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Devolver Digital

Hatoful Boyfriend photo
Hatoful Boyfriend

The Hatoful Boyfriend plushie Kickstarter passed $95,000

All birds unlocked, but in limited stock
Nov 18
// Joe Parlock
Everyone has a favourite Hatoful Boyfriend pigeon, and anyone who says they don’t is a god damn liar. It is impossible to have gotten to 2015 without falling for the charm and class of Sakuya, or the zany life-loving Ok...
Hotline 2 level editor photo
Hotline 2 level editor

Hotline Miami 2 level editor beta hitting next month

Happy murder maze designer
Nov 17
// Nic Rowen
It's been a little while since we last heard about the “almost ready” level editor for Hotline Miami 2: Wrong Number. But good things come to masked murderers who lie in wait and our patience has finally been rewa...
Gunboots photo

Without gunboots, Downwell was an altogether different game

Peek at this prototype
Oct 21
// Jordan Devore
Slowly but surely, Downwell is taking over our staff. As it well should -- it's fantastic! It might not look the part at first glance, but get your hands on this game (preferably with a controller), and you'll see why it's in...

Downwell tips and tricks to get down the well well

Oct 20 // Steven Hansen
Advanced - Killing enemies without touching the ground builds combo. Use your Gunboots to control your descent and stomp on enemies (except bright red ones) whenever possible to refill ammunition. - Time voids. There are magic bubbles built into the walls of the well. Stop in them to grab chunks of 100 gems, hearts, and battery for your Gunboots (more ammo). As long as you crash land in the bubble, and not outside of it, it doesn't end your combo. - Stop & shop. The merchant's shop also has a time void. Buy batteries, health, and expand your health. Any heart you get when maxed out fills a little four-block white bar below your HP meter and filling that will also expand your max health. - Junk that isn't blocks or platforms can be stomped on for a brief pause in downward momentum, ammo refill, and a couple gems. All the detritus in the first area, the candles in the second area, and so on. - Turtles won't die to bullets, so you can empty your clip into them to really slow things down, then bop them for a refill if you need a reprieve or to take stock of what's below you. - End your combo at 25. All this talk of maintaining combos. This is because at 8 you get a 100 gem bonus, then a battery bonus, and finally, at 25, a heart bonus. Hearts are the most precious commodity, so forget the style points, just keep killing your combos at 25 and stock up on hearts. - The Knife and Fork upgrade (eat dead bodies for health sometimes) is great and so is the one that creates a blast whenever you stomp on enemies. Anything that shoots bullets upwards can be extra helpful starting in world 3 or so. - The Laser and Shotgun kind of suck at first with limited ammo, but they are powerful and, thus, probably the best late-game for controlling your fall. - Levitate Style for life. Playing the game unlocks new styles, like the 6HP, tubby Boulder style, but Levitate offers the easiest body control (comboooos), though you might reach a point where the fast-falling boulder helps shave seconds off your best time -- worry about getting to the end once, first. - There's a wall jump! It requires pretty perfect timing and can help in a pinch. Or at least for snuffing out candles in wall well rooms, picking up a couple gems like searching the couch for pennies.
Downwell guide photo
Tips, tricks, highlights, scores & stats
Downwell is one of the best games of the year and it's only $3. If the stellar reviews and word of mouth are enough to convince you that this game is excellent, you're in luck. And while it's pretty great to just learn how the game works through repeated, vicious deaths, here are some tips to get good quick. The Basics - Go down the well

