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		<title>A Recipe For Kickstarter Disaster: Kewpie-Jazzy</title>
		<link>https://www.tomb-of-ash.com/a-recipe-for-kickstarter-disaster-kewpie-jazzy/</link>
		
		<dc:creator><![CDATA[Wing Li]]></dc:creator>
		<pubDate>Tue, 28 Mar 2017 11:00:22 +0000</pubDate>
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					<description><![CDATA[<p>Guest article by Wing See Li. Figure 1: The main game logo of Kewpie-Jazzy. Do you want to know what’s the next thing that want me to curse up a storm (in other words, swearing) besides Brexit? It’s Kewpie-Jazzy. The mere mention of the game title makes me want to resort to using profanity. Ugh… [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/a-recipe-for-kickstarter-disaster-kewpie-jazzy/">A Recipe For Kickstarter Disaster: Kewpie-Jazzy</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<blockquote><p>Guest article by Wing See Li.</p></blockquote>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/def6a6c29a9dcb32c0fdf10ca023607e/tumblr_inline_onit2h1v4b1rwngbp_540.jpg" /></figure>
<p><i>Figure<br />
1: The main game logo of Kewpie-Jazzy. </i></p>
<p>Do you want to know what’s the next thing<br />
that want me to curse up a storm (in other words, swearing) besides Brexit?<br />
It’s <i>Kewpie-Jazzy</i>. The mere mention of the game title makes me want to<br />
resort to using profanity.</p>
<p>Ugh… this is <i>Flappy Bird</i> all over<br />
again when it comes to unoriginality, the lack of original ideas and<br />
creativity, the laziness (copying and pasting assets wise) and the obvious,<br />
constant copyright infringement. Not to mention, me continuously ranting about<br />
how much I loathe it with every fibre of my being. I can go on.</p>
<p>I’ve seen worse games in my lifetime but <i>Kewpie-Jazzy</i><br />
really takes the cake.</p>
<p>Another thing to hate about this horrid game aside from<br />
the spelling, grammar and punctuation mistakes that are giving me an eyesore is<br />
the questionable lighting. The lights are so obnoxiously bright; they might possibly<br />
cause seizures to gamers.<br />
To make matters worse, Dokycamp couldn’t tell the difference between high<br />
definition and the colours being unbearably bright. This is enough evidence for<br />
the Kickstarter campaign and the game itself to raise red flags.</p>
<p>There’s nothing wrong with drawing inspiration from a<br />
different game but there is a fine line between a game being influenced from a<br />
different game and a game that’s being a rip-off or a cheap knock-off of<br />
something else. Initially, I appreciate Dokycamp for attempting to revive the<br />
3D platforming genre but not like this.</p>
<p><!-- more --></p>
<p>They must learn that lazily making illegal use of ideas<br />
and pilfering assets from sources such as the Unreal Engine 4 Marketplace or<br />
games (whether they are past, recent or upcoming games) will get them nowhere<br />
in life, let alone in the video game industry. Thus, it’s considered to be a copyright<br />
infringement and it’s against the law; they’ll land themselves in a court as<br />
they’ll end up with a swarm of lawsuits on their tails or they’ll receive<br />
criminal records. But it’s not like they care or do anything about any possible<br />
consequences.</p>
<p>Take the developing team of <i>Skylar &amp;<br />
Plux: Adventure on Clover Island</i> by Right Nice Games, for instance; at<br />
least they can design their own assets, backgrounds, characters etc from<br />
scratch.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/07c4c0f46e48c4f2dd75e68c4421d404/tumblr_inline_onit3jOV8d1rwngbp_540.jpg" /></figure>
<p><i>Figure<br />
2: On the left side of Kewpie and Jazzy are Yooka-Laylee<br />
assets stolen from the Unreal Engine 4 Marketplace. </i></p>
<p>The background of Dokycamp is just as sketchy<br />
as the members of the game developing team themselves. There is little to no<br />
information about them other than their previous works consist of exceedingly<br />
obscure games and a fanmade game called <i>Sonic Souls</i>. All the more reason<br />
for people to not fund their game.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/5b35f2ca172b43914858beb704b2232f/tumblr_inline_onit3rhwyh1rwngbp_540.jpg" /></figure>
<p><i>Figure<br />
3: Close your eyes and who do you see? Timon from Disney’s The<br />
Lion King.</i></p>
<p>At first glance, the game looks promising but I soon<br />
realised the layout of the Kickstarter campaign is almost an exact<br />
duplicate of <i>Yooka-Laylee</i>’s Kickstarter campaign according to a post<br />
uploaded by one of the members from the Yooka-Laylee Bat Ship Crazy Facebook<br />
group and this is what sparked my deep hatred for <i>Kewpie-Jazzy</i>. Not only<br />
that, but the pie chart and the backer rewards scheme are alike. The likeness<br />
is uncanny. This is the kind of feeling I shouldn’t be experiencing when it<br />
comes to my second favourite video game genre. Ladies and Gentlemen, this is<br />
how you <b>DON’T </b>do<b> </b>a Kickstarter campaign.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/5bd1742cfe8d70ed1fd52fb61fd8f6ec/tumblr_inline_onit43ZKX41rwngbp_540.jpg" /></figure>
<p><i>Figure<br />
4: The spelling, grammar and punctuation errors are a<br />
desperate cry for help!</i></p>
<p>It is understandable that English isn’t the developing<br />
team’s first language but this is no excuse for not finding a proof reader.<br />
Hence this is one of the main reasons why it’s hard or impossible for me to<br />
take their Kickstarter campaign seriously. Sometimes I wonder if they actually<br />
can’t be bothered.</p>
<p>And please don’t get me started on Dokycamp possibly<br />
nicking the animal-like running ability from <i>Clive ‘N’ Wrench</i>, according<br />
to some of the gameplay videos. Heck, even Kewpie runs identically to Clive the<br />
Rabbit from <i>Clive ‘N’ Wrench</i>. If that’s not uninspiring, I don’t know<br />
what is.</p>
<p>Dokycamp may have claimed that having a female (feline)<br />
character as the main protagonist will bring something new to the table but<br />
Right Nice Games (the developing team behind <i>Skylar &amp; Plux: Adventure on<br />
Clover Island</i>) have already beaten them to the punch.</p>
<p>As a long-time fanatic of the 3D platforming genre<br />
featuring mascots or buddy-duos since <i>Super Mario 64</i> for the Nintendo 64<br />
back in 1997, <i>Kewpie-Jazzy</i> really sickens me to the pit of my stomach<br />
and it’s a complete disgrace to 3D platformers/collect-a-thons and platforming<br />
fans everywhere.</p>
<p>The fact Dokycamp blocked me on Twitter goes to show they<br />
can’t take constructive criticism and they’re clearly butthurt about my harsh,<br />
negative comments. This led me to believe they are oversensitive and they get<br />
upset over every little thing. That’s another vital thing to take heed of. They<br />
need to grow up and learn to accept constructive criticism lest they desire to<br />
never improve on their spelling, grammar and punctuation as well as their<br />
technical, modelling, lighting, animation, editing etc abilities. At the<br />
moment, their skills are amateur at best. If they can’t take constructive<br />
criticism, they definitely can’t take pointers either. Therefore, they keep<br />
denying they have a lot of things to improve on and they constantly never admit<br />
what they’re doing wrong like for example when I told them to change the<br />
lighting or tone down the brightness, they assumed said lighting is high<br />
definition, which I beg to differ.</p>
<p>Concerning the storyline, the plot is extremely bare-bones<br />
and similar to the gameplay, it isn’t groundbreaking. Kewpie is living<br />
peacefully with her pirate parrot friend, Jazzy, on their home island. All is<br />
right with the world and all is well, that is until the evil conjuror, Captain<br />
Cutlass suddenly interrupted their calm and quiet lifestyles and stole<br />
everything except the clothes on their backs. So, Kewpie and Jazzy take it upon<br />
themselves to set out in order to collect all of the gold, recover the<br />
citizens’ stolen belongings and take down the nefarious magician, Captain<br />
Cutlass, once and for all. Together as one, they can save the world from<br />
financial ruin.</p>
<p>Along the way, Kewpie and Jazzy will encounter new<br />
playable sidekicks such as an octopus and a monkey, which let the players to<br />
switch between them and players have the opportunity to unlock new outfits for<br />
Kewpie to wear.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/a1c10b2e2214cec9014029e43add0e50/tumblr_inline_onit6lmnRC1rwngbp_540.jpg" /></figure>
<p><i>Figure<br />
5: Characters from top to bottom – the pirate parrot, Jazzy,<br />
and the main protagonist, Kewpie. </i></p>
<p>As depicted in the screenshot above, Kewpie<br />
the pink-coloured cat and Jazzy the Parrot are noticeably crudely modelled.<br />
They looked as if they are modelled for a PlayStation 2 or a Nintendo Gamecube<br />
game. The same I would say about the supporting, minor characters such as<br />
Poptopus the purple-hued or fuchsia-tinted Octopus and DJembe (the so-called,<br />
Timon look-alike meerkat or should I say, Timon from Disney’s <i>The Lion King</i>?).<br />
Heck, I’ve seen characters, levels, islands and worlds from other game<br />
franchises that are better looking than the stuff I’ve witnessed in <i>Kewpie-Jazzy</i>.<br />
And this is coming from someone who doesn’t care about the graphics and how the<br />
levels, islands and worlds looked aesthetically, majority of the time.</p>
<p>I know I shouldn’t judge a game before its<br />
release date or by its game trailer or I shouldn’t judge a game series by its<br />
gameplay (in the <i>Ratchet &amp; Clank</i> series’ case) but <i>Kewpie-Jazzy</i><br />
is an exception and it deserves to be harshly criticised in a pessimistic<br />
way.</p>
<p>As it stands, I just don’t see this<br />
pathetically pitiful, sad excuse of a “promising” platformer to be funded as<br />
far as its current amount of money is concerned. In fact, I have a feeling it’s<br />
doomed from the start. Therefore, its Kickstarter campaign went downhill before<br />
it even started. I’m surprised Kickstarter haven’t taken it down from their<br />
website yet.</p>
<p>In my opinion, <i>Kewpie-Jazzy</i> is more of<br />
a rip-off, cash-in or a cash cow rather than a legit, glorified 3D platforming<br />
game in an attempt to scam its audience, possible, future Kickstarter backers<br />
and other people.</p>
<p>On a related note, Dokycamp have recently<br />
released a trailer for their forthcoming Kickstarter game, <i>Evolution</i>.<br />
Judging by the trailer, it looks like it’s crudely and unprofessionally done<br />
and the game itself is a blatant rip-off of <i>Spore</i>. Seriously, how<br />
unoriginal can they be? I know I shouldn’t jump to conclusions but do you blame<br />
me? It’s difficult or rather… impossible to trust the same developer behind <i>Kewpie-Jazzy</i><br />
with my money. If <i>Evolution</i> eventually launches on Kickstarter, here’s<br />
an advice for you: Never, <b>EVER</b> pledge money to that obvious plagiarised<br />
game. Both of these games developed by Dokycamp are raising more red flags just<br />
as much as they’re raising more questions.</p>
<p>If you want to play <b>TRUE</b> labours of love in terms<br />
of upcoming 2D and 3D retro-inspired, indie platformers/collect-a-thons then<br />
look no further. I highly recommend you <i>Yooka-Laylee</i>, <i>Shantae: Half<br />
Genie Hero</i>, <i>Skylar &amp; Plux: Adventure on Clover Island</i>, <i>Clive<br />
‘N’ Wrench</i>, <i>Rad Rodgers</i>, <i>A Hat In Time</i>, <i>Lobodestroyoyo</i>,<br />
