tag:blogger.com,1999:blog-124412502024-02-28T08:34:01.410-07:00NinjaBee Gamesstayhttp://www.blogger.com/profile/03619402392674251693noreply@blogger.comBlogger197125tag:blogger.com,1999:blog-12441250.post-8846676059947003672014-09-18T10:54:00.001-06:002014-09-24T17:25:24.947-06:00Nutjitsu: Countries and Languages List<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3yCYMTGJGzdY1saPgmwnoxsdgUDUh8ujFOHjaACe8lyyXMkxZZipJdo1lbH2fvqryaAtg4i-oOlaY4cTcDyyHDaYGxi3651AZ2cQtreUrq7pUwqE4yGAqSSpgX1q6NOHN5GYJ/s1600/Squirrel.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3yCYMTGJGzdY1saPgmwnoxsdgUDUh8ujFOHjaACe8lyyXMkxZZipJdo1lbH2fvqryaAtg4i-oOlaY4cTcDyyHDaYGxi3651AZ2cQtreUrq7pUwqE4yGAqSSpgX1q6NOHN5GYJ/s1600/Squirrel.jpg" height="320" width="320" /></a></div>
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<span style="background-color: black; color: white; font-family: Arial;">Nutjitsu
is now available in 10 languages:<o:p></o:p></span></div>
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<span style="background-color: black; color: white;"><br /></span></div>
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<span style="background-color: black; color: white; font-family: Arial;">Spanish</span><br />
<span style="background-color: black; color: white; font-family: Arial;">English<o:p></o:p></span></div>
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<span style="background-color: black; color: white; font-family: Arial;">French<o:p></o:p></span></div>
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<span style="background-color: black; color: white; font-family: Arial;">Italian<o:p></o:p></span></div>
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<span style="background-color: black; color: white; font-family: Arial;">German<o:p></o:p></span></div>
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<span style="background-color: black; color: white; font-family: Arial;">Portuguese<o:p></o:p></span></div>
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<span style="background-color: black; color: white; font-family: Arial;">Korean<o:p></o:p></span></div>
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<span style="background-color: black; color: white; font-family: Arial;">Japanese<o:p></o:p></span></div>
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<span style="background-color: black; color: white; font-family: Arial;">Chinese
Simplified<o:p></o:p></span></div>
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<span style="background-color: black; color: white; font-family: Arial;">Chinese
Traditional<o:p></o:p></span></div>
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<span style="background-color: black; color: white;"><br /></span></div>
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<span style="background-color: black; color: white; font-family: Arial;">Additionally,
31 regions are now officially supported:<o:p></o:p></span></div>
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<span style="background-color: black; color: white;"><br /></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">United States</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Canada</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Mexico</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Austria</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">France</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Germany</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Ireland</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Italy</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span><br />
<span style="background-color: black;"><span style="color: white; font-family: Arial;">Israel</span><span style="color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;"> </span></st1:place></st1:country-region></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Portugal</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Spain</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Switzerland</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">UK</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:place w:st="on"><st1:placename w:st="on"><span style="font-family: Arial;">Czech</span></st1:placename><span style="font-family: Arial;"> <st1:placetype w:st="on">Republic</st1:placetype></span></st1:place><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Greece</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Hungary</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Poland</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Slovakia</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Australia</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">New Zealand</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Argentina</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Brazil</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Chile</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Colombia</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:place w:st="on"><span style="font-family: Arial;">Hong Kong</span></st1:place><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">India</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Singapore</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Taiwan</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">Saudi Arabia</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
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<span style="background-color: black; color: white;"><st1:country-region w:st="on"><st1:place w:st="on"><span style="font-family: Arial;">South Africa</span></st1:place></st1:country-region><span style="font-family: Arial;"><o:p></o:p></span></span></div>
<span style="background-color: black; color: white;"><br />
</span><br />
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<span style="font-family: Arial;"><span style="background-color: black; color: white;">UAE</span><span style="color: #222222; font-size: 6pt;"><o:p></o:p></span></span></div>
Unknownnoreply@blogger.com4tag:blogger.com,1999:blog-12441250.post-24641300481208473652014-09-17T22:57:00.003-06:002014-09-22T11:58:00.932-06:00Why do game devs hate foreigners?<div style="border-bottom: solid #4F81BD 1.0pt; border: none; mso-border-bottom-themecolor: accent1; mso-element: para-border-div; padding: 0in 0in 4.0pt 0in;">
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The explosion sends the hood of the car 50 feet in the
air. It lands with a clang next to me,
wafting acrid smoke in my face. I’m
still alive but that’s not what matters.
With a trembling hand, I reach into my coat pocket. Our ratings board submission is still intact.
Phew.<o:p></o:p><br />
<br /></div>
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Maybe the game rating process isn’t quite that exciting but
it really is a big adventure! <o:p></o:p><br />
<br /></div>
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So, why do game devs hate foreigners? We don’t but it might feel like that sometimes! For those of you residing in North America, you’ve
probably experienced the frustration of waiting for a game to arrive from Japan. Likewise, those of you living in Europe and
elsewhere often have to wait for North American games to make it across the
ocean. Well, you may be surprised to
find that, while money is often a factor, it’s not the only factor causing
delays. As the producer on<i> </i><a href="https://store.xbox.com/en-US/Xbox-One/Games/Nutjitsu/a7088307-e3e9-42e5-a6c0-c44ec7303d21"><i>Nutjitsu</i></a> at NinjaBee, I have
recently been weighing up a number of these issues while we were preparing to
release it outside of the United States.
Allow me to share some firsthand insight to help you understand why
delays happen. <o:p></o:p><br />
<br /></div>
<h1>
</h1>
<h1>
<span style="font-size: large;">
Ratings</span><o:p></o:p></h1>
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First up, we have ratings.
As a game developer, it would be wonderful if all the countries in the
world used the same game classification board.
Unfortunately, this isn’t the case.
There is no one-stop solution to game ratings. In North America, you’ll see the ESRB while,
in Europe, it’s PEGI. Even all of Europe
doesn’t use the same ratings. Germany,
for example, has its own board with separate grading criteria. <o:p></o:p><br />
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Some countries have extensive review processes that take
many weeks while in others you can get ratings within an hour. The good news is that many of the ratings
boards appear to be making efforts to streamline their processes. They are learning to better accommodate not
only AAA game studios but also indie developers.<o:p></o:p><br />
<br /></div>
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How did this impact <i>Nutjitsu</i>?
In the past, we’ve worked with publishers to obtain title ratings. With the current generation of consoles, self-publishing
titles has become a reality for many more developers. However, this comes with a caveat: we now
need to register with the various classification boards before we can even
submit our title for ratings. <o:p></o:p><br />
<br /></div>
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Each board has their own quirks that you can only learn by
interacting with them. When we sent our <i>Nutjitsu </i>submission to Australia, we
provided them with a single disc containing all the materials they asked
for. It wasn’t until a couple of weeks
later that they told us we needed to provide our game on a separate disc from
the gameplay video – merely one example among many.<o:p></o:p></div>
<h1>
</h1>
<h1>
<span style="font-size: large;"><br /></span></h1>
<h1>
<span style="font-size: large;">
Localization</span><o:p></o:p></h1>
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Some of you may be saying, “loca-what?” Basically, this is the process of translating
all the text in a game and hooking it up.
While it may not seem like it, this can be a lengthy and expensive
process. <o:p></o:p><br />
<br /></div>
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First, the game’s text needs to be translated. This step is normally pretty straightforward. We send off the text to a translation company
with detailed instructions on context and usage. This might include screenshots, videos and
gameplay descriptions. The text will
often contain symbols where the game might be inserting a variable number or we
are coloring the text – we need to let the translators know how to handle these
too. Eventually, the text is returned,
we review it, ask questions and, as happens in game development, request
additional translations for text that needed to be altered for gameplay reasons
or for requirements of the platform holders (e.g. Sony or Microsoft).<br />
<o:p></o:p></div>
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With translations in-hand, the game now needs to be able to
identify the region in which a player is located and pass them the proper
translations. This is often where we
start to see problems. <o:p></o:p></div>
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<br /></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIZfYfGeD_N3NHGf92PnsArNelHecku441cgOXUq1OpE7E0UxysMmabSTJaf7nHInjoIXln-N37pUh66fEnRigqIgR99jyY51dlIIAyWFLX4VSfm5qPDWNRy0VyC9iLcREZ_ZL/s1600/chinese+huge.bmp" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIZfYfGeD_N3NHGf92PnsArNelHecku441cgOXUq1OpE7E0UxysMmabSTJaf7nHInjoIXln-N37pUh66fEnRigqIgR99jyY51dlIIAyWFLX4VSfm5qPDWNRy0VyC9iLcREZ_ZL/s1600/chinese+huge.bmp" height="240" width="320" /></a></div>
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Languages such as Spanish and German tend to
have longer translations than the original English text. This leads to text spilling out of boxes on
the screen or text looking squished. Take
this Chinese image from <i>A World of
Keflings,</i> for example. In English,
all of this text fit and displayed correctly.
Here you can see, once we plugged in foreign text, some of the text showed
temporary strings and none of it fit where it was supposed to. Sometimes, these need to be hand-edited to
fit and sometimes we need to go back to translators to ask for a shorter
translation.<o:p></o:p><br />
<br /></div>
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Once translations are implemented, there’s an additional testing
cost. Larger studios will hire testers
familiar with each language to play through the game and check all of the text. Smaller studios also need to test their games
in other languages even if it’s just to make sure all the text is aligned. For a large studio, this might not be an
issue. However, for a small studio, the
cost of testing might prohibit overseas releases. <o:p></o:p><br />
<br /></div>
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Even without a ton of text in <i>Nutjitsu</i>, the game still needed plenty of hand-edits and testing
once the translations came back.<sub><o:p></o:p></sub></div>
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<br /></div>
<h1>
<span style="font-size: large;">
Other considerations</span><o:p></o:p></h1>
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A major problem for <i>Nutjitsu</i>
occurred when trying to go through the rating process for Japan and South
Korea. Neither of these countries have a
ratings process in English. This means
we needed someone who could read and write both English and Japanese or Korean
to help us through the process. In South
Korea, we were presented with an additional problem. We were required to have a registered
business there before we could go through their rating process. While not insurmountable, language barriers
made communication difficult.<o:p></o:p><br />
<br /></div>
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Sometimes the reason for delaying a game in other regions is
a simple funding issue. A company may
need to earn money from an initial launch to fund development in other
regions. <o:p></o:p></div>
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Alternately, their reasoning could be to test the waters
before releasing to the whole world. This
is a tactic commonly employed in mobile game development where a game is
released in a small region to see if it gains traction. If it does, additional funding is gained to
address feedback and then release elsewhere.<o:p></o:p><br />
<br /></div>
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Release timing can also play a big part in the success of a
game. Games tend to sell more in holiday
seasons or during school vacation time.
