Shank

They Believed In Their Game Enough to Go Homeless, But It Didn't Come to That / Byline=Russ Frushtick "We literally put our mortgages to it...It was a big deal. It needed to be good."


The future of Klei Entertainment rested on the success of Shank, last summer's side-scrolling beat-em-up. The indie developer had seen moderate success in the past with games like N+, but Shank was another beast entirely. It had the power to financially ruin Jamie Cheng, Klei's founder, and Jeff Agala, its creative director, both of whom put their houses on the line. Such was their confidence in the game.


That confidence extends to Shank 2, which is scheduled for release on PC, XBLA and PSN in early 2012. Sitting down with Cheng at the game's official unveiling this week, he acknowledged that, despite strong sales, fans had some qualms with the first game.


"When we were listening to feedback we were like, 'Ok, yes, these are the things we can do way better,' " he explained. "We can drastically improve the controls and we can also continue raising the bar on the visuals."


The controls were a definite sticking point in the first Shank, a game which demanded extreme precision but often faltered when it came to elements like platforming and time-based attacks. Cheng said the team started from scratch with the goal of making the combat much more responsive.


Klei also added the ability to pick up the weapons dropped by enemies, Double Dragon-style. Enemy weapons, like baseball bats and shovels, have entirely separate movesets, thus giving you a lot more variety in combat.


The last big addition was the ability to counter an incoming enemy attack by hitting the grab button when a red exclamation point appears over an attacking enemy's head. Countering an enemy's attack will prompt a unique animation depending on how the enemy was attacking. For example, a baseball bat might be shoved down the throat of an adversary for a particularly gruesome death.


As for the visuals, though, no one really had a problem with them. In fact, hand-drawn graphics of the first Shank were universally praised as some of the best 2D graphics in recent memory, with smooth animations and remarkable levels of detail. But Cheng and the team wasn't quite satisfied, so Shank 2 will double the resolution on the characters, while adding more detailed particle effects, like fire, to the formula.


Another big note from fans and critics of the first game was the lack of online co-op play. Shank 2 remedies that as well, but not in a way you'd expect. The game offers a two-player co-op mode called Survival where players battle waves of enemies while attempting to defend objectives from rogue bombers.


After playing about 10 waves, I sensed an odd blend of Counter-Strike (players can purchase weapons and equipment with money earned from kills) and Smash Bros. (small, platforming-heavy maps).


Cheng seemed surprised by my CS comparison but acknowledged the similarities with Nintendo's fighter. "Smash Bros. is definitely there. There was another game that we were making that had that Smash Bros. feel and we ended up not finishing that game. It's definitely there. But we wanted the cooperative thing to come in." To that end, Shank 2 allows players to revive each other and to watch each others' backs when disarming bombs or buying equipment.


Based of what I played, it's hard to imagine Cheng and his team at Klei will be forced into hock after Shank 2 releases. I wouldn't consider this a vastly different experience from the first game but it does feel a lot tighter, with more satisfying combat. The Survival mode is the sort of thing I could see myself booting up with another friend when the prospect of another 50 waves of Horde in Gears 3 is too daunting, and the sure to be ultra-violent campaign will definitely occupy a weekend or two. Shame it's still at least three months out. I suppose I'll have to satisfy my blood lust in other ways.



Russ Frushtick is a freelance journalist who has been writing about video games for over a decade. In a former life he was the editor-in-chief at MTV Multiplayer. You can follow his ramblings on Twitter.

They Believed In Their Game Enough to Go Homeless, But It Didn't Come to That / Byline=Russ Frushtick
They Believed In Their Game Enough to Go Homeless, But It Didn't Come to That / Byline=Russ Frushtick
They Believed In Their Game Enough to Go Homeless, But It Didn't Come to That / Byline=Russ Frushtick
They Believed In Their Game Enough to Go Homeless, But It Didn't Come to That / Byline=Russ Frushtick
They Believed In Their Game Enough to Go Homeless, But It Didn't Come to That / Byline=Russ Frushtick


Shank

Bring A Friend Along for Shank 2's Brand of Shooting, Stabbing and SlicingLast year's side-scrolling slice 'em up Shank is getting a sequel, EA and Klei Entertainment announced today. They're calling it Shank 2 and it's coming to PlayStation Network, Xbox Live Arcade and PC early next year.


