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Interview: Exclusive Talk With SideQuest CEO Marcus Pukropski

Interview: Exclusive Talk With SideQuest CEO Marcus Pukropski

About a year ago I spoke to the main man at SideQuest Studios, Marcus Pukropski about the company and it’s exciting new project, named Soldner-X: Himmelssturmer, which was a very interesting, not to mention well received blaster in the style of classics such as R-Type and Gradius.

12 months on and here we are again, only this time we have a sequel (not to mention an easier to understand name for those outside Germany). Just what can we expect from Soldner X 2: Final Prototype and will it maintain that high level of graphical sheen we saw when the original hit the Playstation Store last year? Time to gear up and ask the boss before lift off….

Billy Withers:

It’s hard to believe that only this time last year we were talking about the first Soldner and now, 12 months on, we have a sequel. Was it very difficult to cram another full game in over such a short time?

Marcus Pukropski:

It’s been a lot of dedicated hard work over the last twelve months, but so far we are very pleased with the results. We’ve had plenty of ideas left when finishing the first Soldner-X game, plus an engine we could build on, so we didn’t have to start entirely from the scratch. But this surely doesn’t mean that Soldner-X 2 is going to be a quick cash-in, it’s really a brand new game with new content.

Right now about 80% of Soldner-X 2 has been completed and we anticipate to release in Spring 2010, which means the total project time will be not less than 15 months.

BW:

What made you come back to the brand and not do some original content first?

MP:

Originally, we’ve had a few ideas for different projects but finally decided on continuing with the Soldner-X brand. On the one hand and as I mentioned earlier, there were so many ideas left we still wanted to realise and on the other hand the overall feedback was the deciding part that made us work on a sequel.

BW:

How was the feedback and reception for the first Soldner?

MP:

Soldner-X was our first game, so we knew it wouldn’t be easy to make a name for ourselves. The overall reception and feedback was mostly positive. Soldner-X was the second best-selling game in the US PlayStation Store in its month of release (only beaten by Street Fighter II HD) and the majority of reviews acknowledged the game.

BW:

Some people commented that the weaponry in the original game lacked a little bit of firepower. Has this been tweaked for the new title?

MP:

The weaponry system in Soldner-X was quite complex, weapons had different effects on different kind of enemies, the right extras needed to be collected and it was always important not to lose the weapon upgrades, especially towards the end of the game.

With Soldner-X 2 we have now tried a quite different approach. The weapon power bar has been reversed, which means you can no longer run out of weapon power. On the contrary, you can now collect “power up” items, which will increase the power of your weapons. Apart from a visual difference, the power increase has mainly an impact on the range of a weapon. Moreover weapons will no longer have different effects on different kind of enemies.

There is a lot of other fine tuning which are supposed to make the game more accessible.

BW:

Will we see something new from the team now that the second game is finished?

MP:

There are some ideas we have for different kind of projects, but we won’t fully evaluate this until after Soldner-X 2 has been completed. At the moment our main focus is on Soldner-X 2.

soldner-x-2-exclusive-interview-videogameuk-screen-1
BW:

The 1080p HD graphics were very impressive on the first outing. Do you feel you’ve been able to improve on what was already a great looking game?

MP:

Yes, absolutely. As you may remember, the original Soldner-X started out as a PC release. We wanted to make the game compatible with older and less powerful machines, so we were quite limited in terms of visual appeal. When we ported Soldner-X to PS3, we made several improvements but the PS3 hardware was new to us and our main focus was on improving gameplay.

With Soldner-X 2 we are getting more out of the PS3 hardware. Our backgrounds are now running in 3D, boss enemies are bigger than ever and all enemies are drawn with much more details. We have also incorporated a lot more special effects, such as the new limit attacks.

BW:

What other improvements are you particularly proud of?

MP:

New to Soldner-X 2 is a dynamic score linked difficulty system, which adjusts to the player’s performance. This performance is reflected in the “Play Rank”. Depending on how good (or bad) you play, the rank will either go up or down. On a low rank you will encounter less enemies and bullets plus you will have more room for error. On a higher rank the game will become tougher, which however will also result into a bigger score multiplier.

Other new impressive improvements are the 3D backgrounds that I talked about earlier, a new bullet pattern system (which will ask for quick reactions and good skills), a new chaining system (which works quite different compared to the one found in Soldner-X), limit attacks, online replay functions and really a lot more.

soldner-x-2-exclusive-interview-videogameuk-screen-2

BW:

Do you think SideQuest Studios will be staying in the PSN/XBLA area or do you see a jump to more mainstream commercial releases?

MP:

Our focus will remain on downloadable releases, which allow us a cost effective worldwide distribution.

BW:

OK, if the staff had to take a maximum of 3 old school shoot ‘em ups to a desert island (excluding the Soldner ones of course) what would they be and why?

MP:

Just three? That’s tough. I’d say Einhänder because of the quality appearance and classical flair, the Gradius series (in particular Gradius V) because of its still challenging difficulty and well balanced gameplay and Death Smiles to have a more modern title too.

BW:

With one older genre seen to, do you feel there should be another style of game not seen in a while brought back to the limelight?

MP:

There are a lot of classical genres that me and my team are interested in. A lot of games nowadays tend to give priority to visual and technical appeal, often neglecting actual gameplay.

There is a possibility to step into something else for our new project, but I can’t talk about this yet.

BW:

Has there been any PSN games which have impressed you and the team over the past 12 months?

