ZZAP! AMIGA

Metro Siege!

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Side-scrolling brawlers, swallowing my money at the arcades... I was one of those who joined the long lines of enthusiast­ic gamers crowded around the likes of Double Dragon and Final Fight... Beat’em ups are one of the most easily defined genres that resonate with the player — basically, select your favourite character and then provide a beat down on wave after wave of bad guys.

Metro Siege is a console/arcade-style, 2 player co-op beat ‘em up game, which will run on classic Amiga’s with at least 1MB of total RAM. The game is heavily influenced by legendary titles such as Streets of Rage 2 and Final fight, but it is also pulling more influence from the late 80s and early 90s vigilante movies which had inspired companies like Capcom when they were originally developing the genre. Metro Siege offers a sophistica­ted combat system including blocking, counter-attacks and hitting enemies while they are down.

The game runs on stock OCS/ECS Amiga’s and as previously mentioned, will require 1MB or more of memory. It

supports two large player characters and 4 large enemies, multiple layers of parallax scrolling, and over 60 colours simultaneo­usly on the screen.

Who is behind Metro Siege? The lead game designer, plotter, and artist is Michael Parent. The programmer is Alex Brown. The musician and sound effect guy is John Tsakiris (as well as assisting with pixel art and game design). Also, Corey Annis is doing pixel art for most or all of the enemy boss characters and a bit more pixel art here and there.

Motivation? Michael Parent writes: “John and Alex had recently finished and released Worthy, and were starting to think about their next game project. That’s when John found a Facebook thread where I had posted several fake Amiga game mock-ups I had made de over the years. John was impressed with my pixel art and showed Alex and they decided to contact me and see if I wanted to turn one of those many mock-ups into a full game with them. This was the chance for me to live out a dream I’d had since I was a teenager (to make a truly triple-A quality Amiga arcade game with a great team with the skills and passion to make it with me ) ). Beat em’ m’ ups ha have always been my favourite genre in the arcade and console games, so, a long story short: we decided to make Metro Siege based on that old mock-up I had made.

Our goal is not simply to make the highest quality beat em ups for the Amiga but to transcend any perceived limitation of the platform and its existing library, and to just make o one of the highest quality a and most fun beat ‘em ups o on any platform including a arcade machines.”

Keen to become a l legendary badass? A rel lease date has not yet been a announced, so we will have t to wait patiently until the g game’s completion! Metro Siege S will be released in d digital and physical boxed e editions. Progress can be t tracked via the BitBeamC Cannon website via b bitbeamcan­non.com.

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