Final Fantasy XIII’s plastic fantastic conservatism versus the raw promise of Just Cause 2
February 25, 2010 by Martijn van Best
Filed under Events, Reviews & Interviews

Imagine two games which couldn’t be more different being showcased to the game press together. Both Final Fantasy XIII, the latest installment in the long running RPG-series, and Just Cause 2, sequel to 2006 action title Just Cause by Swedish developer Avalanche Studios were playable at the Square Enix 2010 line-up event at Metropolis Cinema in Antwerp, Belgium. Final Fantasy is of course the flagship of Square Enix, while the first Just Cause was published by Eidos. Now that Square Enix owns Eidos, the Swedish franchise has found a new home in the Japanese powerhouse. It’s kind of strange to compare two games which are so remarkably different, but it was exactly that huge difference in play mechanics and control which was so compelling about the whole afternoon. Not because of the different genres, but because of what they represent: willingness to experiment (JC2) versus conservatism (FFXIII).

The event began with Adrian Arnese of Square Enix’s London office playing through several scenes of FFXIII on one of the Metropolis complex’s big movie screens. Some of these scenes were from the beginning of the game, while others were from 30/40 hours in. He showed the main characters like Lightning, Hope, Snow, Vanille and Sazh battling through different environments, all the while explaining more about the game’s storyline and how the main characters are connected by their misfortune to be chosen as a l’Cie, a sort of servant for a godlike species called fal’Cie. Environments included a kind of power plant, a city and vast grassy plains. Lots of beautiful environments, but none were as pretty as the character models themselves, especially their facial features. A lot of work has obviously gone into those.
During an opportunity to test the game first-hand we found that while the graphics might blow you away, the gameplay alone does not carry the game, at least not the opening sequence. There’s lots of repetition when it comes to battles and you don’t even get to control all team members, just the ‘leader’. (At least in this early part, let’s hope that feature isn’t carried over to the rest of the game). Combat was simplified compared to earlier Final Fantasies: health gets restored automatically and free of charge after each battle, while a potion used in combat heals the entire team. In this early scene, it was possible to turn your back to the screen and start talking to onlookers, all the while bashing the command button and still win battles. We tested this. This simplification might attract new fans but it seems like a missed opportunity to grab the player by the throat right from the start. To be fair: an RPG like this has to be played patiently. You need time to take it all in and let both the story and the gameplay unfold. A press event where you typically play for half an hour, all the while skipping story sequences doesn’t do this kind of game justice.
Just Cause 2 surprised us with it’s fun gameplay. There is a big drive to play and fool around with the controls right from the start, although the control takes getting used to. The grappling hook from the first game has been given extended functionality and is easier to operate. It’s a device which can be used not only for climbing and dragging cars out of a ditch, but also for such frivolities as tying an enemy to a gas canister and then launching him into the air, to name just one of many possibilities in this huge, free-roaming environment. A combination of grappling and base-jumping using a retractable parachute makes navigation a blast. Main character Rico Rodriguez can drive any vehicle, destroy lots of objects and grapple and base-jump his way through the landscape. Like lead game designer Peter Johanssen and community manager Mike Oldman say: “There is so much to do, you won’t be bored even if you don’t follow the missions at all.”

And that’s exactly the big difference between JC2 and FFXIII: the willingness, perhaps the need, of Avalanche to experiment with gameplay features stands in stark contrast with the conservatism of Square Enix’s own FFXIII. Final Fantasy XIII looks highly polished, with trademark superb graphics. But its character-archetypes feel very worn out. There’s the mysterious woman with a dark past, the gruff fighter who still manages to look very fashionable and the cheerful young girl who can’t decide whether she’s jailbait or just carefree. Very nice, but we’ve seen ‘em before. The gameplay is mostly conventional with a dynamic looking, but ultimately turn-based battle system that -at least in the early levels- is very restrictive. As if Square Enix is afraid players might break something in the process. On the other hand, Just Cause 2 is looking kind of rough around the edges when compared to Final Fantasy, but offers more in terms of rewarding experimental behaviour. While not offering something mind-blowingly new, it is not as bound by tradition as FFXIII. Just Cause 2 playfully combines mechanics from several action games -like Bionic Commando and Grand Theft Auto-, with the unique twist of making the grappling hook so fun and versatile, providing the player with multiple solutions to any given problem. And shouldn’t that be what great games are all about?

