Yes! Skateboarding will be one of the move styles, there will still be more ways to get around. Bomb Rush Cyberfunk will launch on Steam and Nintendo Switch in 2022. Other consoles will follow shortly after.
Make sure to add the game to your steam wishlist: https://store.steampowered.com/app/1353230/Bomb_Rush_Cyberfunk/
Team Reptile brings you Bomb Rush Cyberfunk, 1 second per second of highly advanced funkstyle. In a world from the mind of Dion Koster, where self-styled crews are equipped with personal boostpacks, new heights of graffiti are reached. Start your own cypher and dance, paint, trick, face off with the cops and stake your claim to the extrusions and cavities of a sprawling metropolis in an alternate future set to the musical brainwaves of Hideki Naganuma. Coming in the future of 2021.
You can wishlist the game on Steam: https://store.steampowered.com/app/1353230/Bomb_Rush_Cyberfunk/
Mark that calendar! Friday the 12th of July is when Lethal League Blaze will be available on Nintendo Switch, Playstation 4 and Xbox One!
We’re looking forward to seeing you beat up your friends on the couch or on the train with your favorite street ball-game. We’ve brought in the stylin’ Kudaman again to do a celebratory mastahpiece for the release.
Witness the sickness:
Harri Dammert’s ‘Whipz’ is the track giving System’s construction project in New Rise District just the right amount of pizzazz. Hailing from Helsinki he’s been making music under the name D Fast for over two decades. We’ve done an interview to find out more.
Tell us a little something about who you are and what you do.
I’m Harri, sound nerd and games enthusiast from Helsinki. I’m currently studying game design and production full-time in a university here in Helsinki, but on the side I work on different audio related things and also design escape room games. Decided a few years ago to pursue a career in the game industry, so that’s the path I’m taking currently.
How did the name D Fast come about?
I vaguely remember the origin, it’s been quite a while! I composed my first songs around the age of 7 on the piano while doodling random lyrics on paper. Naturally this meant that I needed an artist name of some sort. At the time I was super into eurodance artists like 2 Unlimited and DJ BoBo, so in my head the word “Fast” felt somehow suitable. Then the “D” came after thinking of the name DJ Fast, soon figuring out that I wasn’t really an actual DJ but merely a beginner pianist so I just skipped the “J”. Guess I was quite a self-aware musician back then!
You’ve been crafting audio since the 90s! What tools did you start out with and what was the most significant change for your workflow and style since then?
My mom used to play the piano, so our family had an actual piano back in the late ‘80s/early ‘90s. I messed around with it, mostly just playing what I heard in the TV or radio. At some point my parents figured that this kid is into music, so they got me a Yamaha Clavinova digital piano. I think I made almost 50 songs with it, saving them on a floppy disk as midi data. Later on I got into very early E-Jay type of programs on my father’s computer. The big change came in ‘99 when my friend showed me this interesting floppy disk with different shareware programs. One of these was Fast Tracker 2 and kind of started it all for me. I used FT2 for around 6 years, until I found out about Renoise, which is a modern take on oldschool trackers. It just feels super natural for me to sequence vertically, although I do use Reaper every now and then, especially when working with longer audio tracks.
What are your biggest influences when creating music?
There’s no easy answer for this, but usually my music starts from an interesting sound I’ve stumbled upon. This can mean something from my vast sample library, a specific strum of an instrument or something I’ve whipped up in a synthesizer, hardware or software. I’m also very keen on drums and other percussive elements, so this is more than often a starting point when I make music. As in artistic influences, there are way too many to mention. I’m a sucker for ‘70s grooves and also the big-beat era of ‘90s, so anything from the funky Funkadelic/Parliament to Fatboy Slim is what influences me. Also I have to give a major shoutout to the demoscene and artists like Elwood, Skaven, Warder, Norfair… (I could go on and on!) These artists made me learn all sort of tracking tricks and also gave my music the initial push forward, influencing and defining my music in several ways.
‘Whipz’ came from the long unreleased concept album Bring Back the Happy of 2010. What’s the story behind that and how did the track change for Blaze?
I have a few unreleased albums/collections of tunes, that are sort of an experiment ground. BBtH was basically me imitating and giving a homage to some of my favourite artists, namely Fatboy Slim, The Prodigy and Chemical Brothers (take the song Stockmarketin’ Beatz for example, title seems familiar no?) so the whole album was basically just me having fun. I shared the album with some of my friends, but mostly it was just for me. I think it was someone who had heard the album that told me I should release the songs, so I ended up putting the whole collection online.
When I was asked to license Whipz for LLB, I had to look for the raw files and then pretty much remix everything, because the song used some outdated plugins and well, it was an oldie so naturally I wanted it to represent my current touch. Then I did some minor compositional adjustments, like adding a pulsating synth and make the song loopable for the game.
How did the second track ‘Jungaaaa’ make it into the game?
I’ve been lurking and chatting in the Team Reptile discord server and I have a habit of spamming random WIPs (work in progress) and songs in the #create channel. One time I shared a one minute clip called Jungaaaa and one of the Reptilians sent me a message asking if I’d be up to finish the song and license it to the game. I think the instructions were “Make it longer”, so that’s pretty much what I did.
