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Super Time Force release date announced for May

Saturday, 3rd May 2014 15:45 GMT By Stephany Nunneley

Super Time Force, Capybara Games’ time-traveling run’n gun platformer, will be released on May 14. Set to be published through the ID@Xbox program, the game was originally  set for release on Xbox 360 in 2013. The game will be released on both Xbox 360 and Xbox One. An announcement video is below.

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2 Comments

  1. TheWulf

    Oh, that’s brilliant, that is.

    I see what they did there! They took the mechanics of VVVVVV and Sands of Time and applied it to a hard-as-nails ’90s platformer. Oh gods. That’s fantastic! See, a lot of the problems with these kinds of games is that they are way, way too punishing. I mean, I loved Blood of the Werewolf, but it actually gave me some nasty panic attacks (I suffer with a really bad anxiety disorder). Now, that didn’t stop me from liking it, but I kind of wished that it wasn’t so merciless.

    I like games which are difficult, don’t get me wrong, but I don’t like being punished by having to play sections I’ve already completed in order to get back to the part I failed. That’s padding. That’s what they did in the ’90s to artificially extend the life of games. My answer to that was an Action Replay cartridge. Those games were much more fun with one than without.

    This is what that clever bugger Terry (and I do respect him) figured out with VVVVVV. This is what Sands of Time understood so well. A hard game isn’t at all a crime, in fact, hard games are often more fun than excessively easy ones. I like hard games, and that’s why I don’t play modern military shooters. But I don’t like games that believe that grinding is a suitable punishment for failure.

    I think that a lot of that came from the Bushido code of Japan, where you only had so many tries before an ultimate failure state — essentially, self termination. You had to begin from the very beginning, like a new life, and it was merely an extension of their culture. I respect that. It’s something they like, but it’s not something I like. However, I wouldn’t want to lose their games, I liked their games, but that’s why I chose to use an Action Replay.

    In the West, we believe that we make mistakes in order to learn from them and evolve as a person. It’s the same process evolution itself uses. However, Japan finds this idea to be adorable, quaint even. I’m okay with that. It’s a cultural difference, and if you’re an open-minded person, you can accept cultural differences. I can also accept that a bad Japanese gamer is a better gamer than I’ll ever be, with superior reflexes, attention to detail, and precision.

    The thing is, though? I like their games. I just don’t personally ascribe to the Bushido attitude. As kids, way back when, many did. I didn’t, but that was definitely a thing, wasn’t it? You were one of the ‘cool’ nerds if you could beat a game without losing a life. But what we didn’t realise back then, in our younger years, was that it wasn’t cool. It was just someone wasting their life in an effort of rote memorisation. Instead of memorising their schoolwork, they were memorising the layouts of games.

    I had no desire to do that. I had other things I wanted to do with my life. But I still liked the games. It’s fair to say that I’ve always been this way — I’ve used carts, trainers, cheat programs, the lot. I always have, and always will. I hated the fact that nano-energy only restored so much in DX:HR, so I coded a little something-something to allow it to regenerate the full amount, in the same way that the game itself does.

    The nano-chocolate bars didn’t do much for my immersion, honestly, they were the same as Gordon’s two-second flashlight, or other gaming tropes. They just felt like pointless micro-management. And I’d rather have used my inventory space for other things. I could have extended my inventory space, but that felt like an undesirable change to the game. Altering the regeneration felt more like fixing the game’s balance according to my tastes.

    Besides, it was better for my suspension of disbelief. His body likely had a main battery that his other components ‘charged from,’ his main battery got charged whenever he had a layover at Sarif, and that would last him for a good mission or two. The ‘charging’ in the UI was time it took for the components to draw power from his main battery, any faster and they might have overloaded due to the precarious nature of wetware.

    I found that better for my suspension of disbelief than nano-chocolate.

    I know that not everyone’s going to agree. A lot of people feel that micro-management, grinding, and so on is an intrinsic part of their experience. I don’t agree. It’s all just a waste of time. It’s a manipulation to keep you playing a game so you feel you’ve gotten your worth, since marketing (since the dawn of time) has programmed us to believe incorrectly that quantity (time) has more value than quality.

    Quality over quantity in my case. Needless deaths, micromanagement, grind, et cetera? You don’t need them if you have a good game. If you’ve made a good game, it’ll stand on its own merits.

    And that’s what they believe they have here. And that’s why they’re using a system like this. I hope this actually becomes something that lots of other people steal, since it’s a good idea that needs to be stolen more often. We need more hard-as-nails games with a rewind feature, or at least with incredibly regular checkpoints.

    #1 8 months ago
  2. TheWulf

    Still, I won’t be picking this up, 360 game. Would do if it turned up on the PC or the 3DS, but I’m never touching the most ‘bro-worthy’ of gaming devices. Owning a PS3 is bad enough, since I’m vocal about how much I hate games being held captive by a platform.

    #2 8 months ago

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