Review: Downwell

Oct 20 // Steven Hansen
Downwell (PC [reviewed], Android, iOS)Developer: MoppinPublisher: Devolver DigitalReleased: October 15, 2015MSRP: $2.99 Downwell asks you to learn with it, explaining nothing outside of the control scheme (move with directional pad or analog, jump and shoot with one button) and the upgrades between levels. Initial expeditions down the well are clumsy. Your Gunboots start with limited charge (think: ammo) and you have to refill them by touching solid ground. Or -- wait, they refill when you stomp on an enemies' head, too? -- and, oh no, don't try and stomp on an enemy that is an angry bright red. These are the kind of things you learn as you delve deeper and deeper into Downwell's four worlds (three levels each) and they are presented intelligently. For example, the first spat of blood red enemies that you shouldn't be jumping on all have spikes, video game shorthand for danger. Later ones won't warn you so nicely. And of course there's trial and error, too, like touching a hot stove, for those who don't get it. Level randomization requires you stay engaged. Different power up offerings between levels will change how you play. Dimension-shattering time voids are occasionally cut into the well walls and host a treasure trove of gems or different ammunition. The latter is where the Super Crate Box comparison is obvious. [embed]316411:60790:0[/embed] Changing ammo isn't a strict necessity, but it practically is, given that picking up a new ammo types will often come with a heart or some battery charge for the Gunboots (more ammunition between reloads), but different ammo types function in drastically different ways. Shooting is actually more useful in fighting gravity and keeping yourself from falling too quickly into unseen trouble than it is for killing enemies; they should typically be bopped. Especially since bopping enemies fills your Gunboots and stringing together kills without touching down gives you rewards. It's best to stomp out enemies, using your ammo stores to occasionally slow your descent or send you across the screen to stomp something else. Aside from the constantly changing levels, ammo types, and upgrades, new "styles" are unlocked over time, like the "Boulder style," which features a much fatter boy who starts with six HP instead of four, but only gets to choose from two between-level upgrades instead of three. Then of course there are dozens of Palette options that change the colors of the game, though I have only found a handful I like as much as the default black, white and red. The variety makes the frequent deaths more palatable and I would probably buy a custom dedicated handheld that just played this game. Because death comes so quickly, health is at a premium. If you slowly inch your way down the well, stopping at every platform and dutifully eliminating enemies, you'll take forever and likely not rack up enough gems to clear out shops, which are operated by the the most adorable timeline version of a snowman (who gives a good disapproving face when you jump behind the counter). But as you get better and can chain combos, netting gem, battery (ammo) and health bonuses, you can stay in the black, even increase your max HP. It's all about building a better, more equipped you while you play. It's always fraught, mind. You are working against gravity and your stabilizing shots will sometimes rip the ground from under you as you destroy blocks on the way down that might have offered reprieve. Or you accidentally shoot an enemy you're coming up on, losing a chance to replenish your ammo, and end up in a dangerous free fall. My 15-hour transition from inelegant tank (Boulder style) laboring down the well to eyes-closed, 25-kill-combo (Levitate) falling with style has been a flurry of close calls, of "one more run," of consistently dying to the boss despite doubling my starting health. The knees-braced bullet pounding side winding across the screen to slow my descent, the meaty pop of brain stomping and the brief upward moment it grants before gravity yanks me down again. And for such a noble reason. [This review is based on a retail build of the game provided by the publisher.]
Downwell review photo
Falling with style
Once upon a time I was falling in love, now I'm only falling down wells. Downwell is a game about getting down a well, but the only way to get down the well is to learn how to get down the well well. Because this Game Boy thr...

Broforce photo

Are you patriotic enough for this Broforce ballad?

Urge to salute... rising!
Oct 08
// Jordan Devore
Broforce is almost done with Steam Early Access. The run-and-gun game starring action-movie lookalikes will see a full release for Windows, Mac, and Linux on October 15, 2015. Next up? Hell. Literally! In upcoming levels, the bros will wage war against Satan. Sounds about right. Until then, get ready to shed a few tears while watching this loving tribute to America.
Devolver Digital photo
Devolver Digital

Downwell is going to take over my life

One run at a time
Oct 07
// Jordan Devore
I was on board with Downwell (PC, iOS, Android) as soon as I saw this gif. It's a game about descending a narrow well as a little guy with guns on his boots. Gun boots! Shooting slows your descent and, crucially, destroys ene...

I've never seen a horror game quite like Noct

Sep 21 // Jordan Devore
Noct photo
Creepy thermal imaging
I've heard of Noct. Looked at it. Read about it. But, somehow, I didn't realize until today that it's built for multiplayer. Publisher Devolver Digital even describes it as "a 2D top-down multiplayer survival horror game." Wh...

