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New Monster Boy and the Cursed Kingdom demo to be shown at Gamescom

Demo showcases full beach section for first time

As we’ve all been enjoying Wonder Boy: The Dragon’s Trap, which was released in mid-April, our attention is now beginning to turn towards Game Atelier’s Monster Boy and the Cursed Kingdom, which is due for release later this year.

We received some good news this morning via a blog post on the Monster Boy website that the developer is completing a new playable demo that will be available at Gamescom in Germany and the China-based Retro.HK event. Gamescom begins on Aug. 22, and Retro.HK on Aug. 10 in Hong Kong.

Showing a demo always gives us mixed feelings. On one hand we’re super excited to see people playing our game, on the other hand we always know it’s just a glimpse of the full experience and the game is so much more. The main problem with game expos is that press and players don’t have the time to dig into all aspects of a game and need to get a quick impression so they can move on to the next game and publisher quickly. This time we made a slight change by keeping the beach section of the demo at full length just like you’ll experience it in the final game. Another change is that we show a different section of the sewers that leads to the village. You’ll see Monster Village for the first time properly and with the new graphics. We did cut out the Snake segment as it’s still in progress of graphical updates but we kept the frog segment in the demo with new graphics, too. It’s still a very short demo made specifically for the showfloor but a step forward to get a glimpse of the final game. We’ll make sure to have a video of the demo up on YouTube so everyone can check it out.

Monster Boy is due for release this year on the PlayStation 4, Xbox One and PC.

Chris Powell

Chris is the editor-in-chief at SEGA Nerds and Mega Visions Magazine. Over the years, he’s written for publications like Joystiq, PSP Fanboy, RETRO magazine, among others. Oh yeah, he’s also been a diehard SEGA Nerd his entire life.

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  • shadow1w2

    Hmm looking at this picture sure makes me wish I could rearrange some parts of the level design.
    They say its near the final product but I hope they put some more time into this section for instance.
    That top platform only serves to give access to the switch and with an enemy in the middle of the three it can frustrate some players or in my case I’d likely just dash through then drag myself back when I had to.
    If it were me I’d lower down to two platforms and make them solid pillars to help slow down the player and bring attention to the door and any switch puzzles going on.
    Though I’d want to make the empty top area on the left more relevant and the right overhang a bit more interesting in general.
    You can get away with floating platforms easy in places with background walls but without it its just a magic piece of land just floating there screaming “I was placed here so you could get to a thing and didn’t feel like bring creative” least to me anyway but I’m no level design expert either.
    Hope they still have time to design and play test these parts as it looks great minus my silly nit picks.

    Either way looking forward to seeing more of the game and hope it gets all the time it needs.
    I’m kind of jealous really as I’ve always wanted to make a game like the Wonderboy Monsterworld series for fun but never got around to it.

    Glad the series is making such a big comeback lately, one of my absolute favorites, still whistle the songs. :3

    • Future777

      Actually the crab was added specifically for this screenshot that’s used in the blog. It’s not there in the game. However, there’s more than just the lever that you see. The top platform holds several secrets: 1) Coin Fountain, 2) There’s an invisible platform on the left side of it that you can only reach via the top platform. You’ll find many more secrets when you play the game and you’ll note that everything in the game makes sense. Level designers put a lot of effort into the game 😉

      • shadow1w2

        Ah that explains a bit. Thanks for the reply.
        Usually floating platforms is a first clue to how the level design is so I start questioning it right away.
        I certainly hope the game makes sense but I’ll have to play it first.
        It is close to design of the originals with a little more in one direction or another but it is a game on a larger screen that can change a few things I’ll admit.
        I can certainly see the efforts in the art.
        I’ll take your word for it for now but I’ll be happy to see the effort in the level design.
        Just something ya gotta play to find out for sure. (just seen too many bad level design layouts in a lot of different games)
        Sorry If I might have seemed rude I can be a bit of a critic.
        I am hopeful for the game overall.

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