Whether or not JC2 stays interesting for the whole 40 hours the developers claim players will spend at it, remains to be seen. Yet it is a junior franchise ready to carve out a piece of the market for its own and therefore seems to have more raw energy than FF. Square Enix stays middle of the road in terms of new gameplay features, like so many Japanese developers tend to do. Where are the truly new ideas? RPG’s are a conservative genre by definition but there will be a time when pretty graphics alone won’t cut it.
Ninja Blade Review
February 18, 2010 by dirk
Filed under Events, Reviews & Interviews
So what is it about?
2011: Weaponized parasites codenamed Alpha-worms infested the Ground: Alpha site. All of the infected humans turned into bloodthirsty monsters, And guess what? You are the super ultra awesome ninja that’s going to save the world from infection. Isn’t that awesome?! So get ready for some epic boss battles, Cool Quick time events, nice wall-running and some high-speed extreme sword fighting!

Gameplay: Xbox 360©
(QTE means: quick time event)
You start off with an explanation of your mission, you are now ready to jump out of the plane and start your first QTE (and kill your very first Alpha-worm). A really big button pops up showing which button you need to push to kill the monster. Of course this is still very easy but don’t worry it gets harder as the missions pass. As you slice the monster in half with your Ninja Blade, the next one is already coming and you better get used to it as the whole game is just like: Start movie-shooting out of a plane with a Gatling gun that can change into a rocket launcher-kill kill kill-mini boss-ultra epic super move called Todomé (it’s a QTE and they actually look surprisingly good)-kill kill kill-maybe again a miniboss-Todomé-kill kill kill-final boss-ending movie. That is the very basic layout of the missions. As you progress through the missions you earn new Elemental throwing stars which can be used to crush boulders so you can swing to new places with your grapple wires, put out fires and much more, as you progress through the first mission you gain your extra swords: A pair of long range swords who can be used for very fast en group attacks and a big heavy sword which can be used for crushing armors and breaking walls. In my opinion the variety of weapons that they give you is good so you won’t get bored with one weapon, Everyone has his/her favorite sword and so you can choose if you use 1 or 2 or 3 swords its all YOUR choice. BUT What I don’t like is the fact that like 30 to 45% of the missions is Quick time events. That disappoints but overall good gameplay (BUT in my opinion and I THINK many will agree the game play is a Ninja Gaiden rip off, only this game is not as hard as Ninja Gaiden). With this said, the game is by me defined as hack slash. I’m not really in to hack and slash but with this game I didn’t mind, I liked it. (Give them a big applause guys they made me like a hack and slash game.)
Upgrading
Whenever you kill monsters they drop blood crystals which can be used to upgrade your swords and throwing stars. Upgrading your weapons gives them of course stronger power and… new cool good looking combo’s.
Gameplay: computer/laptop
So the first thing I notice is that the game is slower than the Xbox 360, which should not happen with my 8 GB of memory (you sir got owned by my badass laptop).
I personally don’t like the controls for the PC version of Ninja Blade. You can dash/dodge with the control button which I think is very misplaced while attacking with your right hand and running around with WASD and then use your pinky to goal the way down of the key board to escape?! Not a good choice everyone could know that (-1), but there IS the option to change your controls what is sometimes not even available in some games (+1 for Ninja Blade) Overall the rest of the controls are good (+1 yet again).

Graphics
Ok, first of all things I notice is that whenever I swing my sword it’s like ghosting, however it doesn’t go away and I have had this with all my computers and laptops. Maybe others don’t have this, maybe they do, but in my opinion NO ONE should have that problem. Overall the graphics are really good for a laptop/pc game I was amazed how good they were (+2 ), but what disappoints me both xbox360 and PC is that sometimes the graphics are better than other parts I don’t like that next time fix it! (-1).

I can’t really add anything Xbox specific so:
Conclusion
- Gameplay Xbox360: 7.5 (no I won’t make it a 7)
- Gameplay Pc/laptop: 6.5
- upgrade system: 8
- Graphics: Xbox360: 7
- Graphics Pc/laptop: 8.5
TOTAL: 7,5
Not quite there: Fairytale Fights
February 11, 2010 by Leroy Ketelaars
Filed under Events, Reviews & Interviews

Dutch game developer Playlogic Games’ new title Fairytale fights certainly was a game that managed to catch our attention at GamesCom last year. I mean mix Fairytales with “kiddy” visuals, throw in some Happy Tree Friends and you’re sure to get some attention. So after our positive first impression at GC, we were pretty eager to spend some time with the game.
Roughly 4 months later and you can find the game on shelves at your local videogame retailer, so we figured it was about time to finally play through the full version.
Fairytale rights is a fantasy hack and slash game, released for windows computers, playstation3 and xbox 360 and has received the PEGI 16, and ESRB Mature ratings in europe and the US respectively (click on the ratings to view game-specific rating details). Having played the game extensively, I would highly recommend parents to not let kids below that age to play it. Now with that out of the way, let’s talk gameplay.