Since these vary from country to country, release times may be staggered
in different countries to better coincide with times of increased buying
activity.<br />
<o:p></o:p></div>
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Ultimately, on <i>Nutjitsu</i>,
we had a game that could be released much earlier in the United States because
it required no translations and we were already set up to get ratings quickly
from the ESRB. Adding region support and
obtaining ratings has been a time consuming process. Hence, the later release to other
regions. <o:p></o:p><br />
<br /></div>
<div style="border-bottom: solid windowtext 1.0pt; border: none; mso-border-bottom-alt: solid windowtext .75pt; mso-element: para-border-div; padding: 0in 0in 1.0pt 0in;">
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I know it’s painful to wait for
a game to release in your country when you know others are already enjoying
it. However, in most cases, it’s a pain
felt on both sides of the coin. We, as
developers, want to bring that game to you as soon as possible!<o:p></o:p></div>
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<br /></div>
</div>
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<i>If you’re interested
in game developer insights, follow me on Twitter: </i><a href="https://twitter.com/ben_bascom"><i>https://twitter.com/ben_bascom</i></a><i> @ben_bascom <o:p></o:p></i></div>
Unknownnoreply@blogger.com5tag:blogger.com,1999:blog-12441250.post-59441566411750309312014-05-02T12:46:00.000-06:002014-05-02T12:46:14.959-06:00A Day in the Life: Video Game Producer<h1>
Introduction</h1>
<h1>
<o:p></o:p></h1>
<div>
<br /></div>
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I’m Ben Bascom (@ben_bascom) and I’m a producer at NinjaBee. I’m currently working on <i><a href="http://www.ninjabee.com/games/nutjitsu/">Nutjitsu</a></i> which releases soon on Xbox One. My previous capacities include programming and design. I've been a producer for several years now and I’m frequently asked what that means. What is it that I do all day? Well, it’s hard to do it justice in a few words. I really feel like I should walk people through my entire workday so they can get a clear picture of what it means to be a producer. That is what prompted me to document one of my days and share it. I will preface this by highlighting that every day is different. This should, however, provide some useful insight to all the aspiring producers out there.<o:p></o:p></div>
<h1>
<br /></h1>
<h1>
8:50am<o:p></o:p></h1>
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<br /></div>
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My alarm goes off and I hit the snooze. No such luck. My daughter spies movement from where she’s been sitting at the foot of the bed and tackles me. I slowly disengage from my 3 year old assailant and make my way to the shower.<o:p></o:p></div>
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<br /></div>
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I spend a little longer in the shower this morning because I’m tired – I stayed up later than usual playing games last night.<o:p></o:p></div>
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<br /></div>
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With the shower out of the way, I look at my phone to check my emails. I’ll probably only reply to urgent emails right now but I want to get an idea of what I’ll be facing once I get to the office.<o:p></o:p></div>
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<br /></div>
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No urgent emails this morning. So, I grab a glass of OJ and quickly finish getting ready.<o:p></o:p></div>
<h1>
<br /></h1>
<h1>
9:40am<o:p></o:p></h1>
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I hop in the car and start making my way to the office. I like taking the time during my commute to think over game ideas. Today, I’m running through the details of an Xbox One concept that hasn't been fully fleshed out yet. I know the core experience is incredibly unique but it isn't enough by itself. There needs to be more peripheral gameplay, more rewards. Should I toss this idea or should I incorporate it into something else? </div>
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We’ll see.<o:p></o:p></div>
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10:00am<o:p></o:p></h1>
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I arrive at work and jump straight to my emails. <i>Nutjitsu</i> has recently been sent off to certification on the Xbox One and Microsoft has some questions for me. We’re working with the <a href="http://www.xbox.com/en-us/Developers/id">ID@Xbox</a> guys. They’re really helpful but this is all new still and, since we’re one of the first to go to cert with this program, there are going to be plenty of unforeseen hurdles. <o:p></o:p></div>
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I shoot off some more emails to external partners and I hike downstairs to grab some soda. One of the many cool things about working here is the free soda. <o:p></o:p></div>
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<a href="http://2.bp.blogspot.com/-ugfetPvkWKw/U2PliAk-bjI/AAAAAAAAAY8/ZYWr9iazrlc/s1600/soda.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-ugfetPvkWKw/U2PliAk-bjI/AAAAAAAAAY8/ZYWr9iazrlc/s1600/soda.jpg" height="225" width="400" /></a></div>
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<o:p></o:p></div>
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No Diet Mt. Dew in the fridge and I forgo my standard backup Diet Dr. Pepper and Vanilla Coke Zero cocktail in favor of the Lime Diet Coke that catches my eye. As I grab my soda, I tell myself that I should drink less of it – but it tastes so good!<o:p></o:p></div>
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10:30am<o:p></o:p></h1>
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I walk around the studio to talk with my various teams to see how things are going. We have an internal chat service that works great for facilitating communication between individuals and groups but I’m a strong believer that face-to-face communication still supersedes that.<o:p></o:p></div>
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I also look for opportunities to praise employees in-person for their work. I work with some great people so it’s not hard to find things to compliment.<o:p></o:p></div>
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11:30am<o:p></o:p></h1>
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It’s team meeting time. We have a daily stand-up meeting – stand-up because it does a good job at discouraging people from relaxing and shooting the breeze. This is where I have the opportunity to get a snapshot of where everyone is at that exact moment and to formulate plans of action with all the team members present. It’s also a good time to share feedback, announcements and remind people of pending deadlines.<o:p></o:p></div>
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The team meeting is for a prototype that we are working on. It’s nearing the end of the prototype phase and things are really starting to look cool. I want to share details but, unfortunately, it’s still a secret at this time!<o:p></o:p></div>
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11:45am<o:p></o:p></h1>
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We do yearly reviews with all of our employees. Steve and I are reviewing Paul now. He’s one of the last employees I have on my list.<o:p></o:p></div>
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I enjoy doing these reviews. It’s not always easy to have a personal conversation with someone since most employees share an office space with at least one other here. This is an opportunity to really dig down and see if there’s any way to improve on the workplace experience. <o:p></o:p></div>
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12:45pm<o:p></o:p></h1>
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It’s nearly lunch time so I make sure I round up any loose ends from the work day so far. I answer the lingering questions that employees have posed me in our chat program and I run through the emails I have received since I've been away from my desk.<o:p></o:p></div>
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1:00pm<o:p></o:p></h1>
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It’s time for lunch. As a management team, we go to lunch together each day to sync on issues around the studio. <o:p></o:p></div>
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Today, the hot topic is ID@Xbox. It’s very prominent in our minds because <i>Nutjitsu</i> is in certification. We talk about the pros and cons and what ID@Xbox could mean for the future. Naturally, we compare it to our experiences with Xbox LIVE Arcade on the Xbox 360. Both programs have their good points. Other indies who are running through the program right now have been contacting us and we've been sharing our experiences in the hopes that they can make smoother progress through the certification process.<o:p></o:p></div>
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2:00pm<o:p></o:p></h1>
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It’s time for what I call my daily walk-around. I have this scheduled on my calendar and try to plan meetings around it wherever I can. At this time, I try to make sure I get face time with each employee currently under my supervision. If that’s not possible, due to time constraints, I will at least talk to key people. <o:p></o:p></div>
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As I walk, or rather, shamble (my foot is currently in a brace) around the office, I have to avoid people doing reps of the stairs. We have a five-week wellness competition going on at the office right now and one way to tally up points in it is to climb stairs. I think we’re going to need to replace the carpet on the stairs once this thing is over!<o:p></o:p></div>
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While I’m walking around, I remedy my soda discrepancy from earlier this morning and, while there’s still no diet Dew, I pick up the next best – my Diet Vanilla Coketorpepper Zero cocktail. I’m so creative, aren't I?<o:p></o:p></div>
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<a href="http://2.bp.blogspot.com/-dvQDCppKSHM/U2Plh73m60I/AAAAAAAAAY4/EoNi_EcmCiw/s1600/masks.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-dvQDCppKSHM/U2Plh73m60I/AAAAAAAAAY4/EoNi_EcmCiw/s1600/masks.jpg" height="225" width="400" /></a></div>
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The walk-around time is also a great way to stay in touch and get a feel for what is going on in the studio. As I move around the office, I walk past a table with all sorts of props lying on it. Would it be weird to do my walk-around wearing a fake mustache and beard?<o:p></o:p></div>
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2:45pm<o:p></o:p></h1>
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Our <i>Nutjitsu</i> submission is missing a file. I shamble down to the QA department and get the gears moving to remedy the issue. Jason is on it.<o:p></o:p></div>
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While I wait for that, someone from another studio asked me if we had addressed a similar issue to one their game is having. I go talk to Paul and Peter to see what they say and shoot a reply back to the inquirer.<o:p></o:p></div>
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I also have a few other emails to send out to external partners.<o:p></o:p></div>
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3:30pm<o:p></o:p></h1>
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I have the missing file to deliver but now it needs to be packaged and uploaded. I need to zip up this file with the rest of the very large package that needs to be re-uploaded. <o:p></o:p></div>
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While the package uploads, I take the time to review the prototype one of my teams has been working on. I play it for a while and make some notes on problem areas. Sometimes, I will have the QA staff enter bugs from my hastily scribbled notes. This saves me time and, generally, produces better, more useful bug reports. However, since this is a prototype, the QA team hasn’t been involved. It makes more sense for me to personally enter the issues in our bug tracker.<o:p></o:p></div>
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Lane sent an email letting everyone know a masseuse is coming in next week and there’s a sign-up sheet downstairs for free massages. This comes around every few weeks. I’m not normally one for massages but I may have to wander over to the sheet and put my name down – and grab some more soda while I’m at it…<o:p></o:p></div>
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4:30pm<o:p></o:p></h1>
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I have some intern programmers on my team who are coming to the end of their internship. I spend a while preparing feedback to send to their school. They've been great to work with. This round of feedback isn't too burdensome to write out!<o:p></o:p></div>
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While I write this feedback, I backup the <i>Nutjitsu</i> build from earlier to our network drive. It’s good to have it there rather than on my computer because the network drive has automatic backups in case of a hardware failure.<o:p></o:p></div>
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5:30pm<o:p></o:p></h1>
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I begin rounding up my work for the day. What this means is reviewing notes from meetings, mentally reviewing conversations I've had and scouring through emails to make sure I've addressed everything that needs to be addressed. I know from past experience that this phase of the work day will take anywhere from 30-45 minutes on average but, on occasion, it can take much longer.<o:p></o:p></div>
