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  • Double Dragon with diversity in 'Beatdown City'

    by 
    Jessica Conditt
    Jessica Conditt
    03.05.2014

    Game developer Shawn Allen grew up as a biracial black kid raised by a white mom in a mostly Latin neighborhood in Manhattan. Now, as an adult, most people assume he's black, Middle Eastern or Hispanic, while others squint and ask, "Where are you from?" Diana, his wife, is Puerto Rican, and their friend, Manny, is Sicilian and chief of his Taino tribe. Together, they're aiming to bust down the barriers to video game diversity with a retro-styled brawler, Treachery in Beatdown City. It features RPG elements and a turn-based combat system, and it features a cast of minority characters. The star of Beatdown City is Lisa, a Puerto Rican woman designed by Diana to counteract the "spicy Latina" stereotype in popular media, Allen tells me. "Lisa was made to be a strong character first, who can also be a positive Latin woman in games," he says. "She is, if not the only, one of the few leading Puerto Rican women in games." Beatdown City isn't an activist game – it spawns from the team's love of brawlers, and they've worked to make it different (turn-based combat will do that) while still recalling classics such as Double Dragon and Streets of Rage. But if Allen and his friends are going to make a game with human characters, they're going to be as diverse as the developers themselves, Allen says: "When Manny and I started making the game, we wanted to make iconic, memorable characters like brawlers of old did. But we infused them with backgrounds based on our culture, the culture around us and of people that we know. The more we thought about it, the details flowed very easily."

  • Silent Enemy teaser designs some bullies

    by 
    David Hinkle
    David Hinkle
    05.01.2013

    The next project from Papo & Yo developer Minority, Silent Enemy, tackles another sensitive topic: bullying. Many of the developers were bullied and that history affected the design and development of SIlent Enemy.

  • Exclusive launches are sometimes necessary, Papo & Yo creator says

    by 
    Jessica Conditt
    Jessica Conditt
    04.22.2013

    Papo & Yo cost developer Minority Media $1.5 million to make, and its exclusive release on PS3 in 2012 earned back some of that cost. It came to Steam last week, and during GDC creator Vander Caballero told us the PC launch should "cover the whole cost of the game." If it weren't for Sony and that exclusive PS3 launch, however, Papo & Yo may have never seen the light of day."If you are an independent you have zero marketing money," Caballero told Kotaku. "You have nothing. Then you need someone to support your project. So, if someone asks you for exclusivity and it's going to help you to bring out your product into the market, I think that can be good. Sometime, I think it's the only way to get something out."Caballero's next game with Minority is Silent Enemy, an exploration and puzzle game set in a harsh, mystical Canadian tundra, but with a message about bullying. Minority doesn't have any platforms locked down for Silent Enemy just yet, but Caballero is considering PS4, PC, tablets and Ouya.

  • Papo and Yo devs confront more monsters in next game, Silent Enemy

    by 
    Jessica Conditt
    Jessica Conditt
    03.29.2013

    Minority attempted to make its next game a departure from the emotional, draining experience of its first project, Papo & Yo, by crafting a hunting-survival, documentary-style game set in the harsh tundra of Northern Quebec. Somewhere along the development process, that turned into a game about bullying.Silent Enemy still takes place in the frozen wasteland of Northern Canada, but its message, mechanics and impact have shifted dramatically. Papo & Yo creator Vander Caballero and Minority Design Director Ruben Farrus are collaborating to weave a subtle story about the hopelessness, weakness and determination that victims of bullying regularly face. That message, however, is covered in piles of snow and steeped in legend.It's an exploration and puzzle game in mind for PC, tablets, Ouya, PS4 and possibly other platforms by the end of the year, but with no concrete plans so far. The prototype uses an Ouya controller, since its touch pad makes sense for the gameplay, but that doesn't guarantee it will launch on Ouya, Caballero said.Silent Enemy takes place in a world of permanent winter, where springtime is a legend, the bedtime story grandma tells the children to help them fall asleep. Once, animals and humans flourished in the spring, but one species hated such a fruitful time: the crows. They chased springtime away, leaving behind only glowing gold fragments of the season, now hidden throughout the landscape. Players find these orbs and trail them around, using a mix of magic and logic to navigate the whitewashed world.Yes, it's still a game about bullying.%Gallery-184378%

  • Papo & Yo sales 'good' on PS3, but didn't cover development costs

    by 
    Jessica Conditt
    Jessica Conditt
    03.27.2013

    Papo & Yo was a top seller when it launched on PS3 in August, and creator Vander Caballero is satisfied with its numbers, even though sales haven't covered all of the game's development costs, he told Joystiq at GDC. Papo & Yo will hit Steam for PC on April 18, and that extra push should cover the gap left by PS3, Caballero said."Despite the good sales, the cost of the game has to be covered," he said. "We have covered already parts of the cost of the game, but when it comes out on Steam, we'll make money. Then we'll cover the whole cost of the game."Caballero was excited about the coming Steam launch, which will begin accepting pre-orders on April 4. Those who buy it between April 4 and 17 will receive a 10 percent discount ($13.50), plus the game's original soundtrack for free. "We're really happy, since all the people who heard about it will actually be able to play it now," Caballero said.