Review: Dropsy

Sep 15 // Zack Furniss
Dropsy (Android, iOS, Linux, Mac, Windows [reviewed])Developer: Tendershoot, A Jolly CorpsePublisher: Devolver DigitalReleased: September 10, 2015 (Windows, Mac, Linux) / TBA (Android, iOS)MSRP: $9.99 Last week I said that Dropsy's music was "brimming with the earnestness you feel when you're about to tell someone you love them for the first time." I'd like to extend that statement to include the entirety of the game. While it's hard to swallow that idea when it is juxtaposed against the titular clown's disquieting countenance, I assure you that his adventure is more uplifting than it is horrifying. Some background: Dropsy had always looked different, and had a hard time communicating with his fellow humans. Animals, however, always found a fast friend in him. This ability to talk to creatures furred or feathered gave him a skill to perform and please people with. Through use of this talent, Dropsy convinced the crowds to love him. He and his parents were Big Top circus performers until a mysterious accident set the tent and their reputations ablaze. Daddy Dropsy survived, but Mommy Dropsy didn't. A short cinematic conveys all of this to you, and your first "quest" is to leave a memento on your mother's grave in the cemetery on the other side of town. Though it starts off on a somber note, Dropsy quickly becomes an exploration of what it means to bring happiness to a stranger. Dropsy wants to hug everyone to show him that he loves them the way he hopes that they can love him, but most people aren't keen on the idea. By helping each NPC in the game by way of light puzzles, you can eventually earn that sweet, short embrace. Whenever Dropsy meets someone in need, thought bubbles appear over their heads to convey what it is they want or need. The difficulty lays in trying to parse what exactly these small pictures mean, and it can be frustrating at times. But the beauty of this is that it places the player right in Dropsy's clown shoes, effectively showing you how hard it is for the poor guy to communicate. If each character could just verbally tell you what they required, this would be a short game. But that isn't the world Dropsy lives in. Though there is the aforementioned main quest, Dropsy is non-linear in such a way that you can wander the entire city (a beautifully pixelcrunchy mish-mash of city, desert, bayou, and forest) within the first few minutes. People that you meet early on might have secrets that you won't unravel until the back half of the game, which I completed in about five hours. You'll gently float through town with your queue of animal buddies, spreading love to all who will receive the message. Most puzzles are solved by having the right item stored in Dropsy's overalls. These often won't require too much of you, though there are a couple of tricky scenarios in the latter half of the game. There are a couple of pixel hunts and logic leaps that aren't immediately apparent, but that is mostly in regard to side quests. You don't have to make everyone happy in order to complete Dropsy, but I recommend having multiple saves so that you can go back and earn all of those sweet hugs before the ending sequence locks you out. While many suspected that this would be a horror game before it came out or that there would be some disturbing twist halfway through, that never ends up being the case. Instead, this is a celebration of the small victories we achieve when we become even the slightest bit closer to someone. Dropsy's appearance lends itself to terror and has lead to his alienation, but his presence brings an indomitable cheer to anyone who gives him a chance. Every so often, Dropsy subverts this tone with an emotional kick right in your heart's crotch, and it hurts in the best way. In the interest of being as earnest as this game, I felt a hope while playing Dropsy that I don't usually associate with gaming. This a point-and-click where your main interaction with the world is a hug button. You can play as a dog who has a map with all of his favorite places to pee, who wiggles his eyebrows when he finds a new place to mark. You can re-unite families or learn more about your own. There's an optional button in the menu to turn on the sound effects for your clown shoes.  This levity, this world, and these people are going to be with me forever. If you've ever complained about there being too much violence in gaming, or that games are all the same, and you don't play this... I hope somebody hugs you.
Dropsy photo
The best hugventure you can embark upon
I finished Dropsy about a week ago. Though an increased workload at the ol' day job slowed down this review, I'm grateful that I had extra time to put together these thoughts. Most would take that to mean that Dropsy&nbs...

Dankest Dropsy Beats photo
Dankest Dropsy Beats

Get a damp hug from a dank clown in Dropsy's launch trailer

Sing-a-long, even if the notes are wrong
Sep 10
// Jed Whitaker
The surreal point-and-click adventure game Dropsy is available now on PCs everywhere and to celebrate the occasion Devolver has released this hot new sing-a-long trailer that provides some insight into his damp world. Appare...

I wish my dreams were as delightful as Dropsy

Sep 06 // Zack Furniss
Dropsy was once a beloved clown and hometown celebrity, and his discomforting visage was overridden by his ability to bring joy to all. He performed with his parents in a Big Top circus not far from a small town, until a horrible fire tarnished his life and reputation. Following his mother's death, Dropsy, his dog Eughh, and his father live in the remnants of the circus tent, trying to scrape together change via odd jobs to stay alive. Now that I've got you all good and sad, I want you to know that despite the tragedy Dropsy has endured, his primary motivation is to love everyone the way he wants to be loved. Even though he looks like an overall-clad specter caked in greasepaint, he wants to go around town and hug anyone who will let him. Problem is, most people aren't receptive to a damp, creepy clown getting any where near them. Dropsy's inability to speak to humans doesn't help, either. This is where the point & click puzzles come into play. Each character you meet has small cartoon bubbles over their heads that give you some hint as to what they want. A little girl might be upset that her flower isn't growing, or a homeless woman might be cold and starving. After interpreting these hints and solving a light puzzle (usually involving handing someone the correct item), you'll be able to hug them. I get the warm fuzzies each time I figure out what someone wants and earn that damn hug that Dropsy so desperately deserves. Surreal dreams and initial objectives (starting with placing a picture on your mother's grave) provide context for Dropsy's actions. A game where you're earning hugs might seem directionless to some, but the non-linear exploration in Dropsy punctuated by meaningful story beats was enough to keep me going through this beta. Whether I was getting closer to my father and learning how to deal with our new lives or fist-bumping a bouncer to earn his respect, my time as a clown felt well-spent. A day/night cycle brings in new people and challenges to interact with. I'm already becoming intimately familiar with these digital strangers as I find out what they want most. The lack of dialogue and text (which makes the game playable in any region!) add to this dreamlike world. Instead of listening to vocal perfomances, I'm interpreting people's needs based on small pictures and my surroundings, and so far the solutions always feel within reach and never far-fetched. Dropsy definitely isn't The Longest Journey, but I don't think I'd have it any other way. Chris Schlarb's music deserves special mention, as I rarely feel as optimistic as I do while playing Dropsy. The musical styles change from area to area and range from smooth jazz to a sort-of prog rock. Regardless of genre, it's always brimming with the earnestness you feel when you're about to tell someone you love them for the first time. The corners of my mouth felt like magnets of the same polarity of my chin, where no matter how bad my day was, a smile was going to happen. I'm probably a tad more than halfway through Dropsy now, but I'll have more to say in a review after the game's release on September 10.
Dropsy photo
More hugs, please
Dropsy: A Point & Click Hugventure is impossible to play without thinking of the phantasmagorical adventures we embark upon when we go to sleep. Its technicolor dreamscape and overwhelming positivity just might negate any coulrophobia you might harbour. There's a certain sentimentality that makes Dropsy a more compelling adventure game than I would have suspected.