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After the roundup work is done, I review what needs to be done during the next workday. It looks like I have a day full of meetings lined up but I know I need to finish the remaining employee reviews that are assigned to me. So, to make sure I have time, I set aside a portion of the day to do a review.<o:p></o:p></div>
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I also need to distribute a build of my team’s prototype to some employees outside of the prototype team in order to gather feedback. Before I can put a build in their hands, there are some things that need to be fixed. I scribble down a note on a post-it and stick it on my monitor. I want to make sure that’s the first thing I see when I come in.<o:p></o:p></div>
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6:00pm<o:p></o:p></h1>
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I get in the car and once again put time into thinking about game design. I am still struggling with the same concept as I was during the morning drive. I will grind out ideas for this concept over many days and document what I came up with. I then leave the concept in “storage” for a while and will come back to it after a few days or weeks with a different perspective – maybe to develop it more or maybe to throw it out.<o:p></o:p></div>
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6:20pm onward<o:p></o:p></h1>
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I spend the rest of the evening with my wife and daughter. I receive emails intermittently throughout the evening. Most I don’t need to respond to until I’m back at work. However, I keep my eye on them in case there’s an email that needs a faster response. There was a time where I would have responded to every email but, over time, I have developed a better understanding for what needs to be addressed immediately versus what can wait. While it’s not always a perfect balance, it certainly works out better for my family now than it has in the past.<o:p></o:p></div>
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After my wife and daughter have gone to bed, I play video games to round out the night. I’m a night owl, like many gamers. I play for a few hours and then go to sleep – normally getting 6-7 hours of rest before waking for the next day.</div>
Anonymousnoreply@blogger.com4tag:blogger.com,1999:blog-12441250.post-55882668099788682662014-04-13T21:19:00.002-06:002014-04-13T21:19:37.211-06:00PAX East NinjaBee booth visitors day 3<div class="separator" style="clear: both; text-align: center;">
I didn't think it could get better but these might be the best looking people in the world. </div>
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<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-12441250.post-71511738392832633742014-04-12T20:41:00.001-06:002014-04-12T20:41:25.775-06:00PAX East NinjaBee booth visitors day 2<div class="separator" style="clear: both; text-align: center;">
This select group of visitors might even be better looking than the previous day's.</div>
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<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-12441250.post-87880527818393372692014-04-11T20:13:00.002-06:002014-04-11T20:13:26.190-06:00PAX East NinjaBee booth visitors<div style="text-align: center;">
Here are some of the incredibly good looking people who stopped by our booth.</div>
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<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-12441250.post-3722672622770391902014-04-10T20:53:00.000-06:002014-04-10T20:53:41.847-06:00PAX East Setup <div class="separator" style="clear: both; text-align: center;">
Look what we did today...</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUmOtq9Xt-d4asoNVd8YwupXvaDML8cLRBjTWaB5EZ6oDgm-kOVPGPcN_EGBU6UrHa6B4yNk4jIuV4Ed6NG4kYSrQUtkPYwqOVNobYy-7QxmXkdFLEVEClgk2-YFBgRdLWURxi/s1600/setupSmall.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUmOtq9Xt-d4asoNVd8YwupXvaDML8cLRBjTWaB5EZ6oDgm-kOVPGPcN_EGBU6UrHa6B4yNk4jIuV4Ed6NG4kYSrQUtkPYwqOVNobYy-7QxmXkdFLEVEClgk2-YFBgRdLWURxi/s1600/setupSmall.gif" height="200" width="320" /></a></div>
<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-12441250.post-89789343014036415302014-03-14T13:14:00.000-06:002014-03-14T13:14:46.824-06:00Nutjitsu sneaks onto Xbox One<div class="separator" style="clear: both; text-align: center;">
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<a href="http://3.bp.blogspot.com/-MTqW1h2Q89U/UyNUVSJm8xI/AAAAAAAAAXk/SDj6xEGApYc/s1600/NutjitsuXBoxOne.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-MTqW1h2Q89U/UyNUVSJm8xI/AAAAAAAAAXk/SDj6xEGApYc/s1600/NutjitsuXBoxOne.png" height="225" width="400" /></a></div>
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A ninja squirrel is on a
larcenous mission to reclaim magical acorns from evil samurai foxes in
NinjaBee’s newest game, Nutjitsu, which releases this spring on Xbox One, the
all-in-one games and entertainment system from Microsoft. The top-down,
arcade-style acorn-snatcher will be one of the first independent games released
as part of the ID@Xbox program for Xbox One.<o:p></o:p></div>
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/xDEVjmjB42E?feature=player_embedded' frameborder='0'></iframe> </div>
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Become the squirrel. The kitsune have taken the sacred
relics of your clan. Vengeance will be yours! Sneak through beautifully
hand-painted levels as you retrieve the stolen artifacts from the villainous
samurai. Steal back precious acorns as you dodge an ever-increasing number of
vigilant foxes. Snatch victory with your tiny paw!<o:p></o:p></div>
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<a href="http://3.bp.blogspot.com/-C4Ybe6E1oWA/UyNUQUNSfnI/AAAAAAAAAWE/C3aj0T8PtDc/s1600/Nutjitsu+Screen+17.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-C4Ybe6E1oWA/UyNUQUNSfnI/AAAAAAAAAWE/C3aj0T8PtDc/s1600/Nutjitsu+Screen+17.jpg" height="225" width="400" /></a></div>
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• Complete ninja missions or grab as many mystical treasures
as you can in endless mode before disappearing into the night. <o:p></o:p></div>
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• Fill your ninja arsenal with smoke bombs, speed potions,
freeze bombs, shadow clones and flame shields to confuse and defeat your foes.<o:p></o:p></div>
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• Outwit dangerous enemies who can dash across the map at
blinding speed or slow your pace to a crawl.<o:p></o:p></div>
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• Sneak through 15 unique environments on your quest to
restore honor to your clan.<o:p></o:p></div>
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• Increase your rank to achieve greater honor and unlock new
content.<o:p></o:p></div>
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<a href="http://2.bp.blogspot.com/-p2i6f9P67is/UyNURb4clyI/AAAAAAAAAWc/7zWwG1UcorE/s1600/Nutjitsu+Screen+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-p2i6f9P67is/UyNURb4clyI/AAAAAAAAAWc/7zWwG1UcorE/s1600/Nutjitsu+Screen+2.jpg" height="225" width="400" /></a></div>
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“Being among the first indie games on Xbox One is a
fantastic opportunity to be part of something revolutionary,” said Brent Fox,
art director at NinjaBee. “We’re helping to pioneer a new program, watching it
evolve and develop. We were in on the ground floor of Xbox Live Arcade, and
we’re honored to be among the first ID@Xbox releases as well.”<o:p></o:p></div>
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NinjaBee was among the first announced ID@Xbox developers,
and has a long history with Xbox; stretching back to the 2004 release of
Outpost Kaloki X. NinjaBee’s acclaimed kingdom-builder, A World of Keflings,
was featured as part of the Games with Gold promotion for Xbox 360 last
November.<o:p></o:p></div>
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<a href="http://3.bp.blogspot.com/-ZLI-WzCXpXA/UyNURNUhzlI/AAAAAAAAAWU/03TCdFLMYbk/s1600/Nutjitsu+Screen+19.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-ZLI-WzCXpXA/UyNURNUhzlI/AAAAAAAAAWU/03TCdFLMYbk/s1600/Nutjitsu+Screen+19.jpg" height="225" width="400" /></a></div>
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“We hope that this is only the first of many games NinjaBee
releases for Xbox One,” Fox said. “We plan to push the boundaries of what Xbox
One can do.”<o:p></o:p></div>
Anonymousnoreply@blogger.com0tag:blogger.com,1999:blog-12441250.post-45080581840202120842014-02-13T16:29:00.001-07:002014-02-26T11:02:36.287-07:00The Buzz: Watch Mel Milton Draw!More figure drawing!<br />
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We've had a handful of costumed models for our figure drawing sessions. One night were lucky enough to have the super talented Mel Milton drop by and Daniel was smart enough to capture him in action.<br />
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You can see more of Mel's art on his blog<br />
<a href="http://melmade.blogspot.com/" target="_blank">http://melmade.blogspot.com/</a><br />
<br />
or follow him on FaceBook,<br />
<a href="https://www.facebook.com/mel.milton.927?fref=ts" target="_blank">https://www.facebook.com/mel.milton.927?fref=ts</a><br />
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Here are some photos and a videos:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9t4y3RMsza_ZhYwMV0HAEZUhbUdy9UBoH1JvqmDTuFeOxzV_FbIoCmH0qo3kEU9iUObW24enMPAMwenM6upvrK2Plwc3FLS-ZDkh9l6xVwZgB9w_HyR0fjSL3UVMak90E4ibY/s1600/IMG_3403.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9t4y3RMsza_ZhYwMV0HAEZUhbUdy9UBoH1JvqmDTuFeOxzV_FbIoCmH0qo3kEU9iUObW24enMPAMwenM6upvrK2Plwc3FLS-ZDkh9l6xVwZgB9w_HyR0fjSL3UVMak90E4ibY/s1600/IMG_3403.JPG" height="213" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3GvDGQz5aeDUHJVDITAg3dmkhc9NFmXBvJkfW86AV_ZLVRNnvA69lesR26FgdfIVc6uofehHlE5i4HHWg8RviTWXqL2LSc72eFbjzDyOhtE3BnUWANpjArWzfk-duNQN8vV6C/s1600/IMG_3374.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3GvDGQz5aeDUHJVDITAg3dmkhc9NFmXBvJkfW86AV_ZLVRNnvA69lesR26FgdfIVc6uofehHlE5i4HHWg8RviTWXqL2LSc72eFbjzDyOhtE3BnUWANpjArWzfk-duNQN8vV6C/s1600/IMG_3374.JPG" height="320" width="213" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqZf9qld7bgG-3CVeQ1IKSu3Bxge89WEXr55Smq0N3Rk_dCWLw_IydOuJkh29BHIYecrssdclcJeFHB-FOSp5YVrzcaeNo6BHIBjvIdesy9x6e46AsxXmg272jd-bHYUGyUR4P/s1600/IMG_3387.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqZf9qld7bgG-3CVeQ1IKSu3Bxge89WEXr55Smq0N3Rk_dCWLw_IydOuJkh29BHIYecrssdclcJeFHB-FOSp5YVrzcaeNo6BHIBjvIdesy9x6e46AsxXmg272jd-bHYUGyUR4P/s1600/IMG_3387.JPG" height="213" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZqYgopmjKx94l8TcLHT5iOqR14iEljBx7oVQsBund775l9kketxMkb7AWfb34Dal7PWZyN0kHPmTTNKEWWxovJfFJPXEKmm9qpoVD-qZ1MKUYSCWLE7WauSY-FOkPtM45uGqu/s1600/lady_death_drawing.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZqYgopmjKx94l8TcLHT5iOqR14iEljBx7oVQsBund775l9kketxMkb7AWfb34Dal7PWZyN0kHPmTTNKEWWxovJfFJPXEKmm9qpoVD-qZ1MKUYSCWLE7WauSY-FOkPtM45uGqu/s1600/lady_death_drawing.jpg" height="320" width="214" /></a></div>
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<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-12441250.post-28419483515381726522014-02-04T11:50:00.000-07:002014-02-04T11:50:48.161-07:00The Buzz: Global Game Jam 2014<div class="separator" style="clear: both; text-align: left;">
After all the excitement last week, we thought it might be fun to talk about this year's Global Game Jam. Jared Evans, one of our designers, was kind enough to share his experience at the GGJ.</div>
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<a href="http://1.bp.blogspot.com/-X0btUS6ClOI/UvEyOugn4VI/AAAAAAAAAQ8/XyxRyU31an0/s1600/IMG_20140124_211329137.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-X0btUS6ClOI/UvEyOugn4VI/AAAAAAAAAQ8/XyxRyU31an0/s1600/IMG_20140124_211329137.jpg" height="180" width="320" /></a></div>
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<a href="http://globalgamejam.org/">Global Game Jam 2014</a> was, as it always is, a blast! We had a
large group this year, made up of Steve Taylor (NinjaBee owner and programmer
extraordinaire), Brandon Karatti, myself (both game designers at NinjaBee) and
our friends and family Alex Taylor, Ethan and McKay Ransom and Brett Starks.
On Friday afternoon we gathered up our laptops and equipment and headed up to
our GGJ site at <a href="http://beau.broadviewuniversity.edu/">Broadview Entertainment Arts University</a> in Salt Lake City.<o:p></o:p></div>
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<a href="http://4.bp.blogspot.com/-oQepaQLp8Ow/UvEyPsui93I/AAAAAAAAARU/SZ8qAQavI90/s1600/IMG_20140125_130532117.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-oQepaQLp8Ow/UvEyPsui93I/AAAAAAAAARU/SZ8qAQavI90/s1600/IMG_20140125_130532117.jpg" height="180" width="320" /></a></div>
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Every year the Global Game Jam opens with a few keynote
speeches to inspire the participants before we get down to the grind of makings games.
Though sometimes I think the real purpose of the keynote is to build suspense
while everyone is waiting for the theme to be revealed! In the past, themes
have run the gamut from phrases, to images and even sounds. For 2014, the
theme we were given was:<o:p></o:p></div>
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"We don't see things as they are, we see them as we
are."</div>
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<o:p></o:p></div>
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<a href="http://2.bp.blogspot.com/-KREaRrG_CiA/UvEyPw9L6sI/AAAAAAAAARQ/SRxhbeuHW-o/s1600/IMG_20140125_172538003.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-KREaRrG_CiA/UvEyPw9L6sI/AAAAAAAAARQ/SRxhbeuHW-o/s1600/IMG_20140125_172538003.jpg" height="180" width="320" /></a></div>
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Armed with our theme, the team got to work. We had discussed
a few potential ideas for genres and mechanics on the drive up, and after a few
hours of planning, writing on white boards, and prototyping, we decided on the
idea that would become 'Band of Others'. You may have played a quiz game that
asks you to identify an image, perhaps one that you have only a few details of.