Right off the bat I just couldn’t resist checking the credits, and sure enough, some ten or so familiar names popped up, even putting our university in the credits. Pretty neat!
When you first pop the game into your system and start playing you immediately notice the rich color scheme and fun re-imagining of a range of fairytale characters that we’ve all come to love when we were little. But this game is far from intended for the disney crowd, instead going with bucketloads of blood and mindless violence. But hey, with the box art of this game, nobody should be surprised by that!
Our first impression was still the same as it was back on GamesCom (a hack and slash game, drawing inspiration from happy tree friends and fairy tales), so we skipped straight through the mandatory intro screens and set off to hurt anything that moved.
I’d say the single player mode took us about 20 hours to complete. You can also play through the “story” in online mode, effectively creating a 4-player co-op game, or do the same using the offline multiplayer co-op mode. The game also offers an on-, and offline multiplayer battle mode, allowing players to fight Vs. each other, but we found this mode of play to be fairly useless and much less fun than the story mode since there is no end to the battle, nor does it matter wether or not you kill a friend. I felt the multiplayer battle mode had potential but left much to be desired.

Going through the story mode, you are presented with a wide variety of weaponry, ranging from a lollypop to a tree branch, to a big axe. These can be picked up from beaten enemies or.. just about anywhere in the game, seeing as it’s literally filled with item and money chests, ready for you to be raided. After a while though, we started getting annoyed with them since there were simply so many and we stopped bothering to open them apart for grabbing a new weapon.
Wielding one of these many weapons, the player goes though a series of tales as they slay lumberjacks, gingerbread men, even leprechauns. The environments in FTF look great, all fit with the story you’re playing in, and the way they throw in some neat little details add to the impression of the game’s level design in a positive sense.
Sadly, not all is well in fairy tale land, because for some reason Playlogic decided it was a good idea to leave out the invisible walls we’ve all grown so accustomed to in other games, and in this case, that decision was a mistake. The problem is that you can easily walk off the level, get beaten off it by an enemy, or (thats a bit uncommon, but it happened to us) get stuck in the level geometry.
The level design is also set up in a way that frequently makes it difficult to estimate just where you’re going to land when you jump, resulting in us unintentionally jumping off the level several times in a row, falling off narrow ledges and other objects.
As we sliced our way though the world of FTF, we often pondered the question where they hid variety. You see, from the first to the last, including bosses, all you do is walk, slice, fall of level, re-spawn, and repeat that endlessly. About halfway through the game we ran across a maze, but thats about the only bit of variety we can recall in the entire game.
The game is set up as a number of fairy tales, each with a set of chapters with a boss battle looming at the end. Sadly, we found these battles, and the game’s difficulty, for that matter, to be consistently disappointing. The fighting doesn’t get any harder as you progress through the game, and the boss battles are either fun but extremely short and simple, or straight forward but too long and repetitive, and thous, boring.

Recap
The humor and fun details in the game add to the fun atmosphere that FTF has going on, and the graphics only add to this. However, the sheer amount of times we’ve frustratingly simply fell off the levels for no good reason, and the fact hat the amount of time we’ve died that way was roughly equal to the amount of enemy lives we took, definitely took away (in a big way) from any enjoyment of playing FTF.
If we add everything up, I’d say FTF is a game that had a lot of potential, but feels rushed and even though there are some very nice levels, overall, it could use some extra attention to the leveldesign.
FTF, for these reasons feels more like a downloadable PSN or Xbox Live Arcade game you’d buy for €9,99, rather than a full-blown €50 title. The game concept is nice, but it’s execution is lacking and disappointing, sadly.
Joystick Junkies interview Chris Birch
December 4, 2009 by Maikel De Bakker
Filed under Events, Reviews & Interviews, News & Lifestyle

