Blade Kitten is coming to the Playstation Network very soon now

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We're close to getting a new look at Krome Studio's Blade Kitten in the next few hours as a press release has been given out to media announcing a release time frame for the game adaptation of the comic by Krome's Creative Director, Steve Stamatiadis. A new trailer will make its first appearance on Game Trailers sometime today which we'll hopefully be able to embed here.

The previous trailer, released in August last year, was met with some blunt criticisms from visitors on tsumea and a call for some constructive criticism, so it's hoped that Krome Studios have made some vast improvements to the game within the last six months since we've last seen of it.

(Press release)

Based on the “Blade Kitten” comic book series by creator Steve Stamatiadis, Krome Studios is bringing bounty hunter Kit Ballard to digital life with the Blade Kitten downloadable video game. The action adventure game, developed by Krome Studios, is set for release on the PlayStation(R)Network from PlayStation(R)3 computer entertainment system in Spring 2010.

“Blade Kitten is a brain child of mine that originated as a comic series,” said Steve Stamatiadis, Krome co-founder and creative director, who also created the multi-million selling Ty the Tasmanian TigerTM series. “Bringing Kit’s anime-inspired universe to life is a milestone for us, and we’re excited to open her world up to gamers on the PlayStation Network.”

Blade Kitten invites players into the world of Hollow Wish, where they take on the role of Kit Ballard, one of the best bounty hunters in the business. With her pink hair and tail, Kit is part cat, part girl - and fully lethal. As one of the last of her species, Kit commands her unique “Darque Blade” hovering sword to defeat enemies. Also along for the ride is Skiffy, Kit’s laid-back sidekick who lends a hand in collecting items, solving puzzles, and when needed, serves as Kit’s protector.

Blade Kitten goes beyond most downloadable titles to deliver a strong narrative, with high-quality cinematics, and a colorful, frenetic visual style, that lends to the pick-up-and-play arcade action. Players will jump right in and easily begin exploring and fighting their way through 19 levels, including three exploration levels with Noot (a rideable alien mount).

Blade Kitten will be released as a two-part mini-series available exclusively via digital distribution on the PlayStation(R)Network from PlayStation(R)3 computer entertainment system.

The Blade Kitten trailer and gameplay will be revealed tonight, Thursday, February 18, exclusively on Game Trailers TV at 12:30 am ET/PT on Spike TV in the US, and shortly after the episode airs on GameTrailers.com in glorious High Definition.

For more information on Blade Kitten, please visit www.bladekitten.com

Comments

designerwatts's picture

I like most of the Aussie game development studios, Including Krome who have been able to operate and work as a large scale studio for a number of years independently. Which is a feat in it's own right.

Most dev studios in Australia are striving towards making a great game. I don't doubt that. And i'm sure that the public on PSN will enjoy playing Blade Kitten.

What i'm concerned about is the success of the game commercially. A game needs to be really clear in what it's selling on an online network and while your paying less for a game your are more inclined to check and base your purchases on word of mouth, reviews and scores. Only a handful of games released over these networks make a profit and they tend to be games that are well-spoken and marketed well before release. Like Castle Crashers and Braid.

It's great that they got some press on game trailers. I hope it's enough. :)

Anonymous's picture

C\\\'mon guys some harsh comments being posted here. Its no secret that Krome has a lot of internal problems at the moment and is doing its best in the circumstances. BK should be given a level of evaluation and not discounted immediately. I have seen it running and its good. Its not my type of thing personally, but its polished and should be after the long development time given to it. This is our first original IP in a long time and we need it to be a success for the company. God knows if not for the moral of us employees.

Anonymous's picture

As a former Krome employee who was made redundant and partially blames those internal problems (along with financial troubles that are hitting the entire games industry) I do still hope that Blade Kitten turns out well.

The early builds I played were quite a solid platformer.

Anonymous's picture

I would be more supportive if Blade Kitten wasn't the result of a power-hungry man-child with too much money and no accountability. Your internernal problems have been entirely fixable for a long time yet you choose to promote the useless and fire the talent just to save face with your internal boys-club.

I have sympathy for the Fuzzyeyes and Interzone guys because their shit came from above. Krome has no excuses. Lucas Arts never returned for the same reason. Your inability to change results in continually subpar titles followed inevitably by subpar metacritic scores. Yet you just don't seem to care. And then you have the audacity to ask for our support for your morale.