<i>Beard Blade</i> and <i>Fox ‘N’ Forests</i>, to name a few. I’d recommend <i>Griff<br />
the Winged Lion</i> too but it’s unfortunately sharing the same fate as <i>Kewpie-Jazzy</i>,<br />
sans the apparent plagiarising.</p>
<p>All I ask of you is avoid <i>Kewpie-Jazzy</i> and <i>Evolution</i><br />
like the plague just like your life depends on it and heaven forbid, <b>DON’T</b><br />
pledge money to them on Kickstarter whatsoever under no circumstances! You can<br />
thank me later.</p>
<p>By Wing See Li.</p>
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<p>The post <a href="https://www.tomb-of-ash.com/a-recipe-for-kickstarter-disaster-kewpie-jazzy/">A Recipe For Kickstarter Disaster: Kewpie-Jazzy</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Computer Virus Simulator Creator Interview</title>
		<link>https://www.tomb-of-ash.com/computer-virus-simulator-creator-interview/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Mon, 20 Mar 2017 12:00:36 +0000</pubDate>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[computer virus]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[gamers]]></category>
		<category><![CDATA[gamersunite]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[unite]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/computer-virus-simulator-creator-interview/</guid>

					<description><![CDATA[<p>Guest article by Wing See Li. For the first time ever, it brings me great pleasure to present the readers of the Tomb Of Ash my first, unexpected interview with<br />
the creator of Computer Virus Simulator, D. Jagielski</p>
<p>The post <a href="https://www.tomb-of-ash.com/computer-virus-simulator-creator-interview/">Computer Virus Simulator Creator Interview</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<blockquote><p>Guest article by Wing See Li.</p></blockquote>
<p>For the first time ever, it brings me great pleasure to present the readers of the Tomb Of Ash my first, unexpected interview with<br />
the creator of Computer Virus Simulator, D. Jagielski (thedarkhog on Twitter).<br />
At the moment, he is responsible for almost everything for the upcoming indie<br />
3D platforming/collectathon game ranging from character and asset modelling to<br />
level design except for the music (as stated in the interview).</p>
<p>How did this come about? While I’m minding my own<br />
business surfing the internet and flicking through the web pages of Facebook<br />
and Twitter, I suddenly received a tweet from D. Jagielski (also known as<br />
thedarkhog) while I’m scrolling up and down the notifications list. It’s<br />
not every day a random stranger abruptly asks me to do an interview with<br />
him/her so I immediately accepted his request. Besides, I might as well snag<br />
the opportunity while I still can! And the rest is history!</p>
<p>Now with further ado, here is my first interview with<br />
D. Jagielski!</p>
<p><b>What games inspired your Virus Computer Simulator game?</b></p>
<p>D. Jagielski:<br />
Mainly early 3D games such as Alpha Waves/Continuum released by infogrames back<br />
in either 90 or 91, not sure right now &#8211; one of the first if not the first 3D<br />
platformers, way before Super Mario 64. Also, demoscene. And it’s Computer<br />
Virus Simulator. <img src="https://s.w.org/images/core/emoji/17.0.2/72x72/1f609.png" alt="😉" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/decb4e6e37e8dc8ab3444a5bea3231af/tumblr_inline_on0ogdjbNH1rwngbp_540.png" /></figure>
<p><b>What inspired you to use a computer virus as a character?</b></p>
<p>D. Jagielski:<br />
Originality. To my knowledge it has never been done before and I needed<br />
something to stand out since I’ve knew full well I won’t be only 3D platformer<br />
in town by the time of release. Also this gives me free reign to do as many<br />
obscure computer jokes as I please.</p>
<p><!-- more --></p>
<p><b>Can you tell me a summary of the story of the Computer Virus Simulator game?</b></p>
<p>D. Jagielski:<br />
For now story is still in flux. I think I’ll do it with loosely connected story<br />
arcs, similar to what some web comics do. This will make possible to extend the<br />
game’s story as long as it is vialable commercially and as long as I have ideas<br />
to do so. Each “arc” will be 5-10 levels long, with demo having its<br />
own arc.</p>
<p><b>Is there a main antagonist? Can you describe to me what he/she looks like or show<br />
me a picture of him/her?</b></p>
<p>D. Jagielski:<br />
The Creator, who is, well, creator of The Virus has a rival and there will be<br />
few clashes between the two, but he’s not the same “main antagonist”<br />
in the sense that Neo Cortex is for Crash or Gruntilda for Banjo.</p>
<p><b>Does the Computer Virus have its own moveset?</b></p>
<p>D. Jagielski:<br />
Yes. While it’s not final, for now it consists of dash, acting both as mobility<br />
ability as well as attack, ground pound, gliding, jumping and wall jumping.</p>
<p>You can also pick up upgrades that allow you to shoot.</p>
<p><b>What does your game development team compose of? Or is it just you developing the<br />
game, composing music, programming, testing the game etc?</b></p>
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<p>D. Jagielski: I<br />
am doing most of development, including levels, coding graphics and all the<br />
sounds within the game. For music I rely on CC and outright public domain<br />
chiptunes. I wish I could hire musician for the projects, but the game has<br />
basically $0 budget.</p>
<p><b>Are you planning on launching a Kickstarter campaign for this game?</b></p>
<p>D. Jagielski: I<br />
am from one of those countries where you can’t launch Kickstarter, but<br />
IndieGoGo is pretty much in the cards once demo is ready.</p>
<p><b>Speaking of launching this game, do you have an estimated release date? What platforms<br />
are you planning on releasing this game on?</b></p>
<p>D. Jagielski: I<br />
don’t know when I will be able to finish the demo and this is prerequisite for<br />
the IGG campaign as I think that in the current crowdfunding climate it is<br />
important to give potential funders something more than just a nice video to<br />
base their decisions on, especially on IndieGoGo.</p>
<p>But I’ll try to do this before this year is over,<br />
hopefully.</p>
<p><b>Will there be a hub world in your game? A lot of 3D platformers have hub worlds.</b></p>
<p>D. Jagielski:<br />
Actually, the whole main menu itself is playable and has an area where you can<br />
select level you want to play. You will be able to play the levels in any order<br />
you want to, but of course preferably you’d play them in order. From the main<br />
menu you can also get to the level editor.</p>
<p><b>Is your game open-world? Or is it in the vein of Crash Bandicoot, Super Mario 3D<br />
Land, Super Mario 3D World etc?</b></p>
<p>D. Jagielski:<br />
Some levels will be linear while others will be more open. It all depends on<br />
needs of the specific area. The level editor contained within the game, same<br />
one that I’m using to create levels for the game and which will be available to<br />
the players as well allows for both kinds to be made.</p>
<p><b>How many levels and worlds will there be in total? Do they each have names?</b></p>
<p>D. Jagielski:<br />
The target point at which game will be considered finished is 100 levels. They<br />
will all have names.</p>
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<p><b>What are the names of the levels? Can you name a few examples of the levels for me?</b></p>
<p>D. Jagielski:<br />
The level currently in development is called “Datacolumns”.</p>
<p><b>Will the game have bosses, mini-bosses and a final boss? If so, what are the names of<br />
them?</b></p>
<p>D. Jagielski:<br />
Yes, it certainly will have bosses, but at this point I don’t know what kind of<br />
bosses they will be as I’ve simply not this far in the development to have to<br />
create one.</p>
<p>Due to me working on this alone I have to concentrate on<br />
one thing at a time, for now it is level design.</p>
<p><b>How long have you been working on this game for?</b></p>
<p>D. Jagielski: I<br />
have been working on the Computer Virus Simulator since 2014.</p>
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<p><b>What are the programmes you use to develop your game?</b></p>
<p>D. Jagielski:<br />
I’m developing the game using Unity3D and Blender for artwork.</p>
<p><b>What is the software you use to compose your music?</b></p>
<p>D. Jagielski: I<br />
don’t compose the music. Music in the game as of right now is Creative Commons<br />
and Public Domain chiptunes.</p>
<p><b>Are they placeholder music?</b></p>
<p>D. Jagielski:<br />
Not sure at this point. Whether I’ll use it in the final product depends on how<br />
successful my IndieGoGo campaign will be (planning to launch it in flexible<br />
funding so at least I’ll get some money for development). Although I really<br />
like the tune that is currently being used for the main menu area.</p>
<p><b>Are you planning on adding vehicle and turret sections in your game? Or are you not<br />
following the trend of most old platformers? Old platformers mostly have turret<br />
and vehicle sections.</b></p>
<p>D. Jagielski: I<br />
don’t know at this point whether this would be done.</p>
<p>I guess this will depend on Early Access feedback on it<br />
and whether people will want me to do it.</p>
<p><b>Will there be any power-ups or abilities?</b></p>
<p>D. Jagielski:<br />
Yes, there will be. One such ability that I’ve forgot to mention is the ability<br />
to create a checkpoint anywhere in the level so if you die, you’ll respawn in<br />
the place where you set the checkpoint instead of having to start the entire<br />
level over.</p>
<p>Number of these checkpoints is limited though (at the<br />
start of the level it’s just 2 checkpoints), but you can collect checkpoint<br />
orbs to add more. Usually checkpoints orbs are given away before any harder<br />
parts of the level.</p>
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<p><b>Will there be any save states?</b></p>
<p>D. Jagielski:<br />
You won’t be able to save mid-level. The only way to preserve that progress is<br />
through placing checkpoints in a smart manner. All other data such as level<br />
high score, how many times you’ve completed specific level and so on will be<br />
preserved automatically. The game won’t feature lives system.</p>
<p><b>Will there be DLC, season passes, microtransactions etc in the future?</b></p>
<p>D. Jagielski:<br />
Definitely no microtransactions or season passes, but there may be DLCs (as in,<br />
proper expansion packs) if game proves to be popular enough.</p>
<p><b>Will there be any NPCs to talk to and help?</b></p>
<p>D. Jagielski:<br />
Not sure about that yet.</p>
<p><b>What are the main objectives in the game?</b></p>
<p>D. Jagielski:<br />
Every level has its own goal you need to complete in order to finish it (and<br />
unlock level exit plate). Sometimes you’ll have to collect certain amount of<br />
data stored in datagrams; sometimes you’ll have to kill certain amount of<br />
enemies, sometimes other things, sometimes a mix of any of the above.</p>
<p><b>Is the computer virus is the only character you can play as or there is more than<br />
one character to play as?</b></p>
<p>D. Jagielski:<br />
The Virus is the only one. You don’t need more than him.</p>
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<p><b>What or who inspired the Computer Virus character?</b></p>
<p>D. Jagielski: I<br />
see, I see… Well, he’s just a Computer Virus, that’s all. As for what he looks<br />
like, it was based on old 8&#215;8 pixel art thing of mine that then I’ve replicated<br />
