Exclusive Interview: Reptile’s “Megabyte Punch”


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Now I spend a lot of time on an image board that has got a bit of a nefarious name among those who surf the internet.  And through out all the time that I spent there, I’ve always seen threads about amateur game developers seeking assistance from one another in developing their games, though I never paid them much mind because coming from a game development college myself, looking at game development related posts is one of the last things I wanted to do.  However, when one of the NUReviews staff members told me that a game developed by people from that same board is up on Steam Greenlight, my interest was peaked.  Thus was my introduction to Megabyte Punch, a game developed by Reptile.  If you go and check their website, you’ll see that not only are they up on Steam Greenlight, but they’re also accepting pre-orders for the game and they have a demo up.  The game was described to me as customizable Smash Bros, so I had to try the demo out myself.  I was excitingly surprised when that, as far as simplified descriptions go, that was essentially what the game felt like.  The game is a side-scrolling beat em up much like Super Smash Bros Brawl’s Subspace Emissary, where you control a robot like creature that fights other robot like creatures.  When you destroy an enemy they can sometimes drop a part of their body, which you can then substitute out for parts of your body to add stats or abilities.  Once you have a robot customized to your liking, you can take it into an online battle arena to fight other players.  After playing the demo myself, I decided it would be a good idea to try and hit up the developers for an exclusive interview, and surprised was I when they agreed!

B: So, Why don’t we get a little introduction from you, for those who may not know who you are?

D: I’m Dion Koster, 23 years old.  I have a little company called Reptile where I work together with Tim Remmers on a customizable fighting/beat ‘em up game for PC and Mac called Megabyte Punch

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B: Do you have any prior development experience?

D: Yes, I started with Gamemaker and some NDS homebrew.  I’ve made several small/unfinished games.  None really comparable to Megabyte Punch though, it’s going to be bigger then anything I made before.  So it’s pretty exciting! Apart from my own games I did work at Ronimo on Awesomeauts as a Game Design Intern, doing work on bots, balancing and abilities.  I also wrote some of the character’s backstories.  They are among the smartest people I’ve met, it was good fun and I learned a lot.

B: Now, your game, Megabyte Punch, what is it about and what really makes it stand out from the rest?

D: This is my pitch: Megabyte Punch is an in-development electro fighting/beat ‘em up game in which you build your own fighter.  As you travel through different environments, you battle other creatures to get their parts.  Parts have their own powers and bonuses, like gun arms for a shoot ability or powerful hips for a devastating pelvic thrust attack.  Then, using the abilities of your customized fighter, you can compete in the tournament or battle against other players in a destructible arena.

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B: What was your inspiration behind Megabyte Punch? Did any of your favorite games play into it?

D:In the beginning, we wanted to make a customizable Smash Bros Melee.  It just seemed like a very good match with the gameplay mechanics and a lot of fun.  The game, as I imagined it, was something I wanted to play and I thought many others would too.  That said, except for the boss battles and tournament modes, it’s very much unlike Smash.  Most of the game (some 5 to 8 hours we’re hearing from testers) is about finding the right parts, battling creatures and beating levels in the single players/co-op mode.

B: How long have you been working on the game? Was it just you two or did you have a team behind you?

D: I started on my own in summer 2011, hijacking a room in my former school to work in pretending to be a master’s student.  Not long after I started Reptile with Time Remmers (who actually was a master’s student) and we continued together.  Reptile has a third member (Dillon De Voor) who sometimes comes out of the woodwork doing small projects or web tech, but he’s not involved with Megabyte Punch.  So yes, its a two man game.  We’ve had some breaks doing freelance work or other side-projects, so the total development time comes down to about one and a half years now.

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B: How does it feel knowing that your game may end up on Steam, allowing it to be more widely available?

D: Amazing! I tend to swing in that regard though.  Looking at our Steam Greenlight page, it doesn’t seem likely to happen any time soon.  But then I look at all the positive comments and feedback we’re getting and jump around thinking we should be able to make it or at least bypass the Greenlight process once it’s finished.  It’s probably a matter of getting word out about the game.  Winning an award would do it too, dreaming is what got me here anyway.

