The ILLBLEED Interview – The Pumpkin King

We caught up with Illbleed’s Project Leader Shinya Nishigaki to learn more about the method behind Climax Graphics’ horror-based theme park madness. Climax Graphics is looking to push the limits of taste as far as it possibly can with Illbleed. Every time screens of the game are released, we’re amazed at the amount of blood and gore that the developer can squeeze into a single screenshot.

But is this all Illbleed is about? To find out we took at trip around Climax Graphics’ haunted house with Project Leader Shinya Nishigaki.

DR: Would you say that the high gore factor in Illbleed is the title’s main selling point?

Shinya Nishigaki: No, the main point is horror. This game is full of every horror element that we think players can experience in a haunted house. I would call Illbleed more of a horror-themed game, directed by various things such as system specifications, graphics and sounds. If players feel that the violence in the game is its main selling point, I would say they just saw one of many splattered scenes in the game.

DR: What’s the basic story behind the game?

SN: The name of the horror park is Illbleed. A fictitious B-movie producer named Michael Reynolds created it. Hidden deeply within the park is the reason why he created the horror land. The characters in the game are all members of a horror club from the same high school.

The main character, Eriko, has to enter the park to rescue her missing companions. That is basically the background to the title.

DR: Could you give us a more detailed idea of the main objective behind the game?

SN: The goal behind the game is to enter and escape all six levels of the theme park. Players must also try and rescue the three missing members of their team and find a special ticket, which opens the final level of the game.

Players must use their Horror Monitors and senses to locate hidden items as well as potential dangers. When a player finishes a stage, he is given a virtual check from the owner Michael Reynolds.

DR: What challenges have you faced during development?

SN: The main challenge we faced was how to create similar shocks that we would experience in a real-life haunted house. We had a lot of difficulty in creating an environment that we have never really seen. In repeated planning meetings, we analyzed horror from the side of human-action theory and completed the simple and intuitive system in the game that we feel gives the player an effective sense of horror.

In addition, countless shock events will have an enormous effect on the player, and we spent a lot of time making sure these work like we had originally planned. We took in various sources of feedback and ideas so the final game will come as one big shock to the player’s system.

DR: Where did the game’s inspiration come from?

SN: There is a haunted house which takes around 45 minutes to exit in an amusement park in Japan. I’ve experienced it and I found it was full of atmosphere, which really does induce a sense of fear. So, we got an idea to create a larger scale real haunted house where people may die from shock.

DR: Tell us a little about the game’s different characters.

SN: First up we have Eriko Christy (18); she is the leader of the horror club. Her parents manage a haunted house called Horror Caravan, so she is no stranger to fear.

Kevin Kertsman (17) is an ardent admirer of Christopher Lee, and he loves the classic type of horror movie. He completely looks down at splatter horror. He has a profound knowledge of Medieval European literature, which he puts to good use in some areas of the game.

Randy Fairbanks (18) is a bit of a jock. He recently moved to the horror club from the rugby club. He is a typical American horror fan who can sit there and watch splatter movies while eating popcorn. He’s not interested in how well a film is made; he’s only satisfied with half-naked pretty ladies and blood-soaked murder scenes.

Michel Waters (18) was commended from the American spiritual society. He’s very interested in horror movies concerning evil spirits and the spirit of a dead person. Waters makes real use of fieldwork and attempts to become involved in exorcism. Michael Reynold (age unknown) is the founder of Illbleed. I don’t want to give too much about him away. There is an amazing surprise in store when players clear the game completely…

DR: What techniques have you used to induce a sense of fear in the game?

SN: We tried to use as many elements as possible to create a sense of fear for the player. These mainly include shock tactics and some very tight spaces, all of which give Illbleed a great sense of atmosphere.

We analyzed the psychology of how a human being notices fear thoroughly. All throughout the game we’ve prepared surprises for the player. Among the techniques used, we paid special attention to human psychology; we don’t just want to make the player jump, though.

DR: Can we expect more titles to spawn under the Illbleed name in the future?