Gassy Mob photo
Gassy Mob

Fart on everyone and run away with Gassy Mob

Devolver Digital publishing, of course
Aug 19
// Darren Nakamura
Fart. Toot. Fluff. Pass gas. Flatulate. However polite you want to be while describing gas escaping from a butthole, it's still a pretty impolite thing to do in public. Impolite and funny (to me). Like this classic gem: Why ...
The Talos Principle photo
The Talos Principle

ESRB lists The Talos Principle for Xbox One

I'm probably not smart enough for this
Aug 17
// Zack Furniss
Though The Talos Principle released late last year, its particular brand of philosophy and puzzle-solving tickled Darren's scientific fancy. He's even said that it might end up on his personal Game of the Year list....
Deals photo

There's a big Devolver Digital sale on Steam

Hotline, Shadow Warrior, Talos Principle
Aug 13
// Jordan Devore
Devolver Digital has come a long way these past few years. The publisher is holding a weekend sale on Steam that covers Serious Sam and Hotline Miami, sure, but also a wide array of games including Titan Souls, Broforce, OlliOlli, Xeodrifter, and Hatoful Boyfriend. Movies, too. The discounts are up to 90 percent off and valid until Monday, August 17. Devolver Digital Publisher Weekend [Steam]
Dropsy photo

Well, I'm no longer afraid of Dropsy the clown

I am scared of whatever that was at 0:35
Jul 29
// Jordan Devore
Dropsy is a well-intentioned, upbeat clown who happens to be utterly terrifying. He's misunderstood! Given my fear of grotesque clowns, I've kept my distance, but curiosity got the better of me here. I clicked the trailer. It...
OlliOlli 2 photo
OlliOlli 2

OlliOlli 2 [skateboard trick]s its way to PC this summer

We can't nail when it'll land
Jul 27
// Brett Makedonski
Up until this point, OlliOlli 2: Welcome to Olliwood has only shown off its sick tricks on PlayStation platforms. Impressive as they may be, developer Roll7 will soon prove the game has more up its sleeve than just PS4 a...
The Talos Principle photo
The Talos Principle

The Talos Principle: Road to Gehenna is out now

Watch the launch trailer
Jul 23
// Darren Nakamura
The more time passes since playing The Talos Principle, the more I think it's going to end up on my personal games of the year list. Releasing late last year, it just missed the cut to be considered for 2014, so it will be g...
The Talos Principle photo
The Talos Principle

Tougher puzzles await The Talos Principle players this month

Expansion releasing July 23 on Steam
Jul 08
// Jordan Devore
Croteam is building on its philosophical first-person puzzle game The Talos Principle with an upcoming expansion, Road to Gehenna, which covers a different society and "some of the most advanced and challenging puzzles yet." ...
Broforce Update photo
Broforce Update

Broforce Freedom Update adds pointy objects, flexing

That's a sharp helmet
Jul 02
// Nic Rowen
Just in time for Independence Day, the testosterone soaked, uber-patriotic Broforce is getting a synthoil injection of content by way of its “Freedom Update.” Featuring two new bros to mangle commies and protect ...