B: For our /v/ and /vg/ readers, where do your vidya allegiances lay?  Are you a PC Master Race, Nintenbaby, etc…? Or are you a far more fabulous Idort?

D: I really don’t pick camps, so I guess I’m pretty fabulous.  I like the NDS to make and play some games on though

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B: What games are you currently looking forward to or even playing when you’re not working on Megabyte Punch?

D: Shockingly few.  Right now I’m interested in Wonderful 101 and I wish they made a new Jet Set Radio damn it!

B: When should we be expecting the game to finally be released?

D: We’re expecting it’ll still take some months to finish it properly, but certainly this year.  Doesn’t that sound like a typical game developer?

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B: Do you have any future projects planned?

D: We don’t have the next project planned yet.  All we know is that we want to do several smaller games after Megabyte Punch with a less abstract art style.  Probably stylish action oriented with depth in either skill or content.

B: Any last words you would like to share?

D: I’d like to plug our Steam Greenlight page, please vote for us if you like the game! Reptile represent and shoutout to AGDG.  And thank you for the interview!

No, thank you Dion, even though you won’t be getting that thank you until after this publishes.  But in seriousness we would like to thank Dion over at Reptile for giving us this opportunity, as excited as you were to get your game on Steam Greenlight, we were excited that you allowed us this opportunity.  You can check out their website here, and if you like them you can pre-order the game for $7.50 and go vote for them on their Greenlight page!

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A Smashing Ole Time: A Personal Super Smash Brothers Retrospective (Introduction)


super_smash_bros_64___wallpaper_by_cookieboy011-d4zzvlx

            I wish I was more of an interesting human being. How I wish I was a person with a vault of stories waiting to be told. But alas, I am a socially awkward introvert with only a miniscule amount of stories, experiences, and anecdotes to share. That may have been a reason why I decided to create Naturally Uncanny Reviews. So rather than retell stories which I’m sure are rather uninteresting, I have a chance to express myself in a different way. At first, it was through sketches, which allowed me to be a bit creative; although I’m sure they were unfunny. When NUReviews became an actual website, I learned that I’m able to express my opinions regarding the nerd culture that I am a part of. What surprised me was that I began to enjoy it. Until not too long ago, I would have said that writing is not an expressive medium I’m capable of using, due to my prior belief that there is a need to be articulate in order to write properly. But after writing more and more, I became comfortable with using writing as a means of expression. So now, I feel I’m able to share something I have wished to do for a while now. Even if no one reads this, I’m satisfied with the fact that I’m finally able to speak about an aspect of my life which I treasure dearly. Continue reading

Project Sora No Longer Soars (Updated)


Sora Studios No Longer Soars

Project Sora, founded by Masahiro Sakurai and funded by Nintendo, has apparently been dissolved. According to a report by adriasang.com, travel to the project’s website only provides a notice about the project’s demise. The only game developed by Project Sora was Kid Icarus: Uprising, and currently Sakurai and Sora Ltd. is working on the Smash Bros 3DS and WiiU games.

Editor’s Note: I just want to make this clear so no one gets confused. Sora LTD. and Project Sora are separate entities. Sora LTD. is Sakurai’s own development team. Sora LTD. has worked on games like Meteos and Super Smash Bros. Brawl. Project Sora was formed by Nintendo as a development team to work on Kid Icarus Uprising and possible future games. Project Sora comprised of Nintendo Staff and Sakurai’s LTD, with Sakurai himself in charge. Despite Project Sora’s closure, Sora LTD. is still active, and is currently collaborating with Namco Bandai on the latest Smash Bros games.

Next Super Smash Bros Roster Not Growing


Next Super Smash Bros Roster Not Growing

In a recent interview with Nintendo Power Magazine, Sakurai let on that the roster for the next Super Smash Bros game won’t be getting a size boost like it’s predecessors. “In terms of quantity, we’ve probably already reached the limit of what’s feasible. I think a change of direction may be what’s needed.” This doesn’t necessarily mean we won’t get any new characters, just that the amount of characters we get is less likely to increase. But you know what they say, Quality over Quantity!

