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Live show: WTF? Jaws Unleashed on Mash Tactics


Mar 21
// Bill Zoeker
It's "WTF Wednesday" on Mash Tactics today and King Foom is making waves in Jaws Unleashed. This is an open-world game, developed by the guys who made Ecco the Dolphin, in which you play as Jaws with a weird looking mouth. "W...
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As co-host of The Destructoid Show, I consider it my prerogative - nay, my mission - to embarrass myself on a near daily basis. It's not something I typically take issue with, as long as I can say that at the end of the day,...

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Reminder: Alvin and Chipmunks here to kill my childhood


Nov 18
// Conrad Zimmerman
Here's a little video reminder that Alvin and the Chipmunks: Chipwrecked is coming to theaters and that there is a game based on said violation of nostalgia. Said game is available in stores now. It's particularly egreg...
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Nano Assault out on 3DS November 29, have some screens


Nov 08
// Kyle MacGregor
If you're a 3DS owner starving for some new games Nano Assault could be the cure. The upcoming three-dimensional shooter follows a microscopic ship on a journey through the human body to eradicate infections and kil...
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Zumba Fitness 2: Get sweaty in front of your TV


Nov 02
// Fraser Brown
Today I have been reminded that some people actually go out of their way to move around, even when playing videogames. If that's your cup of tea, then perhaps Zumba Fitness 2 will be right up your street. Apparently Zumba is...
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Nano Assault: Infections are sexy now


Nov 02
// Fraser Brown
If I had known that fighting viruses was as fun and gorgeous as Nano Assault makes it seem, I'd almost certainly have studied medicine at university instead of drinking. Thankfully, you don't need a medical degree and a massi...
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Get your dance on with these new Zumba Fitness 2 screens


Sep 16
// Harry Monogenis
Zumbu Fitness 2 has just had its official box cover revealed and released showing a woman facing the opposite direction from that of the first game. Also, more screenshots! Thankfully, these new Zumbu Fitness 2 scre...
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BloodRayne: Betrayal's rockin' soundtrack hits Bandcamp


Sep 14
// Jayson Napolitano
Okay, so maybe Jim didn't care for WayFoward's reboot of the BloodRayne franchise with last week's release of BloodRayne: Betrayal, but I'm here to tell you that it wasn't all bad. The game's soundtrack, composed by Jake Kauf...

