We went through a lot of different iterations to get to where we are now; having both shoot buttons on one side, holding down shoot instead of the auto toggle system, putting the shoot buttons on the thumbsticks and a lot more. We are keeping open minded about it and although we are getting later into development if we have an idea for an even better control set then we will be sure to test it out!
Were there any mech designs you wanted to include that ended up being scrapped?
There are quite a few that didn’t make it into the game (we already have 40 different mechs in the game). At the moment we have a mix of legs styles such as reversed legs in the game but [an] animalistic style is something we are keen on in terms of animation and how the mechs behave.
What exactly are your plans for the multiplayer?
We are hitting some technical limitations which means it most likely be 1-on-1 to start with. We would love to get a larger number of players battling at the same time (8v8 is the dream!), especially where the winning players get new weapons unlocked and credits to spend. At the moment its deathmatch style gameplay but we have plans set for objective based multiplayer.
Are you allowed to talk pricing?
It’s still early days but we are hoping for around the £1.99 [$2.99] price range. One thing we are certain of however is that we don’t want pushy monetization and in-app purchasing interrupting your gameplay experience, all mechs and weapons are attainable without too much grinding and we reward dedicated hard working players with big payouts.
How about a release date?
As for a released date, a lot of that depends on the kickstarter campaign, if we are successful then we are aiming for an April release this year.
I do love a good SHMUP, and a classic old-school style SHMUP with hand-painted visuals appeals to me even more. It probably appeals to a lot of people, actually, which might have something to do with why publisher Lace Mamba Global and developer Firepixels is bringing Solar Wings to the App Store.
Players will get to blow up all manner of fancy-looking enemy ships as they fight their way through five different worlds. Each with a collection of tough/large bosses and vessels. Power-ups are on hand, naturally, as well as a total of three selectable characters with their own personal ships, although the third character needs to be unlocked before they can be used. And it’s all depicted in that colorful hand-painted style I mentioned. Sounds tasty, right?
Solar Wings should be sitting pretty on the App Store come Saturday, July 28th. Any SHMUP fans can nab it for a very reasonable $0.99, assuming there’s no accident with the listing like there was for the game’s Desura release.
*Note: Images are from the PC version*
I had a good amount of fun with the original release of Monster Shooter. It was a solid twin-stick shooter with a few minor issues, most of which have been addressed with updates, but it did have one major drawback. I’m referring to the ads, naturally. I mean it is a freemium title.
But just in case anyone considered the advertisements to be too much of a bother, Gamelion has been working on a new-ish paid version. Monster Shooter: The Lost Levels does away with the pesky pop-ups, sure, but there’s a bit more to it than that. More meaning more enemies, more levels, and more guns. For those keeping scor this puts the bullet point tally up to 60 levels, 12 weapons, 100+ missions, 3 planets, and 80+ Game Center achievements.
Having messed around with it a bit already, I can attest to the wonderful lack of ads. Personally I think that alone makes it worth the asking price. But it also seems to be a bit more generous with the cash (which could just be my imagination). Either way, it’s available on the App Store right now for $0.99. Assuming nobody’s dumped a bunch of real money into the freemium purchases, it should definitely be worth the trade up from free to paid.
Released: 2012-05-10 :: Category: Games
Monster Shooter has its fair share of quirks, but it's a surprisingly clever freemium game.
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If you’ve played Halfbrick’s Monster Dash, you will be aware of the game’s wisecracking protagonist, Barry Steakfries. What you may not be aware of is that Monster Dash is not the character’s debut – he first appeared in a PSN Minis game called Age of Zombies, that was a top-down shooter that involved time traveling and snarky humor. Why am I telling you this? Because iOS gamers will get to experience this game for themselves this October.
Age of Zombies is a dual-stick shooter (although coming from the PSP, this is the first time it will actually be controlled with dual sticks), that has you killing zombies across various time periods, from the age of dinosaurs to samurai Japan, all the way to the future and all with zombies. The game is level-based, but there is a survival mode for each time period that you can play in once you beat each age’s boss. Assuming it is unchanged from the PSN Mini, you can expect plenty of hilarious (and occasionally profane) dialogue to set up the game’s ridiculous story, and plenty of humorous Barry Steakfries one-liners, which are actually spoken by the character, instead of being just lines of text as in Monster Dash.
What is most interesting about Age of Zombies for iOS is that it is Halfbrick’s first universal app, with graphics in high-resolution for the iPad. While it is unknown if it will also support Retina Display graphics, the game’s interface and menus have been redesigned for the iOS touchscreens. As well, the game now features global leaderboards, a feature not present in the PSN version. With a nebulous release date of ‘October,’ fans of Monster Dash’s protagonist and fans of twin-stick shooters will likely want to keep an eye out for Age of Zombies for iOS.