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Archive For September, 2011

NMA Offers First Look At Angry Birds Animated Movie...Sort Of

September 28, 2011 9:00 AM | Danny Cowan

After previously covering the Supreme Court's ruling on the sale of violent video games back in June, Taiwanese news source Next Media Animation has outdone itself with this, a speculative look at Rovio's upcoming Angry Birds animated movie.

NMA's "trailer" is surprisingly detailed, giving an early look at several key plot points that, sadly, probably won't be featured in Rovio's version. You might think you have some idea of what you're about to see, but then people start turning into deer, and I can't really explain what happens afterward. All I know is that I'm glad that this was made.

Dark Souls Features Hilarious, Pro Wrestling-Styled Entrance Animation

September 28, 2011 5:00 AM | Danny Cowan

From Software's Demon's Souls follow-up Dark Souls won't be out in North America until next week, but this single feature has already sold me on the game. Apparently, if you invade another player's in-progress game with the intent of killing them, you can mimic a background object and burst forth with this imposing entrance animation using a well-timed emote.

This gesture can be interpreted in a number of ways, from "Who wants a piece of THIS?" to "Woo, party time!" to "Give me all of your hugs!" The fact that your character pops out of inanimate objects wielding ridiculous weapons just makes it that much more humorous/frightening. The head tilt really sells it, too.

Now I just need to finally commit myself to finishing Demon's Souls so I can move on to Dark Souls. Atlus recently extended its online server support into 2012, by the way, so it looks like I have another year to get into it, at least.

[via @MagicJames]

What Disaster Report 4 Would Have Been Like & A MGS 2 Change Detailed Via Twitter

September 28, 2011 1:00 AM | Matthew Hawkins

dr4.jpg

Last we heard from the creator of Disaster Report and numerous other Irem classics, Kazuma Kujo was telling followers on Twitter that he was working on something that might contain elements of the game that was cancelled earlier this year, which most assumed was a result of the earthquake and tsunami that rocked Japan.

There's still no word on how that's coming along, but Kujo recently revealed what he originally had in mind for part 4, again on Twitter. The full rundown can be found over at Andriasang, but most of the highlights are governed by the fact that the latest installment would have been significantly different from previous entries.

Instead of dealing with a calamity right from the onset, mostly by trying to get away, Disaster Report 4 would have taken place a week after the fact and focused on coping with the aftermath. Whereas the first three games featured a partner that was in the same boat, the player would have instead encountered a variety of characters, each illustrating different examples of life moving forward, in light of tragedy.

The game would have also addressed social issues that also often come up after a large scale tragedy, like racism and ageism, another first for the series. All of which would driven home the message that the real challenges from a disaster often stem from picking up the pieces.

Though most surprising of all is the precise reason behind the cancellation: it was actually due to his team's inability to stick to their schedule. The real life disaster supposedly had nothing to do with it.

Skullgirls Delayed To 2012, But Will Be Even More Worth The Wait

September 27, 2011 11:00 PM | Matthew Hawkins

Bad news 2D fight fans: Skullgirls will not be out by the end of this year as originally planned. Instead, there's now a "first quarter of 2012" release window, provided there are no hold ups during the submission process.

The reasons are numerous, but ultimately, extra time is needed to help maximize the game's potential. Much of it is based upon feedback from those who have test driven the game at tournaments and the like.

A rundown of what's being improved upon/added can be found via this blog post. Highlights include a 10% speed bump, backgrounds being upgraded to 3D, requested color palettes, assorted balance and gameplay tweaks, plus an "accidental pause prevention option".

A new video has also been added to the official YouTube channel, highlighting Parasoul. Unlike the other ladies, she isn't the host for some parasite, doesn't sport biomechanical arms, nor is she part cat.

Instead, as the princess of one of the kingdoms in the game's universe, she does battle with a "living umbrella" and has an elite military squad that provides back-up, mostly during specials. My favorite part of the clip above is when one of her super soldiers is about to lend a hand, but his boss says sternly "Not now."

Arthur From Ghosts'n Goblins' 15 Year Hiatus Detailed

September 27, 2011 9:00 PM | Matthew Hawkins

Capcom Unity recently unearthed an old Japanese promo for Ultimate Ghosts'n Goblins. It details Arthur's activities during the 15 years that separated Super Ghouls'n Ghosts for the Super Famicon/NES and his PSP return in 2006.

Instead of living it up in a castle, with that princess he went through such much trouble to save, he somehow ended up in a modest sized apartment in Japan. There he enjoyed a carefree retirement, which was mostly sustained by cashing in on treasure that he had saved during his adventures.

Days spent soaking in the city, with nothing more than ice cream and a pair of boxers, plus nights spent impressing ladies at the bar with the aforementioned riches, is a hero's life indeed. But as is often the case, duty eventually calls, forcing another sprint towards danger.

Either that, or the newspaper article Arthur stumbles across is all about him running away from yakuza and his lack of respect for the elderly. Someone who actually understands Japanese will have to help shed light on that detail.

It's Hard To Tell, But It's Stop Motion Pokemon Via Minecraft

September 27, 2011 7:00 PM | Matthew Hawkins

Look around YouTube and you'll find countless examples of games being redone in Minecraft. There's various ways of doing this, but the most impressive (and time consuming) method involves recreating pixels on a large scale, then taking images of them being moved incrementally.

The end result is essentially stop motion photography. But like lots of things, after a while, it becomes harder and harder to impressive people with such a feat, regardless of the insane amount of work involved.