For the people following us here longer than 5 years you might remember that nisute and joystick junkies have gone a long way. And since we’re into gaming lifestyle, we figured it would be nice to pay our friends at Joystick Junkies, one of the ground-breaking game T-shirt designers of europe, a second visit. Chris Birch owner and Founder of JJ will be answering our burning questions today. Have fun reading!
NiSuTe: Hey Chris.
Chris Birch: Hi mate.
NiSuTe: Can you tell us something about the company and the start of it all?
Chris Birch: Back in 1999 I was wondering why no one was selling cool tees based on video games. It was strange that with such cool graphics no one had taken advantage of the imagery to design tees. Finally after talking about it for maybe a year, people got fed up of me dreaming and I decided to just do it. I drew the logo in a bar on a napkin one night, walked in to the office the next day and said: “Hey we’re starting Joystick Junkies”.

NiSuTe: Did you start on your own, or did you have a partner?
Chris Birch: Back then I had a public relations company working with a lot of games companies. So I got some friends at the trade paper CTW to sponsor us with some advertising. We invited everyone in the industry to a launch party including people from TV, film, model agencies, advertising and other PR companies. Then we designed some cool clubbing style t-shirts based on some classic gaming graphics. And our first party was a roadblock. 30 arcade machines on free play, marshall jefferson the godfather of house music DJ-ing and a self confessed gaming addict. I dreampt up the idea and started it with a couple of other guys – one who did the t-shirt production for us- another who owned the arcade machines we used for the parties. But we re-launched the company with new partners a few years later.
NiSuTe: Wow that is really cool. So JJ is more like a hybrid between the gaming industry and the fasion industry?
Chris Birch: My challenge to myself was to make gaming so cool that non-gamers would want to wear the designs. I loved the idea that I could bring together to different industries that at the time were so far apart. While gaming parties were traditionally full of guys, we threw the hottest parties in london with a nice mix of girls and guys, great music, arcade games, 80’s vibe.
NiSuTe: And, is it working?
Chris Birch: Well we’re now in some of the biggest high street stores across Europe and some of the coolest fashion boutiques stock our clothing. The reason we’ve been so successful is that we’ve designed the t-shirts or hoodies to look really cool. They have to be fashion first, not gaming first. That means someone has to be able to walk in to a store who is not into gaming and get the design and think: “Wow that’s cool I want to wear that”. Now if I’m a gamer and I see the design there’s a bonus, there’s always something extra to it I’ll get. I realised there were people doing ‘gaming’ t-shirts but there weren’t commercial – to survive as a business let alone a fashion business you have to be commercial – so the challenge is always to make t-shirts that are commercial and will sell. But still to be true to the game and make it even cooler if you know the game.
NiSuTe: Well that must be getting harder and harder to do for you guys.
Chris Birch: We have to constantly re-invent ideas – so for winter 2010 we’re now designing a whole range with a comic book vibe. It’s all about heroes, but the gaming inspiration is still there. It’s just everything is drawn in a pop art or comic book style.

NiSuTe: But how doe this work? Do you contact the developer with a nice design or do they contact you?
Chris Birch: You can’t just keep designing the same style of tees. Most of the time we design for ourselves. Sometimes we’ll go to a company like Atari or THQ and say: “Hey we love Saints Row. Why don’t we design some tees around the game”. We have to submit detailed proposals but if we get a licence we can then get access to all their graphics and development art. We then spend time designing a variety of graphics that we think will fit the commercial fashion trends – the guy who is the buyer for say the hip store in paris or the big chain River Island in the UK has to look at the design and think: “Yeah this is going to sell thousands in my store”.
NiSuTe: Speaking of Capcom just a minute ago. would you like to create some T’s for them (and us eventually), too? (I would love to see a JJ sir om nom nom t shirt)
Chris Birch: Hahaha. Yes i love capcom they’ve got some great games – and times are changing – when we started we were doing retro designs which then were late 70’s and eary 80’s games, recently we’ve been doing mario and sonic designs so things are catching up, and with Saints Row 2 it’s now been shown that we can do cool designs based on modern games.