Review: BloodRayne: Betrayal

Sep 09 // Jim Sterling
BloodRayne: Betrayal (PlayStation 3 [reviewed], Xbox 360)Developer: WayForwardPublisher: MajescoReleased: September 5, 2011MSRP: $14.00, 1200 Microsoft Points BloodRayne: Betrayal is a sidescrolling platform/beat 'em up game that aims to take the old school approach to difficulty in games. Unfortunately, the "old school approach" means taking gameplay from a time when challenge wasn't about tight design and strategy, but about using broken mechanics to artificially inflate the danger, while lazily throwing as much crap at the player as possible. If that was WayForward's goal, then it passed with flying colors. The biggest problem with Betrayal is that its controls are entirely too sloppy for a game that requires very precise commands. A big part of this problem lies in the art style. Games that take a hand-drawn visual style often feel "floaty" due to the indulgently animated characters and lack of distinct attack boundaries. There's a lacking sense of tactility to the fighting when compared to something that uses sprites or polygons, and if Betrayal's combat was insistent on being such a chaotic mess, it really ought to have sacrificed the pretty comic book aesthetic in order to take a graphical approach that complimented, rather than directly hindered, the gameplay. This problem is exacerbated due to the fact that Rayne controls like garbage. For a start, she can't simply walk, instead breaking into a full sprint the moment you nudge the D-Pad (and you have to use the D-Pad, because analog sticks confuse her). She also cannot stop running without a lengthy "skid" animation, which makes her utterly useless for the game's myriad, ridiculously punishing platform sections. To give us a character that can't move without sprinting and can't stop without skidding, then throwing her into platform sections where moving ledges are thinner than she is, seems almost to satirize the problems inherent in games that put style over substance. Betrayal's awful lack of appreciable control is carried over into the combat, which can quite accurately be described as a cluster of the purest fuck. There's a fairly predictable formula to the game, with each level splitting itself evenly between platform sections and miniature "arena" areas where a pre-set number of enemies spawn. I'm having a hard time deciding which section is the least fun.  As stated earlier, WayForward took the Battletoads approach to game design, where a developer feels it can just throw a ton of enemies around and exploit broken design elements in order to call itself tough. For starters, Rayne can't block attacks, and her only means of defense is a worthless dash move that propels her a pathetically short distance and usually just throws her into fresh trouble. Whenever Rayne gets knocked down, she takes too long to get back up, allowing the half-dozen enemies on-screen to ready a new attack. It's not uncommon to get knocked down, then get knocked down again as soon as Rayne recovers. In fact, this can happen repeatedly, all because WayForward thought a lengthy recovery animation was more important than creating a protagonist that was halfway useful.  Rayne is laggy due to the extra hand-drawn animations, unresponsive for reasons unknown to me, and seems willing to fight the player's commands to her own detriment. Even something as simple as turning around to face an enemy behind you seems impossible to do in a swift and efficient manner. She has some contextual attacks that usually just get her hurt -- for instance, she'll stomp on a downed enemy, which is rather useless when you want to attack the opponent that's still standing up and happens to be stood next to the grounded one. Rayne can hit an enemy, then hold a button to suck its blood for health, but if the potential victim is stood next to a creature that cannot be drained, Rayne invariably attempts to grab the one that blocks her attacks, which opens her up to a counter-move from the foe player's really wanted. Don't even get me started on the random attacks that have forward moment even when Rayne's stood still, which is great for sending her off ledges and toward her doom. There's not even a lot of depth to the game. Combat is only slightly more advanced than Streets of Rage (and half as tight), and despite taking some cues from Castlevania, it lacks anything that made Konami's games so great. There are no real upgrades or level gains (outside of the option to boost your gun ammo or health with every five hidden skulls collected), the expertly designed maps are replaced by dull left-to-right levels, and the precise controls are replaced by something far too watery to deserve a place among the sidescrolling greats.  The only things that Betrayal copies verbatim from Castlevania are a range of small, annoying enemies that bob up and down while traveling across the screen. Yes, of all the things to steal from Castlevania, BloodRayne: Betrayal decided to steal Medusa Head enemies -- universally considered among the worst enemies in gaming history. The fact that WayForward had such a rich variety of excellent games to draw from, and came away with only Medusa Heads under its arm, confirms to me that the developers were far more eager to create an unfair, frustrating trainwreck of a game above all else. I will at least say that some of the boss fights, as hard as they are, actually approach something resembling conscious gameplay design. They're pretty tough, and often just as chaotic as regular combat, but the addition of appreciable patterns and worthwhile tactics make for a brief respite from the absolute garbage circus that makes up the rest of the game. Defeating the boss monsters actually manages to feel satisfying, which is about the only time BloodRayne ever deigns to encourage positive emotions.  The final straw came for me in Chapter 13 of 15, a level already considered by many to be the point where Betrayal crosses a very real line. Rayne has to fight ghosts while head-stomping on a bunch of respawning flies. One false move and she falls to her death. These ghosts can apparently attack without requiring attack animations, and the laggy controls means that it's incredibly difficult to transition from attacking the ghosts to stomping on the flies. Not to mention, you get hit just once and you'll die. Add that to the already worthless control scheme and it becomes the point where I decided Betrayal had thieved enough of my time, and I bid adieu to what is, without a doubt, one of the most deeply unpleasant and miserable experiences of my gaming life.  I have no regrets. I'm sure there'd be some twisted, prurient sense of pride in completing the game, but it's not worth it, especially with the brutal scoring system that docks points for everything and delights in slapping an "F" grade on anybody but the most practiced and perfect of players. It's quite fitting that an already mean spirited game would go out of its way to discourage players and tell them that, even though they just finally beat a difficult level and should rejoice, they still technically failed because they didn't beat it quick enough. Some gamers will celebrate such a harsh and punishing game, but the less perverse among us do not believe that fun is measured by how much of your time and energy is thoroughly wasted on busted, lazy gameplay.  All of this is punctuated by the complete lack of personality that BloodRayne features. The game certainly looks gorgeous and there's plenty of blood, but the gore seems a cynical and shallow mockery of the sassy silliness that made the series what it was. Rayne's original personality is completely gone, replaced by a flat and featureless character. The story barely exists and tells a rather boring story about a man who turns into a bird, and there's just no raunchy, ridiculous humor to any of it. It's a po-faced, bland affair, and the beautiful graphics only serve to contrast the ugliness apparent in everything else.  I've had my ass kicked by many games over the years. Sometimes, such as with Demon's Souls or Metal Arms: Glitch in the System, I loved it. Other times, as with many of those crippled "old school" games, I've not been a fan. However, BloodRayne: Betrayal is the only game I've played where I've actively been put in a lasting bad mood. Betrayal is a game that actively alters my disposition, to the point where I don't feel happy for quite some time afterwards. It's an obnoxious experience that goes out of its way to make players feel bad, proudly reveling in the kind of gameplay that's considered old fashioned for a very good reason. There are those out there that will join Betrayal in its revelry -- the kind of people who claim Battletoads isn't difficult and expect adoration for their gaming prowess. The kind of people who think that members of their preferred gender will find them intensely attractive because they find Ninja Gaiden to be so easy. Those people are a dying breed, and BloodRayne: Betrayal is a vestigial relic from an ignorant age, despite its graphics attempting to make one think otherwise. Its gameplay is ripped straight from the NES era, and it's high time everybody recognized that 95% of the NES' games were shit. If Betrayal was released in the eighties, it would not be in the rarer 5%.  Awful design, a counter-intuitive art style, and an obscenely cheap approach to difficulty makes BloodRayne: Betrayal a game that should be avoided by all but the most masochistic and deranged of gamers. The deep revulsion that this game inspires within me cannot accurately be described, but it is measured only by the intense, burning disappointment I feel as a fan of the series. WayForward can do so much better, and better is what BloodRayne needed.
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Very few people can claim to love BloodRayne as a franchise, and there's a reason for that. The original titles were critically derided, the series of Uwe Boll movies are particularly grotesque, and the comic books are obscur...