Make an effort to improve and I'll make an effort to support you.

Anonymous's picture

I think you might be abusing the Maccas counter staff for their shit coffee with that one.

You might want to take your critisisms a little higher.

Anonymous's picture

Was directed at Krome in general. I have no idea how high up that poster is. Could be Walshy or Steve for all we know.

Anonymous's picture

It's 'morale'.

Anonymous's picture

The graphics looks ok; animation might be a little stiff. Level design looks paint-by-numbers; not sure how long the gameplay would hold my attention for -- I didn't see anything I haven't experienced before. I'd have to say the best parts, were the pre-rendered cutscenes. If there is a decent story -- I am not familiar with Blade Kitten as some Steve Stamatiadis fan boys are (or is that just Steve posting?) -- then it with the cutscenese could drive enough of the gameplay to make me pay for it and persist with it so as to find out how it all ends. Even if I found the gameplay wanting, and more like a chore -- like performing oral sex that should be fun and could possibly lead to something more rewarding for yourself, but, it's kinda funky down there ;).

Just my opinion.

Anonymous's picture

...Emperor's New Clothes or what! Isn't this pretty much just Ty with a slightly different wrapper?!

souri's picture

No, it's a side scrolling platformer like Strider.

Anonymous's picture

Souri, can you just buy the wehatekrome.com domain and move all the tsumea threads to that?

Would at least make the point of this site more transparent.

Anonymous's picture

Some (not, er, me..honest) would say Krome are to game development what these guys are to bobsled:
http://wwos.ninemsn.com.au/article.aspx?id=1015184

Anonymous's picture

Because we clearly have glowing praise for every other developer except Krome, right? Right guys? Yeah no. Steady on with that victim mentality.

Anonymous's picture

Actually it was just a joke post. I'm certainly no Krome apologist, though i can see why you would interpret it that way. Oh well, my bad.

Anonymous's picture

I think some Krome employees need to drop the victim complex. Most of the Kromans I know are decent honest people, but there is an extremely vocal minority who seem to feel the entire world has a vendetta against Krome. Any bad game review is rebutted with the claim that the reviewer just doesn't like Krome/that type of game/doesn't get the game is for kids/insert excuse here.

While still independently owned, Krome is a big company nowadays and so is going to be judged by exactly the same standards as the big independents of the world.

Anonymous's picture

I think it looks great. Would love to give it a try sometime.

Anonymous's picture

My opinions:

GOOD
-----
- IP concept may get some traction with the kid and teen market.
- Cut scenes look okay and from what the trailer shows, would be the only driving factor in the game
- Despite the uninspired gameplay, what they do have in gameplay looks solid

BAD
------
- Gameplay looks uninspired with nothing new or interesting
- Art is not my thing and for what its trying to do its average to poor
- Music... Get rid of that disjointed and distracting music. It sounds like a cat getting tortured.
- Name... Blade Kitten? Nothing more imaginative out there that still speaks to the IP?

terrahnahjacitor's picture

Honestly my expectations changed when I realised this was aiming to be downloadble game. If Krome is asking for support then I'll support them. I've gone through the trailer nitpicking what I don't like about the art, and trailer in general. I'm staying away from the gameplay because thats not really my department.

* 1. ball thing:
no issues, besides not knowing what this ball thing is.

* 2. BK with sword hovering and fire behind:
the background is visually uninteresting here. try some darker colours that better highlight the character.

* 3. blonde girl and bk chasing.
good.

* 4. blonde girl and bk fighting.
Good. kinda kinky.

* 5. gameplay section jumping on wood pole.
background in need of attention. Needs more interesting light/dark areas. crates in the background stand out. feels very wip. Could give the 6 sided cylinder log BK is standing on more detail.

* 6. cutscene of bunny thing stealing something from npc.
didn't really know what happened until seeing it paused. NPC looks very unnatual.

* 7. cutscene of BK and NPC after something is stolen
Background looks very busy and and unrecognizable. Could look more like an entrance than it actually does. Be more clear.
Camera angle choice is very poor. Could frame BK And NPC much better. BK's head is almost touching the top of the screen.
BK's laughing animation is poor. The pose is unclear. Could be more extreme and lend to anime style more.
NPC's pose and animation, though quick, is very unappealing. The pose and animation are causing me personally to question the character design.

