Metro Siege AMIGA EXCLUSIVE: 3 Level Demo & Daemon Claw update! Dev commentary included
Metro Siege Dev write up:
For Metro Siege, BitBeamCannon is teaming up with PixelGlass and Enable Software to deliver a 2 player co-op beat em up for classic Amigas and many modern platforms.
The team's goal is not just to make the best beat em up game for classic Amiga, but to make a brawler that can stand its ground against all of the greats of the genre, whether they be in the arcade or on consoles.
Beat Em Up's have always been the favorite of Metro Siege's lead designer, and this results in one of the most sophisticated combat mechanics in any beat em up, with the most fun elements collected from many of the games he's played over the the decades.
Metro Siege provides a large assortment of basic attacks, aerial attacks, combo attacks, back-attacks, low attacks, dash-attacks, super-attacks, grabs and throws to let each player mix things up and play in the style they want to play in the moment. On top of this, Metro Siege ads even more combat options in the way of blocking and counter-attacks. Holding attack and back will block basic attacks. Blocking strong attacks like jump-kicks will reduce damage, but players will be knocked back a bit, requiring a second or two to recover.
Once skilled enough to initiate your block a split second before the moment of impact, you'll automatically parry the enemy attack and perform a special counter-strike, dealing bonus damage to the enemy wile also earning back a bit of health and special attack power.
On top of this already robust mix of fighting options Metro Siege let's you enjoy throwing enemies into each other and multiple ways to hit them while they're down. There's a risky knee or elbow drop to deal heavy damage to a fallen foe, but if they get up or roll out of the way, or you just miss your mark, you'll slam yourself into the pavement, taking damage and leaving yourself temporarily vulnerable as you recover.
The final playable character is not yet revealed, but Metro Siege will offer three distinct character to play as, each offering a different move set and playing style to further add to the variety and replay value.
This demo includes the first 3 mostly complete levels and the first full boss fight scene, but behind the scenes many more levels are in varying degrees of partially implemented.
Metro Siege has been in development for over 3 years, but don't worry, that doesn't mean it will take the team a year to make each new level. Now that the games engine and tool set are fully developed progress on filling in the unfinished content is drastically faster. That said, because each member of the team has their own day job to deal with and fluctuating available hours on any given day, they can't yet give an estimated delivery date for the full game. The best thing to do is follow BitBeamCannon on social media for all the latest updates so you can easily track their progress.
Daemon Claw Dev Write Up:
The other project BitBeamCannon is currently working on is this fast paced side scrolling action game, DaemonClaw. The game design, code, and graphics are all being done by BitBeamCannon, with the original soundtrack being made by non other than Amiga music legend Allister Brimble.
Set in its own flavor of D&D or Tolkien type world, DaemonClaw let's you take control of a noble but brutal warrior who uses his magically augmented fists instead of a sword to try to save humanity from a sudden concerted assault from many of the mythical creatures of the world.
Despite the family resemblance, DaemonClaw is not a MetroidVania or a Platformer. The focus is purely on the high speed combat and learning to use magic abilities you build up which are unique to each level. The magical gauntlet our hero wields to bash his way towards world peace adapts and channels its power differently in each environment, adapting automatically to best deal with the type of enemy currently impeding his progress.
The big difference with DaemonClaw's development is it's being built and perfected first for modern platforms, then highly customized ports will be made for classic systems like Amiga and Megadrive, lovingly re-tooled to but best to each particular systems strengths. In fact, the Amiga version will actually be made using the same core code and tool set developed for Metro Siege. On that topic, BitBeamCannon has a question for you hard-core Amigan's out there: Assuming they can only make one Amiga version of DaemonClaw, would you rather it run on OCS/ECS Amigas like Metro Siege does, or would you prefer if they made it for AGA Amiga's so the Amiga version can rival the MegaDrive version without compromise?
Bitbeam Cannon:L https://bitbeamcannon.com/
Bitbeam Twitter: https://twitter.com/cannonretro
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