Then along comes the clip above, of Pokemon via the process described. Some folks at Reddit are not as impressed, unfortunately. A few point out that it's basically impossible to tell that Minecraft was used in the first place.

Though I think that's the point. After the cut is the behind the scenes process, which demonstrates that it is indeed legit.

IGF China 2011 Announces Main Competition, Student Finalists

September 27, 2011 6:00 PM | Full Administrator

igfchina1.jpgThe Independent Games Festival China has announced the Main Competition and Student finalists for its third annual awards ceremony celebrating the most innovative indie and student games from throughout the Pan-Pacific area.

This year, the finalists offer an extremely broad range of game types and genres, from action brawlers like Pixel May Cry to mobile arcade titles like Super Sheep Tap, with developers hailing from throughout China and its surrounding regions.

Drawing from a prize pool totaling 45,000 RMB (roughly $7,000), IGF China's Main Competition will give away five distinguished awards, covering Excellence in Audio, Technology, and Visual Arts, as well as the Best Mobile Game and Best Game awards. In addition to the prestige and prizes, winners will also receive two All-Access Passes for the upcoming GDC 2012 in San Francisco.

Alongside IGF China's Main Competition, the ceremony will also host the Student Competition, which honors six of the top regional student games, with teams hailing from DigiPen Singapore, the China Central Academy of Fine Arts, and more.

This part of the competition includes two awards -- for Best Student Game and Excellent Student Winners -- and offers roughly 13,000 RMB (roughly $2,000) in cash prizes.

Winners in both competitions will be chosen by a panel of expert jurors including Kevin Li (CEO, TipCat Interactive), Monte Singman (CEO, Radiance Digital Entertainment), Xubo Yang (director of digital art lab and assistant professor at Shanghai Jiaotong University's School of Software), Haipeng Yu (producer, Tencent Shanghai), and jury chairman Simon Carless, IGF Chairman Emeritus and EVP of the GDC shows and Gamasutra.

This year's IGF China will take place on November 12, 2011 alongside GDC China, which will be held at the Shanghai Convention Center in Shanghai, China.

Here are the finalists for this year's IGF China:

Main Competition

Billy Makin Kid!, by SLAB Games, Indonesia [Website, Video]

Clay's Reverie, by SuperGlueStudio, China [Video]

FTL (Faster than Light), by Matthew Davis & Justin Ma, China [Website]

One Tap Hero, by Coconut Island Studio, China [Video]

Pixel May Cry, by Feng Li, China [Video]

Pocket Warriors, by WitOne Games, China [Website, Video]

Super Sheep Tap, by aBit Games, China [Website, Video]

The Line HD, by Ant Hive Games, China [Website, Video]

Chillingo To Publish Radiangames' Super Crossfire To iOS

September 27, 2011 5:00 PM | Eric Caoili

One-man-studio and prolific XBLIG developer Radiangames has announced that its first iOS title, Super Crossfire, will be coming to the App Store soon courtesy of Electronic Arts-owned publisher Chillingo (original publisher of Angry Birds and Cut The Rope).

Super Crossfire will be the third iteration of Radiangames' flippable Space Invaders-style shoot'em up that got its start on XBLIG -- the studio's Luke Schneider has several times expressed his struggles to make a profit on that platform due to limited visibility in the crowded marketplace.

Schneider says that partnering with Chillingo will give Super Crossfire a better chance of being successful than trying to self-publish and self-promote the title. He says having a publisher like Chillingo will help Super Crossfire reach the top of the App Store charts.

"With a marketplace like the App Store, sales are exponential in terms of success, meaning games that reach the top of the charts have sales many magnitudes greater than those that are moderate successes," explains Schneider.

"The key to getting higher on that exponential sales curve is exposure more than anything else. Exposure from Apple, exposure from the press, and exposure from other games. Chillingo is one of the grand masters of getting exposure, while I am not."

In addition to releasing for iPad, iPhone, and iPod Touch, Super Crossfire will appear on Windows, Mac, and online as a Flash/Unity-based title.

Preview Ico & SotC Collection's Bonus Content

September 27, 2011 3:00 PM | Eric Caoili

SCE's Ico and Shadow of the Colossus: The Collection doesn't release in the West until later this month, but you can preview some of the behind-the-scenes content that will be included with the HD PlayStation 3 games right now in this new trailer.

Along with 12 minutes of subtitled interviews with key Team Ico staff like director Fumito Ueda and planner Junichi Hosono about the making of the beloved titles, you'll also get new footage for their next, highly anticipated project, The Last Guardian for PS3!

Aquaria Swims Out To iPad This Fall

September 27, 2011 1:00 PM | Eric Caoili

8-4 Play listeners might have already heard the big reveal that Alec Holowka and Derek Yu's acclaimed indie game Aquaria is coming to the iPad, but here's the first footage for the underwater fantasy exploration title ("part Super Metroid, part Ecco the Dolphin") running on the tablet.

Adam 'Atomic' Saltsman's studio Semi Secret (Canabalt, Wurdle) will publish the title this fall, and the two developers are also working with Andrew Church, who ported a homebrew version of the 2007 Independent Games Festival grand prize winner to PSP, for the iPad release.

Some Aquaria additions for this tablet edition include a new touch-based control setup, changes designed to make the game more approachable to casuals, minimap enhancements, and "a new layer of polish and a number of other improvements over the original game."

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