Review: RONIN

Jun 30 // Patrick Hancock
RONIN (PC)Developer: Tomasz Wacławek Publisher: Devolver DigitalMSRP: $12.99Released: June 30, 2015 RONIN uses a barebones and cliche story. The main character wants to avenge their father and does so by killing five targets. A photograph with all of the targets together, along with the father, is used as a loading screen, which leads to the assumption that they were close at one time. What happened between then and now isn't ever delved into, and the player is sort of left with little to no story to go off of. Just kill the targets, because dead father. Got it? Every target plays out exactly the same. Two stages of going around and hacking computers, then one stage with the target in it. This repeats every single time, with the exception of the final stage. Even the stages with different objectives play exactly the same way, so it hardly matters. Playing RONIN feels like playing the same mission over and over again, about twelve times.  Each level even has the same three mini-objectives: don't kill any civilians, don't set off the alarm, and kill every enemy. If all three of these are completed, a skill point is awarded. This is the only form of character progression, and is essentially mandatory. The skills add combat techniques like throwing and recalling the sword or deploying a hologram. Certain skills are way better than others. For those who are about to play: get the skill that allows for hanging up unsuspecting enemies, then go for the one that allows teleporting to enemies. They are by far the best skills. [embed]294727:59273:0[/embed] There are two forms of gameplay: free form and turn-based. While outside of combat, movement is free form. Jumping uses the mouse and functions a lot like jumping in Gunpoint, for those familiar with the game. Holding the jump button brings up an adjustable arc, and releasing the jump button sends the player in that arc. However, unlike Gunpoint, this mechanic is incredibly awkward and never seems to work the way it should. When spotted by an enemy, turn-based combat begins. The game pauses and will show where the enemy will be firing, allowing the player to make a move accordingly. The player always moves first, so attacking at a guard who is about to fire works out just fine. The problem is that the only way to move is to jump. If the player is hanging from a ceiling and a guard is about to shoot them, it is impossible to just scootch a little bit to the right. The only option from hanging is to jump down, which isn't always a great option. Jumping on an enemy will stun them, forcing them to recover for two turns. Stunning an enemy also awards one point towards the Limit Break bar. This bar slowly fills up with action points as the player stuns or kills enemies. These points are used to utilize the acquired skills, or to use the Limit Break itself. If the bar completely fills up, the Limit Break is automatically activated, which allows two turns at once. Once used, the bar is completely drained. Most of the time, I would have much preferred to not use the Limit Break and instead use my skills to dispatch enemies. The issue is that jumping takes one action point to use, and if the player doesn't either stun or kill an enemy, that point is lost. Some skills, like throwing the sword, can only be activated mid-air for some reason. This means players have to waste an action point jumping, then next turn they can spend the two points it takes to throw a sword and complete the action. This essentially means it takes three skill points to use the skill instead of two, and can be quite frustrating.  Battles are essentially puzzles to be solved by the player, and there is often only one real solution. Most rooms have one entrance, and from there it is a matter of figuring out how to hop around in the most efficient way. Players with different skills will approach a battle differently, but given a single set of skills, they will solve battles in just about the same way every time. There are also only four enemy types throughout the entire game, so battles are different ways of arranging the same thing. Despite the awkwardness of the jump and frustrating design decisions in many of the levels, every once in a while something beautiful happens. It happens when all the skills are used effectively and players actually feel like a Ronin warrior. These moments occur somewhat frequently, and do a lot of good to help alleviate the otherwise constant frustration of memorizing a level's solution. There are checkpoints throughout each stage, though it's not conveyed to the player where they are. They can be pretty generous at times, usually saving right before a battle. However I did encounter instances where the checkpoint left me in an inescapable position, forcing me to restart the level. At one moment, the game saved just as the alarm was going off, making it unavoidable. The game then crashed immediately afterwards. The option to go back to past checkpoints would be a very welcome addition. The last mission has zero checkpoints, and forces players to do the entire thing all at once. It's a great mission compared to all of the others, largely because it's actually somewhat different, but considering the amount of accidental deaths I've had on it alone, it's an asinine decision. There's also a New Game+ mode, which adds more difficulty to the stages. Behavior also seems to change, as guards that previously shot in a contiguous straight line now had upwards recoil. The problem is, there's no incentive to play New Game+. The standard campaign was already the same mission every time. Why do it again? There are no new skills to acquire, just an added challenge for those who are yearning for more of the same. While I played this game on PC, it is clearly designed for tablets. The user interface is awful, consisting of simple text and gigantic buttons. To perform any action, players must click on big floating circles above the object, whether it be to kill an enemy or ride an elevator. Sometimes players can tap the W key to perform an action, like moving the elevator up a floor, but other times it simply doesn't work, like when entering the elevator. It's gaudy and frustrating to have to click on these bubbles all the time. RONIN strives to achieve the level of masterful design of games like Gunpoint and Mark of the Ninja, but seems to have overlooked what made them so special in the first place. It has its moments of truly feeling like a badass, but they do not make up for the frustration of everything in between. [This review is based on a retail build of the game provided by the publisher.]
RONIN review photo
Where are the other 46?
When I first saw RONIN, I thought I was looking at a mod for Gunpoint. The jumping mechanic appeared the same, the environments were almost identical, and the idea looked just about the same. Turns out, RONIN is not that...

Shadow Warrior 2 photo
Shadow Warrior 2

Enough talk, let's watch some Shadow Warrior 2

Slice 'em up
Jun 23
// Jordan Devore
With all of the stops to carefully pan the camera, you know this is an E3 demo, but the upgraded lighting in Shadow Warrior 2 does look nice. Demons aside, I'd like to retire here. Lo Wang spouts a bunch of cheesy lines, as ...

