The Release List for the week of October 12, 2009
editor’s note: I spent a good part of October and early November setting the site up, so I had very little time to dedicate to The Release List. The barebones nature of this week’s column is the result. I will eventually come back to this list and write summaries for some the more important releases once things have settled down. For now, just assume that the titles toward the top are what I consider to be the more noteworthy games and likely candidates for a write-up in the near future.
a boy and his blob shows that the 2D platformer genre does not have to be restricted to handhelds, Half-Minute Hero provides PSP owners with an RPG that even busy gamers can complete, Way of the Samurai 3 encourages its players to be honorable, and much more!
preview:
Going into E3, I wasn’t expecting to see anything that could even approach Muramasa’s impressive visuals on the Wii, at least as far as 2D was concerned. Nor did I expect to see a good looking 2D platformer that seasoned gamers could get into. So, I was pleasantly surprised when I was shown a demo of a boy and his blob during my visit to Majesco’s room. I only played the NES version once back in the day, so my knowledge of the game is fairly limited. Luckily, Sean Velasco, the game’s director, was on hand to tell me about the remake and answer some questions.
The original a boy and his blob was created in 1989 by David Crane, the developer of Pitfall! and one of the founders of Activision. For it’s twentieth anniversary, WayForward, best known for Shantae for the Game Boy Color and the more recent Contra 4 for the DS, decided to do a complete reimagining of the well known side-scrolling platformer. A lot has changed in the update, but, according to Sean, the premise is still the same – “the boy is alone, and a blob crash lands down from his home planet of Blobolonia and meets up with the boy. So the problem is that there’s this evil emperor that’s taken everything over in Blobolonia, and so, the blob needs you to come and help be his savior and free everyone from this malevolent emperor.” He adds that “the boy and the blob have to rely on each other to get what they want. And I think that a big part of this game is that relationship between them, the heartwarming, feelgood relationship between the two characters.”
Like in the original, the boy himself is not very strong. Consequently, he has to rely on the blob’s ability to transform into various objects in order to get through the obstacles and puzzles that get in his way. He persuades the blob to transform by enticing it with different flavored jellybeans. Those familiar with the first game will quickly recognize some of the already established flavors and transformations such as the punch hole, licorice ladder, tangerine trampoline, coconut coconut, and root beer rocket. Sean says that “there are fifteen different flavors in all, and so about half of them are new and half of them are from the NES game, although each one has been totally rethought, reimagined, and redesigned to be implemented in whole new ways.” Some of the new transformations include the hippity hop which lets you float in water and also bounce very high, the block breaking and enemy crushing anvil that can also serve as a step, the shield that deflects enemy fire, and the parachute which can be used to ease the boy’s fall from high places. With the inclusion of both old and new jellybeans, there are plenty of transformations to explore for both veterans and newcomers alike.
A lot of thought went into the development of a boy and his blob’s new look and feel. “We looked at films like ET, Iron Giant, Totoro, Winnie the Pooh – a lot of really heartwarming family films where you had a friendly character that meets up with a boy. And he may be a little weird, or he may be alien, or he’s a giant robot, or he’s a forest spirit, but in every case, you really have this great relationship that’s developed, and that’s something that we really wanted to go for for this game.” One of the steps that the developers have taken to elicit a similar feeling from its audience is to make sure that everything is hand-drawn and hand-painted. WayForward even brought in artists from Cal-Arts in Valencia, the same place where Disney gets a lot of its animators, and it really shows. The result is a game with visuals that are on par with the aforementioned animated classics. They have also added various animals and insects as well as some 3D enhanced elements such as swaying vines and bushes in order to create a living environment. “We’ve gone to great pains to try to make everything very vibrant and alive.” Thankfully, in the short demonstration that I was given, the minor integration of those dynamic elements appeared to be very seamless and complementary to the impressive 2D artwork.
In keeping with the whole family-movie aesthetic that they were trying to convey, WayForward implemented a limited emotion system for the blob, the centerpiece of which happens to be a dedicated hug button. There are times when the blob will become upset, and it is at these times when it will change colors to reflect its changed emotional state. Most players will, of course, want to keep the blob happy, and that’s where the special hug button comes in handy. It’s not something that has much of an effect on gameplay, but it’s a nice addition that will “add a little bit of flavor and spice to the proceedings.”