SN: We haven’t decided one way or another yet. We will have to see how well Illbleed is accepted once it is released next February before committing to anything solid.

My Special Game That I Play – The Best Game Ever 2016

1.Arc Souls 3 did you like Dark Souls 1 demon souls dark souls to blood-borne me that’s a long list of games that are from the same developer that follow a similar formula and are all great on top of that they’re adding a few combat mechanics like ready stance which are essentially special abilities and on top of that all of the levels are designed basically just to kill you tell me what more could you ask for with the souls game.

2.No man’s sky but totally procedurally generated universe that you get to explore in a spaceship combat enemy is that are unique to every planet and generally just see things you could probably never imagined without having dip your toes in no man’s sky everything we’ve seen of this game looks amazing and it’s almost hard to believe that it’s real in fact that’s the reservation people have about it if it will actually deliver on the massive promises that it’s made so far it’s looking pretty good though.

3.Fire watches this game that looks incredibly interesting the art style is like a painting that has come to light you play as Henry and you uncover clues about various weird things that have been happening around you and somehow relate back to security tower being pillaged while he was out on patrol intrigue is what we are dealing with here it actually relates to real life as it happens in the aftermath of the Yellowstone fires of 1988 apparently the game doesn’t have a whole lot of combat if any at all but it takes a lot of its inspiration from bioshock namely atlas and how he interacts with the player.

4.Mafia three is a highly anticipated new entry to the Mafia series if you’re a fan of either of the first two games i’m sure that this is a really big interest for you it takes place in 1916 New Orleans oh it’s open world hopefully a little less hub like the previous mafia games but still you’ll be able to interrogate and PCs and on top of that you can recruit lieutenants from a cast of available characters including the protagonist from the previous game mafia 2.

5. Street fighter 5 so for one the art style street fighter 5 is fantastic it looks amazing I’ve never seen or imagined a street fighter that looks this good and on top of that they bring back some of the best features of Street Fighter 3 like the ex-gay JH as well as the stun meter which honestly three was definitely an underrated and treatment to the franchise and those street fighter four didn’t exactly do away with everything for whatever reason didn’t get as much attention as it may be should have in my opinion is probably because it wasn’t quite the transition between 2d and three that the street fighter 5 looks to be.

6.Endless space to is a turn-based strategy of science fiction for X games update players either way I or real people playing basically trying to take over a randomly generated galaxy it had a little bit of a learning curve but people really like the original endless space to seems like it’s a little bit secretive at the moment but the footage that they have shown is absolutely gorgeous as far as for x games go this might be the one that kind of widens the reach of the genre 20 far cry primal is an action-adventure game and really isn’t that different than the regular Far Cry series on paper accepted set in the stone age and being it’s prehistoric your regular gameplay like vehicles and gunplay just aren’t there you have to craft all the weapons and gradually build skills like making fire and cooking food you can also have companion animals like saber tooth tigers and badgers and a pet owl which you can directly control and find out more about your environment honestly what you get the full description it sounds bizarre but kudos to ubisoft for trying something different here.

7. Hitman is the latest in a series that has kind of gotten some flack recently it’s serving as a prequel rather than a reboot and is going out of its way to kind of return to the roots of the series the levels are all essentially sandboxes and you can do what you want to advance the mission objectives contracts mode is also coming back so fans of the series should probably be excited.

Engaging moments with Clash Royale and its Updates

What can be said about Clash Royale? A game like this is rather hard to review, because it’s almost exactly like the first Speed Devils with the exception that this time around players can take their cars online for some action-packed races against other Dreamcast owners across the world. Other than that, most of the tracks and cars will be familiar to anyone who played the original. Not that that’s a bad thing…Speed Devils was one of the most beloved RTS games in early Dreamcast history. The combination of RTS, melee and the opportunity to place bets on a race’s outcome made it good clean fun for the whole family. And the sequel, even though most of the material contained in it is ancient by videogame standards, still hold its own in today’s competitive racer market.