NiSuTe: modern games have very detailed graphics, doesnt that pose you any problems?
Chris Birch: no because we don’t necessarily use the full graphics. Often we’ll take sketches or logos and make 2 or 3 colour art from this.
NiSuTe: and that isnt a problem for the developers?
Chris Birch: with fashion design you have to consider the costs of producing the prints and what is commercial – often this is not full colour artwork. The developers or publishers are more interested in seeing their games get in to fashion magazines and as long as you can show you’re respecting the brand and making it cool they’re usually happy. When it’s really detailed high res art of a game this isn’t necessarily what will sell as only fans of the game will understand it – that’s not a big enough market for a major high street fashion chain to justify buying the t-shirts. So you have to consider art that looks cool whether you know the game or not, you have to research the game a lot and see if there’s any cool development art or logos or poster art. We do a lot of work to find out what will work – but usually we won’t try unless we have a feeling it will work. However, for some newer bigger games we’re considering designing just for the community, with designs that are only available online.
NiSuTe: So how close are you with the developers?
Chris Birch: Some better than others – most have been to our parties in the past!

NiSuTe: Can you tell us more about the parties and the drive behind it?
Chris Birch: Well originally it was the idea to help build the brand doing great parties. Getting lots of different people in the entertainment industry together. Fashion-shows of our clothing, old arcade machines. The challenge of throwing a gaming party that was actually a fashion party. Again I loved the idea of making a gaming party the coolest party in london that night. And we did it. They were packed every time. We’d invite press down for fashion shows of the new range, buyers, possible sponsors. It all helped promote the clothing with the sheer number of emails being sent to invite people, flyers and other press.

NiSuTe: But its all UK based? I mean the parties.
Chris Birch: We have done a party in the US. In Hollywood during E3 with lots of celebrities.
NiSuTe: But never on europe’s main land? Will this ever happen?
Chris Birch: We have cut back on the parties because there is so much work involved and it detracts from selling the fashion, however, we’re talking to some sponsors about throwing a really big party at Gamescom. I’d rather do a few really good events now than lots of smaller ones. the costs are quite high so if you don’t have sponsors it can be a difficult thing to do.
NiSuTe: True. Tell me about the celebrities ^.- who have you met and how is their reaction?
Chris Birch: Well we had a lot at the party in LA – Sarah Michelle Gellar, Jessica Alba, the Rock. That was about 6 years ago. They were all doing their thing with friends and it’s always best to let them enjoy the party than hassle them. Jessica Alba was rocking out dancing on one of the speaker’s. I meet a lot of bands in the UK – I find with our gear that people either love it or not, our colours are very bright and the graphics bold so it’s more for people who want to stand out. This is perfect for guys on stage.
NiSuTe: So lately you’re into bands ? They must recognise the games right?
Chris Birch: Yes they do – sometimes they love them as they’re playing whilst they’re on tour.
There’s some good pics in the VIP section of our site of bands wearing our gear:

NiSuTe: That must make you feel good.
Chris Birch: It’s great when people like your hard work.
NiSuTe: But it wasn’t always this easy was it? (not that it’s easy now, but you get what I mean, right?)
Chris Birch: No, you’re right. We’ve been working hard for ten years to get to this point. That’s a long time, and we’ve had hard times and good times. At the beginning we had no stores selling our products, just online on our website. Then gradually we started to find stores then distributors in other countries – most of that has happened in the last 5 years – then in each country you’re starting from scratch, gradually building things up. There’s a huge amount of investment, time and money to make each country successful. And when you’re spending time on one country you can’t focus on another so you have to be careful to grow slowly.

NiSuTe: So how big is the JJ team now?
Chris Birch: We’re a 7 people operation; me and my business partner Rick ( I handle the creative side of things ), Rick manages the business and handles the sales, there’s Ansa who is the production manager who sees the designs through from finished artwork to actual t-shirt, sources fabrics and colours, does trend research. Then we have Lee who works with some of the big retailers managing the sales, Cindy who handles the admin and shipping, Ghurkan who does the accounts and Vicky who just joined us as an intern from Germany for 3 months. Oh and I forgot Tim who’s our finance director and one of the investors – he makes sure we don’t spend all our money! We have agents and distributors who don’t work for us directly in each country in europe as well.
NiSuTe: Okay, I think we can start rounding things up ^.^ Is there anything you want to show us or tell us?
Chris Birch: Well the new Christmas range is going online in a few days. Be sure to check it out on Joystick Junkies.
NiSuTe: What makes the Christmas range special this year?
Chris Birch: It’s got some cool designs from next year’s range brought forward especially. The christmas range is not the full winter range though, just some last minute designs we do for christmas itself. I’ll try to get you some pics in a couple of days then