  • How Papo & Yo takes more than inspiration from South American graffiti

    by 
    Ben Gilbert
    Ben Gilbert
    08.02.2012

    Papo & Yo's gorgeous South American-esque world is punctuated by graffiti – from the cartoonish to the abstract. During a preview at E3, I found myself stopping to gawk at giant birds and other creatures for many moments, often resulting in the game's handler asking if I needed any help. What I should've said was, "Yes. Can you tell me who made these incredible images throughout your imaginary favela?"Thankfully, developer Minority realized that the art is incredibly appealing, and wrote up a post on the US PlayStation Blog detailing the history of the graffiti. As it turns out, rather than using source images and recreating a facsimile of South America's street art, Minority worked with three renowned South American artists to develop images for Papo & Yo's world.Sebastian Navarro (AKA Charquipunk), Simon Paulo Arancibia Gutierrez (AKA La Robot de Madera) and Inti Castro (AKA INTI) are all collaborating on the game. One such example of their contribution is just above, though I saw several different, very impressive pieces in just the 20 minute demo at E3. Of course, we'll all get to take a closer look when the game launches on August 14 on the PlayStation Network.

  • Papo & Yo gets a suit and a new trailer for E3

    by 
    Ben Gilbert
    Ben Gilbert
    06.03.2012

    Our main little man from Papo & Yo got himself a fancy new suit to go with his fancy new E3 trailer, it seems. We'd like to tell him that the new duds are anywhere near as impressive as the sweet new gameplay clip, but that'd be a straight up lie. See both for yourself, just above.%Gallery-157413%

  • Papo and Yo and dealing with tragedy

    by 
    David Hinkle
    David Hinkle
    03.13.2012

    Everyone has a coping mechanism for those times they have to endure pain and tragedy. Papo & Yo creator Vander Caballero grew up with an abusive and alcoholic father, and we're learning about it through the game's goals and imagery. Caballero's father is represented by a companion and monster (who recently received a redesign). It can sometimes be a comforting figure, but when consuming frogs (metaphor!) it becomes a literal beast.%Gallery-150408%

  • Sony to invest $20 million into PlayStation Network and Pub Fund over the next three years

    by 
    David Hinkle
    David Hinkle
    07.13.2011

    Sony believes in its Pub Fund initiative and the PlayStation Network, and is putting up the cash to prove it. Over the course of the next three years, Sony will commit $20 million in seeking out independent developers to create games like Papo & Yo, Okabu and PixelJunk Sidescroller. Brandon Stander, director of marketing for PlayStation Network, describes it as a commitment of faith in the Pub Fund and a goal to bring "innovative, different, unique gameplay" to PSN.

  • Papo & Yo preview: O meu amigo, o monstro

    by 
    Ben Gilbert
    Ben Gilbert
    06.10.2011

    If you haven't seen Papo & Yo's endearing announcement trailer, you should probably go check that out right now. Go ahead, I'll wait. All set? Great. Now that you've seen it, you'll understand why it was one of the few E3 2011 games that I made a specific point of going to play, just for me. Papo & Yo is a story-driven puzzle game about a boy named Quico who lives in a Brazilian favela, and his two best friends: a quirky robot named Lula and a rhino-like creature named Monster. Lula, unfortunately, scares the hell out of Monster, rendering him too petrified to move when she's nearby. Monster, on the other hand, is an adorable, friendly giant. That is, until he eats a frog (he's addicted to 'em!), totally flips out and tries to kill everything. I didn't see that part, though -- the demo actually ended with Monster gobbling a frog and a fade to black. What I played, rather, was all about puzzle solving. %Gallery-126125%

  • Papo & Yo turns a friend into an adversary on PSN in 2012

    by 
    David Hinkle
    David Hinkle
    06.02.2011

    They say you should keep your friends close and your enemies even closer. But what if your best friend is also your worst enemy? That's a question posed by Papo & Yo, a new puzzle-platformer from independent Canadian studio Minority. The game stars Quico, a young boy living in a favela with a giant pink monster for a best friend. The only problem is the monster has a taste for frogs and whenever he (she? it?) eats one, a change occurs. Quico's also got a super high-tech robot for some reason. Frankly, if we were Quico, we'd sell the bot and move the hell out, but that's just us. Papo & Yo will be exclusive to PSN through Sony's budget-matching Pub Fund and has a 2012 launch timeframe tentatively penciled in. Papo & Yo will make an appearance at E3, so we'll get our hands on it then. In the time being, hit the jump for a teaser trailer.