But the same image or object could mean something different to someone else. A
jar of peanut butter might mean childhood to one person, while to another it
means certain death. Playing on those themes, we created a quiz game where you
first pick a perspective, and then try to guess not only what the image is, but
what it means from that perspective.<o:p></o:p></div>
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<a href="http://3.bp.blogspot.com/-xDRozvBUmvU/UvEyOm9_A2I/AAAAAAAAAQw/Yu-jwa5t2to/s1600/IMG_20140124_212549565_HDR.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-xDRozvBUmvU/UvEyOm9_A2I/AAAAAAAAAQw/Yu-jwa5t2to/s1600/IMG_20140124_212549565_HDR.jpg" height="180" width="320" /></a></div>
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Once our game was decided upon, we split out the tasks.
Steve, Ethan and myself took on most of the code-related work, building our
mechanics, UI and data-structures. The rest of the team began to find and
create content for the game, including the images used in the guessing game,
all of our original art work, original sounds and writing every answer and ever hint.
This year we were lucky that our vision was pretty clear from the start, so for
most of our time we could just plow ahead and work. One particularly nice break
was party-sub lunch, provided by our very own NinjaBee! Turns out we may have
ordered a few too many sandwiches. There's currently a 6 foot long BLT in my
refrigerator.<o:p></o:p></div>
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<a href="http://2.bp.blogspot.com/-ZhQ1d68A3CQ/UvEyQ_UwX-I/AAAAAAAAARY/H-WC9_5sJ6Y/s1600/IMG_20140125_172550109.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-ZhQ1d68A3CQ/UvEyQ_UwX-I/AAAAAAAAARY/H-WC9_5sJ6Y/s1600/IMG_20140125_172550109.jpg" height="180" width="320" /></a></div>
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Having experience as professional developers really helped
streamline our process, so even with a few last minute changes to make the
initial user experience more clear, we were finished Saturday night, well
before the deadline. 'Band of Others' easily feels the most polished, the most
full of character and the funniest GGJ game I've had the pleasure to work on. There's
always room for improvement, and we may not have pushed any boundaries, but its
a product to be proud of. <a href="http://wahoo.com/play/jam/">Take it for a spin</a>, and think about joining the
Global Game Jam next year! Whether you're an industry vet or a fan of games,
it's never a bad idea to spend a weekend making something new.</div>
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Anonymousnoreply@blogger.com0tag:blogger.com,1999:blog-12441250.post-84848736727481499082014-01-31T11:36:00.001-07:002014-01-31T13:04:38.866-07:00NinjaBee 2014: Busy as Bees<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-XYVXzcyzoUk/UuvleuiNshI/AAAAAAAAAPo/lrry2V85bTM/s1600/Main1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-XYVXzcyzoUk/UuvleuiNshI/AAAAAAAAAPo/lrry2V85bTM/s1600/Main1.png" height="225" width="400" /></a></div>
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We love making Kelfing games. We’ve been improving and
expanding <i>A World of Keflings</i> since we released it in December, 2010. In that
time, we’ve added three great DLC campaigns, brought AWOK to Windows 8 and even
given the game away as part of Microsoft’s Games with Gold promotion. In the
next couple of months, <i>A World of Keflings</i> will make the jump to Wii U. Even
now, brave Kefling explorers are sailing toward the famed land of “Nintendo”,
where the mighty and legendary Miis are said to rule.<o:p></o:p></div>
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<a href="http://4.bp.blogspot.com/-dsknpa0kfg8/UuvleGU_jII/AAAAAAAAAPk/AgLEjqXeZLQ/s1600/Ice1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-dsknpa0kfg8/UuvleGU_jII/AAAAAAAAAPk/AgLEjqXeZLQ/s1600/Ice1.png" height="225" width="400" /></a></div>
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After our diminutive settlers have finished colonizing the
Wii U, it is time for NinjaBee to tackle new projects. Awesome things are on
the horizon. This doesn’t mean we are giving up Keflings. It just means that
our next title isn’t going to be <i>A World of Keflings 2: Kefling Boogaloo</i>. At
about the same time <i>A World of Keflings</i> becomes available on the Wii U, our
fast-paced acorn chaser, <i>Nutjitsu</i>, will be released on a new platform. To give
you a hint, it will be our first time releasing on the target device. We are <i>so</i> close to being able to tell you which
one. We will announce it to everyone as soon as the ink dries on those
contracts.<o:p></o:p></div>
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<a href="http://1.bp.blogspot.com/-AmNnMfa9ohw/UuvlayV5GFI/AAAAAAAAAPc/Gvd7ga0whkE/s1600/Mission2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-AmNnMfa9ohw/UuvlayV5GFI/AAAAAAAAAPc/Gvd7ga0whkE/s1600/Mission2.png" height="308" width="400" /></a></div>
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As awesome as all <i>that</i>
is, we have even more up our sleeves. You see, we haven’t been resting on our
tiny Keflings laurels this whole time (they aren’t terribly comfortable, for
one). NinjaBee is more than Keflings. We are constantly creating, critiquing,
refining, reimagining, discarding and revisiting ideas. You have no idea how
many wacky, wonderful concepts we toss around this studio. We have enough
pitches and concept art to build a wobbly paper tower to the stars. There has
never been a better time to try new things. So we went nuts. <o:p></o:p></div>
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<a href="http://4.bp.blogspot.com/-sGVYpEiU9_U/UuvlwG6DMzI/AAAAAAAAAP0/xYmt_bJr8i0/s1600/Mission1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-sGVYpEiU9_U/UuvlwG6DMzI/AAAAAAAAAP0/xYmt_bJr8i0/s1600/Mission1.png" height="308" width="400" /></a></div>
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All that relentless exploration led us to a few ideas we are
interested in exploring further. We have a crop of fantastic concepts that
represent the cream of our collective imaginations. Trust us; all of these
concepts are super awesome! We’ve shown you a couple of teasers this week,
little snippets to pique your interest. We’re going to pull the curtain back a
little further, show just the hint of something more. These four images
represent four new IPs, new frontiers for NinjaBee. We’ve lavished a lot of
love on each of these. Some of them are more developed than others. Not all of
them will become finished products, at least not in any recognizable form. But
they all represent the beginnings of something wonderful: the genesis of
NinjaBee’s next game.<o:p></o:p></div>
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<a href="http://2.bp.blogspot.com/-FiNcma7DIuc/UuvmAERttgI/AAAAAAAAAQM/f85D172BRDQ/s1600/BattleBG.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-FiNcma7DIuc/UuvmAERttgI/AAAAAAAAAQM/f85D172BRDQ/s1600/BattleBG.png" height="211" width="400" /></a></div>
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<a href="http://1.bp.blogspot.com/-IjdE4mJ-vkU/UuvmESsxTnI/AAAAAAAAAQU/ENjOqAvbpew/s1600/city.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-IjdE4mJ-vkU/UuvmESsxTnI/AAAAAAAAAQU/ENjOqAvbpew/s1600/city.jpg" height="243" width="400" /></a></div>
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You will be seeing a lot more of at least one of these games
over the next year. Stay tuned to our blog, our Facebook and our Twitter for art,
teasers, developer diaries and more. We will be bringing one of these IPs to
PAX Prime later this year. Until then we plan on updating you on our progress
as often as we can. Drop on by or bug your favorite game news site to see what
we have at our booth at PAX East this April. We might even have some secret
snippets to share. NinjaBee is going to fantastic new places in 2014, and you
are invited to join us for every step along the way.<o:p></o:p></div>
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Is there something here that catches your eye? Do any of
these images excite and inspire you? Salivating over the possibilities? Tell us
about it. Drop us an email, connect with us on social media. We’re listening.
You make the NinjaBee experience great. We do this for you, our players, our friends. So feel free to
reach out to us as we blaze a trail toward the next NinjaBee release, we
appreciate the company.</div>
<br />
<br />
<o:p></o:p>Anonymousnoreply@blogger.com6tag:blogger.com,1999:blog-12441250.post-87906145152921983962014-01-10T13:03:00.000-07:002014-01-10T13:03:21.051-07:00The Friday Review: Papers, Please (PC)<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
Okay, check
the seal… passport numbers match, expiration is okay on the entry permit,
weight lines up, name is spelled correctly, fingerprints seem right. Okay, you’re
legit. Cause no trouble, comrade. Suddenly, the awful sound of a dot matrix
printer. Citation issued: invalid gender?! Geez! The one thing I didn’t check!<o:p></o:p></div>
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<i>Papers, Please</i> is aptly subtitled as “a
dystopian document thriller”. It is one of the more unusual games I played in
2013. Simple yet evocative visuals, core mechanics that actively attempt to
frustrate the player and a story told entirely through gameplay, sans
exposition. You, the inspector, are tasked with operating an Arstotzkan border
checkpoint. This particular border has just opened after six years of war in a
fictional Eastern-European-style geography. <o:p></o:p></div>
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At the heart
of the game is a terrible conflict. I don’t mean the armed warfare that serves
as a backdrop for the game. I mean a hideous, internal conflict. You are
responsible for the needs of your family. You receive modest pay for each
processed applicant. Failing to work fast enough ensures that your family goes cold,
hungry or worse. Unfortunately, you receive new regulations, forms and
restrictions almost every day. If any single fact isn’t right, you receive a
citation from the Ministry of Admission. Pile up enough citations, and you lose
cash. Work fast, get paid. Work <i>too</i>
fast, your family suffers.<o:p></o:p></div>
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The game
would be difficult, but not compelling, if that was the entirety of the
experience. But there is another layer, insidiously brilliant, that makes <i>Papers, Please</i> one of the best games of
last year. Each one of those applicants is a person. Many of them have stories.
The border has disrupted lives, the war has torn families. What do you do, when
you have to choose between feeding your son and preserving a marriage? Do you
accept bribes to keep your family warm? Are you loyal to the government? There
are difficult moral choices to be made, and not everything turns out as
expected.<o:p></o:p></div>
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Possibly the
greatest triumph of <i>Papers, Please</i> is
the way it made me choose a role. More than any RPG of last year, <i>Papers, Please</i> made me get <i>into</i> who I was. Why was I behaving this
way? Making these choices? Halfway through the game I realized I was playing
the role strictly as myself. I was a father and husband. My responsibility was
to my family above all else. But I also had a responsibility to my fellow man.
I was making decisions based on the benefit of my pretend family, doing the
best I could for my neighbors while protecting my loved ones from the state. I
was making the decisions the <i>real</i> me
would make. And it ate me up. It was real stress. I felt true conscience for my
actions in a way that I haven’t felt… possibly ever when playing a video game.
I didn’t play for the “best ending”, or for achievements or anything but what
I felt compelled to do.</div>
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I recommend <i>Papers, Please</i> to <i>everyone</i>. I think you are doing yourself a disservice if you have
passed on this gem. Buy it, play it. On your first run, really insert yourself
into the drama. Become a part of the story. Later, sure, go collect
achievements, see each of the 20 endings, explore your choices. But for the
first play, get into it. It may be one of the most truly emotional games you’ll
play in a long time.<o:p></o:p></div>
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Glory to Arstotzka!<o:p></o:p></div>
Anonymousnoreply@blogger.com0tag:blogger.com,1999:blog-12441250.post-35239650669617279222013-11-26T13:19:00.000-07:002013-11-26T13:27:18.490-07:00The Buzz: NinjaBee Saves The World<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0in;">
You know
NinjaBee for our games. Maybe you love Keflings, maybe you fancy <i>Band of Bugs</i>. But did you know that
NinjaBee is actually a front for the XCOM project? Yup, tis true. Your friendly
neighborhood indie developers moonlight as the elite guardians of humanity. At
least they do in my first run through Firaxis’ brilliant expansion, <i>Enemy Within</i>. On a whim, I decided to
name all my operatives after the fine men and women of NinjaBee. How did we
fare? What do I think of the expansion? Read on, dear NinjaBee fan!<o:p></o:p></div>
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Even though
NinjaBee is actually based in Orem, Utah, I decided that the “We Have Ways”
bonus for South America was too crucial to pass up. Especially given that Dr.
