Hurrican Review


Graham surveys Hurrican. Portion: 

Hurrican is Turrican Megamix basically, and I can't think about an all the more fitting tribute to the arrangement. I don't think I've seen numerous revamps which have lavished such care and consideration on upgrading an old amusement while staying consistent with its roots. 

In spite of the fact that the essential exploratory gameplay radiates through - and has even been bettered because of signs directing the path toward the way out - there is an issue, in that more doesn't as a matter of course mean better. Hurrican gloats no under 5 distinctive shoot catches, one for a switchable fundamental weapon, one for a rotatable pillar weapon and three more for different constrained asset weapons. Furthermore, some of these can even be consolidated with different catches to actuate auxiliary capacities. It's fair excessively, they ought to have recently picked a solitary one of the additional weapons and disposed of the others for the purpose of straightforwardness.

The 100 Best Games Ever

Edge Magazine have recently published yet another of those ever wonderful gaming lists that allege to cover the best games ever made. Ignoring the fact that once again we're being asked to hand over ten of your English pounds in exchange for a list of games which you could write on the back of a beermat without opening the magazine itself... I'm left wondering just how accurate these lists really are.

Is it still the case that as good as it is, Ocarina Of Time is The Best Game Ever Made or is it just so terminally dull and predictable a choice that it ends up there because, well, thats just how these lists work? No thought, no imagination, no heart and no soul.

Colour me unconvinced that if the readers of this blog were to vote on their best games we'd see such a tired and predictable list. So, putting the arguments of how useless lists like this are - I reckon we should show them how a real list would look.

How about you fire me over your top 10 best ever games, and by that - they can be freeware, commercial, shareware, remakes, public domain, console games, arcade games... whatever your list would actually contain and in a few weeks I'll collate all the info together, add them all up and post them onto the internet for everyone to pick over? Don't just throw something in because you feel duty bound that it should be there, put it in because you believe wholeheartedly that this is one of the best games you've ever played.

Drop me a mail at remakes100 AT gmail DOT com and lets set this place on fire...

Original remakes forum thread / Retro Remakes News Post

The Infinity String

In The Infinity String, you assume the role of a scientist named Yerik Elnar. The year is 2009, and mysterious ruins have been discovered in Antartica by Russian explorers. One year later a complete research base was built to study the findings. You arrive on the scene to provide assistance to the first research team stationed there but only to discover that the entire crew has disappeared.

Left click to walk or interact with objects and right click to examine them. Double click on an exit to leave a room quickly.

There are two possible endings to the game.

Name: The Infinity String
Developer: Sektor 13
Category: Adventure
Type: Freeware
Size: 30MB

Uchuforce 2

Uchuforce 2 is perhaps the most accessible shooter by Babarageo after his memorable STG Banner, supposedly inspired by the classic Star Soldier series. Collect the letters to spell the title and earn an extra ship plus weapon upgrades. Losing a ship means a weapon downgrade.

Hold the left mouse button to shoot or press the P key to pause. Sound isn't implemented yet but the author has promised that it will be sorted out in a matter of days.

Name: Uchuforce 2
Developer: Babarageo
Category: Shooter
Type: Browser

Earl Mansin: The Breakout

Warning: Strong language and graphic scenes.

In Earl Mansin: The Breakout, the objective of the game is to help the titular character escape from his imprisonment. A convicted serial killer who has been in prison for the last twenty-seven years, your first task is naturally to find a way out of your current confinement.

This release comes with full speech and accompanying soundtrack, hence contributing to the large file download size.

Name: Earl Mansin: The Breakout
Developer: Adrian Bernstein
Category: Adventure
Type: Freeware
Size: 160MB
Walkthrough: Click here

Javascript 3D FPS Under 4K

From A. Wooldridge.com:

3D TOMB II is a first person shooter in a fully textured environment done in less than 4k of JavaScript by Mathieu 'P01' HENRI, originally made way back in 2004. The game was released again in June 2007 with new adjustments and additions.

Use the arrow keys to explore the tomb, hold X or C to strafe and press space to shoot. An exit to the next floor is always placed on the other side of the maze. The HUD shows health, ammo count, current level and score from top to bottom.

Works perfectly well on both IE and Opera, but not so much on Firefox and Safari unfortunately.

Name: 3D TOMB II
Developer: Mathieu Henri
Category: FPS
Type: Browser

Darkwind - War on Wheels

Set in a madmax style world, Darkwind is a turn-based MMOG which fills the niche created by Steve Jackson's board-game Carwars back in the heady days of the 1980s.