The game contains forty story levels of increasing length and difficulty. In order to keep casuals interested, there is a very forgiving checkpoint system and, unlike the original, the boy now has an infinite supply of beans as well as infinite lives. These changes allow the player to focus on executing what needs to be done instead of worrying about having to redo things after every mistake. That’s not to say that the game is a complete pushover – “there’s multiple ways to solve puzzles, a lot of interesting lateral thinking that you can do. And approaching things in multiple ways and wracking your brain. And on top of that, there should be a good mix of the action and physical gameplay also. So it should use your brains and your dexterity.” Another welcomed change is the blob’s ability to rejoin the boy if they become separated. Sean explains – “[even if the blob] falls into something, he’ll always come back to you as a balloon. So you shouldn’t have to worry about him getting lost.” You can also press the minus button to activate the “blob cam” in order to see wherever the blob is. But hardcore gamers need not worry, as there are a few features that were added to help keep them interested. Each level, for example, contains three treasures that require some puzzle-solving to get to. “It’s like a completionist’s dream.” In addition, there will also be forty additional challenge levels that are geared toward the hardcore. These will mostly focus on one bean and require players to do very specific things to get by. “So parents and children can play this game, but hardcore gamers are gonna really dig into the challenges, dig into collecting all of the treasure.”
Overall, I was impressed with the short demonstration that I was given. The visuals are quite impressive and the puzzles that I was shown are fairly imaginative and make good use of the unique jellybean system. As far as third party Wii games go, this looks to be one of the better ones to come out this year, especially if you like 2D platformers. Make sure you keep an eye out for a boy and his blob when it launches in October.
q&a with Sean Velasco:
Did the original creator have any input in this reimagining?
Sean Velasco: David Crane wasn’t involved with this game.
How far along is this?
note: this question was asked at the beginning of June during E3Sean Velasco: We’re just about at beta. We’re releasing October 2009, so it’s very far along. I’d say this is relatively representative of what the final product would be like. Now, we’re still going to do control tweaks, and we’re gonna enhance the visuals in all the levels – just layer on as much polish as possible, but what you see here is pretty close to what you’re gonna get.
Will someone who has played the original recognize the new levels?
Sean Velasco: Definitely – we took a lot of pains to sort of like have some fun throwbacks and nods to the original game, so there are some environments where you go – “wait, no no, I recognize this! This is from somewhere I’ve been before.”
So this is a retail game?
Sean Velasco: Absolutely. It’s a big, giant game. That’s for sure.
How about the music? Is it remixed music from the original?
Sean Velasco: Well, you know, the original only had basically one song to speak of. And it was a great song – don’t get me wrong. And yes, we have a remix version of the song in this game, but the music was composed by Daniel Sadowski, who is a fantastic composer. He worked closely with us to really help match the look and feel of the game. Sometimes the level will be finished before the music will be finished and vice versa, so we really influenced one another when coming up with the look and feel of the game. I think it matches perfectly. And he created just an amazing original score that really combines the best of all the classical symphonic movie scores that you expect from a cartoon-type movie like this.
Is there going to be an effort to release the original on Virtual Console before this?
Sean Velasco: I can’t speak to that but it was rated by the ESRB so I would probably expect it to come out at some point. But I can’t say whether or not.
I have a slightly unrelated question – Is there going to be a Sigma Star Saga sequel?
Sean Velasco: [laughs] You know, I can’t speak to that, but WayForward is always looking for new opportunities, so we’ve always got something in the works. Just let me put it that way…
First of all, can you tell us who you are, what you’ve done, and what you are currently doing?
I am Kenichiro Takaki and I work for Marvelous Entertainment as a producer. I was the producer for Half-Minute Hero and Valhalla Knights 2. I also worked on games based on the To Love-Ru and Ikki Tousen animes. Right now I’m working on Sakura Note for the DS and another project that has not been announced yet.
Tell us about Half-Minute Hero
Half-Minute Hero is an RPG that you can clear in thirty seconds. When it comes to Japanese RPGs, you usually take thirty, forty, fifty hours to beat them. With Half-Minute Hero, I wanted to create a game that even if you’re busy or if you don’t have much time, you can actually clear. It’s not just an RPG – it contains different types of games too, including a shooter and an RTS. So, as a whole, you get a lot in one package.
How are those games separated?
The story takes place over the course of five hundred years. In each period you have a different hero. So, first you have Hero 30, which plays as an RPG. Next is Evil Lord 30, the RTS part. After that you have Princess 30, which is a shooting game. For each period, a new hero is born and tries to save the world. Storywise, everything is linked together.
In the beginning of the game you can choose to play Hero 30, Evil Lord 30, or Princess 30 – you can actually start in any order you want. After clearing those three modes [Knight 30] will open up and you will be able to play that.
Which of those is the main game?
