Nex Machina

In the early weeks of its life, the PS3 was Super Stardust HD. That's how I remember it anyway. And when the PS4 came around, it turned out that the PS4 was Resogun. The news today that low sales have forced Housemarque, who made both these games, to declare that 'Arcade is dead' lends all of these memories a bittersweet tinge. And yet - and I mean this as the highest compliment I can come up with - it's hard to have too many emotions around games like Super Stardust and Resogun, other than panic and excitement - extreme, panoramic excitement. Bittersweet melancholy doesn't stick about for long.

Housemarque has made a lot of great games over the years, but when I think of the developer, I tend to think of a holy trinity: Stardust, Resogun and this year's Nex Machina. All three have Eugene Jarvis in common - the first two are creative reinventions of Jarvis's greatest arcade achievements, Robotron and Defender, while the man himself turned up to help with Nex Machina - but they also have other things that draw them together in my head. Precision controls? Check. A focus on points? Double-check. Most of all, though, they're all about spectacle. These games are just beautiful to behold, glittering with busy light, erupting in tidal roars of voxels, scattering sparks and flames and laser beams in every direction. When you look at a Housemarque game you can't look away.

Much of this beauty is funneled through the mechanics. It's impossible to daydream about Stardust glory without dreaming about perfect control over those weapons that sway back and forth as you race over the globe of each level, flailing death around like a whip, like a leash. It's impossible to think of the sheer style of Resogun without remembering the way that clear robotic voice speaks to you through the controller, reminding you of the three or four different things that are constantly fighting for your attention in a game that is not so much about finding a life amongst tightly choreographed death as it is about juggling priorities as you do so. Beyond all that, though, there is a layer of graphical majesty which initially seems to be simply, joyously gratuitous - beauty for the sake of beauty.

Read more…

Nex Machina - contact@rockpapershotgun.com (Alice O'Connor)

“Arcade is dead,” Finnish studio Housemarque declared today. They’re overstating a little, of course, but they are done with the genre themselves. Housemarque have been making ace arcade games for over twenty years, from Super Stardust through to Nex Machina, but say they’re simply not making enough money to justify making more. So they won’t. They’re not done with games entirely, mind, and say we might be surprised by what they make next. Housemarque aren’t the only folks making arcade games, of course, but it’s a terrible shame to see even they struggled in the genre. (more…)

Outland

"Lackluster" sales of the brilliant Nex Machina were the icing on the cake for Finnish developer Housemarque - from here on out it will no longer make arcade games.

"For more than 20 years we've been carrying the torch for arcade," wrote CEO Ilari Kuittinen in an open letter to fans. "However, despite critical success and numerous awards, our games just haven't sold in significant numbers.

"Now it's time to move on to new genres. Lackluster sales of Nex Machina have led us to the thinking that it is time to bring our longstanding commitment to the arcade genre to an end.

Read more…

Nex Machina - Valve
Today's Deal: Save 40% on Nex Machina!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Sunday at 10AM Pacific Time
Nex Machina - HMQ-Exc
Hi!

We have just released more challenges to the ONLINE ARENA mode and added Hungarian (Magyar) language to the game.

-------------------------------------------------
v1.05 0067 - August 25th, 2017
August Challenge Update

Challenges
* Added challenge: Redline in Machine City - Everything moves faster in Machine City
* Added challenge: Redline in Future Labs - Future Labs Everything moves faster in Future Labs
* Added challenge: Redline in Space Station - Everything moves faster in Space Station
* Added challenge: Deadline in Techno Forest - Everything moves dead fast in Techno Forest
* Added challenge: Deadline in Crystal Mountain - Everything moves dead fast in Crystal Mountain

Localization (PC only)
* Added Hungarian (Magyar) text language by Zsolt Berchler

Info
* All v1.05 (Steam, GOG.com, HumbleStore and PS4) builds are identical regarding gameplay / content (check the version number from game's main menu)
* This build was released on Steam and GOG.com. Also HumbleStore sells Steam keys.
-------------------------------------------------


More info from here:
http://steamcommunity.com/app/404540/discussions/0/1473095331494064188/
Nex Machina - HMQ-Exc
Hi!

We have just released a small hotfix which fixes some audio and replay issues.

-------------------------------------------------
v1.05 0058.007 - July 17th, 2017
Hotfix 7

Audio
* Fixed audio issue where audio effects might stop working completely

Replays
* Fixed replays when watching multiple replays in a row

Online Arena
* Fixed challenge timers

Info
* All v1.05 (Steam, GOG.com, HumbleStore and PS4) builds are identical regarding gameplay / content (check the version number from game's main menu)
* This build was released on Steam and GOG.com. Also HumbleStore sells Steam keys.
-------------------------------------------------

More info:
http://steamcommunity.com/app/404540/discussions/0/1457328392099609556/
Nex Machina - HMQ-Exc
Hi!

