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Tag Archives: developer

Punch-Out! Developer Tournament Video – Multiplayer Gameplay

After reading previews, and watching videos the largest question that still remains for me is — how is multiplayer going to fare in Punch-Out!? Some previews have been claiming that it seems tacked on. Some see it as an interesting addition, because timing is different for human opponents.

After viewing this developer tournament, my interest has been raised even more for multiplayer. It looks like it’s going to be fun. The timing of the punches look spot-on, and looks like it could be quite a challenge.

Indiana Jones: The Staff Of Kings Developer Movie

In this latest Indiana Jones: The Staff Of Kings developer video, we get to learn what’s going to be the largest aspect of the game….Indy’s whip. Matt Shell, lead developer sounds like he’s got some massive man love for Indy’s whip. So much that it sounds like the game might have too much whip.

Either way, the Indiana Jones theme song will always be cold lemonade on a summer’s day, overused whip or not…

Evasive Space – Akinai Games Skill Challenge

Evasive Space

Akinai Games has sent out a challenge to gamers who’ve downloaded Evasive Space. The game’s lead designer, Cableshaft, a.k.a Brian Cable, has released some videos of various stages he has beaten. His challenge is to see if anyone out there can beat his scores.

So, are you up for it? Here are the four videos that have been posted so far.


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Ghostbusters: The Video Game Screenshots

In my previous post, I mentioned how there will be two separate games released on the Wii, and the Xbox360 and PS3 version. I should probably elaborate on that, and let you know exactly what I mean.

First, the major difference is that the Nintendo Wii version was developed by an entirely different studio than the other version. Red Fly Studio is the company in charge of making Ghostbusters: The Video Game on the Wii, and has some experience developing on Nintendo’s console. If you’ve played Mushroom Men, then you’ve played Red Fly Studio’s Wii creation.

The most obvious difference in the two games, is the graphical style. The Nintendo Wii version has a more cartoony, whimsical feel, while the other version tries to capture more of the movies. I wouldn’t have it any other way though. The great thing about the Ghostbusters is that it isn’t a serious entity. Which is why it translated so well into cartoon form back in the 80′s. I get that same feeling with the Nintendo Wii version of the game. To compare both versions, here’s a screenshot comparison.

Ghostbusters: The Video Game Wii Version

Ghostbusters: The Video Game Wii Version

Also, below is a gallery of Ghostbusters: The Video Game screenshots.
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The Conduit Dev Diary (Part 2)

For those who are drooling in anticipation over The Conduit (I’m on that list), a new developer diary video has been released talking some more about the game.

If hearing about technical aspects of the game doesn’t interest you then move on. If terms like death animations, adaptive music, motion blur, dynamic shadows turn you on, hit the play button below.

Evolution of MadWorld

It would be an understatement to say that MadWorld is one of the most anticipated games releasing this year on the Nintendo Wii. With the art style that Platinum Games is implementing, many are waiting to see if the black, white, and red motif turns out to work well. I say there’s a good chance it will.

If you’re really interested in the art direction that MadWorld took during its development, check out this blog. It’s from lead designer, Masaki Yamanaka; he explains how the evolution of the art behind ‘Jack’, the protagonist in MadWorld started and finally ended up with the character we’ll see in game.

Very interesting read if you’re into concept art, and art direction.

Early Jack

MadWorld Early Jack

Second Jack

MadWorld Second Jack

Final Jack

MadWorld Second Jack