The main game is Hero 30, the RPG part. But it’s not just “clear the four modes and it’s over” – you can expect more once you clear them.
If someone has only seen the trailers, he or she might get the impression that all you have to do is push forward. How does strategy come into play?
When you play the game, you’ll see that it’s not all about just moving forward. You actually have to go into villages to unlock events, get health, and talk to people. Strategy comes into play as you find, discover, and figure out where to go and how to get there with the time that you’re given. You aren’t just leveling up and going up to the boss. You’re doing everything that you do in the course of a regular RPG in thirty seconds. If you’re just leveling up you will see that you will not be able to defeat the final boss.
I noticed that once you beat a boss, you see the credits. What is that about?
You see the credits because in this game, clearing one stage is equivalent to clearing one RPG…
So how long is the game?
This isn’t just a thirty second game like everyone thinks – it’s actually really long. Depending on how you clear the game, you can unlock new things, new options, and with those new modes you can expand the playtime considerably. You also have time attacks and there’s an ad hoc mode where you can play against your friends.
How does multi-player work?
You can have four players playing at the same time, with each trying to beat the final boss. Each is going to try to level up quickly and do whatever it takes to get to and defeat the final boss. At the same time, the other players can try to bother and stop each other.
Can you describe the other three modes?
When you play Hero 30, you have to think about which strategy to use, what to do, and where to go first. With Princess 30, you have the princess, she has a bow, and she can shoot. She always has to go out and pick something up and try to get back to her castle within her thirty second curfew. It’s a simple shooter.
Does she fly?
Because she’s the princess, she doesn’t need to walk. She’s just on a chair and you have some soldiers holding the chair for her. That’s how she moves. But maybe if you go further into this mode you’re going to find out that maybe she can actually fly.
The RTS mode?
It’s called Evil Lord 30. The evil lord creates monsters that fight for him. It’s a little strategy game that uses [rock, paper, scissor-like] mechanics.
And the last one?
The last mode is Knight 30. It features a rookie knight that has to protect a sage, but since he’s really weak, the only way he can protect him is by using his own body to push the monsters away. By doing this the knight will sometimes die, but as long as the sage is still alive, he can come back to life. Through re-spawning and pushing monsters away, he has to protect the sage for thirty seconds.
How did you come up with the concept for Half-Minute Hero?
At first, I wanted to create an RPG that uses 8-bit retro-style graphics. I contacted a developer who I used to work with (Kotaro Yoshida, aka UUE) to try to get some ideas from him. His hobby is to make games, and he actually had a small prototype of Half-Minute Hero. When I saw it I thought “wow, that’s a great idea.” So we decided to make it into a proper game.
Why the 8-bit-looking graphics?
Having nice, epic illustrations alongside 2D 8-bit graphics created a gap that was actually kind of fun, so that was actually on purpose – we wanted to have those epic illustrations with those tiny little cute 2D characters.
That’s all I have for Half-Minute Hero, but before we move on to some of your other games, was there anything else that you wanted to say about it?
For all those players who are kind of sick of Japanese RPGs that take way too long to finish, this is the perfect game for you. And even if it centers around thirty second games, that doesn’t mean that it isn’t deep. There’s a lot of stuff that you can do and you can enjoy it whenever and wherever you want, so please give it a try.
Snoopy no Aiken DS Shitte Okitai Inu no Koto (DS)
Undead Knights (PSP)
Okami (Wii)
Alien Monster Bowling League (Wii)
Brutal Legend (360, PS3)
Cabela’s Outdoor Adventures 2010 (PC)
Cake Mania 3 (DS)
Cars: Race-O-Rama (360, DS, PS2, PS3, PSP, Wii)
Dream Dance & Cheer (Wii)
Dreamkiller (PC)
Fallout 3: Game of the Year Edition (360, PC, PS3)
Gravitronix (Wii download)
Ju-On The Grudge (Wii)
Lego Star Wars: The Complete Saga (PC)
Littlest Pet Shop Friends (Wii)
Medieval Games (Wii)
Mario & Sonic at the Olympic Winter Games (DS, Wii)
Midnight Club: Los Angeles – Complete Edition (PS3)
Nancy Drew: Warnings at Waverly Academy (PC)
NBA 2K10 (PC)
Petz Pony Beauty Pageant (DS)
Pokemon Mystery Dungeon: Explorers of Sky (DS)
Rappelz Epic VI: Solus Aurum (PC)
Squeeballs Party (DS, Wii)
Uncharted 2: Among Thieves (PS3)
Where the Wild Things Are (360, DS, PS3, Wii)