The player hires a gang of characters who can unleash death and destruction from behind the wheel of a car. Vehicles include tricked-out muscle cars, armoured sports cars and hearses with mounted flamethrowers - plus motorcycles and character movement on foot will be available soon as well.

Hired characters must be fed and paid. Money can be earned in races, deathrace leagues, via jobs from NPCs or from scouting for pirates in the wastelands between cities, alone or in squads with other gangs.

The game advances in real time; travel, healing, training and car modification takes time to complete, giving rise to a sense of realism often not often found in other games. Gameplay is split between a browser for gang management/world movement and a Torque-based game engine with physics simulations for playing out events.

Other interesting features include psionic powers, performance enhancing drugs with side-effects, player ownership of production facilities and camps.

Name: Darkwind
Developer: Sam Redfern
Category: Strategy
Type: Demo
Size: 80MB

Starquake Remake Videos

The videos just keep coming... who is this cecille anyway?

Street Fighter HD Remix Traced

A comment by Gil over at the Capcom Digital site:

The person doing the new sprites is a tracer and nothing more. The following statement...

"he looked like a giant troll. That’s why the head was moved up and made a little smaller."

...is certainly misleading. It suggests the head was redrawn from scratch.

In fact the head was probably altered because it seems it was more convenient for the guy who's doing those terrible new sprites to TRACE the portrait of T-Hawk from an artwork for Street Fighter 2 - Turbo Revival (GBA). [picture]


The artwork was drawn by Capcom's Edayan. Why not mention this? If all you do is what seems to be TRACING Edayan's art why not hire HIM to do the job?

If the persons involved with this project are as big Street Fighter fans as they pretend to be they should at least give credit to the original Capcom artists when they trace their stuff. The whole matter is very disrespectful towards the original creators of the Street Fighter series.

If you guys TRACE over existing artworks at least mention which ones you are tracing and give them credit in your blog updates.

I'm still looking forward to this project but hope you will change the artist who is in charge of the sprites.
[NeoGAF, Pixelation discussion]



Here's an unfinished proof of concept by Helm, and some words from the artist himself:



"Hello, I am Helm. Since this is a public project on the internet, I assume that criticism, no matter how harsh it might appear, is welcome. Here are some thoughts:

First of all my art is not finished (no, not even the parts that look finished. It would take more smoothing, more range and some overpainting to call it done) so I'm a bit ashamed anyone would link to it. I had to stop working on it for a period of time and when I returned to it my incandescent zest to go through with this had all but evaporated. I did some minor touchups and thought 'why am I still doing this? This is a stupid way to do game art. Should I spend another hour proving a fanboy point?' and posted what I had and hoped that would be the end of it. I don't think my take is particularily breath-taking, but I do think it's more pleasing than that's going on.

Some people will say 'HE CHANGED THE STYLE!' when they see this. I'd like those people to go back to the SFII art and notice something: It doesn't look like anime. It's intentionally more westernized by the capcom art direction. The portraits aren't all angular-jaws-dark-eye-shadows-huge-hips like the newer SF stuff so I say my attempt is more in keeping with the vanilla SFII art than the Udon art.

There's many problems with how Udon is doing this. The biggest and most glaring problem is that whoever is in charge does not have the anatomical knowledge of the capcom staff that made SFII. And SFII isn't exactly the wonder of anatomy (nor is my attempt). The second problem is that they're mixing styles. They take a t-hawk head from an illustration, put it on a turbo sprite... it doesn't work like this. If you're getting paid to do a remake of a very well-loved game, you might want to invest some thought in coherent aesthetics and art direction. Finally the people working on this are pillow-shading. Sprites are sprites, when you're doing illustration work (this isn't animation work as it should be, really) then you shouldn't just go with a silly 'darker around the edges, lighter towards the middle' mindset. It comes down to this: when you REMAKE something, you make sure to hire people who can do it BETTER than the original crew.

All this screams for me, at tiny budget. How many people are doing the art here? I estimate that I could do about 3 frames in a workday if I were under contract to work on this, given I'd have some time to get my methodology streamlined. SFII has how many frames of animation? 1200? How fast does the team have to work to get through those? What are they expecting? Seems like a bad plan. I expect this to get cancelled soon.

If I can put a single comment on the actual remaster idea it'd be: it'll look awful, even with the greatest HD art in the world, without more inbetween frames. Bigger resolution = bigger spatial gaps between frames. It'll look like a Monty Python animation."

Akuchizoku Progress Update

- 8 enemies plus five enemy ideas
- 3.5 bosses plus two planned
- Storyline outlined and planned
- 3.5 pilots
- Character portraits
- Menu
- Character Select screen (70% done)
- Title screen
- 2 finished songs and four early versions

Read more, interview