NiSuTe: Anything you want to tell our readers?
Chris Birch: Thanks to those of you who’ve supported us over the last ten years, we really do appreciate it. Every t-shirt sold is like a thanks to us for all the hard work!
NiSuTe: No problem, and thanks a lot for this interview Chris!
Chris Birch: No problem mate!
New Super Mario Bros. Wii Play Together
November 29, 2009 by Tom
Filed under Events, Reviews & Interviews
by Tom Kerkhof (and Geert van Ostaden)
New Super Mario Bros. Wii (NSMB from now on) is basically the sequel to the original New Super Mario Bros. on the Nintendo DS. The catch is, as we are all constantly made aware of by any form of advertisement Nintendo throws at us, that we can play this game with up to four players simultaneously. I know you could play four player games on the DS version, but you were never able to traverse through the levels of the main game with more than a single player. On this Wii sequel, you can.

And it is this feature, and possible this feature alone that can possibly make NSMB stand out from other platform games, or even Mario games.
I think it should be noted that NSMB is by no means a bad game – in fact, the single player is of that trademark, familiar high quality you’d expect from a Nintendo title – it’s just that it’s not what it was made out to be. For me, playing the game with four players isn’t as fun as I thought it could be – not by a long shot.
The main reasons for this are some minor annoyances that don’t do the game any justice and should really be fixed to make a better game. For instance, it is very easy to kill off your fellow players. I can honestly say it’s easier to kill them off then it is to truly help them. Now I would be the first person to admit that annoying your fellow players a bit is good fun, but it can really spoil the game in the long run. As such, I don’t understand why Nintendo made these settings both the default and without alternative. Were it possible to switch off some of the more hindering features, like how your character treats your fellow players as obstacles, or how the ‘death’ of your partners hinders your movement for a second due to its animation.

Then there is the bubble. I would love the bubble, were it not for the fact that it is sometimes too easy to accidentally activate it. Also, being able to save yourself as long as your partner is fine, perhaps makes the game a tad too easy, a feat its predecessor suffered from. As it stands, I merely like the idea of the bubble.
Of course, most of these problems are mostly absent in the versus (or ‘Coin’) mode, where the only objective is to collect as many coins as possible to win. In this mode, it’s a free-for-all and each player is allowed to hinder the other players as much as they can. However, the goal in this game is perhaps unsuited for this kind of game play. There is no way to ‘steal’ other players’ coins; you just have to collect as many coins as you possibly can. In some levels, it is thus very hard to stop players who already managed to collect enough – or many – coins. A shame, really, since I would bet some good money on this mode being an absolute hit, had it been refined a bit more.

In the end, this mostly means I think NSMB disappointed me a little. I though the concept of playing a classic Mario game would be a unbelievably good one, but it turns out it is merely a mildly entertaining one (or possibly an annoyingly frustrating one). Had Nintendo fixed some of the problems I listed before, then perhaps the game would have been great. In that case, I would even forgive the game its complete lack of any online support, a feature I think is sorely missed in a game of this day and age, especially when it tries to profile itself as a multiplayer game.
What remains is the excellent single player that takes elements from many classic Mario games and, like its predecessor, is an excellent addition to the library of Mario games. Admitted, it lacks the ‘fresh’ feel of its cousin on the DS, but it still has everything you loved about Mario. I just really miss the Multiplayer mode that could be so awesome, but even that mode is at least enjoyable, so in the end NSMB turned out to be a fine addition to the Wii library.
IGAD Breda Is A Game Design School Like No Other
November 28, 2009 by Maikel De Bakker
Filed under Events, Reviews & Interviews
Today Kevin and I (Maikel) traveled to Breda, an old town in the Netherlands; we had been invited by a teacher from a school there to have a look around. After battling a windy and rainy day on my motorbike with Kevin holding on for dear life, we arrived at the NHTV International University of Applied Sciences. A branch of this University is called IGAD, which stands for International Game Architecture and Design, and it is at this department of the NHTV that the teacher Stefano Gualeni lectures. When we arrived, Stefano was eagerly waiting to give us our tour of the faculty.