Shank 2 will add online co-op play—"multiplayer co-op survival" actually—and a revamped combat system. New weapons, new dudes to kill... the works, apparently.


"What we did was rip the game apart and reconstruct it to allow us to have more responsive controls and better graphics," said Klei Entertainment founder Jamie Cheng. "We tore our combat system apart... and created new controls to be able to use the enemies' weapons against themselves."


Your first look at Shank 2—in single-player and co-op—is in the gallery above. More to come.



You can contact Michael McWhertor, the author of this post, at mike@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.

Bring A Friend Along for Shank 2's Brand of Shooting, Stabbing and Slicing
Bring A Friend Along for Shank 2's Brand of Shooting, Stabbing and Slicing
Bring A Friend Along for Shank 2's Brand of Shooting, Stabbing and Slicing
Bring A Friend Along for Shank 2's Brand of Shooting, Stabbing and Slicing
Bring A Friend Along for Shank 2's Brand of Shooting, Stabbing and Slicing
Bring A Friend Along for Shank 2's Brand of Shooting, Stabbing and Slicing


HOARD - Tranicos
<img src="http://www.hoardgame.com/miscimages/HOARDheader_DLC_Arabian.jpg" alt="Flame Broiled SANDwich Pack" />

A complete set of alternate visuals for your HOARDing--fly to the desert continent, and do battle with ifreets, brave knights, and torch thieves' tents. Even the dragon has adapted with a feathery set of scales.

The pack sells for $1.99, or is part of the new HOARD: Complete Pack, which is on sale for 25% off for 1 week only.

Your support means a lot to us. If you like this sort of thing (alternate visuals, new content), we'll keep doing it!

--The HOARD Team
HOARD - Tranicos


A complete set of alternate visuals for your HOARDing--fly to the desert continent, and do battle with ifreets, brave knights, and torch thieves' tents. Even the dragon has adapted with a feathery set of scales.

The pack sells for $1.99, or is part of the new HOARD: Complete Pack, which is on sale for 25% off for 1 week only.

Your support means a lot to us. If you like this sort of thing (alternate visuals, new content), we'll keep doing it!

--The HOARD Team
HOARD - Valve
Flame-broiled SANDwich, the new downloadable content for HOARD is now available on Steam!

This DLC takes the treasure gathering action to the mystical sands of the desert continent and is compatible with all released maps and features!

To celebrate this release, the newly released HOARD Complete Pack is available at 25% off until September 28th at 10AM Pacific Time!

Sep 9, 2011
HOARD - Valve
Updates to HOARD have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
  • Fixed graphics bugs on low end Radeon cards.
  • Fixed graphics bugs where green fuzz was showing on some machines.
  • Fixed graphics bugs associated with low end graphics cards.
  • Fixed bug cloud saves synch. (Loading screen crash.)
  • Fixed a crash bug for when game window is off-screen on dual monitors.