Vahlen seems to take her cues from Nazi war criminals, the instant
interrogation and autopsies offered the best possible beginner perk. I do have
to say, the good doctor becomes even more unsettling than usual when she starts
wringing her hands with joy over the thought of splicing people and aliens
together willy-nilly. My wariness over being alone in a room with Vahlen aside,
everything at once seemed familiar and new.<o:p></o:p></div>
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My early
build order was heavily disrupted by the addition of Meld. I continued to
pursue my slavish devotion to early satellites, but before the first month was
up I was already finding myself acutely behind the curve without MECs. By the
end of March, NinjaBeeCOM was teetering on the brink of global panic, with half
the world’s nations in the yellow or orange panic spectrum. I thought I was
doomed for sure. It didn’t help that EXALT had started rearing its ugly head. I
had to expand my dream team. Early missions were almost always conducted by
myself, the devil-may-care PR Heavy not afraid to stand in the open to take a
crucial shot, Cyndi the QA super Sniper, Matt, kamikaze office manager and
shotgun jockey, and Jared, lead designer and walking medkit. As my roster
expanded and injuries kept my A squad out for extended periods, I started to
draft in more of my colleagues. Our fearless leader, Steve Taylor, stepped into
the boots of the Heavy, Tara took up a rifle as Cyndi’s understudy, Brandon
took on duties as point-man Assault, Art Director Brent Fox became our
smoke-slinger, and Lane took a break from being CFO and started handing out the
heals.<o:p></o:p></div>
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<a href="http://4.bp.blogspot.com/-oFfI1OBNX7s/UpUBfH7DgVI/AAAAAAAAANs/_hxhOD69DWQ/s1600/2013-11-21_00001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="http://4.bp.blogspot.com/-oFfI1OBNX7s/UpUBfH7DgVI/AAAAAAAAANs/_hxhOD69DWQ/s400/2013-11-21_00001.jpg" width="400" /></a></div>
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We started
to push back the tide. It helped a lot that I finally squirreled away enough
cash to dig all the way out to the edge of level three in my base to pursue
another generator (I had really terrible steam vent placement) and plop down my
Cybernetics Lab. Paul Mitchell and Peter Konneker parted with their organic
limbs and stepped into their new robot bodies. That is when things <i>really</i> turned around. MECs are beasts!
It didn’t take long for me to develop neat party tricks with both of my tin
cans. Paul became our heavy ordnance. Burn it up, blow it up! For fun, try
tossing a proximity mine onto a group of aliens and then detonating it with an
alien grenade. 13 damage for <i>everyone</i>!
In the meantime, Peter became my own personal rockem-sockem robot. Anything big
got a taste of cybernetic fisticuffs: Cyberdiscs, Sectopods, Mechtoids, and
Berserkers all the way down to stupid EXALT grunts rushing the encoder.<o:p></o:p></div>
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<a href="http://4.bp.blogspot.com/-LbPURvpVV64/UpUBeJ3Q-lI/AAAAAAAAANY/UoGmFsGcnRI/s1600/2013-11-18_00008.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="http://4.bp.blogspot.com/-LbPURvpVV64/UpUBeJ3Q-lI/AAAAAAAAANY/UoGmFsGcnRI/s400/2013-11-18_00008.jpg" width="400" /></a></div>
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Speaking of
EXALT agents; they almost made me lose council nations on several occasions. It
seems they were eager to rouse rabble, and I soon dedicated Tara to all covert
ops. I gave her the best pistol NinjaBeeCOM could build, gave her some tasty
pistol perks, and sent her back out into the field repeatedly. She scratched a
lot of traitorous humans, even under heavy fire. She gave her all for the team,
and was critically injured twice during her ops, but she made it through. In
fact, we only had one true loss the whole campaign. Lane Kiriyama ate a faceful
of Muton plasma on NinjaBeeCOM’s first encounter with the brutes. He turned a
corner at the wrong time. His loss will be keenly felt by all.<o:p></o:p></div>
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Stating that
we suffered only one casualty makes it seem like we were never truly
threatened. But I can’t tell you how many times NinjaBee operatives made it
home by the barest margin. Matt spent most of the game in and out of the
infirmary, throwing his body and shotgun between his coworkers and certain
death. On one terror mission, Matt’s close combat perks allowed him to charge a
group of Chrysalids, gun down two of them on his turn, and stop four more dead
as they tried to rush through the door he blocked before taking a Cyberdisc
volley on the chin. His bravery earned him nine days of medical leave and saved
the lives of Steve Taylor and Jared Evans. Cyndi was the hero of Newfoundland,
using her plasma sniper rifle and Archangel Armor to gun down almost two dozen
X-rays to cover the team’s approach and escape. And not a single soldier left
the defense of NinjaBeeCOM’s base with more than four remaining health, with
Brent Fox being revived <i>twice</i> during
combat.<o:p></o:p></div>
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I didn’t
find myself leaning on gene-mods very hard. Matt was my only super-charged
soldier, rocking a full complement of enhancements. While Cyndi got bionic eyes
and a couple of key personnel received a second heart, I definitely suggest
investing in MECs over mods, but that is just personal preference. By the end
of the game, Steve Taylor was nominated as The Volunteer. Leading his company
and his species to greatness, the head honcho himself spearheaded the final
assault, competently gunning down the alien hordes as our colonels sprinted to
victory. At the end of all things, the team began to wear down under increasing
firepower. With the end in sight, and the team flagging, Matt manned-up one
more time and made “The Play”. Popping “run and gun”, charging between two
overwatched Muton Elites with no lightning reflexes and only four health left,
he mounted the dais and gave the big bad two shots in the face to save
humanity. Game over, NinjaBeeCOM wins!<o:p></o:p></div>
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The game was
a blast, and I’m exceptionally pleased with what Firaxis has done to XCOM. It
took me a little bit to get into the new flow of the game, to learn the new
items and the new enemies, to adapt my strategies. In the end, it was the best
XCOM I’ve played yet. Thanks guys! As you look to the stars and wonder when the
aliens will come for us, remember that NinjaBee will be waiting, making awesome
games and training to kick alien butt.</div>
<o:p></o:p>Anonymousnoreply@blogger.com0tag:blogger.com,1999:blog-12441250.post-6310980187488890702013-11-22T16:28:00.000-07:002013-11-22T16:28:19.107-07:00The Friday Review: Evoland (PC)<div class="MsoNormal">
As a gamer that grew up alongside the industry, it is sometimes difficult to remember just how far gaming has come in 30+ years. As a child, I eagerly booted up each new game, wowed by how fantastic it was, how real it all seemed. Every title was on the cutting edge, the best that gaming could <i>ever</i> be. And looking back, it is hard to divorce those magical experiences, those favorite memories, from the reality of the evolution of video games. Thankfully, Shiro Games built a title that helps to compress my childhood into a few charming hours. Evoland is a loving homage to Japanese RPGs that is sure to
bring a smile to fans of the genre.</div>
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<a href="http://2.bp.blogspot.com/-TrVMaMM8OpE/Uo_k6k7N3FI/AAAAAAAAANM/fnRpnyd8A9s/s1600/Evolnad-Start-Screen.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="http://2.bp.blogspot.com/-TrVMaMM8OpE/Uo_k6k7N3FI/AAAAAAAAANM/fnRpnyd8A9s/s400/Evolnad-Start-Screen.jpg" width="400" /></a></div>
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You start as a barely recognizable pixel being, only capable
of going from left to right. In the end, you’re a running, dodging, magic using
hero with a name and a purpose. Every progression toward that end comes in the
form of a treasure chest. Finding those chests, and enjoying the resulting
upgrades is a childish pleasure that apparently still works. They are the
carrots that keep the game going, even during the frustrating parts.<o:p></o:p></div>
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And there are frustrating parts. From erratically flying
bats that insta-kill with a touch, to widely spaced “save points,” there are
going to be moments where the player remembers how much more challenging (or
inconvenient, if you prefer) gaming used to be. Opening the chest that gives
Zelda style life hearts, enabling the player to survive more than one stinking
hit, is an emotional high point. It is a rare game that gets easier as it
progresses, and this one definitely does.<o:p></o:p></div>
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Perhaps that’s because Evoland isn’t really about the play mechanics. Other
than one level in which you make use of a “time crystal” to devolve from an
N-64 style character into an NES, thereby solving puzzles, there is little done
in this game that even semi-experienced gamers haven’t already done. Instead,
it’s like playing the tourist in an already well-beloved city. All the tropes
are humorously represented. I especially enjoyed a Diablo II-esque dungeon
dripping with useless, cleverly named loot. One piece guaranteed resurrection
in the event of unicorn assault. I don’t want to spoil the jokes though. They
are almost the whole game.<o:p></o:p></div>
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I say almost, because there are a couple of other gems
Evoland has to offer. Not only does the world progress around you, but your own
identity and story progresses as well. It’s a neat little lesson on how the
purpose of games has grown over the years to include storytelling along with
skill-based thrills. There’s also a little collectible card game within the
game that features some pretty good art. <o:p></o:p></div>
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Evoland is not without its disappointments. It is split
rather awkwardly between turn-based and real-time combat. The turn-based is so
featureless and quick that it seems pointless. The levels you gain in
turn-based combat do nothing to improve your real-time stats or abilities. Some
upgrades you get from chests aren’t persistent (camera zooming in on opening a
chest, for example), ruining the illusion of progression. Finding stars for
completion collections in chests instead of new game upgrades is downright
discouraging. The ending is perhaps overly abrupt, and one wonders how much
further it could have gone, both gameplay and story-wise. Perhaps it’s a sign
of how much I enjoyed the game that I imagined taking my character into a
Kingdom Hearts style real-time, with tons of magic abilities and an
interchangeable party.<o:p></o:p></div>
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Overall, this game took me back to long lost Saturdays, kept
me hopping right up to the epic boss finale, and gave me plenty of laughs along
the way. If you are or were a fan of JRPG style games, and want to see a clever
take on how they’ve changed over the years, you really ought to check Evoland
out. <o:p></o:p></div>
Anonymousnoreply@blogger.com1tag:blogger.com,1999:blog-12441250.post-69065816602337015732013-11-08T15:39:00.000-07:002014-01-24T13:44:06.980-07:00The Friday Review: Primordia (PC)I played a lot of point-and-click adventure games when I was younger, and they have always held a special place in my gaming heart. <i>Primordia</i>, and many of Wadjet Eye's other games, feel like a tribute to the old point-and-click games from Sierra and Lucas Arts, adopting the same low-resolution (8-bit) art styles that make it feel like a product of that time. <i>Primordia </i>has a more serious tone than many of those earlier titles, but is certainly not without its humor.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyiLqm9fhF9FRDSa6W8vrdXu-VnVoRLZJX9lFOA0lWsg0SVGfRNBIEIL20faYUGqaGsrIpHyFSCahWkxzJoSvfAmBRU_NPmFEvfbb86xlUSxrKNI5P1Gn9ysMCbLBzr924cBOn/s1600/primordia_01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyiLqm9fhF9FRDSa6W8vrdXu-VnVoRLZJX9lFOA0lWsg0SVGfRNBIEIL20faYUGqaGsrIpHyFSCahWkxzJoSvfAmBRU_NPmFEvfbb86xlUSxrKNI5P1Gn9ysMCbLBzr924cBOn/s400/primordia_01.jpg" height="224" width="400" /></a></div>
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Taking place in a world where all the humans have mysteriously disappeared, leaving their robotic creations behind, <i>Primordia </i>is a tale of loss and self discovery that touches on some fairly serious issues without pushing them too far or attempting to achieve a certain agenda. You play as a robot named Horatio, with a rather witty companion named Crispin—who provides the majority of the humor throughout the game—on a mission to recover something taken from you.<br />
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As is normal for adventure games, you'll be doing a lot of puzzle solving. For the most part these puzzles are well engineered and figuring them out can give you a sense of reward. Unfortunately there was one puzzle early on that was so counter-intuitive that I could not figure it out without looking online for a walkthrough. When I found out what I was supposed to do I was so upset that for a while afterwards I just expected each puzzle that I couldn't immediately figure out to have some inexplicable answer. Another puzzle soon after did fit into the "inexplicable answer" category (while grease is itself sticky, it is also a lubricant; it does <b>not</b> make things <i>stick</i>, it makes them <i>slick</i>), which annoyed me even more. However, after this second time I never felt the need again and soon was caught back up in the universe and enjoying the experience.<br />
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The variety of puzzles was also quite refreshing for a point-and-click. It wasn't all looking for just the right spot to use a certain item, or constantly combining things together to make the object you really need. I was pleasantly surprised to discover that there were some puzzles with multiple solutions, with varying effects on the story. I found this out accidentally when I did something I didn't expect to work, and when it did I was somewhat horrified (at the result) and excited (that it worked)! I loaded a previous save and tried a different approach to the problem and that worked as well!<br />
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As small of an effect as those different solutions might have had on the story, it made the world feel more substantial, and my actions more impactful. Even more impressive is the fact that there are several different endings to the game, some of them quite dark. Although the feeling of each ending is different from the others, and one particular ending is clearly the "best", they are all viable endings with none of them being considered "wrong".<br />
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For an indie game I was seriously impressed with the quality of the voice acting. As soon as he spoke I recognized Horatio's voice as Logan Cunningham, well known for his work as the narrator for <i>Bastion</i>. With music that set the mood for each scene just right and the impressive (if 8-bit) visuals, <i>Primordia</i> is a solid experience all around.<br />
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Overall I would highly suggest <i>Primordia</i> to any fan of the genre. The level of nostalgia I felt playing this game is a serious compliment to its designers and has only made me anxious to try out more of their other titles.<br />
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<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-12441250.post-81698624917085006302013-11-04T14:09:00.000-07:002013-11-04T14:09:06.337-07:00The Not-Quite-Friday Review: The Swapper (PC)<br />
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<a href="http://4.bp.blogspot.com/-dx-b7MgLG8U/UngMMkEXB5I/AAAAAAAAAMU/5nJH77zwxIE/s1600/2013-11-01_00003.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="http://4.bp.blogspot.com/-dx-b7MgLG8U/UngMMkEXB5I/AAAAAAAAAMU/5nJH77zwxIE/s400/2013-11-01_00003.jpg" width="400" /></a></div>
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In the grim darkness of the… indeterminate future, there are
only clones. I apologize for skipping Friday, but everyone here at NinjaBee was
celebrating All Hallows’ Eve and we neglected the blog. In honor of our
recently passed holiday, I bring you <i>The Swapper</i>.
