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mercredi 7 décembre 2011

Batman Arkham City DLC

Rocksteady is back !!

Better in every possible ways, Arkham City brings back our favorite dark knight to fight more thugs and super vilains, and solve more riddles. There are tons of things to do in this new Batman game, so you better start now !

And for your pleasure, here is a video showing a new characters DLC in one of the first combat challenge rooms.

Enjoy !!

jeudi 1 décembre 2011

Beat Hazard - hardcore vs insane


This is a very basic video comparison between hardcore and insane mode on the amazing 'Tant Mieux' OC ReMix music track by Sixto Sounds and Theory of Nonexistence.

I'm sorry about the lag, specially on the 2nd boss part of insane mode, my hard drive is old and not very fast and it was runing almost out of free space when I recorded this. This was my best performance, and I didn't manage to do better after lots of tries, so I had to use this one. I hope it's not ruining the whole thing...

You can download the real HD 720p version here (The quality is way better) :

Super Smash Land - FREE !

Super Smash Land

What the hell is it ?

Super Smash Land is a demake of the very popular franchise from Nintendo. You know it. Similar names. Alright, it's the Super Smash Bros series.

But this time, you can play it with three friends on your 10 years old PC !

"That's right, Super Smash Land is a free to play PC Game that is designed to look and feel like it is being played on the original Nintendo Gameboy.

Trying it out is easy enough; grab it for your PC with the link to left. The [Arrow Keys] are the default movement keys while [Z] is A and [X] is B and [Enter] is Start. Controls can be changed in the Options Menu. For all you mac players, you may be able to play the game using Wine . A mac build is very possible for the future."
(Dan Fornace)

Also, the soundtrack is a trully brilliant old school 8 bit heaven made by Dan and flashygoodness, with some fantastic remixes of classic themes.



The final release features a classic arcade mode, four-player multiplayer, and a Polygon Team style Endless Mode, complete with support for online leaderboards.


Interview of the creator of the game Dan Fornace by pikiGEEK

"To celebrate the release, we caught up with the man behind Smash Land, Dan Fornace, to ask him a few questions about the game. Check the interview after the jump.

PG: Hey, Dan. Thanks for taking the time to talk with us. Why’d you settle on the final roster that you did?

DF: Well, since the game’s inception, I knew I wanted a small roster. When I first started out, I wanted to do four characters and eight stages and get the game done quickly. But after translating the four starters into their Game Boy versions, I really wanted to take a stab at my own movesets.

The big addition that Super Smash Land brings to the series is Mega Man. I wanted him to be a good fit on the Game Boy, so I needed to make a classic Mega Man. I played through the first three NES games, gathering up and testing all the powers to create a moveset that I hope appeals to his old fans. As for the other character that fills out the roster, maybe she’s a bit of a curveball… but hey, I had a blast making her moveset!

PG: What character took the longest to design and balance?

DF: Great question! Designing was probably the classic Megaman as I mentioned. I was never a big fan, so it was a lot of fun (and challenge) to play through those old games.

As far as balancing goes, it would have to be Kirby. Since his addition as the second character in the engine (right after Mario), Kirby has gone in and out of being overpowered and underpowered, but never truly balanced. His mobility is so good, and his light weight is a huge crutch. Near the end of development he was sitting in underpowered by a bit, so I made some conservative buffs and I hope he sits up strong with the rest of the characters.

PG: How important was it to make sure the game felt like Smash? Were there any specific steps you took to make sure that avid Smash players would feel right at home?

DF: So, Smash Land has an interesting take in the series. I wanted a Smash feel without so many of the things that make Smash feel like Smash (shields, dodges, items, two attack buttons, etc.). What I tried to do was take what appealed to me from the series – spacing and character knowledge – and amplify them in a way that still felt fun.

Simplifying all attacks into one button was definitely a fun challenge. I added crouch cancelling after some feedback from Smashboards, and it really helps make the game more strategic. Crouch cancelling makes it so you can duck right before getting hit to reduce knockback time and angle.

I even brought Smash Land to a national Brawl Tournament called CoT5 ran by ChiboSempai.There I was able to get feedback directly from some of the best players in the game and it greatly helped me make final balancing touches.

