If you need proof that the upswing of independent game development is having an impact on more mainstream devs, look no further than Outland, the upcoming XBLA and PSN release just revealed by Ubisoft during PAX 2010.
Just tell me this doesn't seem like one of those way-out-there ideas, the product of one-man coding in his spare time: It's a beautifully rendered animated platformer that draws aesthetic inspiration from classics like Out of this World ... oh, and it's sort of based on Ikaruga.
Crazy, yes, but also very real and, as I can attest after one of the levels and a boss battle, very beautiful. Your character has been led into a mysterious, deadly jungle by an unusual series of visions and ... well, developer Housemarque (Super Stardust HD) isn't saying much beyond that. All we know is that your character (represented only by silhouette on screen) is collecting powers of different colors that manifest (at least in the bit I saw) as an energy blade. Your ability to damage certain enemies is entirely dependent on if they are a different color than the power you're currently using. Starting to see the Ikaruga connection?
Though it's different from that shmup classic in the most substantial way (it's not a shmup), the two do bear other similarities. For one, there are sections that Housemarque describes as "bullet hells," bits where the screen is positively littered with cannons blasting a rainbow of different projectiles that our hero has to wildly switch between colors to avoid. It didn't look like anything I'd seen before, but it absolutely looked like a blast.
The boss at the end of my demo revealed yet another influence, as the mammoth statue monster looked like he could have been pulled straight from Shadow of the Colossus. Or at least it would have seemed that way had he not been two-dimensional and bathed in Outland's unique color-on-silhouette aesthetic.
Again, this was pre-alpha, so I wasn't getting a great sense of how Outland's mechanics would all interlock in the finished product. But when you see such a big, creative idea being executed so well this early, it's hard not to walk away optimistic.
Reader Comments (23)
Posted: Sep 4th 2010 4:20PM DerickDBrown said
Shadow of the Colossus, in 2-D and colored. I don't think anyone will complain!
XBLA is looking so pretty these days!
Reply
XBLA is looking so pretty these days!
Posted: Sep 4th 2010 4:21PM DevilSei said
Heh, "Shadow of the Colossus" was the first thing to come to mind seeing that.
First I thought I need to climb that stony arm club thing...
Then either hope to god its got shoulder fur, or I'll end up scrambling across that mask...
Then finally sink the blade into that giant red circle for massive damage...
Reply
First I thought I need to climb that stony arm club thing...
Then either hope to god its got shoulder fur, or I'll end up scrambling across that mask...
Then finally sink the blade into that giant red circle for massive damage...
Posted: Sep 4th 2010 9:18PM Prinnywithascarf said
@Esposch
I thought Patapon as well (never played SotC).
Seriously, go play Patapon if you don't know why.
Reply
I thought Patapon as well (never played SotC).
Seriously, go play Patapon if you don't know why.
Posted: Sep 4th 2010 8:49PM chantastic said
@JGoodwin I've read a few previews of this game and none of them mention Silhouette Mirage. It's like the people writing about games nowadays know nothing about games.
Reply
Posted: Sep 4th 2010 9:01PM JGoodwin said
@chantastic
The shocking part is that it's another Treasure game, and was released WELL BEFORE Ikaruga. Ikargua was a shmup that ripped off the polarity switching elements from Silhouette Mirage, which was a platforming game.
This is just taking it back to the roots. I guess they really do know nothing about games, though that's pretty sad. I wonder if they have also failed to play Radiant Silvergun. For a group that generally has such regard for Gunstar Heroes, they haven't kept up with the times well.
Reply
The shocking part is that it's another Treasure game, and was released WELL BEFORE Ikaruga. Ikargua was a shmup that ripped off the polarity switching elements from Silhouette Mirage, which was a platforming game.
This is just taking it back to the roots. I guess they really do know nothing about games, though that's pretty sad. I wonder if they have also failed to play Radiant Silvergun. For a group that generally has such regard for Gunstar Heroes, they haven't kept up with the times well.
Posted: Sep 4th 2010 5:05PM BustahWolfenstein said
i loved super stardust hd mainly because of the trophez. but still my shump for the year is KOF sky stage. because i can bustah wolf.
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Posted: Sep 4th 2010 5:22PM DomoBraden said
Sounds awesome, and looks really good based on the screenshots, but I'm going to need some gameplay video right about now.
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Posted: Sep 4th 2010 7:17PM BrokenTriforce said
Anybody who says 2D platformers are dead is an idiot. Plain and simple.
Reply
Posted: Sep 5th 2010 4:07PM matthargett said
Looks very interesting, perhaps some Trine influence in there along with the Out Of This World and Ikaruga. To that end, I hope it has local non-splitscreen co-op support on PS3.
Not to that end, I hope they don't overuse the bloom lighting shaders like Trine did. We loved playing Trine (and the recently release add-on), but that bloom HDR shader is just way over-used at this point.
Reply
Not to that end, I hope they don't overuse the bloom lighting shaders like Trine did. We loved playing Trine (and the recently release add-on), but that bloom HDR shader is just way over-used at this point.
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