John Graham - spacemarine1 - originally PR/Bizdev, now COO of Humble Bundle After the success of the Humble Indie Bundle, Jeff and John also left to form a dedicated Humble Bundle company, so David and Aubrey are the only full-time Wolfire developers at the moment.ĭavid Rosen - wolfiredavid - programming + animationĪubrey Serr - wolfireaubrey - 2D and 3D art Phillip stayed for a year or so before going to MIT to pursue a PhD in cognitive science. We were one of the first studios to experiment with open development and alpha funding, and tried many different marketing ideas - the most successful of these was the Humble Bundle, which combined pay-what-you-want pricing with a "beat the average" incentive, tiered game bundles, and charity donations.įor a brief history of the company, David originally created Wolfire Games in 2003, and then combined forces with Jeff, Aubrey, Phillip and John in 2008 to create Overgrowth. We also made a few other game jam projects, like Desperate Gods (a physics-based multiplayer board game) and Low Light Combat (a fast-paced online FPS about light and shadow). If you have even the slightest interest in FPS games, I highly suggest playing this bad boy.Our most well-known games are Overgrowth, a 3D ninja rabbit action game ( video), and Receiver, an FPS game about gun mechanics and cult indoctrination tapes ( video). Plenty of level variety, plenty of guns, and plenty of fun. In other words, you best be keeping on your toes.īlack Shades is a fun and addicting game that feels like a breath of fresh air. He can be attacked anywhere and at anytime. : You also start off every level with a different weapon and a time limit for how long you have to protect your VIP. LUGARU GUN FREEI've always found a good whack across the head works well, but if you see them coming from a distance, feel free to pick them off. You'll have to keep a sharp eye out because these guys like traveling in crowds so they aren't immediately noticeable. They'll come running at your VIP from any direction and stab the snot out of him. The Melee Attackers are a bit more direct. It's an excellent feature because it stops those asinine cheap deaths that I've always been plagued with in FPS games. It helps you see exactly where they are and what angle they're shooting at. This line will start out light blue/wide and slowly shrink and become red as they ready their aim. The Ranged Attackers will have a large line coming from them right before they fire. For the sake of simplicity, let's separate them into "Melee Attackers" and "Ranged Attackers". There's two types of enemies in the game, but a whole host of weapons they use. It's something that you truly have to experience first hand. The game has a unique Dynamic Aiming System. Now, we enter Black's core mechanics, and what a joy they are. It may seem a bit loose at first, but you'll quickly get the hang of it and become a master. They gave me an enormous sense of control, the likes of which I'd never experienced before. Keep in mind, you can only get their weapon by disarming them. You can even go into slow motion (Psychic Aim) for a brief period of time to hone your aim or just get a better idea of the situation. You can disarm your opponent, run up and whack them square in their blocky noggin, or just fire away from a distance. The important thing to keep in mind while playing Black Shades is that there's always multiple ways to protect your VIP. Fortunately, you can do a whole host of things to fight back. Poor guy can't walk two feet without being shot at. For reasons unknown to us, people are constantly trying to kill this man. You play the world's greatest bodyguard and you've been hired by a fantastically rich fella to protect him. From the weapon handling to the way your enemies fall after each shot, everything is solid. Yes, this game has actual physics, and they're done quite well. LUGARU GUN FULLCharacters will clutch their arms or hold their sides from being peppered full of holes or given a new hole to breathe through. But they also come in handy because you can see exactly what effect your weapons have. I've certainly never seen anything like it before. Personally, I think the blocky character models look bold and original. While the giant blocks may throw you off for a second, I implore you to look past it and at the game itself. Obviously, the first thing you'll notice is the graphical style. They all seem more or less the same in my eyes Such is not the case here. Be it the settings, weapons, or characters. I usually don't write about FPS games too often because of the lack of variety in the genre. Today on my travels, I discovered a boxy and violent little romp.
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