They talk about us!
Retro Sumus are not strangers to the readers of Retro Gaming Magazine. […] In the video we see some pretty good 3D in action. The main character of Xenocider has a weapon on their side so it is clear this is going to be close to the Sega arcade classic, Space Harrier. The 3D shows some impressive work considering this is an independently developed title.
There are no official Sega Dreamcast development tools being used here. That makes Xenocider all the more interesting.
The game is still very early and doesn’t show any enemies or other mechanics, but as a glimpse at what is coming it really is very impressive from a technical standpoint. Fogging is already written in, and other effects will likely be added. Perhaps the important things to take away from this, is that Xenocider is running on genuine Dreamcast hardware, boasts a totally new engine and is running at a stable 60fps.
On the basis of this alone, Xenocider looks like a title to keep an eye on.
Ameba narrará la historia de un policía veterano y búsqueda de la verdad ante una serie de casos que está convencido de que se cerraron en falso. Él es el único que sabe que hay algo más detrás de esos casos que solo él ha visto y se encargará de sacarlo a la luz. Estará ambientado en la España actual, pero presenciaremos varios flashbacks a épocas anteriores.
La banda sonora se basa en estremecedoras piezas de piano compuestas por Juanjo Martín, teclista del grupo Efecto Mariposa.
Welcome back to Xenocider for Dreamcast! This is episode 10 of our Dev Diaries, and today we take a better look at the stage design we are arguably most proud of, as well as present a brand new one we have been teasing for some time: the Caves of Kvika, inspired by the lava / […]
Xenocider for Dreamcast keeps growing. Now what a let down it would be, if that wasn’t the case! Chui and Abel recently got together with 3D programming specialist Óscar Peláez aka Fox68k (who co-created the 4ALL emulators alongside Chui, and starred in our Kickstarter video) for one of the most intense computing events in all […]
Xenocider progress update: Sakura’s Realm, physical edition covers, difficulty settings, and the last few levels
Time for un update on how Xenocider is shaping up. We recently met in Madrid for another work weekend, which is always fun as we all live in different cities away from each other. This means lots of planning and design work, lots of debugging, and lots of tess, tweaks, arguments, and pizza. Also not […]