PG: Now that you’ve wrapped up SSL, do you have any plans for future games?

DF: Well, I’m glad to say that I’ve gotten a job at a AAA game company doing game design. I’d like to think that this project and the publicity it has gotten was a huge factor in my offer.

I’m not sure what I’ll have time to work on, as I may go off the Internet radar for a while. I can say that I have lots of ideas floating around in my head, and this is not the last platform fighter I’ll be working on!

PG: Thanks again for talking with us. Anything you’d like to tell your fans before you go?

DF: If you have that dream game idea in your head, don’t just sit around talking about. Go online and figure out a way you can do it. Smaller is better! The Game Boy is a 160×144 screen, and this project still took me many hours of labor to get to feel right.

I’d also like to thank inversephase (my music and sfx guy) and flashygoodness (my other music guy), Matt Duffy (my web guy), Dac (my publicity guy), Piki Geek (my favorite gaming outlet), and Smashboards (my testers)."


dimanche 20 novembre 2011

Waves released on Steam !

Hello folks !

Another awesome game has been released on Steam !

What is it all about ?

An action shooter game imagined, and created by Rob Hale, with some fantastic music by SMILETRON, and released on november 16th on Steam. The game has been in developement for quite a while, since the first trailer was released on june 2010. It is using the Unreal Engine.

Geometry Wars anyone ?

It is a dual stick (playable with kb/mouse of course) top down shooter in an arena, so yeah, it is kind of similar to his elder look-a-like.

However, there are five game modes that will give you some serious challenges if you like beeing destroyed by a bunch of colored atoms and viruses.

- Crunch Time
In this mode you have three minutes and infinite lives to get the highest score possible.

- Survival
Survive as long as possible, win a life every ten levels, but watch out for the enemies ambushes.

- Rush
There is a count down, you can extend the time limit by destroying cubes and leveling up. But loosing a life will reduce the timer...

- Bombing Run
You need to pick up a bomb and detonate it in another zone. For many players, this is the hardest mode.

- Challenge
Twenty challenges with up to five stars rating on each.

Gameplay and controls

You move with left stick, you shoot in any direction with right stick. Left bumper to use a bomb when it is available, and right bumper to get a short time slow-mo. Very simple.

There are a few different enemies with very different behaviours that will try to destroy you all the time, so you better get used to the slow-mo escape !

You can level up by picking up the orbs that enemies drop when they die. Multiplayer pads will appear when you level up and will increase your score multiplier. BUT, the higher level you are, harder and more enemies will spawn to balance with your overpowered feeling.

Gameplay video

Download the HD 720p version or watch it on Youtube

I strongly recommand Waves to everyone, it is an awesome and very addictive high score game, there is a demo available if you're still hesitating.

Official informations

Squid In A Box website ----- Waves on IndieDB

Follow Squid In A Box on Facebook and Twitter

Enjoy !

samedi 12 novembre 2011

Really Big Sky

Really Big Sky

Longer !

Faster !

Stronger !


What's new ?

That's right, BossBaddie is back with an upgraded version or their previous title Big Sky.

There are now 7 game modes including up to 4 players coop.

The overall aspect of the game have not changed much, but everything is much better now. Better textures and special effects, more music, more variety in the levels, more enemies, more obstacles, more everything.

The option menu is still about the same, with a couple of new features like the narrator, which is quite funny.

The stats and achievements are still here, and there is now a library with some informations about the enemies you have encountered.

Screenshots !!!

Level evolution

The procedurally generated level is now improved, as well as the fast travel passage system, which brings better transitions between bosses and environements.

New enemies and new obstacles will make you wish you had more reflexes.

And of course what would be Really Big Sky without the awesome upgrade menu !