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XBLA Bloodrayne Betrayal delayed in Australia


Sep 09
// David Rayfield
Developer Wayforward have already been tasting some measure of critical success with their 2D animated side-scroller BloodRayne: Betrayal, which released on PlayStation Network and Xbox Live Arcade this week. Unfortunately, X...
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Live show: Mash Tactics plays Bloodrayne Betrayal


Sep 06
// Bill Zoeker
[Not sure what Mash Tactics is? I've included a clip from the most recent episode to show you just a glimpse of what you've been missing, you daft fool! You can see all of Destructoid's previously-aired live shows in our a...
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Here's a handful of screenshots for BloodRayne: Betrayal


Sep 01
// Brett Zeidler
If you weren't excited enough for next week's release of BloodRayne: Betrayal, WayForward put out a handful of screenshots to make sure you are. And you should be excited. Betrayal is beautiful, it's ultra-violent and looks d...
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Zumba Fitness 2 screens contain bizarre looking hand


Aug 11
// Brett Zeidler
New screens for Zumba Fitness 2 were released today, and if the sales of the first game are any indication, there is a good chance that a few of you out there are clamoring to get your dance on again. Now, the screenshots the...
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BloodRayne: Betrayal delayed to September 6


Aug 05
// Jim Sterling
It seems that no sooner did we get a release date for BloodRayne: Betrayal than we lost it. WayForward's balls-hot contribution to the BloodRayne franchise has been pushed back from August to October 5 on Xbox Live Arcade and...
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Have some new BloodRayne: Betrayal screens


Aug 03
// Jim Sterling
BloodRayne: Betrayal releases this month and HNNNNNNNG, I can't wait. I've waited five bloody years for a new BloodRayne game, and not even Satan's penis could stop me from getting hold of it.  Unless it's a really nice penis.  Anyway, here are some new screens of the game, which is looking more pretty every time I see it. Game's out August 31, which is far too far away.
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Pre-order Cooking Mama 4 at Gamestop and get free plushie


Jul 25
// Bob Muir
Because every game has to come with a pre-order bonus these days, Gamestop is offering a free plush doll of Mama when you pre-order Cooking Mama 4: Kitchen Magic for the 3DS. Yes, for putting down $5, you can get your very ow...
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Watch this BloodRayne: Betrayal trailer because blood


Jul 18
// Jim Sterling
Here's a new trailer for BloodRayne: Betrayal. Well, it's actually about three days old, but it's new if you didn't want it three days ago. Oh, just go away! Game is out on August 30 and I am incredibly stoked for it. If you want to know why, maybe you didn't see Conrad and Jordan playing it this Saturday? Yeah, go watch that and shut your hole!
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BloodRayne: Betrayal screens are quite squirty


Jul 15
// Jim Sterling
Here's a new batch of BloodRayne: Betrayal screens that show Rayne in my favorite situation -- at the end of a long, thick jet of spurting liquid. That's a freebie for the people who have me on Google Alerts for sexist commen...
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BloodRayne: Betrayal unleashed August 30