in Blender using Grid object which then I’ve extruded to make The Virus<br />
actually 3D.</p>
<p><b>Will the characters, levels and worlds be colourful and vibrant? Where do you get<br />
inspired from for level and character design?</b></p>
<p>D. Jagielski:<br />
Yes, they will be colourful. As for inspiration many of level concepts are<br />
based in part on various demoscene demos and early 3D games. Other sources of<br />
inspiration include nature and architecture.</p>
<p><b>What are the collectibles in the game, including the main collectibles?</b></p>
<p>D. Jagielski: At<br />
this point there’s a gun pickup, datagram pickup (datagrams can also be<br />
destroyed by careless shooting, so be careful where you shoot when you have to<br />
collect datagrams), checkpoint orb pickup. The game isn’t a collectathon by any<br />
means (it’s more close to Super Mario 64 and Crash in terms how pickups are<br />
used), but there will be many different items that just add score.</p>
<p><b>What or where is the gun gameplay inspired from?</b></p>
<p>D. Jagielski:<br />
Take any 3D platformer that has user-created projectiles and you’d be mostly<br />
correct. The projectiles travel a short distance then disappear (or disappear<br />
after collision with a solid surface, whichever comes first). The projectiles<br />
are real objects as well, since we’re way past the point where hitscans were<br />
necessary for performance reasons.</p>
<p><b>How many guns and weapons are in the game?</b></p>
<p>D. Jagielski:<br />
For now there’s only destructive gun.</p>
<p><b>Why did you include gun gameplay in your game?</b></p>
<p>D. Jagielski: Because it makes gameplay more interesting<br />
and are especially useful while dealing with high hp enemies. Also some of the<br />
enemies such as Bad Pointers are immune to the Virus’ dash and ground pound<br />
ability so using gun is the only way to actually harm them.</p>
<p><b>What or where are the guns and weapon designs inspired from?</b></p>
<p>D. Jagielski: I<br />
don’t want to discuss this at this point.</p>
<p><b>What is the main currency in the game?</b></p>
<p>D. Jagielski:<br />
There is none.</p>
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<p><b>Will there be any gameplay mechanics or mini-games to add diversity to your game?</b></p>
<p>D. Jagielski:<br />
Yes, there will be minigames, however you’ll have to be smart to unlock them.</p>
<p><b>Are there any upgrades to the guns, weapons, abilities etc?</b></p>
<p>D. Jagielski:<br />
Yes.</p>
<p><b>After getting a game over, do players start from the last time they saved or they<br />
start from the previous level/world they visited?</b></p>
<p>D. Jagielski:<br />
There’s no game over, because there’s no lives mechanic. You can create a<br />
checkpoint mid-level to be respawned at that point, however there’s limited<br />
number of checkpoints and if you die without setting one, you’ll have to start<br />
level over.</p>
<p><b>Does your Computer Virus character have idle animations?</b></p>
<p>D. Jagielski:</p>
<p>At the moment just one.</p>
<p><b>Can you describe the idle animation without revealing any spoilers?</b></p>
<p>D. Jagielski:<br />
No.</p>
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<p><b>Is there going to be fall damage if the Computer Virus falls from a high platform,<br />
ledge, cliff etc?</b></p>
<p>D. Jagielski:<br />
Fall damage? In a platformer? Don’t be ridiculous.</p>
<p><b>What engine (e.g. Unreal Engine 4, Unity) do you use to develop your game?</b></p>
<p>D. Jagielski:<br />
I’m using Unity.</p>
<p><b>Why did you choose not to include fall damage in your game?</b></p>
<p>D. Jagielski:<br />
Because only crazy people would enjoy such a thing in a platformer of any kind.<br />
I am firmly against fall damage, even in genres where it makes more sense to<br />
have it such as first person shooters, open world games, RPGs, and so on. Fall<br />
damage simply punishes you for exploring.</p>
<p>What if you don’t make that jump and the ground is<br />
several hundred meters below you? Having to get back up there for another<br />
attempt is punishing enough, you don’t have to kill player over it.</p>
<p><b>Will there be any vehicles or a method of transportation to travel from one level or<br />
world to another?</b></p>
<p>D. Jagielski:<br />
You’ll be able to play levels in any order from a list in the playable main<br />
menu.</p>
<p><b>Will there be any trophies, skill points or achievements?</b></p>
<p>D. Jagielski:<br />
There will be, although available only in campaign levels to avoid someone<br />
making an achievement farm and putting it on the workshop.</p>
<p><b>Will there be online multiplayer or split-screen local multiplayer?</b></p>
<p>D. Jagielski:<br />
There will be no multiplayer. Computer Virus Simulator is a single-player<br />
experience.</p>
<p><b>Will there be a co-op mode?</b></p>
<p>D. Jagielski:<br />
No.</p>
<p><b>Will there be any cutscenes? Will there be any loading screens featuring characters or the main character doing an animation?</b></p>
<p>D. Jagielski: I<br />
don’t think there will be any cutscenes, as I don’t want to take away control<br />
from the players. But there’s dialogue system implemented that shows up at the<br />
bottom of the screen where the player can stop and read what the characters are<br />
saying or continue on with the level.</p>
<p><b>There’s going to be in-game conversations with subtitles at the bottom of the screen?</b></p>
<p>D. Jagielski:<br />
For the loading times, game’s so fast when it comes to loading new level that<br />
no load screen is necessary. Put one just in case, but it only blinks and<br />
doesn’t consist of much other than the “Loading…” text.  There will be conversations at the bottom of the screen using text boxes. Think SNES JRPG games or what Yooka-Laylee/Banjo had only it doesn’t take control out from you and you are free to ignore it and carry on if you like.</p>
<p><b>If the game ever comes out on consoles, will it be released on a disc or a cartridge?</b></p>
<p>I don’t know if I will go physical with the console<br />
players at this moment.</p>
<p><b>Only digital at the moment?</b></p>
<p>D. Jagielski:</p>
<p>At the moment, yes. Plan to release to Windows/Linux/Mac then if the game is<br />
successful enough (it will be) I’ll port it to consoles. However whether it<br />
will be physical or digital at this point is unknown to me as I have first make<br />
the thing before thinking of porting it to the different platforms.</p>
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<p><b>Are you thinking of hiring more people to help you with game development?</b></p>
<p>D. Jagielski:<br />
Once I have money to do so, yes.</p>
<p><b>If people are willing to help you for free, will you hire them?</b></p>
<p>D. Jagielski:<br />
There are some serious legal issues with that if I want to do business, so no.</p>
<p><b>Do you ever get creative block? If you do, how do you get over it?</b></p>
<p>D. Jagielski:<br />
Rarely do, however I’ve found that if you force yourself to do for few minutes,<br />
the block subsidies.</p>
<p>Do you listen to music to help you concentrate? If you do,<br />
what music and songs do you listen to?</p>
<p>D. Jagielski: <a href="https://play.spotify.com/user/1181262013/playlist/17PBXT1lem0dRwA4VZZGUN?play=true&amp;utm_source=open.spotify.com&amp;utm_medium=open" target="_blank" rel="noopener noreferrer">https://play.spotify.com/user/1181262013/playlist/17PBXT1lem0dRwA4VZZGUN?play=true&amp;utm_source=open.spotify.com&amp;utm_medium=open</a></p>
<p><b>Does the music and songs you listen to inspire your game?</b></p>
<p>D. Jagielski:<br />
Not really.</p>
<p>If your game ever becomes successful, are you planning on<br />
developing a sequel?</p>
<p>D. Jagielski:<br />
There will be no Computer Virus Simulator 2.</p>
<p><b>Will there be merchandise if the game becomes successful?</b></p>
<p>D. Jagielski:<br />
Yes, there will be merchandise when the game becomes a success.</p>
<p><b>Will there be a series? Or you’re going to work on a new IP?</b></p>
<p>D. Jagielski:<br />
After Computer Virus Simulator I’ll be working on a racing title.</p>
<p><b>What will the racing game be called?</b></p>
<p>D. Jagielski: I<br />
have not decided yet.</p>
<p><b>Do you have a link to your Computer Virus Simulator Indiegogo campaign?</b></p>
<p>D. Jagielski:<br />
Campaign will launch once the demo is complete which it isn’t at the moment.</p>
<p><b>What are the links to your social media and your website if people want to keep up to date with your game?</b></p>
<p>Follow me on Twitter (@thedarkhog) or read the devlog on<br />
<a href="https://forums.tigsource.com/index.php?topic=45904.0" target="_blank" rel="noopener noreferrer">tigsource</a></p>
<p><b>Are there other links too? I’ve heard the computer virus have his own Twitter account.</b></p>
<p>D. Jagielski:<br />
Yes. It’s @VirusSimulator *hopes his drive won’t be formatted overnight*</p>
<p><b>Are you on Instagram and Facebook? It’s a shame your Facebook page of your game is deleted.</b></p>
<p>D. Jagielski:<br />
Not on Instagram, no, and Facebook I’ve made only for few games there which I<br />
don’t play anymore.</p>
<p>Couldn’t keep it up and found better to concentrate on<br />
Twitter and my tigsource devlog. Maybe when I’ll be able to hire someone to<br />
support it for me.</p>
<p><b>If it’s possible, will you be releasing this game to handheld consoles and smartphones?</b></p>
<p>D. Jagielski:<br />
Handhelds maybe. But it would be nightmare to play on a smartphone or even a<br />
tablet. This game needs a physical controller, be it mouse and keyboard (which<br />
is preferred) or gamepad.</p>
<p><b>Would the price of the game vary from port to port/version to version?</b></p>
<p>D. Jagielski:<br />
No, I don’t think so. As for Early access there will be three tier pricing:<br />
When the game is launched as an EA title, when it is halfway done and when it<br />
launches officially, lower the less of the game is complete.</p>
<p><b>Does the Computer Virus have a signature ability or a signature weapon?</b></p>
<p>D. Jagielski:<br />
Haven’t thought about it yet, but in future he’ll be able to take over other<br />
processes and make them do his bidding. Maybe this could be it?</p>
<p><b>Is the computer virus a hero, villain or an anti-hero?</b></p>
<p>D. Jagielski: I<br />
prefer to not reveal that information yet.</p>
<p><b>What are the features and aspects that make your game stand out from other 3D platformers?</b></p>
<p>D. Jagielski: I<br />
think the level editor is the biggest one. Because this is the same editor I am<br />
using to create levels for the game and I will continue to do so, you’ll have<br />
as much power to create your own unique levels as I do. No other 3D platformer<br />
that I know of allows for that sort of thing.</p>
<p><b>It’s been a distinct pleasure doing an interview with you and especially, my first interview at that! Hopefully, we should do this again<br />
sometime.</b></p>
<p>D. Jagielski:<br />
Hopefully. Have a good night.</p>
<p><b>By Wing See Li for Tomb of Ash</b></p>
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</ul>
<p>Keep Up To Date with <b>D. Jagielski</b> and<b> Computer Virus</b>:</p>
<ul>
<li><a href="https://forums.tigsource.com/index.php?topic=45904.0" target="_blank" rel="noopener noreferrer">TIGForums</a>:</li>
</ul>
<ul>
<li>Twitter: <a href="https://twitter.com/thedarkhog" target="_blank" rel="noopener noreferrer">https://twitter.com/thedarkhog</a><br />
and <a href="https://twitter.com/virussimulator" target="_blank" rel="noopener noreferrer">https://twitter.com/virussimulator</a></li>
</ul>
<ul>
<li><a href="https://www.youtube.com/user/QVear" target="_blank" rel="noopener noreferrer">YouTube</a></li>
</ul>
