September 9th, 2009 | By Taylor Hall
Tagged in: action | arcade | game trailer | interview | PC Game
Japan just got their lucky hands on “Contra:ReBirth”, the 16-bit styled return to form for the series that hit WiiWare only a week after it was announced. It’s a nostalgic delight for fans that remember when Contra’s classic run and gun gameplay basically sold systems in the late eighties/early nineties. So when a little indie run-and-gun has me more excited than a return to form in one of my favorite series since childhood, you know “Action Fist” is looking good. Beau Blyth, developer of “Action Fist”, was kind enough to give us a preview of what to expect in his hotly anticipated title.
How long have you been working on Action Fist?
Hmmm. A damn long time.
When did the main characters come about and who are they?
They were conceived when I needed a character sprite. They are the best of friends.
What is the controls going to be like? And please, don’t require joy2key! When games like Spelunky have the joysticks programmed already it goes a long way towards making a game feel self-contained.
The controls will be customizable and the joystick functions are built in.
How will you be distributing it? What are you going to use to get the word out?
I will put it on my website, and most likely post it on trusty TIGsource.
I noticed in the trailer for “Action Fist”, and in others like ARMED GENERATOR DOOM MACHINE, that you have some rocking bitpop. It’s very Sunsoft and early Konami. Who does your OST’s?
The music is created by my brother Austin. He is an amazing guitarist and composer. Action Fist would be nowhere without his music inspiring me.
What is the weapons system going to be like in “Action Fist”? It looks like there might be some combining…
It is similar to that of Gunstar Heroes, but based on three variables. Color, Style, and Upgrade.
As a game that is very “early-treasure” what role does a story-line play?
I don’t know what people are expecting for a run and gun game. It’s more of yours to figure out.
Any customizing of characters or items?
Not really.
What engine do you use for your graphics and programming?
Game Maker by Mark Overmars
How long did you spend on getting that Cave Story/Metal Slug bullet look? (That’s a compliment by the way. I hate the tiny bullets!)
Not long at all. With arrays, anything is possible. And yes, I love big colorful diverse bullets. But be prepared to encounter the trademark Contra marble bullet. It seems to be the only way to get people to notice them.
You seem to have the required Super Contra hover bike level in the demo. Every shooter and beat-em up has had a variation (most recently to my knowledge being Castle Crashers). What purpose do you think they serve and why have they become so expected?
Well, I guess it always comes across as the next logical step in developing a shooter. I really ought to have avoided it, but it’s always good to add some variety.
On that note, can we expect an elevator level?
I’m afraid not.
Will there be any teamwork aspect to the game. Holding up doors, anything like that?
No, just good old classic co-op. I think that holding up doors isn’t so much teamwork as it is a 2 player checkpoint. I think teamwork is more apparent when you keep an enemy from shooting your friend than just helping him push a switch.
2D or 3D? Which is superior?
Neither. Each holds its own purpose. If your game doesn’t demand an extra dimension, don’t give it one. This reminds me of Klonoa II. It’s a three-dimensional game but you are restricted to a two dimensional path. I always thought that was very innovative.
Your games are all 2-D. Would you like to make a 3D game or what about 2D attracts you?
Pixels are so sexy. Pixel art done well can be one of the most beautiful things. I really like low-poly 3d graphics as well. I have made a game using D3D called Sim War 5, But I have yet to make a full 3D game.
Where do you see action fist fitting in to your collection of games? And is this the start of longer games?
I don’t really see it fitting in, seeing as though it is going to be the longest game I have made. I don’t know if this is the start of longer projects. I think so. It’s really rare that I will have an all encompassing idea of a large story driven game. I have attempted them in the past, but lack of planning, interest, and good programming led them to the crapper.
Any last thing you would like people to know about Action Fist?
I will do my best to not disappoint.



Taylor Hall (9 posts)
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