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Michel Ancel was one of a few Rayman Legends staffers that seemed to be quite upset with Ubisoft’s decision to delay the game. Ancel was depicted in a photo where he – and other employees – held a banner stating: “Release Rayman. Support Ubisoft Montpellier.”

Learning about Rayman Legends’ delay was initially “very brutal”, Ancel has said. But the protest only came about due to a “misunderstanding”.

Ancel told VideoGamer:

“As artists, we don’t have the control of everything. Of course, as creators we are a bit selfish. When we heard about the delay we were like, ‘No! We want our game to be released, to let people play the game’.”

“It was a misunderstanding because when we heard about [the delay] it was very brutal. Just suddenly this happened, but after talking more and more we understood better the things behind the decision.”

“The mix between the boss – the one that [makes] decisions – and us, the connection must be there. They could have decided to not put more money in the game, because it costs a lot to have a full team for six more months. But I think they believe in the franchise and somehow they believe in what we are doing.”

“A team is a bit like an engine. It takes time to accelerate, and the power of the team is the best at the end of the game. So if you keep the same team with the same power and you add content, it’s not like adding a few small levels, it’s like adding big things, like the bosses, the invasions, the football and all these things.”

Rayman Legends’ lead game designer Emile Morel also chimed in, stating:

“I think in the end, I wouldn’t say I’m happy about the delay but I feel better now because I know that the game is going to touch more people, more people are going to be able to play it. I think [Ubisoft’s decision to port] the game was because they believed in the game, actually. Because they knew it was a great game, so it was giving us another chance.”

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Michel Ancel has been heading up the Rayman franchise for a very, very long time. But in the future, he may consider stepping back.

Ancel told VideoGamer:

“I’ve made the Rayman world so that we do things that the fans would make us want to do. We are led by the fans and we try to have a world where it’s not about realism. If it’s a funny idea, let’s do it. I don’t say I want to work on Rayman forever, but now it’s on a good way to continue by itself.”

“It’s fun to move from a more realistic and constrained world to [Rayman’s] kind of world. Both are interesting. Working within the constraints [is] also very interesting because it’s creating something new. So I like the idea of moving from different types of games.”

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Polygon has published a preview for Regular Show: Mordecai and Rigby in 8-Bit Land, which is filled with new details. Check out the summary below for a fresh batch of information.

– Side-scrolling shoot-em up
– Platforming elements
– Top-down exploration
– Dev team working closely with Regular Show creator J. G. Quintel
– Game pays homage to the u-bit era through its music, items, and design
– All of the game’s sounds are made from emulated old Nintendo consoles
– Collect “gold tapes” to purchase games and mullets
– Design merges three popular formats from the 8-bit era)
– Switch between Mordecai and Rigby at any time
– Mordecai can double jump
– Rigby is shorter and fits into nooks and crannies
– “The game has three modes that are intertwined, and players will be able to switch between them to complete levels. So the platforming mode is Mario-like and you can hop on enemies. It’s very familiar. Then there’s side-scrolling shooting, and also top-down shooting like in Fester’s Quest.” – director Jeff Luke
– Switch between the two characters throughout the levels
– Switch between modes as well
– Ex: In one level, Mordecai enters a space-like area, which allows him to transform into a spaceship and play the game as a side-scrolling shoot-em up; upon venturing into an area that was too narrow for him, switch to Rigby, who then played the game in a top-down mode that allowed him to access areas that would have been too high for him to jump

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New details regarding Adventure Time: Explore the Dungeon Because I DON’T KNOW! have surfaced from a Polygon report. Read on below for the latest on the game.

– Same team behind last year’s Adventure Time game
– New storyline with 3D design
– Over 100 dungeons to explore
– 4-player co-op
– Much bigger than last year’s game
– More complex as well
– Story involves Candy Kingdom and a secret royal dungeon that Princess Bubblegum uses to hide the worst creatures from the Land of Ooo
– When these creatures start to break out of the dungeon, she calls upon Jake and Finn to venture into its depths to find out why and how they are escaping
– Play as different Adventure Time characters
– Press demo allows you to play as Jake, Finn, Marceline and Cinnamon Bun
– More characters will be revealed later
– Each player can use a character that has different stats and powers, all of which can be tweaked through game tokens
– “Where the first game was strictly a side-scrolling adventure game with a top-down mini-map, kind of like a Zelda 2, this is more of a top-down three-quarter perspective Diablo/Gauntlet-style game. But instead of having this super hardcore 100 hour RPG where you have to min-max everything, we just wanted it to be fun. We also wanted it to have enough meat there so if you were that type of gamer, you could still play it and have the fun you want.” – producer Aaron Blean
– Cinnamon Bun is a kind of tank character who can take more damage, whereas Marceline is a wizard-like character who can absorb red projectiles from afar
– Each character has innate abilities
– One boss is the Demon Cat with the power of approximate knowledge
– Boss shoots out red beams
– All characters have their own Imagination Meter
– When filled, this can be used for special attacks
– Some characters’ special attacks wipe the screen of enemies
– Others such as Cinnamon Bun drop food items all over the screen, which could then be picked up by teammates and used to restore health
– “We’ve got characters who are tanks, we’ve got a character who shoots projectiles, we’ve got melee characters and wizard-like characters, and if you play Diablo a lot you will able to spot it — you’ll see the strategy and get it right away. But if you’re not into that, you can just get in there and have fun with Adventure Time.” – game director Tomm Hulett
– Several environment types
– Gritty dungeon to an ice dungeon to one made of ancient ruins
– Out this fall

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We’ve pretty much outlined all of the important aspects of Capcom’s presence at this year’s San Diego Comic-Con – including the mysterious “surprise” – but the company has now sent out an official overview covering its plans for the expo. You can find it below.

Capcom will be in attendance at San Diego Comic-Con 2013 with an incredible line-up of activities and special surprises. Fans won’t want to miss the playable demos from the upcoming line-up of games, panels to hear the latest and greatest from Capcom, producer and artist signing sessions, and special deals at the Capcom store. Capcom will be located at booth #215 in Hall A. Below is the full rundown of activities including some new assets and information for key titles.

It looks like Angry Birds Star Wars will be coming to dedicated gaming systems. Amazon has listed the title for Wii U, Wii, 3DS, PS Vita, PlayStation 3, and Xbox 360.

Strangely, the Wii U version is the only console release with a $50 price tag at the moment – all others are listed at $40. The 3DS version will cost $30.

Angry Birds Star Wars will be out on October 29, according to Amazon.


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