Mother Russia Bleeds is a brutal throwback to classic brawlers

Jun 19 // Alessandro Fillari
Set in an alternate universe where the USSR has been crippled with crime and drug abuse, leaving society in an ever-present dystopian fugue-state, a group of street fighters take it upon themselves to fight back against the criminal element. Addicted to mysterious drugs in syringes that enhance their abilities, they'll have to use their skills to take down the Russian mafia, the powerful government, and a secret society of sexual deviants to exact revenge on those that have laid waste to the motherland. While the plot is pretty standard for a beat-'em-up, the story gets damn dark throughout. What's interesting is that you're not necessarily a good guy -- just a lesser shade of grey roaming the streets. The presentation does a great job of pulling you into this twisted world. Much like Hotline Miami, it uses dark and hypnotic lights to set the tone, and also manages to mess with your head. There were several points where I really tripped by the visual style. And I mean that as a good thing. The style is trance-like, and once it gets you, it doesn't let go. Much like the classic titles Mother Russia Bleeds pays homage too, its controls are largely easy to get into and remember. With a combination of heavy and light attacks, including grab and dash moves, you'll be able to take out the various enemies trying to rush you down. You'll also find weapons and gear in the field, such as bats, guns, and bar stools. Moreover, each character possesses their own moveset and stats. Out of the three characters available, I chose Boris, a seemingly homeless brawler with serious speed. With his moves, I made quick work of the mobs. Oddly enough, friendly fire was enabled by default, which made battles hectic but also irritating. Thankfully, you can turn it off (unless you're in need of an extra challenge). With that said, there are a number of cool additions to the traditional mechanics. The syringes that the fighters possess grant them buffs for periods of time. When used, the screen turns dark and the fighter on his high will gain super speed and increased strength. Also, they get access to a unique fatality, which instantly kills one enemy. They're brutal and satisfying to pull off, but you'll sacrifice the remainder of your buff period. Also, syringes are used to heal yourself and revive downed allies. Though if you're running on empty, you can sacrifice some of your own life to revive them. Playing Mother Russia Bleeds was a trippy experience. Though there were a number of odd quirks they'll have to iron out before released, I was very pleased with what I played. We also got a peek of some upcoming features outside of the story mode. Along with Boss Rush, challenge missions, Arena, and Versus play, the developers plan on giving the people the total package. I got the sense that this was made from folks that loved the genre, and with their aspirations to help revitalize the brawlers, I can say fans will find a lot to admire here.
Devolver Digital photo
Launches on PC, Mac, and PS4 in 2016
One of my favorite types of games from back in the day was the side-scrolling beat-'em-up. Though the sub-gene has sorta evolved into more standard and narrative-based action games, I still feel there's more to be done with t...

Crossing Souls is a stellar tribute to the 1980s

Jun 19 // Alessandro Fillari
Set in a small town during the summer of 1986, a group of friends stumble across an ancient artifact that allows them to connect with the world of the dead. Interacting with ghosts of former residents, both long-past and recently departed, they begin to learn that things are not what they appear to be in their boring, quiet town. But soon after, they discover that several forces want control of the relic for themselves, and they must evade police, the U.S. government, and other supernatural entities in order to keep it out of their hands. The developers behind Crossing Souls cite '80s films and TV, along with '90s video games like EarthBound and A Link to the Past as their major sources of inspiration. During my half hour with the game, it was clear that this was a love letter to the era. It not only exudes style channeling the playful rebelliousness of E.T. and The Goonies, but also the sense of adventure found in SNES action/adventure titles. Stylistically, it's a charming game featuring VHS-esque distortion during many of the animated cutscenes. And with music from Timecop1983, one of the Internet's more well known Snyth-Pop artists, Crossing Souls pulls those nostalgia strings hard, and it does so in an evocative way. As the group must keep the balance between the world of the living and the dead, they'll have to explore both realms simultaneously. Each of the five friends possess their own strengths, which necessitates switching between them. Some have certain skills for climbing and heavy lifting, while others have access to ranged attacks. While exploring the town, you can freely interact with the folks from both the living and dead realms. It's completely open, and you can uncover side-missions and events that will have you explore the furthest reaches of town. My favorite part of the demo was exploring the town square and seeing ghosts from the past comment about 1980s culture. It was interesting to see the changes between the two. In one world you could be relatively safe in a populated area, but in another you might get swarmed by vengeful ghosts looking to attack anything alive. Also featured in the game will be an Arcade mode. Throughout your adventures, you'll come across mini-games and special encounters that will have you take part in a trial of wits and timing, and after they're completed you can play them again at any time within this mode. During one segment, I had to evade the police on my bike in style very reminiscent of Battletoad's infamous speeder bike sequence. Thankfully, this one was a lot more fun and less stressful. I wonder what else the game has in store. The mini-games were a cool diversion from the core gameplay, and I'm sure most players will find one they'll gravitate to. I wish I could've spent more time with Crossing Souls. I'm a huge admirer of 1980s culture and entertainment, and it hit all the right nostalgic notes. This was totally the type of game any '80s and even '90s kid would want to experience, and it recalled all the cool moments I had playing video games or watching cartoons back then. Fourattic channels that sense of wonder and awe of experiencing something so fresh and charming. I can't wait to see more from this title in the coming months, and with its release next spring, you'll get to re-experience an era of exuberance soon.
Devolver Digital photo
Releasing on PC and Mac in spring
In recent years, Kickstarter has opened the doors for a lot of developers looking to make things happen. It's a real pleasure to see titles that would've never been greenlit by publishers find an audience willing to put up ca...