Jul 14
// Jim Sterling
In a surprisingly pleasant bit of news, it has been announced that BloodRayne: Betrayal will release August 30 on PlayStation Network and August 31 on Xbox Live Arcade. Nice! BloodRayne: Betrayal is well on its way to becomin...
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Majesco announces JAWS games for 3DS and Wii


Jun 02
// Conrad Zimmerman
Just when you thought it was safe to play videogames on Nintendo products, Majesco has announced today that it will be publishing JAWS: Ultimate Predator for 3DS and Wii. Majesco previously published JAWS Unleashed ...
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E3: Majesco details line-up, includes Hogan, Rayne


Jun 01
// Nick Chester
Majesco has a pretty interesting line-up for E3 this year, including three Mama titles, one Kinect wrestling game, and the return of a busty vampire-killing dhampir.  The full list of games can be found after the ju...

BloodRayne: Betrayal dev talks about its 'beautiful mess'

May 31 // Nick Chester
"We put a lot of work into the a fluid dynamic system so we could create really realistic flowing blood particles," he explains to the delight of gorehound gamers everywhere.  It shows: the footage in the developer diary is soaked in red, with Rayne sucking life from enemies, and lopping off heads which roll across the ground.  "We just wanted this kind of cacophony of disaster," he says, later adding "it's like a beautiful mess."  BloodRayne: Betrayal is out this summer; we'll see and play more at E3 next week.   
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WayForward's upcoming Xbox Live Arcade and PlayStation Network title BloodRayne: Betrayal is already turning (and rolling) heads. We got our first glimpse at the gorgeous HD side-scroller in action last week with the game's ...

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Say prayers, eat vitamins, play Hulk Hogan Kinect game


May 27
// Nick Chester
So this is happening: Majesco is publishing Hulk Hogan's Main Event, a Kinect for Xbox 360 title that it will reveal at E3 next month. Right. So. Majesco says the game will have Hulk Hogan himself putting players through thei...
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BloodRayne Betrayal trailer shows gameplay, blood


May 26
// Jim Sterling
The first real trailer for BloodRayne: Betrayal has debuted today, and it looks freakin' hot. We already knew that it's a sidescrolling hack n' slasher from the folk at Wayforward. Now we know it's also gorgeous to boot, and...
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Nano Assault for 3DS looks pretty hot and hotly pretty


May 24
// Jim Sterling
Now this is what I'm talking about. Nano Assault is an upcoming 3DS game from Majesco of all places (Edit: Shin'en is developing, sorry!), and it looks bloody sexy. It's a shooter in which you control a microscopic ship, shoo...
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BloodRayne: Betrayal gets a single screenshot


Apr 29
// Jim Sterling
Majesco is apparently full of teasing bastards. A single screenshot for BloodRayne: Betrayal has been released, and while it features buckets of blood, the thing we all really want to see has been blurred out. It appears we h...
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BloodRayne: The Shroud 'on hold' for 3DS


Apr 11
// Jim Sterling
I love BloodRayne. The games were never the highest quality, and existed purely to satisfy the very niche "vampire girl murdering Nazis" fetish market, but it had a kind of transcendent awesomeness. News of a 3DS return for t...
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BloodRayne 2D side-scroller coming to PSN/XBLA


Mar 31
// Nick Chester
Majesco has announced today that it's bringing BloodRayne back from the grave for a 2D side-scroller game this year. Called BloodRayne: Betrayal, the title sees Rayne being recruited by the Brimstone Society. While not confir...