* 8. Gameplay of fighting.
strange graphical error in foreground left.
general composition seems busy and cluttered. The puffy clouds in the bg contend with the buildings on the left.
There is not enough difference in colour to tell the difference between foreground, middle and background. Could do all kinds of things with saturation and lightness.
Props in foreground look very unloved.

* 9. blonde girl flying on rocket ship.
Can't tell the difference between grass in foreground and grass in background. Makes it look very flat. Good 2d anime has depth. Use the light and atmosphere to think about what colour the grass will be in the distance.
Environment art in general is fairly unrecognisable. again the background is oddly coloured and contends with the action elements. Better application of colour should help.
Doesn't read very well to have BK BEHIND the rocket ship as it takes off, I didn't even know she was in the shot until freezeframing. Any wonder, as my eyes followed the rocket ship for the whole time, and then the screen shaked.

* 10. rocket ship leaving, BK on pink dino.
Same comments as before with grass, low detail bg, no atmosphere.
Its really unclear the blonde girl shot at BK from the rocket ship. I am guessing this is what actually happened. the fact that I can't work it out even by stepping through the video is a little worrying.

* 11. gameplay of dino smashing through wall
The atmosphere applied to the bg here, which seems to be an application of lightness, is not fantastic. Would perfer to see interesting uses of saturated colours and exaggerations in the form. Its just not looking very pretty here.
Could use more destruction on the smashing through wall.
Movement (not animation) of blimply things with tendrals is very different from rest of game - assuming because it is a constant linear interpolation driven by code. While clear they do stick out as being out of place.
Character animation seems more natural than rest of game - it could be more like BK's anime movements.

* 12. wall sliding
no real complaints here.

* next few shots
General use of colour could be better. The green mist in the dungeon could be complimented by more interesting colours in walls and floor. At the moment it just looks like a bland brown area.

* Robot shooting then transitioning from foreground.
Again the linear movement is bad here. It reminds me both of bionic commando rearmed, but also of 3d anime movies (the bad ones, in a bad way)

* Big lobster thing - Design doesn't really draw me in. I am not excited by this, and due to its size i am expecting this is the end boss. The fact that I am not excited by fighting the end boss (or running away from it by the looks of things) does not make me want to play this game. This creature (or maybe just its gameplay sections) might have been better off left out of the trailer.

* SLOW MOTION IS REALLY NOT WORKING FOR ME. even with sword slicy sounds. It just makes me look for blood, and there isn't any. I feel cheated.

* Cutscenes of BK cowering from monster.
Again slowmotion. Why. It really doesn't seem to have any reason for being here. Leave time alone. If you are going for an anime style, Try to remember that the animation style drives that as much as the visual style. If you want to play with time, BE CAREFUL. Especially when your game engine is happily interpolating the keyframe animation in the mean time. It goes from looking visually stylised and anime inspired to looking like really early cg animation.

* Cutscene of BK punching alien girl.
Yes. Gold. I think if all your cutscenes have BK punching other female characters we will all love and accept her.

* Cutscene of Rubble falling to ground and breaking.
Most of the rubble appears to be made from large pieces of foam. I think we really need some kind of anime smoke effects to mask these lumpy collapses.

* Cutscene of BK climbing
This shot is strange for animation reasons. Its probably the fluid movement, and the unconvincing 2 part logic of the climb. I noticed it when i watched it the first time and it doesn't get better.

* Cutscene of furry thing licking BK
This seems to be the memory shot. The animation of the furry thing could use more style and fidelity, and we could probably have BK hit stronger poses with her shoulders coming up as her head cocks to one side. Maybe some licking sounds and or visual slobber just so everyone knows that furry thing is actually licking BK. I think we need to see furry thing elsewhere to really connect with this shot, I have no idea what it is or why it exists other than for cute.

In general Blade kitten is showing some promise. But be careful of what you deliver. The way some things are presented is very reminisent of the bland CG we saw in early 3d anime, and this is definately an association that Blade kitten should want to avoid.

Anonymous's picture

I think overall it looks really cool. Music is a little odd though. Nice work to the development team. Congrats.

Anonymous's picture

tsumea is really full of immature shit. I don't really like BK, but all of the posts on here (minus the few obviously constructive ones) are completely childish.