<p>The post <a href="https://www.tomb-of-ash.com/computer-virus-simulator-creator-interview/">Computer Virus Simulator Creator Interview</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
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		<item>
		<title>Ark: Survival Evolved Creators now paying modders for their content</title>
		<link>https://www.tomb-of-ash.com/ark-survival-evolved-creators-now-paying-modders/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Wed, 15 Mar 2017 20:43:33 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Ark]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[gamersunite]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[survival evolved]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/ark-survival-evolved-creators-now-paying-modders/</guid>

					<description><![CDATA[<p>In one of my previous posts I wrote about how studio Wildcard, the creators of ARK: Survival Evolved, excel in community engagement by hiring own fans and creators to produce additional content for the game. ARK is a survival-sanbox’y game where player (or players) can build settlements, tame dinosaurs, explore caves for artefacts and resources [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/ark-survival-evolved-creators-now-paying-modders/">Ark: Survival Evolved Creators now paying modders for their content</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>In one of my <a href="https://www.tomb-of-ash.com/post/149862917495/studio-wildcard-and-its-community-engagement" target="_blank"><b>previous posts</b></a> I wrote about how studio Wildcard, the creators of ARK: Survival Evolved, excel in community engagement by hiring own fans and creators to produce additional content for the game. ARK is a survival-sanbox’y game where player (or players) can build settlements, tame dinosaurs, explore caves for artefacts and resources etc. This month studio Wildcard once again demonstrated that they are taking a studio-fan relationship on a brand new level:</p>
<p><i></p>
<p>Today we are proud and excited to announce the launch of the ARK Sponsored Mod Program. ARK has always viewed modding and the ARK Dev Kit as a very important aspect of our game. We want to look into ways to help our modders take their projects to the next step, be it through more robust capabilities in the Dev Kit, hosting competitions with large prize-pools, incorporating them into the game, or just generally working and partnering up with modders and their projects. </i></p>
<figure class="tmblr-embed tmblr-full"></figure>
<p>So there you go, Wildcard, will now be selecting 15 modders and paying them  $4000 per month (each) for their work. Wildcard not only considers their fans as consumers but also business partners to some level. After all the fans will know the best what they enjoy the most and as such they can create some fantastic content. </p>
<p>We used to host a server for ARK which we called South Pacific Islands. I am definitely considering in launching it once again as so much of the new content was released very recently.</p>
<p>Hats off to Wildcard &lt;3</p>
<p>The post <a href="https://www.tomb-of-ash.com/ark-survival-evolved-creators-now-paying-modders/">Ark: Survival Evolved Creators now paying modders for their content</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<title>Shantae: Half-Genie Hero (PS4) Review</title>
		<link>https://www.tomb-of-ash.com/shantae-half-genie-hero-ps4-review/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Wed, 01 Feb 2017 12:00:31 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[developers]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[half-genie hero]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[indie game developers]]></category>
		<category><![CDATA[shantae]]></category>
		<category><![CDATA[wayforward]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/shantae-half-genie-hero-ps4-review/</guid>

					<description><![CDATA[<p>Guest article by Wing See Li. Another Day, Another Pirate Infestation Figure 1: The title screen is accompanied with its theme and the theme song, “Dance Through The Danger”. There’s nothing like a pirate attack to start the day. That’s a day in the life for the belly-dancing, hair-whipping half-genie, half-human Shantae. One night, Shantae [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/shantae-half-genie-hero-ps4-review/">Shantae: Half-Genie Hero (PS4) Review</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<blockquote>
<p>Guest article by Wing See Li.</p>
</blockquote>
<h2>Another Day, Another Pirate Infestation</h2>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/06a9c7652e6cc16bdba990af16951d4b/tumblr_inline_oko1kaD1aB1rwngbp_540.jpg" alt="image" /></figure>
<p><i>Figure<br />
1: The title screen is accompanied with its theme and the<br />
theme song, “Dance Through The Danger”. </i></p>
<p>There’s nothing like a pirate attack to start the day.<br />
That’s a day in the life for the belly-dancing, hair-whipping half-genie,<br />
half-human Shantae.</p>
<p>One night, Shantae suddenly wakes up from her deep sleep<br />
by a peculiar, blinding bright light shining through the bedroom window of her<br />
lighthouse. Curious to know where it’s originated from, she climbs out of the<br />
comfort of her bed and exits her home. After running along the long wooden<br />
bridge to her uncle’s home, she discovers Uncle Mimic snoring even as he sits<br />
in an upright position and the same blinding light emitting from an open<br />
trapdoor. She then jumped down, entering a subterranean cavern. While running<br />
through the cavern whilst avoiding the bats that were attempting to assault<br />
her, an odd voice lures her through it until she finally arrives at the source<br />
of the light and the voice. Demanding the voice to reveal itself, it<br />
materialises in a form of a white floating sparkle hovering above the<br />
mysterious, crystal clear water and it reveal itself as the messenger from the<br />
fabled Genie Realm. Before she manages to receive answers from it about her<br />
mum, the genies, the Genie Realm and her origins, everything is abruptly<br />
enveloped in a white colour, transporting Shantae to the real world. She<br />
suddenly sits upright in her bed, taking in everything that happened in her<br />
dream. Is there more to the dream than meets the eye or is it a vision<br />
foreshadowing the events that are yet to come?</p>
<p><!-- more --></p>
<p>The storyline itself isn’t substantial as per se, <i>Shantae<br />
and the Pirate’s Curse</i>, but the gripping, suspenseful, dire and<br />
bone-chilling moments, plot twists, in-game jokes, innuendos, adult undertones<br />
and the outlandish, hilariously humorous script and dialogue make up for the<br />
lack of a deep plot as the story develop. To sum it all up, the game didn’t take<br />
itself too seriously. However, the fourth wall-breaking humour and the game<br />
taking the mickey out of itself, memes, pop culture references and the internet<br />
got in the way of the burning desire to know more about the lore of Shantae’s<br />
mum and dad, the genies and the Genie Realm. The aforesaid story is episodic<br />
where each level (and character) is comprised of their own mini or sub-plots.</p>
<p>It’s difficult to tell whether <i>Shantae: Half-Genie Hero</i><br />
serves as the fourth instalment of the Shantae series or it’s a reboot/soft<br />
reboot. It’s probably both seeing as it’s not a relaunch, a remaster or a<br />
remake. It’s released for PlayStation 4, Nintendo Wii U, Xbox One, Steam etc,<br />
on both physical and digital versions. Unfortunately, the Risky Beats Edition<br />
is only released in America, which leads to my next nitpick that will be<br />
explained in the review later. Strange enough, this game comes out on the<br />
PlayStation Vita instead of the Nintendo 3DS and New Nintendo 3DS this time.<br />
Later on after the initial release, a Risky Beats edition launched for these<br />
consoles, which comes with a physical CD soundtrack.  </p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/588c904bb23ac9ff4d922e25ea116211/tumblr_inline_oko2qsmghn1rwngbp_540.jpg" alt="image" /></figure>
<p><i>Figure<br />
2: Just like the previous installments, this game does what it<br />
does best: break the fourth wall.</i></p>
<p>Unlike the previous Shantae video games, <i>Shantae:<br />
Half-Genie Hero</i> is the first Shantae game to be crowd-funded. According to<br />
its Kickstarter campaign webpage, $776,084 is pledged to the game and have far<br />
exceeded the $400,000 goal thanks to 18,558 backers. Sadly, only $800k is<br />
reached, in terms of the stretch goals. </p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/04c304e878c1ea74080f0c86369a03b4/tumblr_inline_oko2r6PGQz1rwngbp_540.jpg" alt="image" /></figure>
<p><i>Figure<br />
3: Risky Boots, the bodacious buccaneer, returns as the main<br />
antagonist of the Shantae series. </i></p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/75a1e6f1b67e39a37f5e9a2e11273775/tumblr_inline_oko2rh2ubH1rwngbp_540.jpg" alt="image" /></figure>
<p><i>Figure<br />
4: Sky and Wrench (the large bird) acts as the transportation<br />
for Shantae. </i></p>
<p>Sequin Land is divided into seven islands or rather…<br />
levels which are known as Scuttle Town Square, Scuttle Town Main Street,<br />
Mermaid Falls, Tassle Town, Cape Crustacean, Hypno Baron’s Castle and last but<br />
not least, Risky’s Hideout. In this game, Wrench (Sky’s massive bird) acts as<br />
an aerial transportation for Shantae and a means for travelling from one island<br />
to another.</p>
<p>Before starting the first level, Scuttle Town Main Street,<br />
Sky hands Shantae a whistle to summon Wrench whenever she needs to. The fact<br />
that the whistle can be used whenever and wherever you want (even in areas for<br />
instance, the Tinkerbat Factory) surpasses the Pirate Flare from <i>Shantae and<br />
the Pirate’s Curse</i> since the aforesaid Pirate Flare can only be utilised<br />
outdoors and it’s not allowed to be used in the dungeons.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/c1a403e11d93ff6eb72071babd9dc803/tumblr_inline_oko2s0MLzx1rwngbp_540.jpg" alt="image" /></figure>
<p><i>Figure<br />
5: Pressing the Touchpad brings up the Subscreen (as mentioned<br />
by Sky and the other non-playable characters).</i></p>
<p>The gameplay at its core plays like a traditional<br />
old-school platformer: a 2D side-scrolling platformer with precision in terms<br />
of platforming and it’s jam packed with secret collectibles that are hidden<br />
from view, which encourages the player to search for them in every nook and<br />
cranny at your own pace. Hopping from one platform to another without grabbing<br />
on to platform ledges requires accuracy, concentration, eye-coordination and<br />
timing. Failure to do so will result in you falling to your death and you<br />
losing a tiny fragment of one of your hearts, which resembles your health.</p>
<p>Occasionally, the gameplay change depends on where you are<br />
in Sequin Land. The ever-changing gameplay can range from a 2D side-scrolling<br />
shooter before arriving at the Tinkerbat Factory to sliding down the diagonal<br />
slides outside of the factory in Mermaid Falls and escaping Risky’s Hideout.</p>
<p>Here are the game controls:  </p>
<p>·        <br />
Touchpad – Subscreen/Pause Screen</p>
<p>·        <br />
Left control stick – Move, choose options or<br />
decide on a transformation dance from any set included in the dance menu</p>
<p>·        <br />
D-Pad – Move, pick options or select a<br />
transformation dance from any set included in the dance menu</p>
<p>·        <br />
Right control stick – Unused</p>
<p>·        <br />
Square button – Elephant Dash/Charge</p>