Shadow Warrior 2 goes even more over the top with co-op action

Jun 17 // Alessandro Fillari
Set after the events of the previous game, Lo Wang returns to battle armies of demons that have invaded our realm, and it's up to him and his new ninja warrior buddies to take them out. The plot is as ridiculous as the original, and probably more so with the addition of new characters and a much larger arsenal of weapons. The claws and throwing blades are extremely fast, and make quick work of the demons in incredibly gory fashion. One thing that was immediately clear was that the gameplay of Shadow Warrior has been considerably expanded. The corridor-shooter aspect of the original game has been ditched in favor of more open levels to explore. While not open world, there is much more room for exploration and traversal throughout the environments. Platforming and general movement has been enhanced to take advantage of the new lateral movement gameplay. Wang will no longer have to worry about managing his stamina, as his ninja abilities have given him enhanced strength and dexterity, allowing him to climb walls and run across rooftops with ease.  Moreover, the general structure of the game has been changed as well. With a new hub area, Wang and his allies will be able to acquire quests and upgrade their characters before venturing out into the missions. As the last game was largely a straight shot through a series of chapters, SW2 gives players more freedom in how they tackle objectives. This also allows players to revisit earlier missions much easier to re-engage past foes in order to build up Wang's strength. With the new character progression system, players will be flesh out the Shadow Warrior in very unique ways. Since the last game, the developers decided to seriously up the combat and character growth aspect with brand new RPG mechanics. As you battle enemies, you'll level up your weapons and acquire gems to augment your equipment, giving them elemental properties and buffs. While it's not Diablo-esque loot where you'll find near-infinite forms of the same weapons, the gems you find will give your gear some interesting buffs that will vary from character to character. Of course, you'll be revisting missions very often, and the devs decided to include new procedural content for the level design. Every mission (save for specific story events) will feature procedurally generated level design and content. Enemy positions, terrain, buildings, and weather conditions are all random, which will make repeat visits interesting. During one level, we came across a town with several buildings and mobs of foes to take down. The design itself was impressive, as it encouraged a large focus on vertical movement and flanking of the demons. Keep in mind that this was random, and it will feature an entirely different design. Furthermore, the level design will also take into account side-quests and other events that happen in real time, which will add more flavor. I only had a brief amount of time with Shadow Warrior 2, but I was plenty pleased with what saw. I sometimes get worried when action games go more RPG for their sequels, but the additions to the growth system and action only enhance the core sword/gun play. I was impressed with SW2. Lastly, co-op play looks to be a lot of fun, and though the new characters are mostly anonymous ninjas, each player in group will play as Wang in their own game, while the others appear as the newcomers. It's in a clever way of making sure everyone gets a bit of Wang. With release set for sometime next year across PC, PS4, and Xbox One, fans of the original will be getting more Shadow Warrior into their hands much sooner than they think.
Shadow Warrior 2 photo
Wang is back, baby
2013's Shadow Warrior reboot from Devolver Digital made a name for itself when it was released on PC. As most reboots of classic titles tend to go for a more gritty and toned-down vibe, the developers at Flying Wild Hog went ...

Devolver photo

Devolver bringing Crossing Souls, Eitr, Mother Russia Bleeds to PS4 & Vita

Tasty indie goodness
Jun 15
// Zack Furniss
Devolver's bringing some cool stuff to the PlayStation 4 and Vita. Crossing Souls, Eitr, and Mother Russia Bleeds are on their way to both systems. We'll have impressions when we see them on the floor over the week! I could use a good beat 'em up in my life right now.
Shadow Warrior 2 photo
Shadow Warrior 2

Shadow Warrior 2 confirmed for next year on PC, PS4, and Xbox One

Lo Wang returns
Jun 11
// Chris Carter
2013's Shadow Warrior reboot was pretty great. Developer Flying Wild Hog and publisher Devolver Digital seem to think so too, as they have just announced a full follow-up, ingeniously titled Shadow Warrior 2. Like most ...
Pigeon dating sim 2 photo
Pigeon dating sim 2

Get flirty with Hatoful Boyfriend's sequel this fall

Sexy birds return in Holiday Star
Jun 05
// Kyle MacGregor
Everybirdy's favorite avian dating sim Hatoful Boyfriend is back with a sequel, Holiday Star. Originally released in 2011, the visual novel is now being remastered by Mediatonic and Devolver Digital for PlayStation 4, PC, and...