The whole anti-krome/anti-anti-krome/anti-anti-anti-krome thing makes me think all of you are argumentative belligerent tards. I really hope that I'm not working with any of you right now...

Looking at the comments of any news post here makes tsumea look like a really shit place to discuss anything.

Also, the fact that most comments here are anonymous really fuels the mud-slinging of all sides.

I think the best thing that could happen to this site would be removal of anon posting (even though I'm too lazy to register myself). Time to put names on these childish rants I say.

--Hodgman

Anonymous's picture

Let me admire that halo of yours. Souri knows as well as anyone that A) Removing anon posting would drop his readership to about zero B) Remaining people would just circlejerk and blind praise each other C) Sockpuppets accounts are easily created and discarded

Maybe if companies made more of an effort to not be corupt, nepotistic shit-holes then there'd be less to complain about. But you seem to be one of those people who believes that silencing the dissenters solves the problem they're complaining about.

Anonymous's picture

There is a sensible middle ground you know.

Many companies have their problems, however they are not all evil either.

Krome certainly has its problems on the design side, whether or not it is too late to fix the problems remains to be seen, but it is far from corrupt.

Anonymous's picture

"...Krome certainly has its problems on the design side..."

Yeah, you can say that with confidence; but, I do wonder whether it does stem from such major problems at the studio -- which is why I think they get such a bagging on tsumea :/

Anonymous's picture

Nah, it's just that many of the people in senior positions are too used to micromanaging everything, and and a lack of communication. That means you have strong personalities pulling projects in different directions often without a common purpose or understanding of where the end point is. That in turn means there is a tendancy to go for the easy simple solution (ie stick bloodgates everywhere in action titles) as there is little confidence that anything complex or difficult will make it into the final product.

The micromanagement aspect also means that at lower levels there is less incentive for people to put too much thought into their work, as it will almost certainly be changed and anything that seems the slightest bit risky pulled out and replaced.

It is being recognized though that this doesn't work, and while it helps make sure that every box is ticked in publisher milestones it has resulted in a string of mediocre games, which in the current economic climate where publishers are rethinking all their investments is not a record you want. Things are changing, but what remains to be seen is if there will be enough chances to show off what Krome can do with a better production system or if it is too late to hold onto publisher confidence.

Anonymous's picture

Some good points, but, I do wonder whether they (and other studios) can change this.

This flows from the top-down; from studio heads and team management. They have to change the most, and, I just don't see them doing this when they've been so deeply entrenched in doing this as per usual. They feel justified in doing so by those very same mediocre results -- the fact that they've worked with licenses like Hellboy and Star Wars, is brought up all the time regardless as to how well they rated or how well they've done.

Honestly, if you want to change it for good, you need to get rid of a good deal of the 'problem' and replace them with those that are prepared to do things differently, and then empower them so that they can do so -- it's too easy to give someone a position of influence on paper, and then have their authority to enact what needs to be done undermined by those around him/her or from those higher up (studio heads). It's usually more effort than it's worth, when you can potentially go work somewhere else where your talents and experience are actually valued ;).

To be frank, I think that if anyone feels like the situation at their studio is stagnant, and if they are in a position to do so -- don't have a mortgage and kids -- then joining up with like minded colleagues to do your own indie title would be the best alternative; whilst platforms like the iPhone are still viable for small titles to be successful.

Leave the dinosaurs to go extinct, especially if they aren't willing to do what's needed in order to evolve and survive -- or better still, truly thrive ;).

Anonymous's picture

This is so funny. Where do you think all the 'dinosaurs' came from ? They started out exactly like everyone else and went out on their own and took a risk. The people you're telling to rise up will end up having to deal with exactly the same issues as the people who are currently in charge.

It's like the Russian revolution, you get rid of a King and you end up with Stalin.

The problem isn't who's in charge. The problem is a large skills gap. We tell the world our developers are as good as any, the truth unfortunately is that we are not as well educated here and this is reflected in the quality of work we produce.

It's much easier to work in a games studio for a few years then go back and get a cushy job working at RMIT or something and pretend you know everything about making games. In reality all your work has to be redone, you wasted years of money and time and in any other country (eg. the US) you would not have been given a job in the first place. Then you go and teach others. Funny :)

Anonymous's picture

Australia produces developers as skilled as anywhere in the world, you may have your cause and effect backwards. I know a LOT of people who have started off their career in Australia then left to pursue bigger opportunities overseas after getting annoyed with the mentality that permeates most of the Australian games industry.

