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

Anonymous's picture

I actually think he is... It's probably Steve or one of his yes-men.

Anonymous's picture

Im not Steve or one of his 'yes men' in fact I have never worked with him. I know a good game when I play one.

So whats better than it? Transformers from Melbourne House yer maybe. What else. DOH. Yer maybe. What else. Thats a pretty exclusive crowd. And easily with the best.

You guys are the biggest haters I have ever heard. So now your saying SW:TFU is crap? LOL shutup go back to your misery..

Anonymous's picture

You write like a moron and clearly you don't know a good game when you play one. I'd say Puzzle Quest is far better than it for one.

Anonymous's picture

*take all of the following with a grain of salt, as I worked on TFU so am admittedly biased*

TFU on PSP/PS2/Wii is actually a really fun game. However it is fun because the fundamental mechanics are fun, not because of great design beyond that. In fact much of the initial written designs for TFU never made it into the final game, removed or altered to more closely match the Next Gen TFU.

If you look at reviews for TFU on PS3/360 you will notice that most of the negatives are when the game made you do something that got in the way of the core game mechanics (like the laborious pulling down the Star Destroyer minigame) In the Krome version of TFU most of those types of situations were dropped for a variety of reasons.

I'm proud of the version of The Force Unleashed we put out, but design wise it was a big disappointment. Ultimately though it turned out to be a stroke of luck that complex design was revealed to be a bad thing. It is fortunate that during the project Steve was more interested in the art side such as critiquing our concept art rather than trying to push through big design changes.

Anonymous's picture

LOL... Ill make sure you get a white paper next post. Maybe that will meet your forum post standards. PQ yer good casual game. As if compare that to TFU. Serious joke r u yes. No more time for you hater. In fact give me my 10 seconds back. Out.

Anonymous's picture

No, really. It's pretty much impossible to give credence to anything you say because you sound like a teenager.

Anonymous's picture

seems like there will be a lot more Krome hate after today...

Anonymous's picture

it's not like they want to fire people...

Anonymous's picture

Don't stress Brisbane. Steve the most talentless person in Oz games still kept
all his people on Blade Kitten. The greatest game since...

Who cares that 50 or so people lost their jobs today; in fact they are the lucky ones.

Anonymous's picture

"Who cares that 50 or so people lost their jobs today..."

Is this a serious post? Did this actually happen today, and if so, where and how?

If so, then it looks like Krome is the final one of the old guard studios finally imploding in on itself; but hey, maybe they were bloated and "big-enough" to still live on as a bad joke.

Anonymous's picture

The lack of details makes it nothing more than propaganda, and the fact that no gamer/news sites have picked up on it.
50 employees is a massive number.
If its true - whats the details?

Anonymous's picture

It's true. And you should learn what "propaganda" means. And yep, Blade Kitten team is unscathed.

Anonymous's picture

It is true, 60 odd staff mainly artists and animators with the bulk of that from the brisbane studio... if the amount of them at the pub that night were any indication. Of course no-one is talking about it... it's part of the redendency payout to sign forms stating they DON'T talk about it. I'd keep my mouth shut also if a few grand rested on it and I wasn't sure where my next paycheck was coming from.

Anonymous's picture

Well looks like there's plenty of issues to take a look at, with a whole heap more getting the chop this week. Soon it'll be hard to make scapegoats when there aren't that many people working there anymore.

Anonymous's picture

Krome still employing 200 odd ozzies and a bunch of imports.

Anonymous's picture

Not for long, it would seem.

Kromes biggest problem? It's a company that fundamentally still operates like the garage developer it started out as, but out grew itself and entered a market where that style of management simply didn't work. Krome has never had a shortage of talent in the bulk of the work force, the management/planning/design departments simply aren't up to the task. Out of all development disciplines (Art/Code/Design), design is well and truly the weakest. There's nothing wrong with having new people come in to learn their trade as a designer, except when management/production get in the way at every step of the process.

That's just my opionion, /end rant.

Anonymous's picture

More like 200 imports and a handful of Ozzies. Stop deluding yourself, there is no talent in Australia, that's why we look overseas.

-Hodgeman

Anonymous's picture

More like the talent in Australia know the reputation Krome has and how they treat staff so they and don't want to work for YOU. ;)

Anonymous's picture

After all this, I bet the boys club still goes on international jaunts in business class and that walshy still travels first class everywhere he goes wasting money hand over fist. some things will never change, not until its wayyyy too late.

Mario's picture

From the conversations I have had with Walshy about travel, I'm not sure he has ever paid for first class. The size of the overall Krome travel account with his own frequent flying means he gets regularly bumped up by the airline. I don't think it happens that often either.