Official informations

  • 7 Juicy, full fat Game Modes
  • 3 giant, dynamic Bosses and 15 enemies
  • 4 Player Co-op with scalable difficulty
  • 15 Powerups, Perk System, New Weapons and the Friendly Mothership
  • 20 Achievements
  • Giant Lasers - Good and Bad !
  • Narration from a cheeky cockney AI
  • Full Tutorial and Xbox 360 controller (or compatible) support
  • Library and Secret Unlocks
  • Smash through solid planets and asteroids, cruise through gas giants
  • Comprehensive stat recording system
  • Faster, adaptive and addictive gameplay
  • Blackhole, Wormhole and loads more new Events
  • Hell Cascade Event

Really Big Sky official website

---------- ----- --- Highscore page --- ----- -----------

Purchase the game for only £4.99 at GAMERSGATE
or 5,80€ at IMPULSE.

You can also make a donation here


Trailer :

Gameplay :

Game modes quick tour :

Thank you for reading guys, and have fun with this awesome game.


Hello !

Today I present to you...

About the game

Capsized is a fast paced 2D platformer developed by Alientrap Games, focused on intense action and exploration.

Artist Jesse McGibney and programmer Lee Vermeulen create an immersive alien world teeming with bizarre life-forms and strange landscapes presented in a unique hand-drawn art style. Combining control elements of first person shooters and innovative physics based combat, Capsized emphasizes action without giving up the smart problem solving of classic platform games.


As a intrepid space traveler, your ship has crash landed on a mysterious alien planet. You must navigate through the perilous environment and fight off blood-thirsty creatures to save your crewmates and escape with your lives !


The gameplay is pretty amazing. It is kind of Soldat meeting Trine meeting Half-Life 2. If I had to put a list of the awesomness of this game in a few words it would go like this :

Excellent physics, incredible music, puzzles, sci-fi, fast action, huge replay value, great controls (either kb/mouse and x360 pad) and awesome weapons with alternate fire. And you can stick to walls !!!

You can't go wrong with that combo !

Official launch trailer :

Development team

Alientrap is a game developer based in Saskatoon Saskatchewan, Canada. They started as an online open source group of developers in 2002 with the production of the freeware game Nexuiz, but have since turned into an indie development studio with the development of Capsized, in development solely by the programming / artist pair Lee Vermeulen and Jesse McGibney.

Lee Vermeulen - Programmer
Jesse McGibney - Artist

Additional Help:
Ian Livingston - Usability/User Experience Specialist
Peter Srinivasan - Sound designer
Solar Fields - Music from the 2009 album Movements
Micheal Quinn - Additional Sound design

Interview video :

Game content

  • Highly detailed alien environments and creatures, lovingly rendered with high resolution hand-drawn artwork.
  • 12 mission Campaign featuring: massive non-linear environments, diverse objectives and enemies, and exciting comic-style cutscenes.
  • 4 extra Arcade Modes to unlock, including: local Deathmatch and Coop, Survival mode, Time Trials, and Armless fighting.
  • Lethal arsenal of futuristic weapons and gadgets such as: the Gravity Ram, Jetpack, Energy Shield, and Quasar Array
  • Classic First Person Shooter inspired controls, with a focus on skilled movement, creative tactics, and insane action.
  • 18 Steam Achievements

Purchase the game for only 9.99€ on Steam

System Requirements

  • OS: XP/Vista/Windows 7
  • Processor: Dual-core processor
  • (Intel Dual Core 2.0 GHz or AMD Athlon X2 5200 2.6 GHz)
  • Memory: 1.5 GB RAM
  • Hard Disk Space: 1.0 GB free space
  • Video Card: DirectX 9.0c compatible
  • Sound: DirectX 9.0c compatible sound cards

Final thoughts

I just finished the campaign, and it was a fantastic experience. I really suggest you guys to at least try the demo, it's an awesome game, with a big replay value, and the art is just amazing.

The music score is from the album "Movements" by Marcus Birgersson aka Solar Fields, and it is fantastic. Marcus is also the guys who made Mirror's Edge OST.

Enjoy !

Waves !

This is an amazing high score shmup game from the awesome guys at

Game is coming on November 16th on Steam, I will post a good review after the release.

Here a few videos from the demo :

GTA IV videos !

This is one of my oldest video made with GTA IV powerful video editor.

Here is another one with my friend Shadow in a freeroam multiplayer game.

A little fun time with some kind of emergency parody...

Back with Shadow for more fun in multiplayer.

More fun with my dear friends from TDU !

And the last one, end of the series.