Inside Mahjong Mountain
November 24, 2009 by Kevin Ketelaars
Filed under Events, Reviews & Interviews
Dennis chafiâ met Chris van der Linden at the gamescom 2009 and reviewed one of their games. Then we visited Kalydo and did a behind the scenes feature. A while ago they released Mahjong Mountain which we reported about and now we will give you an insider on that very game. So sit back and relax as you read through the interview and as a bonus; developer comment!
The interview:

Nisute: Mahjong is one of the most common flash games on the internet. Why did you choose mahjong to build upon?
Chris : It indeed is a common game that’s freely available on the web. We thought it was a nice challenge to re-make a classic like that but with a Kalydo twist.
The world of cube offered a good backdrop for this game because of the eastern theme and because it looks very colourful. To compete with free mahjong games we put alot of time and effort into making the game world a pretty one. Hence the number of scripted 3D camera angles, beautiful locations and more. Just to give you an example; have you ever played mahjong at the bottom of a waterfall? (as Chris finishes he smiles)
NiSuTe: We know that Mahjong mountain uses the same asian theme as Cube, but how did the style of Cube come to life?
Chris: The visual style of Cube is something we’ve made with the help of the art team. At that time we mainly were using the theme of our underwater game Nauticz. When the puzzleconcept of Cube proved to work out, i went back to brainstorming about what we could do with what we had. Together with Kirtsten Nuyts (concept artist) we came up with an eastern world in which everything is square. This worked so well that we soon had a working world with surprisingly humorous characters.

NiSuTe: Why would a casual gamer pay for your version of Mahjong while there’s a thousand and one free versions of mahjong to play on the internet?
Chris: Mahjong Mountain is the difference between a cartoon on tv and a Pixar animation film in the cinema. Directly after you start the game you’re sucked into the amazing world that is Mahjong Mountain. In the temple you choose your favourite character to play with. On your trip to the of the mountain you visit incredible locations with stylish seasons. This experience you don’t get in some random free version of Mahjong which also usually are 2D. Hopefully there are a decent number of people that see the potential of a game like this.
NiSuTe: Mahjong Mountain obviously revolves around playing mahjong on an island. Why didn’t you choose to name the game Mahjong Island instead of Mahjong Mountain?
Chris: lol
Good question, you sound like one of our programmers. (Chris blinks)
The reason we give it the name it has is because it clearly also revolves about a mountain on the island.
NiSuTe: The game is made for the casual audience, but what about you, the developers? Which part of the game do you like the best, or what part did you enjoy the most while developing?
Chris: Personally i thing the environment is an fantastic element. It’s simply pleasant to look at while someone is playing the game. The leafs falling, the water rushing from the waterfall or the lights that turn on as the day turns to night, all of those fine details nicely executed. This i personally think is the strength of the game, because let’s face it, to mahjong we cannot change that much. Then it was quite the challenge to clearly illustrate the different levels of depth into 3D. We had not expected this would turn out to be a challenge at all!
The developer comment:

Figure above shows some steps in the production process of the game. From sketch to Final in-game model. During the design of the characters we always kept in mind that we are working in a cubical universe. That is why some assets of the Sensei (his ponytail) changed a few times during the production process. I never thought making cubes would be so difficult.
Our main focus was to create very obvious cubical characters, wich would bring a smile on the face of our gamers.

Cube Mahjong takes place on a big mountain. We were quite fond of the idea to bring rising in level, to the player in a litteral and visual way. The better you get the higher you go.
Each stage represents one of the four season. You start in the pleasant, warm spring season and ends in cold winter. At the end we have a little suprise for our gamers, a warm greet from a very unusual character.