Review: Monster Tale

Mar 23 // Colette Bennett
Monster Tale (DS)Developer: DreamRiftPublisher: MajescoReleased: March 22, 2011MSRP: $29.99 When you hear that the team behind a game is the same as the people behind the award-winning Henry Hatsworth series, you tend to sit up at take notice. That is the case with Monster Tale, and what we got out of the preview was that that pedigree definitely made for some great gameplay (at least for the early levels we checked out). But could they hold up the quality for an entire game? In Monster Tale, you play the role of a plucky young girl named Ellie who is whipped away by magic to a world populated with semi-threatening monsters. Ellie makes a friend named Chomp, who will be her companion for the rest of the game, and also doubles as an excuse for a ton of really interesting interactive game mechanics. The concept behind Monster Tale is still a simple one, but thanks to Chomp, it'll keep you busy! Ellie and Chomp's main mission is to defeat the Kid Kings, who are actually children from Ellie's real world that have gotten their hands on a bit too much power. To do that, you're going to do a lot of back and forth platforming, similar to the style of Metroid and old-school Castlevania. If you've played any Hatsworth title, you're sure to see the influence here, as Ellie kind of moves a lot like the old chap, but the differences are enough to make it feel like its not a bite stylewise. Ellie defends herself in the game by using a band which powers up through the use of different abilities she gains as she progresses. You'll get a little fireball spell to start off, as well as a melee attack. Once you meet Chomp, you can rock out with all kinds of new powers, because he interacts with Ellie in a such a way that it really opens up the possibilities of what you can do during play (although it won't be that way right off the bat ... give him some time to develop!). He's pretty good just as a sidekick who stomps baddies alongside Ellie, but after Chomp evolves a bit, he can do a lot. You can stick with his original form, which kind of looks like a Croissant with cute eyes, or you can change to different forms later down the line. Each of the forms earns experience separately, so you'll need to be handy with swapping out abilities and making sure you give all of his forms some fighting time. Otherwise, you won't be able to access all the cool stuff he has to offer. Speaking of using Chomp, you'll need to be aware of his petmeter as well. When he is on the top screen fighting alongside Ellie, he gets tired. However, he has a cool little mancave on the bottom screen called the Pet Sanctuary, and you can send him there with a touch of the X button. He'll regenerate energy there, and any pet items you find during your travels will also be found down there. If he goes down to eat them, he'll get little stat boosts to experience, use them as weapons, and more. Plus, it's really cool to watch him eat. Boss battles in Monster Tale feel just like playing the Super Nintendo, from music to boss size (as you would hope, they mostly fill the screen). If you played that system when it was in its original run, you're going to swoon over that nostalgic feeling. I know I did, and it reminded me of some good old times back in the day. As for gameplay, it flows forward in a pleasant manner. I found Monster Tale to be moderately challenging, but never quite as much so as Hatsworth was, so this is obviously aimed at a slightly different audience. One thing the game does do is handhold, which will either be handy to you or piss you off, depending on what you prefer. It'll always tell you where to go next and show it on the map. I personally like this as there are times where I forget where I've already been in this map style, and it can be useful to have a guide. One thing I did not like about Monster Tale was the backtracking. You'll revisit each area at least once, and Ellie's not exactly a speed demon. That's okay, though, because the fun of the game's partner mechanic and ease of play far outweigh the annoyance of having to retrace your steps a few times. If there's any major weakness the game has, its that its almost too simple, but I get the feeling that DreamRift wanted it to be something both kids and adults could enjoy, and it certainly fits that bill. A full playthrough lasted us about 8-9 hours, which was plenty of amusement for the price.
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You may recollect back in January we brought you a preview of a cute little platformer coming soon from Majesco called Monster Tale. A sweet title with distinctly retro flavor, Monster Tale used some cool tricks to keep us ex...