Anonymous's picture

I think you have me mistaken for someone else there friend ;).

And yes, quite often, things are a bit cyclical. The dinosaurs have had their day, they've been falling over one by one. Now it's time for the turks to have their day, and eventually, become dinosaurs of their own. Probably a lot sooner, as technology kind of progresses rapidly these days -- but then again, not as rapidly as some would think.

Anyway, I fail to see your "point" there rather than to take a shot at someone you've mistaken me for -- or at least have found conveniently a pretense to do so.

Skills gap... at times I think there is one, but, not in the way it's made out to be. And generally, companies say there is one for the wrong reasons, like Transmission, who wanted to get as big as possible and have as many projects running as possible so as to weather the storm.

This strategy didn't work for them -- and the similar one undertaken by Krome, may not work for them either.

I think that a skills gap is not necessarily there, or to a degree, was created by the very same people who claim there is one. The studios fail to hire the right candidates -- like some here have said that Krome is habitually at fault at -- and then wonder why their titles aren't that great, or, why they struggle to secure fee-for-service work. These candidates where willing and able to, go work overseas; where unwilling or unable, they leave for greener pastures in another industry.

The biggest problem in Australia, is not necessarily 'project management' as some would claim -- usually those from the business side, from a strong fee-for-service POV. It's simply design. There is a failure of understanding what that is, how to implement it, and showing it (and the practitioners of it) the respect that it deserves.

Too often, those in the design team, or at least the management, have the most shallow and simplest understanding of it. They are also spineless, letting anyone just walk all over them. It's like a film director, letting the other directors (art, photography, etc) and technical special effects guys dictate to him/her what the picture is going to be like, and letting them, make final changes and decisions whether he agrees to them or likes them -- with the producers nodding their heads in agreement, because the dollars they will apparantly save or the profit they'll supposedly generate from an ill-understood gimmick.

Now, kinda getting back on track to the point I was making with my post. The indie route, is the best opportunity for those that feel that the status quo of ineptitude, needs to be replaced by a new breed. The platforms and distribution is there, but, the opportunity for low-budget smaller titles, may not last forever -- these are the same people who said that a major change for the industry was not coming, that numerous studios would not have mass layoffs or have to close; they were wrong ;).

Grasp this opportunity with both hands, ignore the lamentations of those that say that nothing will change by doing so -- they can smell their own demise, and are afraid -- and make the most of it while you can. Let them die, and let new studios replace them with a new attitude toward game development in Australia (and New Zealand :).

Anonymous's picture

There's a difference between "silencing dissent", and asking people who post childish insults and personal attacks to leave a name.

Look at the whole "pub rock" thing on the first page -- what the hell does this have to do with anything? Some guy makes a bad metaphor and there's half a dozen childish put-downs following. You really think asking these people to register an account is "silencing dissent"?

Even this post of yours opens with a sarcastic insult and goes on to defend this immaturity by making more hand-wavy insults. Do you really think you're fighting some kind of battle against "corupt, nepotistic shit-holes" by acting this immature?

Anonymous's picture

Yep, remove anonymous posting. I'm sick of the badmouthing that's always really occured on this site but has really gone into overdrive in the past year or two as studios shut down or retrench staff, and projects get cancelled or delayed. I understand those frustrations, but many posts, such as a lot of them in this thread, are just posting to bash the studio or the game they are working hard to produce. That's neither constructive nor does it achieve anything apart from making you feel superior.

I say only allow people that are registered on the forums to post on news stories. Even if they don't use their real names, it'll be a start. I disagree with the thought that it would discourage discussion. Gamasutra have a policy in place where posters actually use their real names, and I don't see that site struggling. True enough their industry is a lot bigger than ours too, but making people register for the forums at the very least before they can comment on news stories isn't a bad idea. And registering on the forums doesn't take a lot of effort.

If you're worried about your employers or potential employers seeing what you say on here, then perhaps you shouldn't be saying it. And honestly, the way some of you carry on you act like you're being forced at gunpoint to work in this industry. If you hate it so much why are you in it and why are you here?

I keep thinking about how much of a laughing stock we must be whenever an overseas developer stumbles across this site. Souri makes an announcement of a new game being made by an Aussie studio and 80% of the comments are about how shit it looks and how bad that company is to work for.