As for money spent on upgrades, I can't speak for Krome but I personally know that frequent travelling can be grueling both physically and mentally. I had 15 overseas trips last year from NZ, mainly to the US and a couple of times to Europe. While we don't fly business class unless we get a free upgrade (AirNZ doesn't have First Class any more), I will typically pay the extra $400-800 to get into Premium Economy. After a 12 hour flight plus connections, I'll be left in a much better state for meetings, presentations and face to face negotiations - all things where there can be a lot at stake, so I consider it "worth the money".

If money is being spent on upgrading to Business Class by execs at Krome, I can sympathise, especially given how often Walshy needs to travel to keep it all going. I can of course understand how others might disagree.

Anonymous's picture

To be honest complaining about business class etc. is pretty small potatoes..as it would be deductible as a business expense. So not really having that great effect on the bottom line one imagines. They did get 150k from the govt for it though:

http://australiangovernmentgrants.org/reports.php?WhereInd=&WherePur=&Wh...

But who cares? (NB. I care enough to link, point conceded, as it should be public record, but beyond that i don't really care). Walshy has got the gift of the gab, as they say. Good luck to him.

The point isn't management (though i agree they don't really listen), or flying business class.
There are different reasons for Krome to exist.

From the consumers point of view, the reason is to make good, fun games. From this perspective, Krome is pretty much an (abject) failure. (Maybe not if you view their primary audience to be kids. But even kids can recognise dodgy gameplay. Still, that's another debate.)

From the employees perspective, it's to provide a salary and be a decent place to work. From this perspective, Krome is or was a success until recent times (with some caveats, notably being trapped in the fee for service 55% on metacritic type development). Obviously the recent mass layoffs change the picture considerably and should be a warning for people considering going there. Having said that - if you are after guaranteed employment you're probably in the wrong industry.

From the publishers perspective, it's to provide a service/product for a specified fee, by an agreed date. Game quality is by and large irrelevant, harsh as that may sound. Krome was a success here, until the exchange rate changed things. They could have been the best run company in the world though, and one suspects a similar outcome would have eventuated, purely vs. US (or asian) options for publishers once the dollar approached parity.
If they truly made excellent games of course you could start talking about development of good IP, earning good royalties and getting out of the 'fee for service' business model. Not gonna happen anytime soon/ever at Krome so this is completely moot.

From the CEO's/owners perspective, well who can say. We're into guesswork a little. Presumably it's to have an ongoing viable and profitable business. But they have the right to run the company as they see fit, even if that includes a risky rapid expansion - building it up and then running it into the ground.

I do think some of the redundancies were very odd, getting rid of good people and keeping some not so good...That's a legitimate complaint but what can you do about that sort of thing...? I really don't know..

Anonymous's picture

To be fair, no one is going to question the right of the owners to run the company the way they see fit. Mentioning that only serves to blur the discussion. Its somewhat of a strawman argument in this case.

Anonymous's picture

Well..you can see quite a few 'how dare they do this...' type posts in this very thread. All i'm really saying is 'the owners have earned the right to make decisions, even bad decisions.' Simple backhanded compliment. It doesn't seem like a strawman argument to me. It is of course a completely obvious point, but it seems to be getting lost sight of a little by some.

Anyway..It ties back into the business model...If you work there you will come to the realisation of being a hired goon, no more, if you are reasonably smart.

Anonymous's picture

If you're surprised or disappointed that the bosses mates weren't made redundant, again...it should have taken merely a few days observation to know it would pan out this way.

Anonymous's picture

I wasn't going to jump into this debate, but, there have been enough interesting posts to spark my curiosity and want to add to the spectacle.

I think Krome's future largely depends upon the success of Blade Kitten. The fee-for-service work, for the reasons stated above, simply is not working out any more for them. As people said years ago, there is no long-term future in it for what are now obvious reasons. Perhaps Krome for one have finally gotten the message, but, it may be too late to turn things around for them. To develop strong new original IP, you need to have been actively developing such IP for a while. Fee-for-service work, isn't the same deal. One requires far more in way of knowledge and talent than the other -- not to mention: passion. Blade Kitten looks interesting, but, it doesn't look like the kind of game that would get me interested enough to pay the price of download so that I can experience it myself. I have strong reservations about the quality of the title as well, based on their past products and the gameplay vids I've seen to date -- I simply wouldn't buy it, there is nothing there that makes me want to pay full price for it.

personally, I don't care whether the title does well or not. I don't work there, I have never worked there, I have NO intention of working there -- having applied to work there (because I needed the money) in the past, I was disgusted with the manner which they conducted themselves, without, getting into unnecessary details; and will not be applying there ever again. I also don't care whether Krome continues to rapidly implode. If they can't stand on their own two feet, after this long as a developer... well, you get my drift.

Anyway, the rest of the industry will do just fine without them and their continued "influence." And I'm sure there will be a good number of venture started, to fill the vacuum -- who knows, maybe they'll be able to get some of the funding available to game devs now that one less established bloated developer isn't greedily pushing their way in to feed like a fat pig at the "hand-out" trough ;).