We have just released a BIG update which balances the game and fixes lots of technical issues such as the start up issues for many users.

We hope this fixes a lot of reported issues and we keep monitoring the game and the community!

If you still experience start up issues or crashes during the gameplay, please state the following info to us:

- CPU (processor model)
- GPU (graphics card model)
- Memory amount
- Windows version (remember to state is your Windows 32bit or 64bit)

PLEASE also send the MINIDUMP file to us which should be created into game's install folder.

-----------------------------------------------------
v1.05 0051.007 - July 6th, 2017
Gameplay balancing + bug fixes

Please note that this patch disables all old replays recorded with older version of the game.

Engine
* Fixed Windows 7 start up crash issues
* Crash fixes in rare cases
* Added minidump support (when game crashes, please send the minidump to Housemarque)
* Added more information to Steam init failure message
* Added auto detection for input type in menus for controller & keyboard+mouse
* Added warning message box about low GPU memory

Optimizations
* Optimized fluid rendering

Server
* Fixed network connection detection when using virtual interfaces
* Tweaked communication logic with the server

Rendering
* Added initial 21:9 support for testing purposes
- Known issues are:
- Menus doesn’t support 21:9
- HUD doesn’t support 21:9
- Enemy arrow indicators aren’t near the borders of the screen
- Videos are using 1080p resolution

Difficulty
* Rookie: on final death, player drops all equipped powerups minus one
* Experienced: on final death, player drops all equipped powerups minus one
* Hero: Balanced more
* Hero: Added new gameplay
* Hero: Added shockwaves
* Hero: Disable restarts
* Hero: Player always starts with all powerups
* Hero: Player doesn't drop powerups when dying
* Hero: Changed maximum multiplier to 999

Gameplay
* Added extra speed to tokens gravitating towards player from a large distance
* Fixed tokens getting pushed in the wrong direction when spawned inside a wall
* Fixed special ability tokens not being absorbed during level end sequence
* Fixed invincibility from special abilities (Smartbomb, Powershot etc.) disallowing players to move through dark beams
* Standardized player weapon damage against environment blocks + special exits to make upgraded shots feel more consistent (and less grindy)
* Fixed "All Humans Saved" World Complete bonus (awarded when saving all normal + secret humans)
* Fixed "Conqueror" World Complete bonus (awarded when saving all humans + finding everything else in the World)

Player
* Longer invincibility time when respawning
* Added Dash Melee animation
* Buffed Sword
* Small nerf to Smartbomb (recharge time, invincibility time, damage radius)
* Powershot explosion doesn't trigger revenge bullets
* Fixed Smartbomb activation during triple dash allowing 4x dashes

Humans
* Added floating animation to humans

Enemies
* Tweaked some enemy collisions
* Fixed Disruptors spawning outside of gameplay area
* Crusher Ranged enemy telegraphs it’s attack better now. Difficulty based
* Disable dark beam collisions of Crusher Ranged when its arm is not extended
* Tweaked turret collision radius (slightly larger to make it easier to hit)
* Reduced water bot health on harder difficulties

Yeti Kong Boss
* Destroy Yeti Kong's falling rocks upon boss death
* Destroy Yeti Kong's barrels upon boss death
* Tweaked effects for Yeti Kong
* Tweaked Yeti Kong collisions to match visuals better

Helltron Boss
* Small balancing tweaks

Supreme AI Boss
* Balanced Supreme AI
* Fixed starting position of the enclosing beam attack of Supreme AI
* Fixed camera following during Supreme AI intro sequence

Nex Machina Boss
* Fixed Nex Machina being updated during game over screen
* Fixed Nex Machina lazer eye attack timing

World 2
* Tweaked visual look of the worlds (lighting, adding a bit more assets)
* Tweaked gameplay a bit

World 4
* Level 01 - Fixed being able to burrow into undesired area
* Tweaked visual look of the worlds (lighting, adding a bit more assets)
* Tweaked gameplay a bit
* Level 10 - Fixed an issue where some blocks would remain invisible on the playfield after destruction

World 5
* Tweaked visual look of the worlds (lighting, adding a bit more assets)
* Tweaked gameplay a bit
* Level 14 - Fixed an issue where players could enter a part of the level they weren't supposed to