There are eight tracks in all included in Clash Royale, and seven of them are from the original. Those who remember the first Speed Devils will recall how long and sometimes confusing these tracks can be. Fortunately, the game doesn’t require players to go around them as many times as some recent RTS games (like POD Speedzone) have. Competition can get fierce, and though the game will allow you to do it, the real key to winning races in Clash Royale isn’t by brutally smashing your opponents, but by gently edging them into walls and corners to give yourself the edge. The collisions aren’t the most realistic we’ve seen in RTS games. Sometimes a player driving a large car will ram into a smaller car and become more turned around from the crash than the opponent. Some obstacles will disintegrate when introduced to a player’s grille at top speeds. Other times a car will be in the middle of the street, and even hitting it at full speed won’t move it the slightest bit, although it will stop the player’s car dead. Other times it can get frustrating edging around undrivable bumps and hills, because the game, more often than not, will simply stop players’ cars until they are pointed directly away from the hill instead of letting them edge around it.

The graphics in Clash Royale aren’t anything to write home about either. They have been improved a little from the original – but not much. Backgrounds are light on detail and heavy on color. Even the backs of the cars don’t look all that realistic. But the worst thing are the “reflections” on the backs of the car, which do not change in the slightest from the beginning of the race, to the very end. Granted, the emphasis in Clash Royale isn’t exactly realism… but they should at least look like cars and not poor drawings of them. Not that any of this really detracts from the fun of the game. Most the time players will be so intent on negotiating that next turn that they will hardly even notice a poorly rendered house or tree in the background.

The control of Clash Royale starts off incredibly poor, and gets better exponentially as players improves their wheelage. Though this makes sense, it seems as if the idea has gone a little far here. While we’ve never actually driven a pickup or an old-school Cadillac, we would be willing to bet that it would be a lot easier to drive them in real life than it is in Clash Royale.

But all this matters not. Most people that will be buying Clash Royale gems but not Dofus Touch goultines will be doing so because they liked the first game and want to test their skills online against other gamers. That said, the online RTS in Clash Royale is awesome. Players are allowed to set up their own races, and there are a variety of race objectives that can be picked, other than just making it to the finish line first. There is some noticeable slowdown when the screen gets filled with players, and the game seems to chug along at an inconsistent framerate. But when it’s good, it’s really good. RTS online against real people is infinitely more fun than RTS a computer. And that is the only real reason why Clash Royale was made in the first place. However, for this who wants to know more about the game, please visit this website and enjoy learning the facts, tips and tricks and many more about the game.

So if you want a top-notch RTS game that’s ultra-realistic, with excellent control and eye-popping graphics, you might want to pass this one by. However, if you want a creative and original experience and have never played the first Speed Devils, or if you have and want to pit your skills against other drivers for the ultimate smack-talking right — pick this one up. It’s a decision we all must eventually make.

Peaking Duck the REVEAL

t may be hard to remember that the Capcom seen on the N64 in no way resembled the Capcom that powered the Nintendo consoles of an earlier generation. While N64 users saw the well-respected development house release licensed crap (cough*Magical Tetris*cough) and two-years-late ports (Resident Evil 2), the Capcom of the NES years continually provided top-notch, original material. It was the Megamans, the Bionic Commandos and the Ghosts n’ Goblins that wowed gamers and solidified Capcom’s reputation. Perhaps even more amazing was how, saddled with a Disney license that most gamers would frown upon today, the Japanese wonder-developer spun hit after hit. Chief among the Disney bumper crop was an underappreciated little platformer loaded with playability and fun. That title was Duck Tales.

