bottlerocket-entertainment

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  • New Splatterhouse screens -- now with more blood!

    by 
    Ben Gilbert
    Ben Gilbert
    11.29.2009

    If you're anything like us, you've had the upcoming Splatterhouse remake fresh in your mind ever since this week's positively terrifying reveal of Splatterhouse shoes. Thankfully, Namco also released a handful of fresh screens of the game, riddled with various creature parts and – shock! – gallons of blood. Sure, the 13-year-old in us is just about as stoked for a new Splatterhouse game as one could be. Unfortunately, the 25-year-old in us still needs a lot of convincing that the franchise is worth revisiting before next year's Q3 release. %Gallery-79100%

  • BottleRocket confirms work on Splatterhouse

    by 
    Jason Dobson
    Jason Dobson
    05.02.2009

    A BottleRocket representative has confirmed an earlier report suggesting that members of the former Splatterhouse developer's team had been brought on by Namco Bandai to help finish the job. "Yes, that is true," commented the rep, who added the while the studio couldn't talk about how many employees had accepted Namco's offer, "It is my understanding that Namco only offered contracts, not full-time employment."BottleRocket was forcibly removed from developing Splatterhouse by Namco last February over an unspecified "performance issue", with the re-imagining instead rumored to now be in the hands of the team responsible for Afro Samurai.

  • BottleRocket responds to 'performance issue' claims

    by 
    Jason Dobson
    Jason Dobson
    03.16.2009

    And the drama continues between publisher Namco Bandai and BottleRocket, with the former Splatterhouse developer responding this afternoon to claims last week that a "performance issue" was to blame for the project being yanked off the California studio's plate. Obviously miffed, the company noted deliberate choice of its words, writing "We too have to be careful of what we say since publishers have to worry about their "image" and will sue small, independent studios who bark back at them too loudly.""Game development contracts are put in place to protect the publisher and their interests," offered BottleRocket in a prepared statement. "Within these contracts are a series of defined game development objectives and goals called milestones. If a developer is under performing they tend to fail these milestones and have varying degrees of accountability placed upon them."The statement concluded: "Splatterhouse had been in development for over eighteen months and up to having the title taken away from us we had not missed any contractually defined milestones. So either there were no performance issues during that timeframe or Namco's management of the title was inept." So, Namco, what gives? Did BottleRocket run over your dog, or something?

  • Namco: BottleRocket 'performance issue' to blame for Splatterhouse flap

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    03.12.2009

    Namco Bandai has broken its silence: "So, basically, the only reason why publishers pull the project out from the developer is when the developer isn't really meeting the requirements," COO Makoto Iwai told Gamasutra, as he carefully began the first official explanation for the removal of BottleRocket Entertainment from Splatterhouse development. In what is best described as the delicate threeway between "evil publishers" (Namco, in this case), their properties, and the indie developers they employ to do said properties, Namco deemed BottleRocket incapable of delivering the climactic touch to Splatterhouse. In other words, "I just want to be 100 percent clear," Iwai asserted, "There was a performance issue." Gasp! Wow, Namco sure is brave for speaking out. It's such a taboo topic, after all -- no one wants to hear it was the developer's fault. "I have to be very careful so we don't make any direct comment on it because whatever we say, people will try to be on the developer side," Iwai observed. Whatever Namco, isn't there a pill or something you could have prescribed?

  • NYCC 09: Original Splatterhouse included in reboot

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    02.06.2009

    "Everybody wants that," exclaimed Splatterhouse co-producer Mark Brown, responding to a question about the original 1988 beat-em-up's inclusion in the forthcoming franchise reboot. "In one form, we're gonna deliver on it," concluded Brown, who was joined by writer Gordon Rennie in a design panel at New York Comic Con today. Brown, who is producing the new Splatterhouse alongside Dan Tovar, called the original, the "crown jewel of the [Namco] back catalog," and confirmed the plan to bundle the classic arcade game (also ported to Turbografx-16 -- and now on Virtual Console) as an extra in the new game, perhaps as a "premium edition" bonus. Splatterhouse is due out "later this year" -- Namco Bandai is targeting Q3 2009. The official game site has just gone live with a new trailer and screens. On a side note: Splatterhouse appears to be the first game to allow players to use their own severed limbs as weapons ... once their bloody stumps regenerate into new arms. Confirmed.