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.
It’s been a while, hasn’t it? So first of all, Happy New Year (a bit late for that), Happy Chinese New Year (about the right time for that?) and Happy Shenmue III year if things go as planned, right? RIGHT?? Let us not forget about Yakuza o either, which we hope many of you are […]
We just came back to our homes after reuniting in Madrid for an intensive work weekend, mainly focused on turning Xenocider on a more complete, playable (and re-playable) experience. We all live in different cities, so we keep each other updated via Skype or Hangouts and do regular video-meetings when we are done with our […]
Welcome back to the Dev Diaries! It’s been a while since the last episode, so let’s take a look at our most recent progress, shall we? We give you a closer look at the new enemy designs for both Planet ORL (the swamp) and the Atlantean Reserve (the underwater stage). We managed to optimize our […]