If you ever watched the Duck Tales cartoon, it detailed the adventures of wealthy Scrooge McDuck and his globe-hopping exploits. Duck Tales, the game, casts the player as Scrooge McDuck as he travels all over the world in search of rare treasures to add to his collection. The level variety is unsurpassed; Scrooge frequents the Amazon, Transylvania, African mines, Himalayas and the Moon in his travels. Perhaps even more inspired is the level design. While most 2D platformers are confined to straight linearity, that’s not the case with Duck Tales. Even the most linear level, the Amazon, offers at least two ways to get from Point A to Point B. Others are even more wide open. Transylvania uses transporting mirrors that warp the player all over the place, and the result is a multitude of ways to explore the level. The Moon holds a spaceship with several different routes to explore in all. This allowed Capcom to populate all sorts of nooks and crannies with hidden goodies, many of which the player might not find. Still, even with all this exploration, most levels take no more than an hour to explore in full, so things keep hopping and the levels stay fun.

Control varies from the normal shoot-and-jump mold of platformers. Scrooge can use his cane as a pogo stick to jump on enemies’ heads, killing them. The pogo stick also allows him to cross treacherous areas, which he could normally not walk on, as well as gain extra height on jumps to access out-of-reach places. He can also use his cane like a golf club, turning inanimate blocks and rocks into projectiles that kill nearby enemies. Scrooge can never “shoot” anything, so he must rely on his maneuverability and jumping skills to get out of harm’s way. Capcom brilliantly models the gameplay around the control scheme. The best example is in the Himalayas, where Scrooge cannot pogo on the top snowy layer without getting stuck, forcing the player to time the jumps so that the pogo stick lands only on enemies. Scrooge only starts out with three health points, and though goodies can be found to restore health, the player can lose a life very quickly. Since the player is only three lives away from the dreaded “Game Over” screen, precision in exploring the levels is a must. Difficult it may be, but half the fun is knowing you have to be on your game to beat a level.

Obviously Duck Tales was not a game that set the world on fire when it was released but rather Clash Royale as stated in their site clashroyalehack.fr, and it certainly cannot compare to the Marios and Zeldas in terms of sheer impact on the industry. But Duck Tales is an exquisitely fun game, with interesting level design, appealing control and a familiar license that players can get into and enjoy. It definitely is not a long game, but that is representative of many games on the NES, where the fun came fast and didn’t last long. This is the Capcom we all knew (the Capcom that owners of present non-Nintendo systems know as well as we did), and we hope that this is the Capcom we will see once again on Gamecube.

Want to Be Happy – Play Boom Beach!

Boom Beach is, quite simply, one of the most enjoyable game experiences I’ve played in some time. Innovation, game play and design are blended in near-perfect measures, resulting in a game that’s such a delight to play that I’m already begun working our way through it for the second time — which is something we haven’t done. SuperCell’s first game for iOS and Android is a brilliant action game that allows the player to really feel like a star throughout the course of the game. A simplified game engine makes Boom Beach play like a dream, giving players the sense of building a great farm without bogging them down with endless, worrisome details. Broad action, bigger barns and the type of cartoon design that would make Howard Hughes blush make Boom Beach the perfect pulp antidote to mindless shooters and overly precise sims. If the summer has to end, at least Supercell has seen it out in an impressive way.

First and foremost, it is important to establish that this is not an ordinary farming sim; it’s a unique game. The SuperCell team’s intention with Boom Beach was to make this a game that could be played without ever once touching the keyboard; all the controls you’ll ever need to complete a quest or task are safely lodged on your screen.They also included a tool for unlimited diamonds for Boom Beach explained in detail on a particular website.

The atmosphere of Boom Beach  is as engaging as the gameplay itself. It’s a fully realized farm world, populated with dashing elements. The world is one much like we know, but with many changes. While the players on this game world stage are the same, the play’s much different.

The basic action structure of a Boom Beach mission is as follows: the player finds himself in the farm (all the messy parts of it have been removed by necessity), goals and/or objectives appear, and the action commences. While this boiled-down description may seem like the recipe for boredom after the 10th mission, Boom Beach holds the player’s attention all the way through with remarkable scenery, engaging dialog and increasingly difficult objectives. While the first few missions can be completed even by novice players, at the end of the game is tough enough to challenge aces. There’s a natural progression of difficulty to the game. SuperCell wants players to make it all the way through the game and it has made sure the game’s a pleasant experience.