MP:

Speaking for the whole team, the following games left a lasting impression:

Shatter has been an impressive mix of audio visual appeal and classic gameplay.

Flower has been quite innovative and unique, although we are all not big fans of motion controlled games.

Bomberman Ultra has been an excellent multi-player game.

And of course Final Fantasy VII which is a true classic.

Apart from this, I also downloaded a number of DLC for Disgaea 3 and Cross Edge.

BW:

Time to hand the floor over to you. Say what you wish to the gamers out there reading this right now…

MP:

A wonderful Christmas time and a happy New Year. Don’t forget to watch out for Soldner-X 2 in 2010. :)

BW:

…and finally, what is Christmas bringing you this year?

MP:

A short break from development. :)

We are hoping to keep a very close eye on the Soldner sequel and will be keeping you updated with any developments and info on the game as it prepares to set off on it’s mission in Spring 2010.

I, for one, cannot wait.

Review: PixelJunk Shooter Vs Gravity Crash (PS3)

Review: PixelJunk Shooter Vs Gravity Crash (PS3)

Coming up with an original title for such a review set was never going to be possible, seeing as how the two games newly added to Sony’s Playstation Store are very similar in terms of how they’re controlled, but it’s how they go about the rest of their business that keeps them apart in terms of identity.

PixelJunk Shooter and Gravity Crash both have the older generation feel about them and as already mentioned go about their business in the same way as the now benchmark title in the genre, Bizarre Creation’s classic Geometry Wars. They have similar objectives too, namely reaching the end of the level after seeing to a small number of tasks, like rescuing personnel or destroying things. The big irony is that although these two games are so alike, it’s the execution of their craft that stands them poles apart. Let me explain.

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Review: Borderlands: The Zombie Island Of Dr Ned (PS3)

Review: Borderlands: The Zombie Island Of Dr Ned (PS3)

Rearing its undead head for consoles almost exactly four weeks after the initial release of Borderlands, this DLC is a pickle for me. Was this content constructed in four weeks for players eager for extra content, or was this made alongside Borderlands, sealed off and released separately? Who knows. At £6.29 for a download from PSN, it’s up to you to decide whether it’s worth it or not.

Accessible from fast travel points, upon entering Jakob’s Cove you will be presented with the questionable Dr Ned’s evident difficulty in curing the local residents, and after setting up some turrets for safety at the nearby Bounty Board you’ll have an offering of missions waiting for you. If you’re used to teleporting and driving to ease travel, you’ll have to slip back into plodding backwards and forwards as there are no facilities for fast travel or vehicles here.

Let’s continue on with a quote from 2K Games: “Players will have to work alongside Dr. Ned as they embark on an explosive journey to cure the decaying inhabitants of Jakobs Cove in this expansion filled with new formidable enemies, new grueling quests and rare loot drops.”

I don’t seem to recall curing anyone, but I’ve killed zombies by the hundreds, which is perfect as Borderlands is excellent at sadistically killing midgets and allowing enemies to part with their limbs on bullet impact. If you’re up for zombie killing en masse, this is for you. The Zombie Island of Dr Ned will throw so many zombies at you that your Playstation 3’s framerate may suffer to the point of un-playability in some specific areas, which I found a particularly annoying oversight every time I had to run along the coastline of Jakob’s Cove staring at the floor to get from point A to point B, without my console giving up and weeping as swarms of enemies appeared and vanished around my screen, almost mocking my complete inability to aim or comprehend the situation void of a reasonable framerate.

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Review: LEGO Indiana Jones 2: The Adventure Continues (PS3)

Review: LEGO Indiana Jones 2: The Adventure Continues (PS3)

The first question I had when I saw that Lucasarts had created a sequel to the previous LEGO Indiana Jones game was why? Admittedly, the first instalment didn’t cover the latest film Kingdom of the Crystal Skull, but would they be able to make a game which offered a new experience as opposed to releasing the same game with just a few extra levels.

You’ll be pleased to know that this game really provides entertainment and depth in abundance. I have always been a fan of the LEGO games and thought that the Star Wars versions as well as the Batman version were very good. I did feel that the last Indiana Jones game lacked a little depth.

With this release the game has been separated into 6 chapters, KOTCS has three separate chapters while the first three films only get one chapter each. This decision seemed a little strange but I imagine as KOTCS was overlooked in the first game that they gave it such a large chunk of this game.

This release sees the introduction of a slightly new idea for the Lego games in that each chapter has its own ‘hub’. In the previous games, you’d complete a level in the game and then replay the level in a free play mode with different characters where you’d unlock or be able to reach places you couldn’t in the story mode. Indy 2 loses the free play mode but gives these hubs a whole new lease of life.

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Review: SingStar: Take That (PS3)

Review: SingStar: Take That (PS3)

For those of you unfamiliar with the SingStar series, imagine karaoke in your living room coming through your console. In the past, SingStar have released Motown versions, 80’s versions but now the attention has turned to the biggest boyband of all time.

With 25 tracks to choose from spanning their back catalogue and their newer releases this has almost everything that a Take That fan would wish for. Songs featured include: Greatest Day, Back For Good, Never Forget, A Million Love Songs and Relight My Fire among others. The game itself is essentially the same as its predecessors in the layout and format of the game.

Single player is essentially karaoke but only when it’s played multi-player does the game really stretch its own legs. Singing duets or singing against each other in competition brings the best from the game. It also helps when there’s someone else who’s as bad as singing as you are – it lets you go for it just that little bit extra!

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