While not exactly what most would consider a horror game, <i>The Swapper</i> brings a kind of solemn existential terror that seems
more at home with Danish cinema than Romero guts. <i>The Swapper</i> is a grim exploration of identity masquerading as a
claymation puzzle game. As the game wears on, a sinister mystery unfolds on the
oddly designed space station Theseus. There is a lot to talk about when
approaching <i>The Swapper</i>. <o:p></o:p></div>
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The visuals are beautiful, arresting, and made of clay. The
play of light and darkness, the somber mood, the forlorn architecture, and the
hauntingly minimal soundtrack are designed to engender a very specific mood. It
evokes an air of the unknown, the hopelessly alien. There are few familiar
touchstones to rely on, instead requiring the player to immerse themselves
completely within the game’s world. The only thing that pulled me out of the
game was the unusual proportions and motion of the player character. It doesn’t
<i>really</i> work for me. But given the
exceptional level of character and polish to be found elsewhere, I gave it a
pass.<o:p></o:p></div>
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Players begin the game by watching a helpless space-suit
clad individual being fired from an escape pod onto the surface of a barren
celestial body. The stranded space-farer quickly comes into the possession of the
eponymous Swapper device and returns to the Theseus. Given no exposition and an
in media res introduction, the player is compelled only by curiosity and
determination to unravel the mystery surrounding the seemingly derelict
station. The story takes on a decidedly sinister character as it progresses,
despite a lack of any actual evil to resist. The antagonists, if you can call
them that, are a case of Lovecraftian unknowable terror from the darkness of
space. They are so vastly different and removed from our frame of reference
that they simply do not acknowledge us rather than actively seek to do humanity
harm. There is also a decided element of “man is the real monster”. I won’t get
into spoilers, but I certainly became uncomfortable with my callousness as the
game wore on.<o:p></o:p></div>
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As to the actual gameplay, most of the game is accomplished
by creating and swapping to various clones in order to gain access to some sort
of energy core to power access gates so as to continue. Difficulty ramps up
considerably, adding elements like limited numbers of clones, gravitational
inequality, disallowed actions, and other complications. I’m not sure why the
Theseus was designed in such a manner, but whoever approved the floor-plan
should probably have been shot. It is a usability disaster. I hand-wave it as
being a concession to game design; but seriously, worst architect ever.<o:p></o:p></div>
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There are wrinkles in the game. Many of the mechanics of
swapping are poorly or not explained at all, and there are subtleties I did not
discover until after banging my head against a puzzle for half an hour. To save
everyone at home a headache, I’ll offer a handy tip. Time slows down when you
are aiming with the right mouse button. That would have saved me a lot of early
effort. There were exactly two puzzles that I felt were excessively
finicky/exact. They pulled me out of the moment pretty badly because I
understood how to accomplish what the game wanted me to do, but my aim being
off by a fraction of an inch on one shot required me to redo two minutes of
setup. The disruption to the flow of the game was glaring.<o:p></o:p></div>
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The game ends in a novel fashion for this age of instant
gratification and “best endings”. I will avoid spoilers again, but… man. There
really isn’t a good way to end this. Despite the ending being lose/lose, it was
a deeply satisfying narrative that ended on a high note. A depressing high
note, but high nonetheless. If you are having a bad day, I wouldn’t recommend <i>The Swapper</i>. But if you are resilient to
despair in the darkness of the void, give this game a go. It is a puzzle
experience not to be missed. Not only is it refreshingly new and brain-burning,
it is a bit of claymation nihilism that will leave you with a poignant
afternoon of thoughtful reflection.<o:p></o:p></div>
Anonymousnoreply@blogger.com0tag:blogger.com,1999:blog-12441250.post-54517816442239077012013-10-29T16:03:00.000-06:002013-10-29T16:03:51.121-06:00The Buzz: Figure Drawing<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCUZefZT0lMtckx307MmzQH_J-txJLyzsr3dSl089CZ53WNJmnyyD1NonTKZUnKTykwLuJ8-Rnyt2G93pvDT8cui_Dvc46fWXD8I3y5n5Q5DyTqwUCUJ8PMG-5S8BeQvnJFEhz/s1600/xArtists.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCUZefZT0lMtckx307MmzQH_J-txJLyzsr3dSl089CZ53WNJmnyyD1NonTKZUnKTykwLuJ8-Rnyt2G93pvDT8cui_Dvc46fWXD8I3y5n5Q5DyTqwUCUJ8PMG-5S8BeQvnJFEhz/s320/xArtists.jpg" width="320" /></a></div>
<br /><br />Artists may have a natural aptitude or ability. They may also have a burning desire that drives them to work hard at honing their craft. However, no great artist became great without putting in many, many hours of hard work. There is no way of getting around it. There is no shortcut. I hope that I never feel fully satisfied with my artistic ability or I might have reached a cap on my progress.<br /><br />One of the best ways to become a better artist is to study the human figure. I find figure drawing can help just about any artist improve. Because of this, at NinjaBee we try to hold figure drawing sessions often. A wide variety of artists attend. Everyone, from our highly skilled professional artists or those who just want to give it a shot, is invited to our (almost) weekly figure drawing sessions. We are blessed to have a steady pool of models willing to help us develop our skills.<br /><br />Being a game studio, we have plenty of unusual props and poses. Our models are kind enough to oblige our needs, and our artists have produced hundreds of sketches in their quest to master the human form. Even when creating, drawing, and animating non-human creatures, many of the same rules apply. Every character we make will benefit from the dozens of hours of development we pour into our art. And we pass the improvements on to you, our fans.<div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSxPO9oEUhmdUs3G7WkRyjBFp1n1CF8IH05gTtKqfAxMTkDa4065PT5FsG5Nbnul3F4Wj3k1rROes8wb1CVicvroh7uXl0HIefiDO6WBijGR88kcWwZ8jMDwI4wqZGjdAgZfKL/s1600/DSC_0781.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSxPO9oEUhmdUs3G7WkRyjBFp1n1CF8IH05gTtKqfAxMTkDa4065PT5FsG5Nbnul3F4Wj3k1rROes8wb1CVicvroh7uXl0HIefiDO6WBijGR88kcWwZ8jMDwI4wqZGjdAgZfKL/s320/DSC_0781.JPG" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgapNmzZ2Kj77PhgacEhdjcXwN2nIzXTar06coq5-Aoeki8qX478DDjB_k1AnS3t0cFJVhvUNqeo4cLIoq-a3xcTyBzE-uJr17XrW_hS0y1YzJ4clSpz8JnPbra1GVMM-kwD6-5/s1600/DSC_1685.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgapNmzZ2Kj77PhgacEhdjcXwN2nIzXTar06coq5-Aoeki8qX478DDjB_k1AnS3t0cFJVhvUNqeo4cLIoq-a3xcTyBzE-uJr17XrW_hS0y1YzJ4clSpz8JnPbra1GVMM-kwD6-5/s320/DSC_1685.JPG" width="213" /></a></div>
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Here are some of the results from artists of varied skill levels. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeuZzZ8bzFc1JBpyhVyVkUrtaYchygnEQLrYbOXIGkh5czUnZXU-0B9OZBj1I4baxTwiqBgjAln3ZPnrZBMNw6FSX9bnItxomJFFgvHY0UCzfNRJOKECxyJ_6SVULGG-qZ9X3A/s1600/7ebc8f72a4dc7a15e3fe7e9a8c744fda.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeuZzZ8bzFc1JBpyhVyVkUrtaYchygnEQLrYbOXIGkh5czUnZXU-0B9OZBj1I4baxTwiqBgjAln3ZPnrZBMNw6FSX9bnItxomJFFgvHY0UCzfNRJOKECxyJ_6SVULGG-qZ9X3A/s320/7ebc8f72a4dc7a15e3fe7e9a8c744fda.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirgcj4hy5FYUI2Hq5LM9Tw69mTiencyl3M9OM4xaWx8vhiomIx2IDk3gJcaFHD4cwlECXanUuiaUONS_j4gCi1ndaJxVmmYt92-4x9E85goQ3AMjofTTRfGad5izQxYlxt99ND/s1600/dc49f1f4a19511e28e7522000a1fbe50_7.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirgcj4hy5FYUI2Hq5LM9Tw69mTiencyl3M9OM4xaWx8vhiomIx2IDk3gJcaFHD4cwlECXanUuiaUONS_j4gCi1ndaJxVmmYt92-4x9E85goQ3AMjofTTRfGad5izQxYlxt99ND/s320/dc49f1f4a19511e28e7522000a1fbe50_7.jpg" width="320" /></a></div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-12441250.post-62602660348681407702013-10-25T14:09:00.000-06:002013-10-25T14:09:32.248-06:00The Friday Review: Orcs Must Die 2<div class="MsoNormal">
Sequels are a mixed bag. Sometimes the games improve over
time, either incrementally or fundamentally. Other times, not so much.