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New Smash Bros Games getting help from Namco Bandai/Bandai Namco Studios.


During the Nintendo Direct tonight, we got a lot of information for new Nintendo goodies. But since I am Steve, and Steve adores Super Smash Bros, I need to first talk about the new bit of Smash Bros news.

Namco Bandai and Bandai Namco Studios (someone want to help me differentiate the two?)  will be working with Masahiro Sakurai (creator of Smash Bros and Kirby) along with his own studio, Sora. Two stand out names mentioned were Yoshito Higuchi, the producer and the director of the “Tales” series and Masaya Kobayashi, who worked on the Metal Gear Solid, Zone of the Enders. In a statement released by Kobayashi, he also went on to mention other people and teams helping out.
“…Tetsuya Akatsuka, producer and director of “Mobile Suit Gundam: Extreme Vs.,” the art director/sound director of the “Soul Calibur” series, the main development team staff from the “TEKKEN” series…and that’s just for starters. All the top creators from NAMCO BANDAI are gathered here to create a never-before-seen dream team for this project. We will fully utilize our experience and knowledge in action/fighting game development, technical capability, and organizational strength, and we hereby promise you that we will develop the best and most powerful “Super Smash Bros.”

It’s obvious that this is very big news for Smash Bros fans. This could lead to a large amount of possibilities. We could have robust gameplay along with an expansive story mode and decent online multiplayer. This version could be taken seriously in a more competitive sense, like professional tournaments. This also opens many doors for Namco Bandai 3rd Party characters, like Pac-man, Klonao, and fighters from Tekken and Soul Calibur.

There’s a reason why I consider the Smash Bros series one of my all time favorite franchises. I rather not get into it right now, however. It would probably take up a couple of pages, and it’s 1:12AM at the moment. I’ll save that perhaps after the release of the new Smash Bros games. But my inner Smash Bros fanboy is starting to recover from his long hibernation. I just hope he isn’t as disappointed as last time.

Edit: One thing…IT’S OVER, SONY IS FINISHED

Super Smash Bros Kerfluffle Hype Train: Popularity Poll!


Super Smash Bros Kerfluffle Hype Train: Popularity Poll!

Apparently, a Japanese magazine ran a popularity poll of characters that have appeared recently in 3DS/Wii games. Topping the list is Pit, Mario, Kirby, Link and Luigi, no surprise there. Some other worthy notations would be Skyward Sword Zelda, Waluigi, and Hatsune Miku, and that’s just the top 15 (GO WALUIGI!) Normally this wouldn’t be that important, but Sakurai has shown interest in this poll through his Twitter, could this show that we might end up getting some of these characters in Super Smash bros Kerfluffle? One can only hope, Waluigi needs more game time.

Development in New Smash Bros Game Just Took “First Step of the Process”


Despite the new Super Smash Bros titles for both the 3DS and WiiU being announced last year, the games’ director Masahiro Sakurai stated in an interview with Nintendo power:
“We’ve just taken what you could call the first step of the process. This is the first time I’ve ever had my next project announced before it’s even entered development, and because of that, I fear that players will be forced to wait even longer than they expect to. Please be patient.”
Development for Smash Bros didn’t start until this year due to Kid Icarus Uprising release this year( click here for our review).

Believe it or not, I found just as much fun, perhaps even more, in the wait for Super Smash Brothers Brawl than playing the game. This was made possible by the Smash Dojo, the website which Sakurai himself update every weekday, give us new bits regarding Brawl. Many tears were had, due to rage (tripping), trolling(Real men use items!), sadness (no more Mewtwo), and joy (Sonic and Solid Snake).

I think it’s a safe to bet to look forward to a new trailer next year at E3, even sooner if we’re lucky. Until then, my inner fanboy rests until the next “Japan Time”.