Interview: DreamRift's Peter Ong talks Monster Tale

Mar 17 // Nick Chester
DESTRUCTOID: So in your own words, tell me what this Monster Tale business is all about, if you could. Sure. Monster Tale is about an apparently normal person named Ellie, who wakes up in a strange world full of unfriendly monsters. Ellie soon discovers a mysterious egg, which hatches to produce a baby monster that Ellie names “Chomp.” A strong bond quickly forms between the two as they set out on an adventure to uncover the answers to questions about how Ellie can get back home, and where Chomp comes from. The gameplay in Monster Tale is centered on the combining of two different genres that may at first glance seem to be incompatible with each other. The two main types of gameplay each have one of the DS’ two screens dedicated to it, with the top screen being an action-platforming adventure, and the bottom screen being a pet-raising simulation. Ellie and Chomp progress through the game world by exploring a large open world while doing combat with enemy monsters and bosses, and acquiring abilities which allow further progress when used on the environment. Ellie’s pet monster, Chomp, is able to immediately switch between the two DS screens on-the-fly during gameplay. He can help Ellie deal with challenges on the top screen, or go to the bottom screen which is his home where he eats, rests and plays in order to grow further. There’s a constant decision that the player has to make as to which screen he or she feels Chomp is most effective in at the time. The question of how the two screens with their different types of gameplay can come together was what intrigued us most about making the game, and we hope that also remains true for the audience as they play it.  There's a lot of experience on the team, but DreamRift is a new studio, and you guys are coming out of the gate with a new IP here. I'd imagine that would be both challenging and scary.  It was definitely challenging, and we were aware that taking other routes such as doing licensed games or ports of existing games to different platforms would be safer. Although, many of us have experience making some very successful licensed titles in the past, we felt strongly that for our first game as an independent studio, we wanted to tap into our passion for creating new universes, characters, and innovative gameplay mechanics. When we originally pitched the concept to publishers, we noticed that many publishers perceived an original IP as being too risky for the current DS market, preferring instead to go with sequels to existing games or products based on other licenses. Due to that climate, we felt a sense of accomplishment when we reached an agreement with Majesco to publish the game. I think that Monster Tale is one of a few, if not the only, new IP games from a western studio to have been signed in the past year on the DS.  We have the utmost respect and appreciation for Majesco’s support in working with us to bring Monster Tale to reality. The decision to create an original game concept of our own played off of what we saw as our strengths as a team.  We have a lot of experience in creating a new IP from scratch, including Henry Hatsworth in the Puzzling Adventure, which my founding-partner, Ryan Pijai, and I worked on as Lead Designer and Lead Programmer. In fact, I have never actually worked on a sequel across a professional game design career spanning more than a decade.  From a gameplay perspective, the idea of Monster Tale as a whole is original, but the individual parts have roots in other titles and various genres. What titles/genres specifically were you looking at/drawing inspiration from when designing Monster Tale? We’ve heard people draw parallels between Monster Tale and aspects of various games including Castlevania, Megaman, and Metroid. Although we love and respect certain games, we don’t look to recreate them. Instead, we seek an understanding and exploration of the fundamental principles that tend to underlie our favorite games (as well as books, movies, etc.) through the process of creating something new. This means we’re constantly learning throughout, and that’s what keeps the endeavor of making a game most interesting and fresh to us. There was critical success with Henry Hatsworth, which was also a wholly new IP and idea. Was that success surprising for you, and was that in anyway a catalyst for giving it another go with this completely fresh idea out of the gate? Although we had hoped that the audience would be as excited by Hatsworth as we were in making it, we didn’t know for sure what would happen with the its reception. Thankfully, it seemed to resonate very well with people, even though our team had been less than 1/3 the size of leading games in its genre. Last time I checked, no other non-Japanese original DS game ever released has a higher overall critical rating (Metacritic) than Hatsworth! The game’s success definitely increased our confidence in our ability to create a new game where our passion would translate to the audience’s experience, and it served to whet our appetites for seeing what else we could do.  Nintendo handhelds have longevity, even as its successors hit shelves. Still, is it strange/annoying/worrying to develop a DS game with the 3DS so close to release? We thought that there was still more ground to be explored on the DS in terms of how its particular hardware can be used to provide a different type of game experience. That, combined with our momentum from our previous experience on the DS, led us to believe that this game needed to be made.  We felt that we weren’t done with the DS yet, and also that it wasn’t done with us.  Now that we’ve scratched that itch with Monster Tale, we’re very excited about the first top-secret 3DS game we’re working on! There are a ton of DS owners out there, and it remains to be seen how many will adopt the 3DS upon its launch.  Regardless, the 3DS remains backward compatible with DS games, and we think that the DS deserves to have honest efforts at good games even now. Any chance of Monster Tale for PSN/XBLA/WiiWare or other retail platforms? It’s a possibility, although I can’t give any official word at the moment.  We’re very interested in those platforms for other future projects as well. What are thoughts on the 3DS, NGP, iPhone, and the future of portable gaming in general? With the introduction of so many new platforms, this is a time when the portable gaming scene is very much in flux. One danger is the dilution of overall gaming experiences with oversaturation of toy-like/time-waster type “games,” which might lead to games being thought of as more disposable entertainment. I’d like to see game-makers put their best effort forth to maintain the integrity and depth of games as meaningful experiences. It will be interesting to see how the differences between each platform’s hardware can translate to different types of game ideas that are best suited to each platform. To that end, we’re currently working on a 3DS game we’re extremely eager to reveal, which could only be done on the 3DS. [Monster Tale is published by Majesco and is in stores now.]
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Adorable and wholly original, developer DreamRift's Monster Tale has been on our radar since it was first revealed last year. Earlier this year, Colette Bennett got a chance to look at the title, and walked away wanting more. So we recently caught up with co-founder and creative director Peter Ong to hear more about what maybe the last great original title for the Nintendo DS. 


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