Dungeons of Dredmor - Valve
  • FIXED: Game not correctly processing some right clicking mouse clicks.
  • FIXED: Lag due to blood splatters.
  • FIXED: Dual wielding was not working, in particular the last skill.
  • FIXED: Shield bearer skills were not correctly granting passive attributes.
  • FIXED: A number of screwed up achievements in the "skill set" categories.
  • FIXED: Warrior health (and other things) were not being calculated correctly.
  • FIXED: various spells not working due to having incorrectly set sight buffs.
  • FIXED: primary skill buffs were not passing their bonuses through to secondary skill calculations.
  • FIXED: Item duplication bug when hitting "0".
  • FIXED: incorrect item values for Cybertronic Amulet.
  • FIXED: incorrect item values for Dark Orb.
  • FIXED: being able to save and quit the game after your death.
  • FIXED: nightmare curse not actually putting monsters to sleep (or correctly triggering the DOT)
  • FIXED: narcosomantic induction not always putting monsters to sleep.
  • FIXED: SHIFT-Click mode, when turned on, doesn’t correctly handle SHIFT-Clicking as regular clicking.
  • FIXED: unliving walls do not become permanent blockers after saving and re-loading the game.
  • FIXED: stacked necronomiconomics penalties prevent the player from disabling his other buffs.
  • FIXED: right-clicking, off turn, causes left-clicking behaviours..
  • FIXED: infinitely long Diggle health bars.
  • FIXED: monsters not dying when affected by buffs that reduce their HP (acid burn, etc.)
  • FIXED: monsters who are stunned or asleep can no longer dodge, block, or counter-attack.
  • FIXED: blank pedestal spawning in the Tomb of the Unknown Hero.
  • FIXED: certain weapon powers from Krong never activated
  • FIXED: various ways in which the player could abuse the shopping system
  • FIXED: some items becoming stackable after you put them in crafting tools.
  • FIXED: potion stacking stops working after you save, reload, and put it in a craft tool.
  • FIXED: vampirism causing haywire (or crit buffs); normal spellcasting NOT haywiring
  • FIXED: bad text in wand, potions tutorials
  • FIXED: KRONG text no longer mentions crafting skill
  • FIXED: starting part of Monster Zoo music wasn't playing
  • FIXED: This Translation Is All Wrong! wasn't clearing damage effects on weapons, causing massive damage stacks
  • FIXED: a number of spells were not correctly applying blasting damage (Thor's Fulminaric Bolt, for instance.)
  • FIXED: Vampires are no longer told to "eat food to regain health."
    (Now they must dreeenk blaht.)
  • FIXED: double "bad weapon" penalties.
  • FIXED: a bunch of monster inheritance issues.
  • FIXED: crash on fullscreen with OS X 10.7
  • FIXED: crash while SHIFT-clicking with an object that you have just auto-looted, with auto-loot enabled.
  • FIXED: various other issues with the auto-loot.
  • FIXED: Various issues with WASD move-to-open.
  • FIXED: Lutefisk cube behaviour is now consistent with regards to stacks versus individual units.
  • FIXED: game crash when using non-standard characters in character names.
  • FIXED: empty tiles appearing in room definitions.
  • FIXED: dual wield and counter chance..
  • FIXED: mysteriously appearing broken doors.
  • FIXED: buffs that cannot be dismissed.
  • FIXED: auto-looting for lockpicks.
  • FIXED: multiple on-hit triggers on corpses.
  • FIXED: items get deleted when clicking in inventory and holding down CTRL.
  • FIXED: don't let the game run in resolutions with y resolution < 600.
  • FIXED: Dying at the hands of Lord Dredmor no longer gives you the "Thrusty" achievement.
  • FIXED: the Thrusty achievement now works.
  • FIXED: Mark of Chthon and Magic Steel now correctly buff in a way that scales with magic power.
  • FIXED: traps triggered by monsters applying buffs to the players.
  • FIXED: pets give you XP when you kill them.
  • FIXED: curses on monster stacks cause madness.
  • FIXED: game launcher uses 100% CPU
  • FIXED: Fine Bronze Cuirass has incorrect stats.
  • FIXED: issues with ALT-TAB and SDL causing certain things (quicksell, stack split) to stop working after leaving and returning to the game.
  • FIXED: bolt recovery now works for crossbow users on all hits, not just death.
  • FIXED: thrown item recovery now works for all thrown items on all hits, not just death.
  • NERF: Using a wand now disables invisibility effects.
  • NERF: The Obvious Fireball has been Nerfed more obviously than the last un-obvious Nerf.
  • NERF: This Translation Is All Wrong! now enacts a Terrible Price.
    Also, we got to make another Marcus Brody joke.
  • NERF: added some more resistances throughout levels to require you to use at least two spells to beat the game.
  • NERF: Hand of Belimawr is no longer stackable.
  • NERF: Alchemy, in various small, cruel ways.
  • NERF: "This Translation is All Wrong" saps magic from items, occasionally.
  • BUFF: Psionics gets magic resistance.
  • GAMEPLAY: Nerfed, then buffed, Vampirism. It's sort of about the same, really.
  • GAMEPLAY: More fire resistance on Level 9 monsters.
  • GAMEPLAY: Black Pearls can now be ground into chalk. Interestingly, this is not a flight of fancy but is based on Science.
  • GAMEPLAY: Heavy armour gives greater magic penalties, but offers more piercing resistance.
  • GAMEPLAY: Heavy armour also reduces nimbleness.
  • GAMEPLAY: the Jingly Jangly Staff of Crystals now requires alchemy instead of smithing.
  • GAMEPLAY: Lutefisk balancing changes.
  • GAMEPLAY: Tinkerers can now make Black Powder.
  • GAMEPLAY: Robots now do electrical damage. Because, you know, they're robots.
  • GAMEPLAY: Blobbies now leave Acid Pools.
  • UI: Kill the Tutorial Pop-up at the start of the game if you've seen it once.
  • Monsters have an expanded vocabulary.
  • The Bony Wand is now not quite as awful.
  • Lord Dredmor is now nastier.
  • Added a new, fun monster to Level 10.
  • Added craftable thrown weapons.
  • Added slightly more informative vending machine tool text.
  • Game renders all text using UTF-8 internally, for the Japanese Translation teams. (Ganbatte!)
  • Upped Pyrokinesis damage.
  • Made acid traps marginally less deadly.
  • Fixed zorkmid scaling drop rate.
  • Changed graveyard text so people no longer think their scores are negative.
  • Weapon and armour stats have been given some more love.
  • Elven Ingot Grinder is now affected by alchemy, not smithing or tinkering.
  • Alchemists now start with an Ingot Grinder, giving them more rubbish than any other class.
  • Adjacent monsters now display health bars consistently.
  • Trap outlines are now drawn on top of walls when they are obscured.
  • ALT-click will now split stacks in the inventory.
  • Added a new minimap interface, and some minimap icons for Lutefisk Shrines, quest statues, Anvils, etc.
  • Added some more rooms of Fun.
  • Added some rings and amulets that give Necromantic Resistance, for those days when you need Necromantic Resistance.
  • Pet AI improvements; your Moustache Golem now longer has the intelligence of a protozoa. (We're now at "easily frightened wombat")
  • Added more achievements.
  • New throwing item recipes.
  • Added a reward for clearing a Monster Zoo.
  • Autoloot toggle moved to config screen.
  • Added "DIGEST" button for automatic digestion of foods.
  • New "Random Skills" icon.
Space Pirates and Zombies - Valve
  • fixed uncommon spec achievement sometimes not working
  • fixed fusion beams, mines, particle cannon now cause anger in enemy ships
  • fixed mass driver can pass through zombie killer shields
  • fixed no acheivement credit for re-exploring stars
  • fixed sometimes warpin stuck ship state
  • changed balance of power starbase not an insanely strong
HOARD - Tranicos
Our first DLC pack has gone live for PC and Mac! Pick it up on the Steam store today!