Thankfully, I can say the <i>Orcs Must Die 2</i>
has taken everyone’s favorite Orcish genocide-machine building game and kicked
almost every dial and widget up to 11.<o:p></o:p></div>
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For those of you who are unfamiliar with the franchise, <i>Orcs Must Die</i> places players
in the role of a War Mage. The last War Mage, to be precise. The order
that protects our world from the blasted and overrun world of monstrous Orcs
and Trolls, defending the rifts between worlds and safeguarding the magic
crucial to the “happily ever after” kingdom beyond the fortress walls, has
fallen on hard times. In fact, after the last game, the order was defunct.
Magic had ceased after the player closed the portals and cut the worlds apart,
stranding the evil enchantress (who may have done evil dances) with her newly
freed subjects and no powers.<o:p></o:p></div>
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But neatly wrapped up endings are boring, so <i>Orcs Must Die 2</i> brings it all back and
makes it co-op. The enchantress is back! But not as a villain. Instead, she and
the protagonist of the original must team up and defend the newly-formed rifts
from an even greater Orcish terror. The War Mage character plays on the worst
football jock dude-bro stereotypes for plenty of laughs, complete with end-zone
dances at the completion of each level. The Enchantress, meanwhile, is made out to be
a morally unhinged cougar. The two characters play off each other well, and the
dialogue continues to be vapid and humorous. They also play well stylistically.
The War Mage brings a heavier array of traps and explodey weapons and boasts a
beefy health bar to offset his terrible magic skills, while the Enchantress is
equipped with a wide array of tricky spells and neat gizmos that help her
control the flow of battle with a large mana pool. When played with a friend,
their variable strengths mesh to create the ultimate greenskin-mulching
sociopathic buddy-game duo!<o:p></o:p></div>
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In my campaign of comical mass-bloodshed, I played as the
War Mage to my wife’s Enchantress. We both quickly developed a stable set of
tools we defaulted to, choosing an array of traps, minions, trinkets, spells,
and weapons that worked best for us. The sequel’s new skull system allowed us
to specialize fairly early with our favorites. In addition to upgrading the base stats
of each entry, we were able to choose specializations that complemented the
devious combos we favored. My wife, for instance, took an upgrade to the
ceiling dart trap that sometimes charmed enemies while I grabbed an addition to
the void wall that kept us swimming in potions and coins. She primarily wielded the Stone Staff, while I felt naked without my crossbow. I felt like there
were enough options to make dozens of different combos work. I personally favor
two rows of tar traps backed by two rows of floor scorchers repeated down long
corridors, but some call me unimaginative.<o:p></o:p></div>
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There is literally more of everything in <i>Orcs Must Die 2</i>. More monsters, more
traps, more upgrades, more outfits, more levels, more, more, more! And yet,
none of it ever felt tacked on. While there are a couple of traps or items <i>I</i> would never use, I am sure there are
other War Mages out there that balk at my preferred load-out. Some might prefer sprawling death-mazes where
I favor compact kill-boxes. Either way, every player should find a method for brutally dismembering Orcs that satisfies without feeling compelled to take
certain options.<o:p></o:p></div>
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It is hard for me to say enough good about <i>Orcs Must Die 2</i>. I find every element of
the game satisfying. I like the graphical stylings, the exaggerated animations,
the satisfying squelch of exploding kobolds, the arcade satisfaction of the
combo and killing spree pop-ups, the tight control, the flow of money and
progression of upgrades, everything. I am <i>compelled</i>
to continue playing, to achieve just one more ludicrous victory dance. I am
hooked. And yet, the game does have flaws. The number of skulls you can sink
into each individual trap makes me wary to try a new style. I default to my
proven strategy and avoid going too far out of the box. The upgrade system can
be reset at any time, but spending all of my skulls again is too tedious for me
to regularly shake up my style. When played solo it becomes obvious that the
game was designed for two, not one. There are levels that are easily bested in
co-op but require so much frantic bouncing around in solo play that I felt like
I was being actively punished for trying a level before bringing my wife along.<o:p></o:p></div>
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Still, those are minor quibbles. If you are the sort of
gamer who can get silly, who wants to inflict every conceivable form of death
on an endless tide of humanoid grunts, <i>please</i>
get this game. But get it with a friend. You can play alone, but it is really a
two-player game. It is easily among my favorite games of the last few years,
and I am sure it will be an enduring classic in my library. You will not be
disappointed.<o:p></o:p></div>
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As a final addendum, I find the cartoony violence to be
appropriate for my young sons. Your mileage may vary, but my two small children
find the game uproariously hilarious, and insist on sitting in our laps while
we mow down baddies. Watching mommy and daddy play “Morcus Die” is among their
favorite things to do. That is quality family entertainment, right there!</div>
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<o:p></o:p>Anonymousnoreply@blogger.com1tag:blogger.com,1999:blog-12441250.post-47311807310781790352013-10-21T17:05:00.000-06:002013-10-21T17:05:55.451-06:00Nutjitsu Update Available: New Levels, New Ranks, More Added<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-uvqUzGEOw1s/UmWyoFajYFI/AAAAAAAAAKY/absMpt-m_-Q/s1600/TeikokunoYousai01.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="http://1.bp.blogspot.com/-uvqUzGEOw1s/UmWyoFajYFI/AAAAAAAAAKY/absMpt-m_-Q/s400/TeikokunoYousai01.png" width="400" /></a></div>
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Another two weeks have come and gone, and we have more <i>Nutjitsu</i> content for you. We added three new handcrafted levels to the game, which you can unlock by attaining additional ranks in your ninja mastery. Teikoku no Yousai, Ushinatta Marsh, and Yugure Cemetery offer new experiences, new paths, and new visuals for the discerning burgling squirrel. Each level is tied to a new rank. Seven new ranks have been added overall, giving players new options as they continue to play and master the art of <i>Nutjitsu</i>.<br />
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Additionally, the new update fundamentally alters the way that players experience the game and acquire power-ups. Gone are the days when smoke bombs spawned on the game map. We saw that play quickly became an effort to dash from one smoke bomb to the next in order to stay ahead of the guards. That didn't seem very sneaky at all! As of this update, power-ups must be acquired with the new acoin currency. Acoins are acquired through play as the squirrel collects nuts. Those hard-earned coins can be spent on smoke bombs that may be used manually during play. Up to three bombs may be used in a single session. You can buy as many as you like, but you can only carry three with you (those outfits only have so many pockets).<br />
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The change to limited smoke bombs helps to emphasize the stealth and planning aspects of <i>Nutjitsu</i>, as well as encouraging more "bite sized" play sessions more suitable to those spare moments in line or on the bus. If you are anything like us, you will probably still sink hours at a time into collecting ruby acorns. But we want to accommodate players with less time on their hands. If you haven't tried it already, head over to the game's page and <a href="http://www.ninjabee.com/games/nutjitsu/">download <i>Nutjitsu</i> for free</a>! Those acorns won't liberate themselves!<br />
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Anonymousnoreply@blogger.com0tag:blogger.com,1999:blog-12441250.post-26106816986177508012013-10-18T13:46:00.000-06:002013-10-18T13:46:28.683-06:00The Friday Review: Surgeon Simulator 2013 (PC)Do you really know what happens to you under general
anesthesia? Who <i>really</i> operated on
you? Were they qualified surgeons? If <i>Surgeon
Simulator 2013</i> is any indication, probably not. In fact, I would venture to
say that protagonist, Nigel, may be a hobo with some sort of neuromuscular
disorder and delusions of grandeur. He is certainly no doctor. By extension,
neither is the player.<br />
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<br />As Nigel, the player controls one hand of a decidedly dysfunctional
doctor as he attempts several anatomically forgiving operations on helpless
patients. By default, the A, W, E, R, and Space keys contract the individual
digits of the hand, whilst the mouse controls the movement, angle, and rotation
of the inept limb. The control scheme is exceptionally unsettling at the
outset, which only adds to the hilarity when accidentally dropping a spinning
drill into the subject’s exposed innards. I managed to master the controls
after several minutes of humorous fumbling and set straight to my medically
dubious butchery.<br />
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<br />Three basic operations are available to the player: a heart
transplant, a double kidney transplant, and a brain transplant. The initial
operating room procedures are incredibly entertaining in their own right, but
become vastly more wacky (and fatal) as Nigel is asked to perform the same
operations under increasingly difficult circumstances. Having a fire
extinguisher bounce off the shelf and into the patient’s lungs while operating
in the back of an ambulance driven by Evil Knievil adds an extra layer of difficulty.
I won’t spoil everything, but <i>Surgeon
Simulator</i> does feature a number of additional circumstances and special
stages that will keep you maiming victims, I mean patients, for plenty of
hours. While not stipulated by the game itself, I found myself attempting to
clear each operation without unnecessary blood loss or as quickly as possible.<br />
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<br />There are dozens of things to mess around with in <i>Surgeon Simulator</i>. The game creates a
need to explore, to mess around with everything in the game. From sticking a
scalpel into an electrical socket to zap the controls backwards and slamming Nigel’s
hand onto a syringe for a psychedelic surgery to messing with the various
floppy disks in the lobby, there is plenty to do beyond the stated goals of the
game. There are alternate ways to complete each surgery. A player could
conceivably complete an entire surgery with the laser scalpel, or hack apart a
ribcage with a hatchet. The options are multitudinous.<br />
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<br />The game is not without fault, however. During the kidney
transplant operation I often find myself unable to grab the patient’s right
kidney because of the rotation limits on Nigel’s hand. I often have to poke the
kidney to the side with a pencil in order to get my slippery digits on the
errant organ. This seems like a specific oversight, but does give me occasional
fits. Additionally, I often find myself yanking at the patient’s liver for
inordinate lengths of time. It isn’t just the difficulty of dislodging it, I
feel like it gets stuck, which is irritating. The same can be said of removing
the dressing over the patient at the beginning of the heart and kidney
transplant operations. My hand tends to clip through the cloth, leaving it
stuck on my wrist and forcing me to restart the operation.<br />
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These few faults do mar an otherwise uproarious experience.
I have rarely laughed more when playing a game. Having an audience to my
malpractice vastly improved my experience, and I would suggest everyone try
this game with a bystander on hand to enhance play. I would not suggest this
game to anyone who is particularly squeamish, as the medical detail may cause
discomfort. Nor would I recommend the game for anyone who is easily frustrated.