<p>·        <br />
X button and Down – Elephant Stomp</p>
<p>·        <br />
X button – jump, press the X button twice to<br />
double jump in the spider form to stick to underneath the platforms using her<br />
spider web, confirm options or fly in the harpy form</p>
<p>·        <br />
Circle button/R2 – Use weapon/magic/item or<br />
transformation capability and cancel option</p>
<p>·        <br />
L1 or R2 – Cycle through weapons/magic/items</p>
<p>·        <br />
L2 &#8211; Backdash</p>
<p>·        <br />
Square button – Hairwhip, use transformation<br />
ability or speak to non-playable characters</p>
<p>·        <br />
Down D-Pad/direction – Crouch</p>
<p>·        <br />
Down D-Pad and Control stick – Crawl </p>
<p>·        <br />
Options button – Unused</p>
<p>·        <br />
Share button – Upload video, video clip or<br />
screenshot</p>
<p>·        <br />
PlayStation Logo button – Return to home screen</p>
<p>·        <br />
Triangle button – Cycle through transformation<br />
modes or cancel transformation</p>
<p>Aside from Shantae’s monster whipper (her signature<br />
attack), her attacks are utilising magic that are named as Fireball, Triple<br />
Fireball and Flamethrower and weapons which are known as Scimitar (a pirate<br />
sword that first appeared in <i>Shantae and the Pirate’s Curse</i>), Pike Ball,<br />
Super Pike Ball, Storm Puff, Mega Puff and Super Mega Puff. Not to mention, her<br />
dancing in order to transform into an array of animals ranging from a monkey to<br />
a harpy, each with their own abilities, skills, strengths and weaknesses. In<br />
addition to her possessing a large number of animal dance transformations which<br />
she’ll take full advantage of at her disposal, there are other novelty dance<br />
transformations such as the Blobfish Dance, Gemjug Dance, Dryad Dance, Revive<br />
Dance, Super Revive Dance, Obliterate and Warp Dance, some are more useful than<br />
others. The Blobfish Dance, Gemjug Dance, Dryad Dance, Revive Dance, Super<br />
Revive Dance, Obliterate and Warp Dance are available to buy from a female<br />
snake merchant called Tuki who hides in a little purple pot or container.</p>
<p>Speaking of items, if you explore and uncover enough as<br />
the game progresses and the story unfolds, you’ll eventually come across the<br />
game-breaking collectibles such as the Magical Tiara and the Invincibility<br />
bubble. With those combined, practically no one and nothing will touch you (not<br />
even lasers) with the exception of bottomless pits, deadly lava and one-hit<br />
kill spikes and these aforementioned items will render the game to an easy<br />
difficulty.</p>
<p>During the adventure you stumble across relics such as<br />
Shampoo, Super Shampoo, Mega Shampoo, Silky Cream, Super Silky Cream, Mega<br />
Silky Cream, Red Stone, Green Stone, Magic Bracelet, Bikini Armour, Metronome,<br />
Attract, Super Attract, Max Attract, Backdash, Monkey Bullet, Elephant Stomp,<br />
Crab Claw, Mouse Bite, Harpy Talon, Bat Sonar, Waterfall Relic, Spider Venom,<br />
Mermaid Bubble and so on which can either upgrade your hair and moveset, boost<br />
your defence or help you to advance. Thankfully, you can toggle on and off<br />
these relics at your own free will if you presume the game is deprived of a<br />
sense of challenge.</p>
<p>Besides the relics, you also come upon the whistle, Mega<br />
Potion, Roast, Orange, Gator Steak and Monster Egg which make up your<br />
inventory. Nearly all of these items are used to replenish your health and your<br />
adversaries drop them if you char them to a crisp or make use of a different<br />
attack. The quantity of these items you can carry with you is nine at maximum.<br />
If I’m short on oranges, I’m inclined to transform into Dryad form to harvest<br />
them without having to repetitively revisit Mermaid Falls to ride down the<br />
slide.</p>
<p>Along the way you happen upon Heart Holders you can<br />
uncover from treasure chests located in the secret areas, through the portals<br />
and a female, tall, but blonde, non-playable character you encounter in Scuttle<br />
Town Main Square who you have to take on a fetch quest for. Every time you<br />
obtain a Heart Holder, your health will increase by one heart. Think of these<br />
as Heart Containers from <i>The Legend of Zelda</i> series. If you want a real<br />
challenge, refrain yourself from collecting them.</p>
<p>On the subject of dance transformations, these can be<br />
acquired after defeating a boss, uncovering them in hidden locations via<br />
portals or searching for them in secret areas. Sometimes, animal abilities are<br />
found in these locations and just like the transformations, they are locked in<br />
treasure chests. Every animal have only one ability and these skills will help<br />
Shantae enter areas she couldn’t gain access to previously because she didn’t<br />
have the right transformation.  </p>
<p>Another shortcoming this game had is there are certain<br />
transformation dances that I don’t use frequently. WayForward should’ve gone<br />
for the “less is more” approach given that the Crab Dance, Spider Dance, Mouse<br />
Dance, Bat Dance, Blobfish Dance, Gemjug Dance and Dryad Dance are redundant.<br />
They are either pointless, useless, I almost never bring them into play, a<br />
complete waste of my time or they’re cluttering up my dance menu. I appreciate<br />
the game developing company for introducing new things or being a tad bit<br />
ambitious but I just wish it didn’t bother, otherwise these aforementioned new<br />
aptitudes end up unused.   </p>
<p>If you’re not exploring, most of the time you’re fighting.<br />
The combat is simple and not complicated for novices and veterans alike, in<br />
addition to tight and responsive controls. If you mess up, it’s not the game’s<br />
fault but it’s rather your fault.</p>
<p>Although, this is not the case when the game throws a few<br />
curve balls at me, in terms of the difficulty. There are times when the<br />
difficulty catches me off guard and bite me in the rear like for example, when<br />
I’m scaling up the Tassle Tower while running for my life from the<br />
screen-filling, memory-consuming worm, Wilbur. I ran like my life depended on<br />
it! Good gravy… who knows how many times I kept dying which results in me<br />
resorting to using profanity. Luckily for me, there are no lives to lose.</p>
<p>Animation and presentation wise, for the first time<br />
Shantae, her friends, her enemies and the other non-playable characters are in<br />
HD, hand-drawn art. It took me a while to get used to the new art style since<br />
I’m used to seeing them in pixels which WayForward is known for but the new art<br />
style instantly grew on me. The animation is fluid, streamlined and smooth and<br />
how well detailed the animations and the artwork were such as the way Shantae<br />
swayed her body and arms on the spot in rhythm to the music if she’s left idle<br />
for a while to her feeling exhausted when she’s low on health. It’s the<br />
littlest of things such as this makes me appreciate the animation more. It felt<br />
like watching a Flash animation, a Saturday morning cartoon or an anime. The<br />
old style marries with the modern style incredibly well as both the 2D<br />
background and 3D foreground blends beautifully with each other. But if I have<br />
to be honest with myself, I actually miss the pixelated art style.</p>
<p>In light of character development, it’s somewhat lacking<br />
on account of how some of the characters are portrayed. For instance, Risky<br />
Boots is depicted as a stereotypical villain who is heartless, ruthless and<br />
selfish as well as completely void of any emotions, remorse and regret and she<br />
doesn’t care who she hurts as long as she gets what she wants, even if it means<br />
causing mass destruction and ruining people’s lives in the process. Not to<br />
mention, she didn’t acknowledge the events that ensued in <i>Shantae and the<br />
Pirate’s Curse</i>. It’s like as if she isn’t human. In the third Shantae game,<br />
at first she’s unwilling to cooperate with Shantae but as you progress through<br />
the game, she begins to open herself up to the former half-genie and enlightens<br />
her with her account of her past and spoilers alert! She, Twitch and Vinegar<br />
assists Shantae in dealing out the final blows to the Pirate Master during the<br />
final showdown.</p>
<p>One of the minor issues I’ve come across is while I’m<br />
playing the game, the framerate takes a dive or it stutters sometimes.<br />
Normally, it’s not noticeable because I’m so immersed in the game but it<br />
occasionally dips whenever lots of things are going on at the same time, all on<br />
one screen. Take the side-scrolling shooting section prior to infiltrating the<br />
Tinkerbat Factory for instance, while I’m repeatedly launching my Mermaid<br />
bubbles at the underwater enemies, sending them to their graves, shooting at<br />
the breakable blocks which are obstructing my pathway and temporarily<br />
recruiting more starfish creatures to my “swim team”, wave after wave of foes<br />
kept entering my line of vision and this is when things start to become<br />
frantically crazy. As a result, the framerate decreases as the game couldn’t<br />
take any more.</p>
<p>But in between levels, you’re constantly backtracking<br />
which is to be expected in a Shantae or a platforming game and you’re embarking<br />
on countless fetch quests more than you can shake your belly and bum at.<br />
They’re mandatory since you need these items to progress. For example, you come<br />
across Twitch and Vinegar (the two girls who work for the Ammo Baron and first<br />
appeared in <i>Shantae and the Pirate’s Curse</i>) at Scuttle Town Square and<br />
they ask you to revisit the factory in Mermaid Falls to reduce the gators to<br />
smouldering ashes before you give the gator steaks to them. In return, they<br />
hand you a red-coloured race ticket. It’s kind of like doing a chore unless you<br />
don’t mind retracing your steps to the same levels over and over. It’s tricky<br />
to estimate the amount of fetch quests you have to undertake but the total<br />
might be roughly the same as the total of fetch quests there are in <i>Jak 2:<br />
Renegade</i> and <i>Jak 3</i>.</p>
<p>Throughout the game, I’ve noticed this game ditches the<br />
dungeons to make way for a linear structure that I find jarring. Thereby,<br />
eliminating the Metroidvania genre this game is supposed to be attached to. In<br />
nearly every level, you’re going from point A to point B that I’ve seen a lot<br />
in modern, bog-standard Mario games. To be honest, it can get very old quickly<br />
and this is coming from a person who hates change with a burning passion. At<br />
least, Scuttle Town Square serves as the main hub area. At the end of each<br />
level there is a boss, which put your platforming and manoeuvring skills to the<br />
test in contrast to the repetitive modern Mario games. Each boss have their own<br />
weaknesses and weak spots and every battle can be just like puzzles as you<br />
figure out how to inflict damage to them.</p>
<p>Similar to the past instalments of the series, Scuttle<br />
Town function as the main hub place which contains Uncle Mimic’s workshop,<br />
Sky’s Hatchery, a shop, a Bath House, the Art Gallery etc along with the<br />
green-hued save guy who this time around doesn’t have his own room or building.<br />
Instead, he is spotted at the far left side of the town near the workshop. The<br />
workshop is where Mimic lives and work on his groundbreaking inventions and<br />
technological devices, Sky’s Hatchery is where Shantae can hitch a ride on<br />