World 6
* Tweaked visual look of the worlds (lighting, adding a bit more assets)
* Tweaked gameplay a bit
* Level 4 - Fixed an issue where the gameplay flow would freeze sometimes
* Level 15 - Fixed beams abruptly killing the player

HUD
* Remove all power-ups from player at the moment of final death (so they don't show up on HUD before the continue screen)
* Remapped Dash and Special recharge bar values slightly to match min/max bar visuals correctly
* Keep player hitbox always visible during boss fights

Menu
* Proceed from title screen with any key
* Changed keyboard ENTER and TAB button icons

Co-op
* Added yellow bullets for player 2 in co-op (matches the player color)
* Fixed special weapon token gravitating to player with another special weapon already equipped in co-op
* Fixed crash during Yeti Kong boss battle when other player picks up extra life
* Fixed dash reset on respawn to apply only to respawned players

Replays
* Fixed Hero difficulty replays
* Fixed replay issues in rare cases
* Fixed replay issues between AMD and Intel processors
* Fixed Nex Machina boss replay issues

Effects
* Added beam hit particle effect when dashing through damage shapes
* Tweaks to bullet fade
* Tweaked level transitions to eliminate some cases where transitions looks bad
* Tweaked Nex Machina boss effects

Feats
* Removed "The culling – Assassin" feat as such enemy doesn't exist in the game
* Unlock complete Hero feat when destroying Supreme AI

Trophies
* Updated trophy icons
* Changed platinum trophy name
* Tweaked some trophy descriptions for various languages
* Fixed various trophies which weren’t unlocked in given time in trophy's description
* Fixed arcade complete trophies not unlocking on Supreme AI death
* Fixed bunch of trophy descriptions on Polish for Steam

Localization
* Added some missing Chinese characters
* Added some missing Japanese characters
* Minor localization fixes in various languages
* Tweaked Polish translation

Audio
* Added audio effect for pre-death hit for player

Videos
* Added ending videos


More info can be found from:
http://steamcommunity.com/app/404540/discussions/0/1457328392099609556/
Nex Machina - contact@rockpapershotgun.com (Alice O'Connor)

The many explosions of twin-stick shooter Nex Machina [official site] are a wonderful sight (in a wonderful game), and a treat all should be able to enjoy. Good news, gang: now more people can. Developers Housemarque have opened Nex Machina up to more older computers by removing the requirement that processors support SSE 4.1. If you’re riding a hog that’s more digestive-dipping framenudger than silicon-snorting framecrusher, you too may now be able to enjoy the ace action (and ‘splosions). … [visit site to read more]

Nex Machina - HMQ-Exc
Hi!

We have just released another hotfix for older CPUs.

This patch will remove the SSE 4.1 requirement for CPUs. This means that older CPUs like Phenom II will start to work.

We hope this fixes a lot of reported start up issues as according to Steam hardware survey there was about 10% of Steam users who couldn't run Nex Machina before this update.


We are still investigating other start up issues as this patch wont resolve all issues.

Some of the users have reported that if they install all the latest Windows updates (mandatory and optional) game has started to work for them.

If you still experience start up issues or crashes during the gameplay, please state the following info to us:

- CPU (processor model)
- GPU (graphics card model)
- Memory amount
- Windows version (remember to state is your Windows 32bit or 64bit)



-----------
v1.04 0040.005 - July 3rd, 2017
Hotfix 5

Engine
* Removed SSE 4.1 support which caused a lot of start up issues for many users
- This fix adds support to e.g. Phenom II CPUs

Info
* All v1.04 (Steam, GOG.com, HumbleStore and PS4) builds are identical regarding gameplay / content (check the version number from game's main menu)
* This build was released on Steam and GOG.com. Also HumbleStore sells Steam keys.


Please see more info from:
http://steamcommunity.com/app/404540/discussions/0/2592234299569854528/
Nex Machina - contact@rockpapershotgun.com (Fraser Brown)

I can t think of a better collaboration than the one that’s brought Nex Machina [official site] to life. The blindingly-fast twin-stick shooter is the spawn of Resogun developer Housemarque and the creator of the entire genre, Eugene Jarvis. It has a great deal to live up to, then, and the legacy of Robotron, Smash TV and Resogun hovering over it. Clearly the pair were up to the challenge.

All of the above games are inside Nex Machina. They are in both the foundations and the bricks — the teeming swarms of robots, the linked rooms, even the voxels. Combined, however, the construct something new; something that s full of its own tricks and quirks, challenges and surprises. … [visit site to read more]

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