HOARD: Dynamite Roll DLC pack is full of new and exciting content that any self-respecting dragon should own! Hours of new treasure-hoarding joy are included:
• 9 new maps, including more co-op maps: Team up to break through the arcane defenses of Artillery and keep enemies at bay in Rampart! Compete for scraps on Splits, and bathe yourself in gold in Giant Problem.
• Bomb Wagons: the enterprising villagers have started shipping wagons full of fireworks between towns. Light their fuses and use them to blow up enemies…but watch out for your own hide!
• Bumper Crops: valuable crops will sometimes grow. Burn them down and collect the cash before they disappear!
• Bell-towers: a new town building. Burn it down to reveal a Heal Powerup!
• Heal Powerups: instantly regain full health and surprise your enemies!
• 11 New Achievements that will test your skills as a dragon! Can you take out two knights with a single bomb wagon to earn Simultaneous Attack? Put all that tree burning to good use with Woodburn.
HOARD - Tranicos
Our first DLC pack has gone live for PC and Mac! Pick it up on the Steam store today!

HOARD: Dynamite Roll DLC pack is full of new and exciting content that any self-respecting dragon should own! Hours of new treasure-hoarding joy are included:
• 9 new maps, including more co-op maps: Team up to break through the arcane defenses of Artillery and keep enemies at bay in Rampart! Compete for scraps on Splits, and bathe yourself in gold in Giant Problem.
• Bomb Wagons: the enterprising villagers have started shipping wagons full of fireworks between towns. Light their fuses and use them to blow up enemies…but watch out for your own hide!
• Bumper Crops: valuable crops will sometimes grow. Burn them down and collect the cash before they disappear!
• Bell-towers: a new town building. Burn it down to reveal a Heal Powerup!
• Heal Powerups: instantly regain full health and surprise your enemies!
• 11 New Achievements that will test your skills as a dragon! Can you take out two knights with a single bomb wagon to earn Simultaneous Attack? Put all that tree burning to good use with Woodburn.
...