Sky’s bird, Wrench, to distant locales, the shop is where the half-genie<br />
protagonist can purchase important essentials for her escapade, a Bath House is<br />
where she can relax to recover her health and ask the bath house lady for hints<br />
and advice, an Art Gallery is where the main heroine can observe a lot of the<br />
artwork and concept art that goes into creating the game as well as fanart from<br />
the loyal fanbase and the backers of the aforementioned game’s Kickstarter<br />
campaign. Conversely, some of the fanart aren’t professionally done and are up<br />
to an amateur standard at best but most of them are the cream of the crop. In<br />
my opinion, the art gallery reminds me of the Insomniac Museum from the <i>Ratchet<br />
&amp; Clank</i> series.  </p>
<p>The other differences I’ve spotted are there are slide<br />
segments that kind of remind me of the slides from <i>Super Mario 64</i> (sans<br />
the enemies, hazards and obstacles), the options menu is bare-bones in terms of<br />
how much content there are to toggle with and the save system is different. The<br />
save guy who seems to be fatter than usual tends to appear whenever I enter a<br />
new level, after I finish the level, before I confront a boss and after I emerged<br />
victorious from a boss fight. Basically, I’ve been prompted every five minutes<br />
if I want to save my progress or not which can get annoying and bothersome.<br />
It’s like as if the aforesaid save guy is holding my hand. I prefer the old<br />
save system from <i>Shantae and the Pirate’s Curse</i> and <i>Shantae: Risky’s<br />
Revenge</i> where I can find him in the numerous save rooms in Scuttle Town,<br />
the levels and the dungeons. In this day and age, I still find it strange none<br />
of the Shantae games feature an auto-save system.</p>
<p>Aside from the savepoints are checkpoints that are<br />
littered all over the place in each level in random spots. You’ll know if a<br />
spot is a checkpoint if you accidentally freefall into bottomless pits or if<br />
you touched one hit-kill spikes and you’ll instantly respawn at the previous<br />
checkpoint you went past.    </p>
<p>Another nitpick I’d point out is the lack of a map.<br />
Without a map, there is little to no direction of where to go or what to do<br />
next. When I’m not exploring the levels, the majority of the time I find myself<br />
wondering what to do and figuring out where to travel to next which caused me<br />
to read the guides on the GameFAQs website, which is something I normally<br />
wouldn’t do when I’m playing a Shantae game or a platformer. If you end up<br />
reading a guide, then there’s something wrong.</p>
<p>On the subject of the map, whenever you’re at the level<br />
selection screen, said map shows which collectibles and animal transformation<br />
abilities are in your possession or what you’re missing underneath the name of<br />
the chosen area. This is extremely helpful for backtracking to previous levels,<br />
fetch quests and completing the game 100%.</p>
<p>It’s hard to believe this video game originated from the<br />
Kickstarter website and how far WayForward have come, from the cartoon tie-in<br />
games such as <i>American Dragon: Jake Long – Rise of the Huntsclan</i> which<br />
is released on Game Boy Advance and <i>American Dragon: Jake Long – Attack of<br />
the Dark Dragon</i> which have come out on Nintendo DS to recent video games<br />
such as <i>Ducktales Remastered</i> and <i>Shantae: Half-Genie Hero</i>, to<br />
name a few. This is definitely a Kickstarter game done right. The game may be<br />
successfully funded but it’s a shame not all of the stretch goals were<br />
met.  </p>
<p>Just like the <i>Ratchet &amp; Clank (2016)</i> and <i>Ratchet<br />
&amp; Clank Movie</i> soundtracks, I have mixed feelings with the <i>Shantae:<br />
Half-Genie Hero</i> soundtrack. Once again, Jake Kaufman reprises his role as<br />
the composer and he really knocked it out of the park! With a soundtrack like<br />
this, he could do no wrong! This time around he gives the aforementioned soundtrack<br />
a modernized touch in terms of the heart-pounding bass of the beats and how the<br />
music sounds overall which keeps me pumped up and motivated to complete the<br />
levels or handing the bosses humiliating defeats. Don’t get me wrong, I love<br />
listening to the soundtrack but most of it is unmemorable, the majority of the<br />
music tracks are nothing to write home about and it falls short compared to the<br />
previous Shantae soundtracks such as <i>Shantae and the Pirate’s Curse</i> and <i>Shantae:<br />
Risky’s Revenge</i> to be honest. At the end of the day, will you remember the<br />
soundtrack of <i>Shantae: Half-Genie Hero</i> in many years to come? Will you<br />
be able to hum all or most of the music tracks? In my opinion, I feel this is<br />
the game’s lowest point. The reason why I feel this is the weakest soundtrack<br />
is most likely Jake have set the bar so high. But that doesn’t mean I don’t<br />
have favourite music tracks. Some of my favourites from said soundtrack are, “<i>Dance<br />
Through The Danger</i>”, “<i>A Mysterious Fountain</i>”, “<i>Scuttle Town</i>”,<br />
“<i>Neo Burning Town</i>”, “<i>Mermaid Falls</i>”, “<i>Tassle Town</i>”, “<i>The<br />
Sky Bridge</i>”, “<i>Cape Crustacean</i>” and “<i>Tinkerbat Factory</i>” in no<br />
particular order. On the other hand, I still reckon some or most of the music<br />
tracks don’t match well with their respective locations. Take the “<i>Tassle<br />
Town</i>” music for example, it doesn’t complement well with Tassle Town itself<br />
due to the jazziness and funkiness of the music, which are music I normally<br />
don’t associate with video game desert locales.</p>
<p>Once again, Cristina Vee made a comeback to provide her voice<br />
for Shantae and Risky Boots for the fourth time. Originally, the game would<br />
have full English voice acting but alas, it isn’t meant to be when the stretch<br />
goal isn’t reached. In spite of this, the game containing some voice work is<br />
better than nothing.</p>
<p>I can’t stress this enough (constantly in my mind) but the<br />
<i>Shantae</i> series have many things such as a colourful cast of characters<br />
and personalities, exciting, exotic locales and rich environments to explore<br />
which are exploding with various cultures and well-written, laugh-out-loud<br />
dialogues and scripts that the modern <i>Paper Mario</i> games (<i>Paper Mario:<br />
Sticker Star</i> and <i>Paper Mario: Colour Splash</i>) clearly lacked these<br />
days. Therefore, I jumped ship. In other words, for the first time ever I<br />
bought a PlayStation console first before any other video game console. In the<br />
past, naturally I buy a Nintendo console first before any other video game<br />
console. As sad as it is to say, Nintendo isn’t “wowing” me last year due to<br />
the lack of variety when it comes to 2D and 3D platforming games. It’s all well<br />
and good to play as Mario or Kirby but what I really want is to play as other<br />
platforming mascots. The <i>Shantae</i> series might as well replace the <i>Paper<br />
Mario</i> series the way things are going.</p>
<p>Similar to the previous three Shantae games, there are<br />
good and bad endings. Your actions determine which kind of ending you’ll<br />
unlock. If you strived for 100% completion, you’re most likely obtain the good<br />
ending. For example, spoilers alert! If you go out of your way to embark on fetch<br />
quests for the previous bosses (Techno Baron, Ammo Baron, Squid Baron and Hypno<br />
Baron) you engaged in battle, they’ll each hand over a piece of Risky’s<br />
belongings (there are four altogether) in return for the items they requested.<br />
When you give Uncle Mimic all of the clues when you return to his workshop, he<br />
hands over the Magical Polarizer to you.  </p>
<p>By the time I knew about the <i>Shantae</i> series, I’m<br />
too late to back the game on Kickstarter. If only I knew about the series<br />
earlier, I would’ve backed the abovementioned game in a heartbeat! I still<br />
regret not backing this game to this day.</p>
<p>Along with the main storyline mode/campaign is the Shantae<br />
Hero Mode where you start the game at the beginning from scratch but your dance<br />
transformations remains intact and the level designs, structures and layouts<br />
are varied. It’s also usually reserved for speedruns. There isn’t much known<br />
about the Risky Boots mode and the other character modes other than Rottytops,<br />
Bolo, Sky etc have their own stories, abilities and endings and these aforesaid<br />
modes might be paid downloadable content. However, the Risky Boots mode will or<br />
might coincide with the main storyline mode and Shantae Hero Mode. Sure, I<br />
loathe speedruns but this aforementioned mode and the character modes provide<br />
the game with replayability and replay value.</p>
<p>Most arguably my biggest issue or gripe with this game is<br />
the fact the physical version of the PlayStation 4, PlayStation Vita, Wii U,<br />
Xbox One etc ports are released only in America is inexcusable, unforgivable<br />
and a sin. I can’t justify myself importing the game at an expensive price;<br />
despite it comes with the soundtrack. There’s more to the world than bloomin’<br />
America, you know. Although the digital version of the PlayStation 4 and<br />
PlayStation Vita ports cost £15.99 in the PlayStation Store but that’s nothing<br />
compared to how much it costs on the Amazon and Ebay websites. The Risky Beats<br />
edition costs £39.95 on the UK Amazon website and £25.90 (and £14.64 postage)<br />
on the UK Ebay website for instance. It depends on which price you’re looking<br />
at. To make matters worse, if there are downloadable content, I have no choice<br />
but to set up another PlayStation Store account on the US PlayStation Store if<br />
I imported the Risky Beats edition of the abovementioned game. I hope there<br />
will be a UK physical version of the console ports in the future. I still find<br />
it exasperatingly irritating I have to resort to importing games from other<br />
countries outside of the UK.  </p>
<p>As much as I enjoyed playing the game immensely, it didn’t<br />
have what it takes to win the coveted “Game of 2016” title or trophy. In fact,<br />
my pessimistic criticisms prevented it from topping <i>Ratchet &amp; Clank<br />
(2016)</i> as “My Game of 2016”.</p>
<p>As it stands, <i>Shantae: Half-Genie Hero</i> is inferior<br />
to <i>Shantae and the Pirate’s Curse</i> (which is deemed to be the best of the<br />
series) due to the criticisms I outlined earlier. Regarding the series as a<br />
whole, I’d reckon <i>Shantae and the Pirate’s Curse</i> tops the list, followed<br />
by <i>Shantae: Half-Genie Hero</i> in second place. As for third place, it’s<br />
either <i>Shantae: Risky’s Revenge</i> or <i>Shantae</i>. Concerning the<br />
soundtracks, it’s <i>Shantae and the Pirate’s Curse</i>, <i>Shantae: Half-Genie<br />
Hero</i>, <i>Shantae: Risky’s Revenge</i> and finally, <i>Shantae</i>, in<br />
ascending order.</p>
<p><i>Shantae: Half-Genie Hero</i> is a retro-inspired<br />
platforming wish come true and a hidden gem among the ever-increasing line-up<br />
of platforming video games filled to the brim with nearly everything a<br />
platforming game fan ever wanted and it’s a breath of fresh air from the samey<br />
Mario and Kirby platforming antics. It introduced newcomers and a new<br />
generation of Shantae fans to the series while at the same time it stayed true<br />
to its nearly perfected gameplay and formula of what made the Shantae games<br />
insanely addictive, bundles and oodles of fun and extremely entertaining in the<br />