<i>Surgeon Simulator 2013</i> actively works
against the player. If that is liable to throw you into a rage, do not play
this game. Otherwise, if you are looking for a highly original experience with
buckets of laughter (and organs), pick up <i>Surgeon
Simulator 2013</i>. You will not regret it. Your patients might. But you won’t.<br />
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Anonymousnoreply@blogger.com1tag:blogger.com,1999:blog-12441250.post-12279577834272124192013-10-15T14:54:00.004-06:002013-10-15T14:54:53.004-06:00The Buzz: Casual ConnectThis week we finish up our summer retrospective with Casual Connect. Starting next week, we will have fresh new things to talk about, rather than going back in time any further.<br />
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<a href="http://3.bp.blogspot.com/-IpNC8gzo4tQ/Ul2qdRuD5hI/AAAAAAAAAJE/C9kjV6unt6o/s1600/IMG_20130802_084119.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="http://3.bp.blogspot.com/-IpNC8gzo4tQ/Ul2qdRuD5hI/AAAAAAAAAJE/C9kjV6unt6o/s400/IMG_20130802_084119.jpg" width="400" /></a></div>
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Right at the end of July, some intrepid explorers from NinjaBee flew out to beautiful San Francisco to attend Casual Connect, a conference designed primarily for mobile game developers and their business partners. We enjoyed three days of panels and talks designed to help mobile veterans as well as scrappy newcomers. Coming from a different sphere of the industry, the whole experience was very new for us. The aims, metrics, and practices of traditional and mobile development are very distinct. Having primarily developed for traditional consoles, many of the values and models seemed very new and different.<br />
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<a href="http://2.bp.blogspot.com/-F22gWJP-lqo/Ul2qdfQt5SI/AAAAAAAAAJA/F4-SlXA-vX4/s1600/IMG_20130730_102810.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="http://2.bp.blogspot.com/-F22gWJP-lqo/Ul2qdfQt5SI/AAAAAAAAAJA/F4-SlXA-vX4/s400/IMG_20130730_102810.jpg" width="400" /></a></div>
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<i>Nutjitsu</i> wasn't ready for release at the time, and we hoped to get some really great input on how to make our thieving little squirrel a true standout. We learned wisdom from top people behind mobile titans like <i>Candy Crush</i>, <i>Fruit Ninja</i>, and <i>Royal Revolt</i>. It was an awesome look behind the curtain at games played by millions of people every day on platforms we have not yet fully explored. We learned a lot, and we will continue to put the ideas and techniques we learned to good use in <i>Nutjitsu</i> as well as any other mobile titles we may create in the future.<br />
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Of course, we would be remiss in our tourist duty if we didn't hit the sights of San Francisco. We rode the trolley, ate crab in the shadow of Alcatraz, and took a gander at Lombard Street with the best of them. Business by day, tourism by night! After all that learning we flew merrily back home with dreams of app stores dancing in our heads. Casual Connect was a great experience that will help to shape our games for the better as we <span id="goog_335523013"></span><span id="goog_335523014"></span>explore the mobile space with you.<br />
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Anonymousnoreply@blogger.com0tag:blogger.com,1999:blog-12441250.post-53808813406203239372013-10-11T14:57:00.002-06:002013-10-11T14:57:18.972-06:00The Friday Review: Gunpoint (PC)<br />
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<a href="http://4.bp.blogspot.com/-rx1KsfmvyWs/UlhgTpCe1rI/AAAAAAAAAIo/KcWClKJVu9Q/s1600/Gunpoint+Level.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="279" src="http://4.bp.blogspot.com/-rx1KsfmvyWs/UlhgTpCe1rI/AAAAAAAAAIo/KcWClKJVu9Q/s320/Gunpoint+Level.png" width="320" /></a></div>
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The relationship between a man and his pants is a special
one. Especially when those pants are electric pants. Like, leap over tall
buildings in a single bound electric pants. Hurl a man out of a fourth story
window and walk away unscathed electric pants. Yes, these pants are very
special indeed. And they belong to one Richard Conway, a freelance agent who
gets wrapped up in a good old fashioned mystery when his most recent contact is
immediately murdered. The player, as Conway, must get to the bottom of her
murder through a series of side-scrolling stealth puzzle jobs utilizing an
array of fancy gadgets.<o:p></o:p></div>
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The meat of <i>Gunpoint</i>
lies in solving puzzles using Crosslink, an overlay that allows Conway to
rewire almost every device in each of the building cross-sections that make up
the game’s levels. As long as the player can access the correct circuit, Conway
can make a light switch open a door, make a camera cause an outlet surge, or
even make a sound detector discharge a guard’s gun.<o:p></o:p></div>
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<a href="http://1.bp.blogspot.com/-oXgvcoAaYMY/UlhgTVLnjCI/AAAAAAAAAIQ/2mXsEhkPFBA/s1600/Gunpoint+Crosslink.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="315" src="http://1.bp.blogspot.com/-oXgvcoAaYMY/UlhgTVLnjCI/AAAAAAAAAIQ/2mXsEhkPFBA/s400/Gunpoint+Crosslink.png" width="400" /></a></div>
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One of the chief delights <i>Gunpoint</i> offers is the unexpected behavior that emerges as a result
of player tinkering in Crosslink. In one particularly interesting serendipity,
my linking caused trap doors to open on two floors simultaneously, which
promptly dumped two guards to their death. Of course, I was only trying to rig
the circuits so that I could jump through the trapdoors when no one was
looking. Thankfully, I am not the sort of person to look a gift horse in the
mouth.<o:p></o:p></div>
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The other major gameplay element is leaping around in the aforementioned
Bullfrog electric pants. They give Conway the ability to spring vast distances,
leap to the ceiling, and survive ludicrous falls. These pants give you a
fantastic toolkit to tackle (sometimes literally) every obstacle your
electrical jiggery pokery does not solve. There is a trick to the pants,
though. The aiming and power of your jumps can be a bit hard to master at
first. After the first couple of outings though, you feel right at home in your
bionic trousers.<o:p></o:p></div>
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<a href="http://4.bp.blogspot.com/-dJd-hYA4_Qw/UlhgT2P_5GI/AAAAAAAAAIY/epfLyMD_eKU/s1600/Gunpoint+WindowDoor.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="207" src="http://4.bp.blogspot.com/-dJd-hYA4_Qw/UlhgT2P_5GI/AAAAAAAAAIY/epfLyMD_eKU/s320/Gunpoint+WindowDoor.png" width="320" /></a></div>
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The physical element of the Bullfrog device and the cerebral
planning stage of Crosslink work well together, creating a satisfying flow
between thoughtful manipulation and twitchy execution. <i>Gunpoint</i> gives players a variety of ways to approach each level, though
certain upgrades are required to complete some missions. I felt like I often
detected a “correct” way to solve the level, but never felt punished for
avoiding it. I also never felt locked into a particular approach to the game as
a whole. On some levels I would kick down doors and throw guards out of
windows, while in others I would silently bypass all challenges without
alerting security to my presence at all.<o:p></o:p></div>
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<a href="http://4.bp.blogspot.com/-02ZggOIU4uU/UlhgTlamJUI/AAAAAAAAAIU/caIky8Sh9W4/s1600/Gunpoint+Punch.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="195" src="http://4.bp.blogspot.com/-02ZggOIU4uU/UlhgTlamJUI/AAAAAAAAAIU/caIky8Sh9W4/s400/Gunpoint+Punch.png" width="400" /></a></div>
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While I am thrilled overall by my experience with <i>Gunpoint</i>, there are a couple of
criticisms I have for the game. There wasn’t enough of it. In one sense, that
isn’t really a criticism at all. I clearly enjoyed the game and wanted more.
But I feel like I didn’t have enough puzzles to throw myself at. Maybe five
more missions would have rounded it out, I don’t know. But it was over too
quickly. The second isn’t much more severe. After each mission, your employer
evaluates you based on your performance. They have criteria which they
emphasize. On some missions it wasn’t very clear what my optional objective was until I reached that evaluation screen. A touch more clarity might have rounded
things out nicely. These are barely nitpicks, however, and do not detract for a
fantastic core experience.</div>
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Final Thoughts</h3>
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I wholehearted recommend <i>Gunpoint</i>
to anyone who is a fan of puzzles, platformers, clever writing, detective
stories… pretty much everyone. If you haven’t already picked it up, I would
advise doing so. The trip may be short, but it is fantastic. The same might be
said of a majestic fourth-floor leap in electric pants, and I can hardly think
of a more ringing endorsement than that.<o:p></o:p></div>
Anonymousnoreply@blogger.com1tag:blogger.com,1999:blog-12441250.post-89109674183529726792013-10-11T14:07:00.000-06:002013-10-11T14:27:11.452-06:00Nutjitsu Update is Live! More Levels, More Features!<div class="separator" style="clear: both; text-align: center;">
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<a href="http://4.bp.blogspot.com/-3IE8dmR-WXc/UlhVZmg6L7I/AAAAAAAAAH0/r9JRDzYyzsA/s1600/GreyShrine3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="308" src="http://4.bp.blogspot.com/-3IE8dmR-WXc/UlhVZmg6L7I/AAAAAAAAAH0/r9JRDzYyzsA/s400/GreyShrine3.png" width="400" /></a></div>
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The first major content update for <i>Nutjitsu</i> is out! Everyone should rush to the Windows Store and <a href="http://apps.microsoft.com/windows/en-us/app/nutjitsu/5e9419e5-f537-4089-9be6-51c352207d69">check it out</a>. This update is just the first of many designed to make <i>Nutjitsu</i> the most addictive and awesome game on Windows 8. This update brings five new levels and a rank system to give you more content. Tiptoe through mountaintop shrines and pine forests to continue your never-ending quest for more acorns. Rank up to become the ultimate ninja.</div>
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There will definitely be more features, more levels, and more news on the way. Stop by this blog to get the latest information on <i>Nutjitsu's</i> development. We will keep you up to date on our continuing plan to improve your favorite feudal squirrel stealth game. There is plenty more to come.</div>
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<br />Anonymousnoreply@blogger.com0tag:blogger.com,1999:blog-12441250.post-78041165748566261582013-10-08T14:28:00.000-06:002013-10-08T14:28:01.414-06:00The Buzz: Summer VacationMorale is an important part of the development formula. Keeping up spirits promotes productivity, creativity and a healthy relationship between coworkers. Basically, we just wanted to take a day to ride roller coasters and shoot down water slides. So we went to Lagoon. For anyone unfamiliar with Utah, Lagoon is an amusement park in Farmington, packed with coasters, rides, slides, and even a zoo! We packed up shop one beautiful summer day and headed out for some thrills.<br />
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We could not have picked a better day. Just a little overcast, toasty without being scorching, not too crowded. Everything was open and NinjaBee had a whole day of fun ahead. Some people made a beeline for the biggest coaster in the park, others split and headed to Lagoon A Beach to lounge in the warm weather or float by in the lazy river. Making games is serious business, and so is partying!</div>
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It was also a chance for us to all bring our families together. NinjaBee is a very family friendly company. Many of us have children and love to spend time with our beautiful families. The summer party is a great chance to celebrate the achievements of not just the employees that make this studio great, but the fantastic families that love and support us. There is nothing quite like enjoying a company barbecue at the amusement park. </div>
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After a magical day celebrating our fantastic friends, coworkers, and family, it was time to head home and get ready to create games! Another summer party wrapped up, and the rest of the year ahead of us. We are all eager to be working on the great titles we will be showing off in the next year. </div>
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Anonymousnoreply@blogger.com2tag:blogger.com,1999:blog-12441250.post-9450462989037623612013-10-01T12:15:00.000-06:002013-10-01T12:15:21.375-06:00The Buzz: PAX Prime 2013I told you we would start catching up on the summer! Last month we had the honor of attending PAX Prime, courtesy of Nintendo. Although we had not originally planned on visiting Seattle this year, Nintendo graciously invited us to enjoy the hospitality of their booth to exhibit the upcoming Wii U release of <i>A World of Keflings</i> on the Nintendo eShop. There was plenty to see even just inside the booth. Plue, we got to hang out with some of the cool people over at Nintendo and some of the other developers sharing the luxurious space near the Indie Megabooth.<br />
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Even with a busy exhibiting schedule, there was plenty of time to hang out and see the sights. Hundreds of awesome people, dozens of dazzling new games, and memorable experiences beyond count greeted us at every turn in the series of exhibition halls, hotels, and lobbies that served to contain the bubbling crowds of geeks that descended on Seattle for the show. You couldn't throw a twenty-sided die without hitting someone worth talking to, including our awesome friends at Twisted Pixel! They were showing off their riotously hilarious game, <i>LocoCycle</i>. Keflings are terrible drivers, by the way.</div>
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We got hands on with all the hottest upcoming titles, like <i>Titanfall, Transistor,</i> and <i>WildStar</i>, as well as surprising gems like <i>Secret Ponchos</i>, <i>Hohokum</i>,<i> </i>and <i>SpeedRunner.</i> We also got to pose with some awesome statues and met some cool fans (including the Rocketeer). From tabletop to next gen, every facet of our favorite hobbies got to sparkle brilliantly for four crazy days of nerdy excess!</div>
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Overall, it was a blast! We can't wait to come back next year and see what the world of gaming has to offer. And who knows what NinjaBee will have up our sleeve next time around?</div>
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Anonymousnoreply@blogger.com1