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    PlayStation platformer 'Shu' has Vita-exclusive goodies

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    09.16.2016

    Sony isn't showing the PS Vita handheld any love, but indie developers sure are. The latest example is the 2.5D platformer Shu. "Shu feels right at home on the handheld and is a great experience, especially since it's running at 60 FPS," a post by developer Coatsink on the European PlayStation Blog reads. More than that, the Vita version will have some exclusive bits and bobs when the game comes out sometime later this year. Coatsink says that supporting the handheld is something that the team feels "very strongly about" and it's been hard at work ensuring that the portable version isn't a lazy port.

  • Comedian Nick Frost makes his Gear VR debut in 'Esper 2'

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    12.09.2015

    Something about virtual reality and games about exploring the mind or using your mind to control objects around you just seem to go together extremely well. Case in point, the Gear VR launch title Esper has a sequel and it's out tomorrow from developer Coatsink Software. Hot Fuzz and Shaun of the Dead fans who play it might even notice a familiar voice: Nick Frost. The English funnyman lent his voice to Esper 2, the game about agents tasked with dealing with the consequences of a recent epidemic of folks gaining telekinetic powers. The overall production values are pretty impressive, actually.

  • The Joystiq Indie Pitch: Pinch

    by 
    Justin McElroy
    Justin McElroy
    06.09.2010

    Being a giant, beloved video game blog has its downsides. For example, we sometimes neglect to give independent developers our coverage love (or loverage, if you will) as we get caught up in AAA, AAAA or the rare quintuple-A titles. To remedy that, we're giving indies the chance to create their own loverage and sell you, the fans, on their studios and products. This week we talk with Paul Crab of Coatsink Games about his new release, Pinch, and why he thinks the puzzle genre is the pinnacle of gaming. How did your company get started? I previously worked as an artist for Atomic Planet Entertainment. When they shut down last year, I applied for other jobs, but, oddly enough, none of them could recognize my genius. At the time, my friend Tom was working for a small-time, unknown company called Blizzard Entertainment. I went to visit him, and you know how it is – a few drinks, some reminiscing and next thing you know, you've decided to start your own games company. The main problem was that we didn't have a programmer. I had a tiny bit of C programming experience from back in University, so I began to re-learn as much as I could, using any online resources and tutorials I could find. The iPod games market was blossoming at the time, so it seemed like a good starting point. By October, we had a game design, business plan, basic prototype and concept video that we showed in a hilariously humiliating pitch to the Institute of Digital Innovation's Digital City Fellowship Scheme. Amazingly, we were accepted, and that helped us to go on to set up our company and develop our game full time. Coatsink Software was born (don't ask about the name, we'll be here all night).