We tried to make our Mahjong stand out from all the others. For one, by actively integrating 3D elements and also by rewarding the gamer visually and in game play for the progress he makes.
The sound in Mahjong is focused on achievements and ambiance. They really add to the pleasure of playing in the cubical universe surrounded by colorful creatures and characters.
BredaBrawl II Results!
November 2, 2009 by Chris McEntee
Filed under Events, Reviews & Interviews, News & Lifestyle
BredaBrawl II
Back on October 18, NiSuTe, NHTV Breda and Foregames held the second annual BredaBrawl Tournament. The turn out was better than the first time around, this time with 35 eager competitors and a variety of character choices, making for one diverse event! There were some well-knows from the Dutch Brawl community such as last BredaBrawl’s champion Cenel, as well as runners up Gymmo, Nick and Güvan. This time around, however, the early stages of the tournament were held in group phases instead of knockout, allowing for more play time and less chance of one mistake leading to an early demise. Read more
Meet The Players Podcast #6 – Hi, How Are You Pete Franco
October 23, 2009 by Daniel Wise
Filed under Events, Reviews & Interviews
The “Meet the Players” podcast is the mid-week interview session with today’s movers and shakers within the video game industry. Each week Daniel interviews professors, artists, programmers and critics, inquiring on the latest trends in the industry and shedding light on the topics of this ever changing form of media.
Enjoy!
THE PETER FRANCO INTERVIEW
Peter Franco is in charge of the art within Hi, How Are You from Apples App Store. He has carefully crafted the aesthetic of Daniel Johnston’s art into an innovative platformer. Franco is a classically trained artist who graduated from the University of Michigan. He later found himself traveling to Austin, Texas and a career in creating art for video games. He has been through three major console generations with creating art for the N64, PS2/XBox and PS3/XBox 360. Now, he has partnered up with Stephen Broumley to form Dr. Fun Fun and Smashing Studios to take step back to a simpler time of gaming with Apple’s iPhone.
HI, HOW ARE YOU IPHONE/IPOD TOUCH GAME
Hi, How Are You is an iPhone/iPod Touch game based on the works and mythology of indie legend Daniel Johnston. The game is full of classic gaming references, sweet tilt-based gameplay and surreal art that will please the eye. The game is available on the iTunes App store for only 99 cents, so give it a look and support your indie developers.
Download the Podcast
NiSuTe special: Kalydo
October 14, 2009 by dennis chafiâ
Filed under Events, Reviews & Interviews
At the Gamescom a few months ago, Kenneth and I walked humbly over the “Holland Pavillion” at the business area where all dutch gamedevelopers could have a word with each other, and have their business appointments. Chris van der Linden, Creative Director at Kalydo, approached us, and we had a great conversation. If all this went past you, click here for a refresh! The conversation wasn’t that long, so we decided to pay them a visit. After all, Eindhoven is very close to NiSuTe’s office!


Kalydo is a young development company settled in Eindhoven, The Netherlands. Starting out with a small group of friends, the company has been growing ever since. Chris is one of those founders: “We started with 4 people to develop in 2005. In the beginning we were all volunteers, we had a lot of part-timers and interns so we have seen a lot of people come and go. At this point we have 20 people working here.”
As the creative director, Chris has a busy schedule. “On mondays we usually have meetings with partners and other company’s, I’m also responsible for the marketing of our games, and bringing the product to the world. I work together with Rob, who is our gametech. The rest of the week I keep in contact with partners, do some photoshopping for the marketing, and send a lot of e-mails. My main job is to direct the whole artist department, both audio and visual aspects of the games.” The team is a very active one, and like to play their games themselves as well. If you look at the highscores, the team is very high in the leaderboards!

At this point 6 games are done, the seventh is on it’s way and the team is working hard on a new game. The first 6 games are colourfull, happy games. They can either be improvements of classic arcade games like brick breaker, or a whole new concept like ‘Cube: Gardens of Zen’; a puzzle game which requires a lot of spatial visualisation ability. At first hand all these games look like casual games for everyone to play, but games which hardcore gamers detest. But looks deceive! “All games which we make are a great compromise between casual and hardcore. The games are quick, easy to understand, but with great storylines and achievements that only die hard gamers can solve.” At this point all games are available in Dutch and English, but “more languages will be available in the future.”

As stated in the first article, Kalydo has a very special way of letting the audience play their games. You can buy credits for your account on Kalydo or a social network. With these credits, you can play the games, and when you played a certain game long enough, it becomes yours. In my opinion that’s a great system, for; when you don’t like a game, you didn’t waste too much money on it, and when you really like the game, you will never pay too much.

Kalydo isn’t just a company anymore, it has become a platform. “At this point, we have contact with some other companies who want to publish their games on the kalydo platform. This way, we aren’t just developers, but also publishers.” Netlog is the first social website which supports this platform. “If everything goes well, our full installment on the website will be this month (October 2009) and then we’re off ground on the social networks. We have 2000 players now, but we expect an upward line after this month.” Kalydo will also be available on Hyves. “The complete partnership with Netlog took us more then a year, so Hyves will take a while as well.”
So what’s new at Kalydo? “At this point, a game is opted for multiplayer as well. We try to make the game smaller, cut it into pieces, and since it’s browserbased, it will be easy to make it a multiplayer.” A new game is being made at this point and is called Haven. It’s a big shooter, which looks a lot like starfox, but darker and with a great story. It’s not yet clear when the game will be done, but expect to see it really soon!

Haven being playtested
This is a really interesting way of playing games on a new platform. Check out their websites as well!
Official Kalydo website: Click Here
Kalydo On Netlog: Click Here



whahas on
Daniel Angelo Quant