first place whilst the characters returned to form only to be let down by the<br />
slightly underwhelming, forgettable soundtrack, the short length of the game,<br />
fairly easy difficulty, the small dips in framerate whenever things become<br />
frantic and a ton of action takes up a lot of the screen, the absence of<br />
physical PlayStation 4, PlayStation Vita, Xbox One and Wii U copies and the<br />
physical Risky Beats edition soundtrack being released in my country and<br />
Europe, the price of the game which is £15.99 in the PlayStation Store, the<br />
incorrect localisation (British English should’ve been used instead of American<br />
English), typos and spelling and grammar mistakes, the lack of a map that<br />
result in little to no direction of where to go and what to do next, the<br />
non-existence of dungeons, the game-breaking items and the list goes on.<br />
Despite the negative criticisms, this game is worth every penny and I never<br />
regretted purchasing it from the PlayStation store. Unlike Intelligent Systems,<br />
Nintendo, Activision and Toys For Bob, WayForward didn’t stray away from the<br />
phrase, “If it’s not broke, don’t fix it”. To end this review on a positive<br />
note, I’m delighted to say <i>Shantae: Half-Genie Hero</i> is one of the few<br />
reboots that’s not abysmal and doesn’t deter both sides of the Shantae fanbase.<br />
Intelligent Systems, Nintendo, Activision, Toys For Bob etc should take notes<br />
from WayForward of how not to screw up a winning formula and to stick to the<br />
status quo.</p>
<p><b>By Wing See Li for Tomb of Ash</b></p>
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<p>Be sure to check out <b>WayForward</b> on Social<br />
Media:</p>
<ul>
<li><a href="https://wayforward.com/" target="_blank">Website</a> </li>
<li><a href="https://www.kickstarter.com/projects/1236620800/shantae-half-genie-hero" target="_blank"><i>Shantae: Half-Genie Hero</i> Kickstarter Webpage</a></li>
<li><a href="https://www.facebook.com/WayForward/" target="_blank">Facebook</a>: </li>
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<li><a href="https://github.com/WayForward" target="_blank">GitHub</a></li>
</ul>
<p>The post <a href="https://www.tomb-of-ash.com/shantae-half-genie-hero-ps4-review/">Shantae: Half-Genie Hero (PS4) Review</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<item>
		<title>Insomnia 59</title>
		<link>https://www.tomb-of-ash.com/insomnia-59/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Wed, 21 Dec 2016 12:02:02 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[coatsink]]></category>
		<category><![CDATA[drones]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[gamer]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[insomnia]]></category>
		<category><![CDATA[insomnia59]]></category>
		<category><![CDATA[juxdit]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[shu]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/insomnia-59/</guid>

					<description><![CDATA[<p>We went to Insomnia 59 with our friends at JUXDIT and we had a fantastic time! Check below for a recap vlog and interviews from the event</p>
<p>The post <a href="https://www.tomb-of-ash.com/insomnia-59/">Insomnia 59</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>We went to Insomnia 59 with our friends at JUXDIT and we had<br />
a fantastic time! Check below for a recap vlog and interviews from the<br />
event</p>
<figure class="tmblr-embed tmblr-full"></figure>
<figure class="tmblr-embed tmblr-full"></figure>
<figure class="tmblr-embed tmblr-full"></figure>
<p>The post <a href="https://www.tomb-of-ash.com/insomnia-59/">Insomnia 59</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<title>Studio Wildcard and its Community Engagement</title>
		<link>https://www.tomb-of-ash.com/studio-wildcard-and-its-community-engagement/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Sat, 03 Sep 2016 01:44:56 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Ark]]></category>
		<category><![CDATA[gamer]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[scorched earth]]></category>
		<category><![CDATA[studio]]></category>
		<category><![CDATA[survival evolved]]></category>
		<category><![CDATA[wildcard]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/studio-wildcard-and-its-community-engagement/</guid>

					<description><![CDATA[<p>As you may have noticed from some of my previous posts, I do enjoy playing ARK – Survival Evolved. Even on our website background you can notice ARK’s logo and the reasons are obvious.  The game combines all my favourite games as it offers a range of elements that include dinosaurs, crafting, explorations, caves, ruins, [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/studio-wildcard-and-its-community-engagement/">Studio Wildcard and its Community Engagement</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>As you may have noticed from some of my<br />
previous posts, I do enjoy playing ARK – Survival Evolved. Even on our website<br />
background you can notice ARK’s logo and the reasons are obvious.  The game combines all my favourite games as<br />
it offers a range of elements that include dinosaurs, crafting, explorations,<br />
caves, ruins, artefacts and simple survival. </p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/03d14d14d53f682f7cd51bf21f97eb14/tumblr_inline_ocwmmed1uG1rwngbp_540.jpg" alt="image" /></figure>
<p>This, however, is not the only reason why I<br />
find ARK interesting. You see, for my dissertation I had to write a chapter on<br />
how videogame developers engage with the community, particularly content<br />
creators. I have thus decided to investigate how ARK’s developer, Studio<br />
Wildcard, addresses its community and utilise my findings as a case study. I<br />
was actually pleasantly surprised with how much of time and effort they<br />
dedicate considering that they are a small independent company.  Its flagship game was in the “Early Access”<br />
state. </p>
<p>Of course, there are many impatient users<br />
who cannot bear the bugs that every major update brings.  We for example had to start over a number of<br />
times; losing all our buildings, dinosaurs and characters. With the latest DLC<br />
being released the other day ARK’s forums and discussion boards were flooded<br />
with outraged users who experienced bugs and generally found it unfair that<br />
they had to pay money for a DLC. Let me just clarify, that even though I did<br />
purchase that DLC, I hardly had a chance to enjoy it yet as my server admin<br />
team still did not implement cross-ARK transfer and the update actually bugged<br />
my server quite a bit. I however still find Studio Wildcard quite unique and<br />
believe that they deserve kudos.</p>
<p>You see, ARK runs on Unreal Engine and as<br />
the result Studio Wildcard allowed its users to create various mods for the<br />
game. I always found it a good appreciative gesture from the developer when<br />
they release modding tools for the game.<br />
ARK is different.</p>
<p>A couple of months ago Studio Wildcard<br />
announced that they have paid the creators of the map “The Center” and a total<br />
conversion mod “Primitive+” a several month salary for their content.<br />
Additionally, those modders were hired by the company to continue work on their<br />
content. Those mods became official yet free DLCs.  This means that players on Xbox One (and PS4<br />
version coming soon) can also enjoy the new map and mod.</p>
<p><a href="http://www.kotaku.co.uk/2016/05/17/if-your-ark-survival-evolved-mod-is-good-enough-the-developers-will-buy-it" target="_blank">Speaking<br />
to Kotaku</a>, lead<br />
designer Jeremy Stiglitz said that they are prepared to pay, &ldquo;a<br />
considerable amount of money,&rdquo; for content developed by modders. </p>
<p>&ldquo;Going<br />
forward, we intend to continue to regularly select what we consider to be the<br />
most polished mods from among the many thousands available on Steam Workshop &#8211;<br />
often identified through open-entry cash-prize mod Contests, such as the one<br />
we&rsquo;re currently running, which we use to gauge community enthusiasm,&rdquo;<br />
Stiglitz said. &ldquo;And then when we determine what we think are the standout<br />
exemplars, we&rsquo;ll make more offers.&rdquo;</p>
<p>Additionally, Studio Wildcard featured a<br />
fan-made creature called the DodoRex as part of the ARK: Fear Evolved Halloween<br />
event in 2015. The giant thing would spawn from time to time with an army of<br />
Zomdodos. Dodorex then appeared during various community events in the game.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/53e30b0955f288ccc444b71238b065ef/tumblr_inline_ocwmn9ZjhD1rwngbp_540.jpg" alt="image" /></figure>
<p>I honestly never<br />
seen such appreciation of the modding community by the developer in a while. Particularly<br />
if that developer is a small, independent company founded only TWO years ago.</p>
<p>Additionally,<br />
Wildcard has yearly battle tournaments where teams of players compete for their<br />
survival in the “Survival of the Fittest” game mode, which essentially is a<br />
virtual Hunger Games. The last tribe standing received a grand prize of $20K in<br />
2015, the prize DOUBLED this year.</p>
<p>In fact, Studio<br />
Wildcard invited 70 Let’s Players for their 2015 tournament to compete a week<br />
after the launch of “Survival of the Fittest” game mode. This way they not only<br />
successfully promoted own product but shown appreciation to their Let’s Play<br />
community. Here’s one of my favourite streams from the event:</p>
<figure class="tmblr-embed tmblr-full"></figure>
<p>Lastly, Jen, the<br />
community manager and QA analyst for Studio Wildcard, spends her entire day<br />
tweeting and troubleshooting the users, collecting bug reports and organising<br />
various community events at major expos. I honestly have no idea if she ever<br />
sleeps, because she replies to nearly all of my questions within hours! Give<br />
her a <a href="https://twitter.com/bubblywums" target="_blank">follow</a> btw, she’s awesome.</p>
<p>I was playing ARK<br />
for more than a year now and I enjoyed seeing it evolving into an amazing game<br />
and I cannot wait for a full release later this year.  Until then I will carry on taking care of my<br />
Trex called Fluffy.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/2ab62c43dad2a2cc87fc76481cad464f/tumblr_inline_ocwng8wC9M1rwngbp_540.jpg" alt="image" /></figure>
<p>PS. CHECK OUT<br />
THEIR TREX AT PAX WEST!!!</p>
<blockquote class="twitter-tweet">
<p lang="en" dir="ltr"><a href="https://twitter.com/hashtag/PAXRex?src=hash" target="_blank">#PAXRex</a> line going strong today. She is stealing the show as per usual. <a href="https://twitter.com/hashtag/scorchedark?src=hash" target="_blank">#scorchedark</a> <a href="https://t.co/XfNc8jucIT" target="_blank">pic.twitter.com/XfNc8jucIT</a></p>
<p>— Jen @ PAX West (@bubblywums) <a href="https://twitter.com/bubblywums/status/771788873198206976" target="_blank">September 2, 2016</a></p></blockquote>
<p>The post <a href="https://www.tomb-of-ash.com/studio-wildcard-and-its-community-engagement/">Studio Wildcard and its Community Engagement</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<title></title>
		<link>https://www.tomb-of-ash.com/fire-and-blood-ark-just-received-a-massive-update/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Thu, 01 Sep 2016 20:39:24 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Ark]]></category>
		<category><![CDATA[Evolved]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[survival]]></category>
		<category><![CDATA[survive]]></category>
		<category><![CDATA[the]]></category>