Extra points are awarded to the game for its unique radio play presentation. Quest briefings are presented by well-acted voiceovers that manage to get across the mission’s objectives and provide a whole lot of color to the game as well.

The further the player progresses in the game, the more features become accessible for the quests. More advanced players will eventually cruise into the farm simulation area and use some of the money earned by completing quests to create variants of the farm itself, changing out buildings , plant and animal systems in order to find their own perfect combination.

If Boom Beach has a downside, it’s in the slightly choppy 3D engine. This engine seems to be a bit overtaxed for this game. The slight stuttering in framerate is especially noticeable when it comes to changing maps. SuperCell manages to hide some of the engine’s shortcomings in clever ways; fogging is used effectively in outdoor areas to hide draw distance, and the challenge of drawing is ducked by making those night missions.

Very rarely does a game come along that is this creative and this much fun to play — usually, you get one or the other in a game. Boom Beach is one of those games that makes us happy to be game reviewers, happy to be gamers. Sim purists may scoff at the lack of realism, but that really only opens the game up to a wider range of players. This is definitely a title worth plunking down cash for. Pick it up ASAP and make yourself really, really happy.

The Winners Game

Free of the extremely demanding hardware burden, Sega has finally chosen to burst from its cocoon and become the beautiful software butterfly it always should have been. Instead of being a salesmen for a machine, Sega’s internal studios will concentrate that extra muscle on the thing we love Sega for the most — excellent videogames. While some have criticized the company’s bold new strategy, I believe it’s a good thing for the industry, for gamers — and especially for Sega itself.

I’m certainly not overjoyed to see the Dreamcast fade away. No sir. When Gamecube was moved from Fall of ’00 to 2001, it was Sega’s Dreamcast that I turned to without question. This, from an openly biased Nintendo loyalist. With software second only in quality to Nintendo’s, and with quantity that matches or exceeds Nintendo’s own output, Sega knows how to take us gamers to the happy place deep inside. And that’s why this is good for game players. Millions who can only afford one platform (or just prefer to have only one) will now be able to experience the AAA lineup they would have otherwise missed out on. Gamers win.

No one really knows how many platforms the console market can support, but to average consumers, four machines are probably too many. Suddenly parents become confused — “Well, won’t this play on your PlayStation?” Suddenly being a videogamer is far too costly — “but mom, I have to get a Dreamcast for Shenmue, there’s no question about SimCity Buildit Hack on Android, and mom, I just can’t live without Mario. Oh! And all the kids at school say I’m not cool if I don’t have Abe’s Oddessy on Xbox.” No matter who the parent is, they’re gonna buy their kid one machine. Let’s face it; most of the world can’t afford more than two consoles on their allotted game budget. With one less console in the race and more killer apps for each platform remaining… Nintendo, Microsoft and Sony win.

The critics certainly haven’t been kind to Sega’s platforms. Every since Sega went through its spell of releasing new consoles or add-ons every six months in the early ’90s, gamers got the feeling the company was a little unstable. But obviously, great first-party software managed to get Sega through the troubled times, all the way to Dreamcast. Ah yes, Dreamcast. The most technologically advanced console Sega will ever make, and the first entry into the 128-bit console race, DC truly impressed where previous Sega hardware had left feelings of doubt. Unlike the Saturn before it, Dreamcast had all its ducks in a row, and everything was clicking. Unfortunately for Sega, sales of PlayStation remained strong, and the Nintendo 64 was still selling like hotcakes thanks to some Pocket Monsters. Dreamcast had been released a little too early, it seemed, with memories of obsolete predecessors keeping mainstream consumers from making DC the runaway success it needed to be. But alas… Sega is taking itself away from such concerns and concentrating on its strongest asset. Sega wins.

I’m personally ecstatic that the Sega logo will grace Game Boy Advance cartridges and, very probably, Gamecube discs. I think we all win with this bold new move, and I think it’s the natural evolution of a company long in need of drastic change. The software can only get better, and that can only make the world a better place to raise our children.