Review: Not a Hero

May 14 // Steven Hansen
Not a Hero (PC [reviewed], PlayStation 4, PS Vita)Developers: Roll7Publisher: Devolver DigitalReleased: May 14, 2015Price: $12.99 BunnyLord, a rabbit from the future, is running for mayor to prevent humanity from some sort of possibly bee-related extinction on a campaign of hunting down and murdering various crime bosses. His mayoral bid starts with his campaign manager, Steve, and gunman join the cause with rising poll numbers. The health bar shared by Not a Hero's nine playable characters is only a few ticks. It regenerates rather quickly when you're not being shot, but you're often being shot, and one bad volley of enemy fire can kill you immediately. This frailty, which feels more "retro" than the pixel art in and of itself, is mitigated with a cover system, the crutch of the contemporary third-person shooter. Movement here is just as key as shooting, so there is a slide button that you can contextually release before pieces of cover to snap to safety. Shooting while in cover automatically exposes you and enemies can still come head-on and give you a thwack lest you think you can reload in absolute peace. You can play sheepishly -- and cover is helpful when you're down to the last tick of the health bar -- but are not encouraged to. Shots at close range do critical damage while sliding into enemies will knock them out and allow you to perform executions. The result is a cover-supported game rather than a cover-based game. It's there to be used when you're not slide tackling and brutally stabbing folks to death room to room. Your tactics are as brazen as the boss' campaign, which includes perpetuating the war on drugs, rescuing pandas, giving bees to the children, and shooting a not-insignificant amount of police officers. Established trends voters are for. [embed]292134:58536:0[/embed] There are power ups and limited secondary weapon pickups to go along with the nine characters, all of which except the last two feel distinct from one another. There were some power ups I tended to avoid, especially after unlocking an assassin with a devastating, but slow to reload, double barrel shotgun. Coupled with the quick reload power up, the only one not limited to one magazine worth of ammo, it's hard to beat. That same character is quick with a rapid slide which did end in some undue-feeling fall deaths. When I had to jet down a descending series of rooftops, it felt about as precarious as playing a 3D platformer. You can change direction midair which is great for busting out of a window and then busting into one on the floor below, but occasionally I found myself careening forwards to death despite feeling like I'd moved the stick the other way. Having multiple buildings to flit between and different points of entry keeps every multi-floored stage from feeling like a Donkey Kong zigzag to the top, but running or sliding in between any open spaces that weren't perfectly in line with each other just feels a bit off. Additionally, there's just the three visually distinct areas -- the first two of which are even more similar outside of the color swap -- that fall in line with Not a Hero's general flattened action tropes and references. First, it's the Eastern European shipping underbelly. Then it's off to the "urban" (read: dark skinned enemies) area, in an apparent reversal of the first two seasons of The Wire. One of the player characters is Spanish, named Jesus. He wears bright pink, is in a permanent hip thrust animation, and sounds more like Al Pacino doing a Cuban accent in Scarface. Meanwhile the black guy pulls extra magazines out of his afro. On the other hand, the rest of the cast are regional UK in-jokes. The most visually distinct area is the Yakuza-boss-run, an Asian-themed one (much of it related to a sushi restaurant run by bossman Unagi) that also introduces one-hit-kill samurai and ninja, as well as triad folks doing combat barks sometimes not in English, sometimes with thick accents. It also introduces timed door locks which are antithetical to momentum and are often situated at hall ends, meaning you've already done all the murdering on the way there and are waiting for nothing to move on to the next level. And while BunnyLord makes for a unique employer, the extreme irreverence is sometimes amusing and sometimes feels like a forced @dril imitation. There's a bit too much, "Look, it's so random!" at times, like a deadpan presentation of Borderlands 2. More importantly, BunnyLord gives post-mission and pre-mission monologues back to back and to keep the comedic timing you can't just read the text boxes more quickly. It's either wait for the slow text crawl hoping for payoff or just skip it entirely and go shooting. I often went with the latter. Each stage has three optional objectives, too, that go towards determining BunnyLord's political station. Apparently mayor doesn't cut it. But while I completed most everything in the first two areas on my way up from mayor to prime minister to King of England to Global Megalord, I'm stuck as mayor overall. The third act ratchets up the difficulty a lot. I almost spent as much time in the last and third from last stages as I have everywhere else. And I still haven't been able to complete any of the side-goals in the last level, which is basically a boss fight followed by a level, with no checkpoint. It's a bit of a pain, but given how quickly I breezed through a majority of the game, perhaps those more challenging, borderline frustrating bits add to the longevity of what is a pretty lean little game. Translating cover shooters into 2D makes for a good  mix of contemporary and classic sensibilities. It's nice to play a shooter where avoiding enemy bullets is a bit more necessary and I like the tools Not a Hero provides with its slick cover system, mechanically varied cast, and constant chain of slide kicks and executions. [This review is based on a retail build of the game provided by the publisher.]
Not a Hero review photo
I can be your hero, baby
Roll7 has received much adulation distilling skateboarding into pixel-based 2D fun with OlliOlli so it's not surprising that the team has been able to do the same with cover-based shooting. But OlliOlli's pixels belie the pol...

Hotline Miami photo
Hotline Miami

The Hotline Miami Story covers the making of this trippy series

Cocaine Cowboys and Neon Lights
May 07
// Alessandro Fillari
I still remember how the original Hotline Miami suddenly came out of nowhere and left an incredible impression on those who took a chance on it. It was such an unusual title. Its bright, vivid visuals, along with the overhea...
Not a Hero delay photo
Not a Hero delay

Not a Hero delayed for a frame-rate upgrade

2D cover-based shooter slides to May 14
May 01
// Jordan Devore
I feel like one of the few remaining people on staff who hasn't tried Not a Hero, the upcoming action game from OlliOlli studio Roll7, but that's fully on me. There's a demo! Publisher Devolver Digital has sent word that the ...

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