		<category><![CDATA[wildcard]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/fire-and-blood-ark-just-received-a-massive-update/</guid>

					<description><![CDATA[<p>FIRE AND BLOOD ARK just received a massive update and a brand new DLC: Scorched Earth. In case you never played ARK do check our REVIEW and consider playing on our dedicated SERVER 🙂 Official press release: Stranded naked, dehydrated &#38; starving in a vast desert, even the most seasoned ARK survivors must quickly find [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/fire-and-blood-ark-just-received-a-massive-update/"></a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>FIRE AND BLOOD</h2>
<blockquote>
<p>ARK just received a massive update and a brand new DLC: <a href="http://store.steampowered.com/app/512540/" target="_blank">Scorched Earth.</a></p>
<p>In case you never played ARK do check our <a href="https://www.tomb-of-ash.com/post/143479904245/review-ark-survival-evolved" target="_blank">REVIEW </a>and consider playing on our dedicated <a href="https://www.tomb-of-ash.com/post/142922451390/come-to-south-pacific-islands-and-ride-your-own" target="_blank">SERVER </a><img src="https://s.w.org/images/core/emoji/17.0.2/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
</blockquote>
<h2>Official press release:</h2>
<p>Stranded naked, dehydrated &amp; starving in a vast desert, even the most seasoned ARK survivors must quickly find water, hunt for food, harvest, craft items, and build shelter to have any chance for survival. Use skills honed on ARK&rsquo;s faraway Island to kill, tame, breed, and ride the fantastical new creatures that have evolved to survive the Desert&rsquo;s ultra harsh conditions, including&hellip; DRAGONS! Travel back and forth between the Island and the Desert to team up with hundreds of players across both worlds or play locally!</p>
<h2>EXPLORE A NEW WORLD</h2>
<p>Scorched Earth takes ARK players to an entirely new land, composed of six unique, desert themed biomes – dunes, high desert, mountains, canyons, badlands and oasis – each with their own aesthetic and ecosystem. Littered with ruins, geysers, and intricate ancient cave systems, survivors will find a whole new frontier to explore and master.</p>
<h2>TAME NEW CREATURES</h2>
<p>The biomes of Scorched Earth are filled with dangerous new creatures, and the intrepid survivor will find that many of them can be tamed. Among others, lead a caravan of the camel-like Morellatops, or rain fire down upon your enemies from the back of an elemental Wyvern. Just mind your step, or you might attract a Death Worm!</p>
<h2>CRAFT OVER 50 NEW ITEMS</h2>
<p>Using what resources they can scrounge together, survivors can craft distinct new outfits and structures to beat the heat, and new tools to help them survive in this desolate environment. Players can use whips, boomerangs, flamethrowers, chainsaws, and much more to defend themselves, or such things as tents, wells, wind turbines, and oil refineries to provide their bases with resources. When used creatively, these tools can open up whole new strategies for survival, self defense or epic tribal warfare.</p>
<h2>CONQUER NEW CHALLENGES</h2>
<p>Prepare yourself for dangerous electrical storms, blinding sand storms, befuddling heat stroke, and unleash the power of the mysterious Obelisks to come face-to-face with the ARK’s deadliest boss creature to date – the ferocious Manticore! Does it protect a powerful weapon, a precious relic, or the mysteries of the ARK itself? Only survivors who posses the courage to confront this fearsome beast will learn the truth.</p>
<h2>TRAVEL BETWEEN ARKS</h2>
<p>Survivors can take their character, favorite creatures and items between the Island and the new Desert ARKs, making their Island-dwelling friends jealous with all of the amazing new items, structures, creatures and secrets they find in the Desert.</p>
<p>The post <a href="https://www.tomb-of-ash.com/fire-and-blood-ark-just-received-a-massive-update/"></a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<title></title>
		<link>https://www.tomb-of-ash.com/playing-terraria-and-it-seems-like-im-building-a/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Fri, 01 Jul 2016 14:30:33 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[indie game developers]]></category>
		<category><![CDATA[terraria]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/playing-terraria-and-it-seems-like-im-building-a/</guid>

					<description><![CDATA[<p>Playing Terraria and it seems like I’m building a pyramid complex here&#8230;</p>
<p>The post <a href="https://www.tomb-of-ash.com/playing-terraria-and-it-seems-like-im-building-a/"></a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Playing Terraria and it seems like I’m building a pyramid complex here&hellip;</p>
<p>The post <a href="https://www.tomb-of-ash.com/playing-terraria-and-it-seems-like-im-building-a/"></a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<title>[Review] Youtubers Life</title>
		<link>https://www.tomb-of-ash.com/review-youtubers-life/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Sun, 05 Jun 2016 16:44:08 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Reviews and Opinions]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[gamers unite]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[youtubers life]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/review-youtubers-life/</guid>

					<description><![CDATA[<p>Ever wanted to become a YouTube star? Well now you can with U-Play Online’s latest Early Access game! In YouTubers Life you take on the role of a YouTuber who creates gaming (cooking, fashion etc coming soon) videos. You start in a tiny room with a basic computer, but as the game progresses you can [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/review-youtubers-life/">[Review] Youtubers Life</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Ever wanted to become a YouTube star? Well now you can with U-Play Online’s latest Early Access game!</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/6d716822dd9700334b00078efd04742a/tumblr_inline_o8b4yeVcZr1rwngbp_540.jpg" alt="image" /></figure>
<p>In <a href="http://store.steampowered.com/app/428690/" target="_blank" rel="noopener noreferrer">YouTubers Life</a> you take on the role of a YouTuber who creates gaming (cooking, fashion etc coming soon) videos. You start in a tiny room with a basic computer, but as the game progresses you can rent better spaces to live in and better hardware, which you use to create better videos.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/9367c18ab0b35685ab52fd85776c99f1/tumblr_inline_o8b50i954J1rwngbp_540.jpg" alt="image" /></figure>
<p>To create gaming videos, you must choose your reaction to specific game moments and then edit the video together and apply post process effects. You then decide whether to upload the video or retire it. Once uploaded, you get to read people’s comments, see ratings and promote it.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/a78aa41ee06f7a7d108301429c4bf33f/tumblr_inline_o8b529zCxO1rwngbp_540.jpg" alt="image" /></figure>
<p>At later stages you can do collaboration videos with friends and/or even hire collaborators who will be doing videos for you, as long as they like you and as long as you can afford them of course.</p>
<p>As with every real professional gamer, you will be invited to a variety of events and game presentations where you can meet fellow YouTubers, record Vlogs and pose for the press. You also have an opportunity to show in a variety of online shops for games, peripherals, furniture, food and clothing.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/51ba9120e005d631c1abd3773bd33adf/tumblr_inline_o8b5312PN61rwngbp_540.jpg" alt="image" /></figure>
<p>Even though the game is in early access it still is very enjoyable. Although I don’t really produce many <a href="http://youtube.com/ashkafiend" target="_blank" rel="noopener noreferrer">YouTube videos</a> in real life, I still found this game interesting and it inspired me for some projects that I may do in the future.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/89ed36710ee8c9efac9dfc5282e912c4/tumblr_inline_o8b54g0LmC1rwngbp_540.jpg" alt="image" /></figure>
<p>If you’re looking for a game that is like The Sims but much less complicated and which revolves around gaming culture, you should definitely give this game a go!</p>
<figure class="tmblr-embed tmblr-full"></figure>
<p>Special thanks: A. Rowles.</p>
<p>The post <a href="https://www.tomb-of-ash.com/review-youtubers-life/">[Review] Youtubers Life</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<title>Immortal Cities: Children of the Nile</title>
		<link>https://www.tomb-of-ash.com/immortal-cities-children-of-the-nile-review/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Sat, 09 Apr 2016 14:54:38 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Reviews and Opinions]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[alexandria]]></category>
		<category><![CDATA[anciet]]></category>
		<category><![CDATA[children of the nile]]></category>
		<category><![CDATA[dev]]></category>
		<category><![CDATA[developers]]></category>
		<category><![CDATA[egypt]]></category>
		<category><![CDATA[fan]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[immortal cities]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[mythology]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[tilted mill]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/immortal-cities-children-of-the-nile-review/</guid>

					<description><![CDATA[<p>Immortal Cities: Children of the Nile Review. &#160; Allow me to share my recently re-emerged favourite. I’ve been playing Tilted Mill’s “Immortal Cities: Children of the Nile” quite a few years back and a couple of weeks ago I got myself addicted to it yet again. In this game you need to build your own [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/immortal-cities-children-of-the-nile-review/">Immortal Cities: Children of the Nile</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>Immortal Cities: Children of the Nile Review.</h2>
<p>&nbsp;</p>
<p>Allow me to share my recently re-emerged favourite.</p>
<p>I’ve been playing Tilted Mill’s “Immortal Cities: Children<br />
of the Nile” quite a few years back and a couple of weeks ago I got myself<br />
addicted to it yet again.</p>
<p>In this game you need to build your own Egyptian city alike<br />
in old Pharaoh/Pharaoh &amp; Cleopatra but in real 3D environment.</p>
<p>Tilted Mill brought in bags of personality for this game,<br />
for example unlike other city-builders there is no actual currency, instead the<br />
barter system is used. The player is also limited with the amount of Priests and<br />
other high-class employees; you can only get more if you’re “prestigious”<br />
enough so make sure to build all those monuments and a tomb of yourself!</p>
<p>Tilted Mill also released an add-on game called “Alexandria”,<br />
which adds a special campaign, the Great Library and the Lighthouse.</p>
<p>If you like city-building games and Ancient Egypt get this<br />
game off <a href="http://store.steampowered.com/app/17100/" target="_blank" rel="noopener noreferrer">Steam</a> or <a href="https://www.gog.com/game/children_of_the_nile_complete" target="_blank" rel="noopener noreferrer">GOG</a>. It’s really worth it.</p>
<p>Screenshots are my own <img src="https://s.w.org/images/core/emoji/17.0.2/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p><span style="text-decoration: line-through;">?</span></p>
<p>The post <a href="https://www.tomb-of-ash.com/immortal-cities-children-of-the-nile-review/">Immortal Cities: Children of the Nile</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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