  • Game census concludes that minorities under-represented in games

    by 
    David Hinkle
    David Hinkle
    09.22.2009

    Even though you've seen CJ gangbanging in GTA: San Andreas and Faith gallivanting across a vast urban landscape in Mirror's Edge, it doesn't mean minorities and women are finally getting a fair shake in gaming. According to a census of video game characters conducted by SoCal researcher Dmitri Williams (via NewScientist), it's still an area largely dominated by white men. Gasp! Of course, with an undertaking as huge as checking every character in every game ever, this data of Williams and company comes with a few caveats. First of all, the census went down in February of 2006 and has only surfaced recently thanks to NewScientist. Second, the only systems and games combed include the top 150 titles sold on Xbox, Xbox 360, PlayStation, PS2, PSP, GameCube, GBA, DS and PC. Still, it's a lot to sift through and -- when the dust settled -- Williams and the gang came up with a couple of charts and some data to back up their claim. [Via Game Politics]

  • PrimePlus assesses the current state of black characters

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    02.09.2009

    PrimePlus has a fairly interesting piece about the current state of black characters in video games. The editorial maintains a very moderate approach to the charged subject, covering the differences between Western and Eastern development, along with how black characters have been portrayed over the years.The piece mostly focuses on upcoming titles and games from the last decade, like Mass Effect, Half-Life 2, Gears of War and GTA: San Andreas. Without getting "politically correct" or preachy, the editorial notes that representation isn't an "exclusive concern to the population of black individuals." It points out that "more socially imaginative avenues of inspiration" would be welcome, which is something we can agree about.[Via Edge]

  • Ulduar and Blizzard's "hard modes"

    by 
    Mike Schramm
    Mike Schramm
    01.02.2009

    We're only a day into 2009, and we've already got an update on one of our predictions. Vaneras has appeared on the EU forums talking about Ulduar's difficulty level and he says that yes, it will make a PTR appearance, and yes, it will be hard, but probably not in the way that we'd expect. He says that Blizzard is pleased with the way the "Sartharion with no drakes" worked, so they're planning to expand on that idea in the upcoming raids, by including more "hard modes" and more achievements, with "an increase of reward level if successful."So the odds are that we'll still see Ulduar's normal mode downed within days if not minutes on the live realms -- it won't actually be "hard" in the sense that the guilds with high level gear won't be able to plow right through it. But there will likely be multiple challenges within that are very hard, and achievements that will likely reward special gear or titles that will take guilds a while to do. This probably won't satisfy most of the really hardcore raiders, but we've been over this one -- Blizzard would rather have the majority of the playerbase play these raids, and since challenges and achievements don't take as much development time, that's what the minority of really hardcore players will get.Of course, as with everything, we'll have to see how it works out -- Blizzard is clearly trying to make sure everyone coming to these raids finds what they're looking for in terms of a challenge. Ulduar itself might not be as hard as we predicted, but if Blizzard really ramps up the "hard modes" within the instance, it could be a while before we see anyone able to topple all of the challenges in there.

  • Joseph Saulter: 'Why should I have to be a white man?'

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.08.2007

    Joseph Saulter, chairman of game design and development at American Intercontinental University, has been a vocal advocate about the role of minorities within the industry.Speaking about Microsoft's Blacks in Gaming gathering last night he says, "It's great to see that things are happening and we are getting toward the vision, but it's still not the reality." He says the potential influence that diversity would bring to the industry isn't being recognized. Explaining he's spent his life as a black man, he half-jokingly says when he looks around the game industry he feels himself asking the question, "Why should I have to be a white man? ... Meaning I bring a unique characteristic in my African-American culture. It would be nice to bring my cultural expertice into an arena. We go into this white business -- and it's not that the business is white. It's that the culture in the business is white. I'd like to see people create what I am in games and be accepted for what I do."Saulter says the industry is like a "horse with blinders" on when it comes to issues of diversity. It's not that they are outright ignoring minorities, it's just that the focus is so straight ahead and narrow, companies don't take the time to reach out. He says there are programs like the Urban Video Game Academy based in Atlanta, Maryland and Washington D.C., which attempt to get kids into game design and should be looked at as an opportunity by developers to find potential talent. He compared getting a job in the industry like riding a horse. He believes that minorities don't care if they get knocked off the horse, that's only fair -- but they'd still like a chance to ride.