The original clip was all about a rapid slap bass I had sampled from my bass playing and it had quite the hasty feeling to it, so I thought maybe I’ll just think of different sections that share the same feeling, without concentrating too much on the structure. I had to do only a couple of iterations, mainly removing some rock guitars I recorded for it (there are some glimpses of those left in the song) and adjusting the mixdown. I had so much fun making the song!
Can you share what you are up to now?
I’m mostly working on my master’s thesis. On the side I do make new music and I’m planning to release a new album in 2019, mostly to celebrate my 20th year of tracker music but also because it’s been a while since I did any bigger releases, latest being from 2014. If you’re hanging in the Team Reptile’s discord server, you might’ve gotten a glimpse of the new album!
Otherwise I’m just trying to learn more about game development and designing games, hopefully nailing a job in the industry in the near future.
And lastly, what’s your favourite thing about Lethal League Blaze?
I think the team did a great job getting together a diverse group of artists, giving the game a very fresh musical tone, without making the game sound out of place. And I’ve gotta give a shoutout to all the creative people sharing their (fan) art in the Team Reptile discord, so much talent hanging around the game. I’m personally still waiting for the Switch version of the game before I dive into the gameplay.
Thank you and all the best with your master’s thesis!
Check out Harry’s latest release, Spirit:
Check out this online Lethal League Blaze footage between Saxxy and Nobody, two highly competitive Lethal League players. Things heat up a lot!
Only ONE week left until Lethal League Blaze will be released on Steam on October 24th. Get the game on your wishlist here: https://store.steampowered.com/app/553310/Lethal_League_Blaze/
We are excited to announce the release date of the sequel to the hit game Lethal League, Lethal League Blaze. The game will launch next month on Steam on the 24th of October. PlayStation® 4, Xbox One® and Nintendo Switch® versions are also coming and will land in spring 2019. For more information, visit www.lethalleagueblaze.com
Together with the announcement, We have released a face-smacking trailer featuring an exclusive track by infamous composer Hideki Naganuma which can be viewed:
Hideki Naganuma will be joining the already wild cast of artists on the soundtrack, including Frank Klepacki, Pixelord and many others.
Lethal League is a projectile-fighting game known for it’s ridiculous speeds and hitstun. The original game amassed tens of millions of views on youtube. For this installment, we upped our game using 3D graphics (best seen in the zoomed-in K.O’s) and new modes like the event-based ‘story mode’ and something called Lethal Volley. There’s double the amount of characters at launch and more on the way post-release.
Gameplay has also seen additions, with a grab move that allows you to pitch the ball back and directly counter your opponent’s defense. The new HP setting will see you reach even higher speeds before getting knocked out and as if there wasn’t enough chaos, there’s an option for all new ball power-ups to really mess you up.
You can wishlist the game on Steam here: https://store.steampowered.com/app/553310/Lethal_League_Blaze/
Join the official Team Reptile discord: https://discord.gg/reptilehideout
Hey all! Today is the kickoff of the Lethal League Blaze Art Contest!
Here’s the scheme: until the 20th of July you can submit your fanart of Lethal League Blaze and we’re going to be giving out prizes to a top 3 we think are really dope.
1st place: The PS4 limited edition Lethal League with soundtrack and poster AND the fundamentals t-shirt
The 2 Runner ups: The PS4 limited edition Lethal League with poster
How to submit
Post the piece on Twitter with #lethalleagueblazeContest before the deadline. Or just in the Reptile Hideout #create channel with the same the hashtag . Feel free to show your progress too!
1. One submission per person
2. You can submit an old piece, but naturally we’d like to see something new
3. Make it loud. This is a piece to show Lethal League and your personal flavor to the world. We’re gonna appreciate you giving it your all to level yourself up too. No model sheet looking poses. No weak shit. But you already knew.
You can do one character, or multiple, or use letters, or macaroni. It’s all allowed!
In addition we’re going to have a new role in the discord: Fan Artist. With a nice violet color. Posting your own fanart in #create will make you eligible for this role (and doesn’t have to be for the contest!).
Lethal League Blaze is the sequel to the popular projectile-fighting game Lethal League, to be released in Q4 2018 on PC and console. Known for it’s ridiculous speeds and hitstun, the original gamewas intense to watch and amassed tens of millions of views on youtube. This time around there will be more characters at launch, doubling those of the last game. There’s also new game modes to choose from, like the event-based story mode and something called Lethal Volley.
We have upped our game with improved, 3D graphics, but the game still maintains the extreme, high speed experience of the original Lethal League. Gameplay has also seen additions, with a grab move that allows you to pitch the ball back and directly counter your opponent’s defense. The new HP setting will see you not instantly dying to the slowest speeds anymore. And of course there will be lots of hidden tricks for each character.
Among the newcomers are Jet, a bubbly jetpacked inline skater and Grid, an electro mafioso who doesn’t hold punches. What’s more, the boss of the previous installment, Doombox, will return as a fully playable character in Lethal League Blaze.
When it comes to the soundtrack, Klaus Veen will be returning with a remix of the infamous Ordinary Days. Frank Klepacki of Command & Conquer fame is contributing a track and Moscow based producer Pixelord joined the fray as well. Then there is a secret composer whose name should ring a bell, to be unveiled further down the line.