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Tuesday,
November 14, 2007
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This NEO·GEO CD release will be most likely the last of
Last Hope, release date is November 19, 2007.
Reasonable and also unreasonable critics aside, we're are quite
pleased how our debut reached the mass. And that came pretty unexpected
for a fairly inaccessible game in a rather overseen niché
of a dying genre. Not to mention, we rather wanted to pay tribute
to the genre instead of making a success and only had hopes, Last
Hope will ever see daylight.
However, this game features the whole substance of the AES and
Dreamcast versions gameplay and even the visibility on screen has
been moderated due to pink bullets and less enemy debries.
For less tactical proofed players, an exclusive difficulty will
be selectable. Besides being easier to handle, this gameplay experience
is more focused on blasting action. Since that, the player's ship
will move instantly speedier, has increased firepower and the gameplay
requires only minor memorizing.
Loading times are rather short, no worrying about that.
The previously mentioned Tactical SuperPlay features in depth footage
of Last Hope's gameplay, several basic and advance techniques are
shown and every stage is played separately in its many tactical
ways. Also featured, a 18 minute going Single Life Clear done by
a fearless german SuperPlayer namely Plasmo.
Our next game is progressing nicely as well, so the NEO·GEOs
life support will be also warranted in future.
info@ngdevteam.com
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Tuesday,
August 14, 2007
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We did a video showing over 4 minutes of Last Hope's gameplay.
Unlike the trailer, we had reasonable capture options, therefore
better sound and video quality. It's a good way to get an impression
how the game does play if handled properly. But if you want to beat
it, you will need a lot of practice or shooting experience since
this game is challenging from beginning.
Get the video here
As shown, the gameplay is very tactical and requires a lot memorizing,
so keep your beam charged and use the pod system well to blast off
the enemies quick. Sometimes the enemy patterns look undefeatable
but every game situation is clearable in multiple ways when the
right strategy is used. Just try to find tactics, get further step
by step and don't rush too much.
Dying in this game isn't a shame if you learn from your mistakes.
Since Last Hope offers offensive and defensive play, it's up to
the actual player which method meets the needs. If you are an offensive
nature, get directly into the enemy patterns to shoot them up before
they can hit you. Particularly, those small cannons sitting on the
ground and roof are very dangerous if not eliminated immediately
with the pod's shot while locked into a 45° position. Shooting
a big beam or a row of small beams will do too, when the cannons
are more reachable and not covered by any obstacles.
If played defensively you have to soak up bullets with the pod,
find out sweet spots, hide your ship between walls and then get
out of the defense to take the enemy by surprise. When using the
pod; there's a varity of bullets in colour, shape and size. Not
every type of bullet is cancelable. Especially lasers aren't to
absorb and should be dodged, so pay attention and find out via Trial
& Error to which type a bullet belongs.
Getting into Last Hope isn't a space walk but with practice, it
becomes realisable. Just don't throw away your control device too
early, as this type of games arrogating all your calmness.
The coming soon NEO·GEO CD release will feature a Digital
Versatile Disc showing tactics, strategies and stuff.
info@ngdevteam.com
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Monday,
May 3, 2007
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Last Hope's Limited Edition for Dreamcast is already available
and it took a while due to several production issues with the CD
factoring facility.
Next to the game itself, this collectors item limited to 500 copies
comes with a soundtrack pressed on a vinylish looking Compact Disc
and an extra leaflet with a note by the original music composer.
All tracks on this record were remastered and are enjoyable in full
lenght as originally composed, for a great listening experience.
Overall there are 9 tracks and one of them is even about 8 minutes
long.
It's a much easier way to listen to the dreamy melodies and tecno
beats, without challenging this beast and averting and dodging enemy
bullets. Especially when you belong to those who are overstrained
by the scurrilously and fearing debries and shrapnels which enemies
throw on you, during their dying. Either way, this record will do
you ears a favour.
If you can't get enough of Rafel Dyll's music, you may risk a look
into the SoniQfactory.
info@ngdevteam.com
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Monday,
January 22, 2007
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While preorders are already accepted by various international retailers
Last Hope for Dreamcast will be released on January 31, 2007.
We've made Last Hope for Dreamcast more accessible, added visualizations
of boss hit zones and made it easier to differ between bullets and
explosions. For experienced players we've included the original
NEO·GEO game mode which means speedier bullets and a harder
difficult setting. To stay arcade typish, the original Dreamcast
Arcade Stick is next to the standard Controller fully supported.
You also can save your game progress and score on your Visual Memory
Unit as usual.
Print items are Japanese style as seen below.
More regarding Last Hope for Dreamcast can be found here
and there.
On a sidenote, in agreement with the publisher we've decided to
release this Dreamcast version first. An release date of the NEO·GEO
CD version isn't estimated yet.
Timm & René | info@ngdevteam.com
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Tuesday,
September 19, 2006
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As the cartridge did well, we're now preparing a release of Last
Hope on NEO·GEO CD and Dreamcast for December 2006.
Both versions will feature a high quality CD Digital Audio soundtrack.
Dreamcast version will be a pixel perfect port with scanlines on
240p in progressive mode. Be sure that the game will run on NTSC
and PAL systems on 60hz; regionfFree. Last Hope also runs directly
on your Dreamcast just like every original game.
Currently we're negotiating with an publisher for world wide release.
More on this when time is given, so be prepared and take
a look here
to stay up to date.
info@ngdevteam.com
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Monday,
July 10, 2006
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Finally, after 6 years of hard but enjoyable work our first video
game Last Hope left its place of birth to reach the way to your
NEO·GEO. When you've ordered one, expect Last Hope's arrival
in the next few days or weeks. Arrival time depends on your location
and chosen shipping.
Be a brave pilot and learn to handle the game to blast of the Evil
Empire.
Enjoy Last Hope!
info@ngdevteam.com
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Thursday,
June 1, 2006
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We are very happy to announce that Last Hope is ready to order.
Shipping date is July 10, 2006.
As you can see on the picture below we decided to release Last
Hope with a japanese design insert, because it looks in a artistically
matter more interesting and there's a bigger demand. Also our personal
game collections are Japanese only.
This run is limited to 60 copies, as the cart production is very
complicated. There's a holographic sticker with serial number on
every insert to be sure to get an authentic copy.
You can save your copy of Last Hope AES here.
info@ngdevteam.com
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Wednesday,
May 31, 2006
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With our debut Last Hope we decided to make a shmup, which is settled
in R-Type subgenre but with more focus on tactical components via
rotatable satellite. Last Resort is the biggest influence for Last
Hope but not really meant as an unoffcially sequel.
However, we wanted to get away from valium-ish R-Type, so we increased
the enemy bullet speed. We added many own ideas and new elements
into the game, following in the time of development Last Hope refrained
more and more from its archetypes.
The satellite and the beam are the most important components of
the game mechanics. You have to learn to deal with both techniques
in interaction with the other. It is possible to rotate the protection
unit in 360° around the playership and to engage it in 8 gradations.
Just press A to shoot, B to rotate clockwise
and C to rotate unclockwise. The protection unit mainly
serves the defense of enemy plasma projectiles and to fire a more
stronger plasma shot. The enemy itself just slides through. We had
experimented with a satellite dash system for a short time but that
did not fit the gameplay and would have made the game too easy.
We are fine with the current satellite system and it's even better
to handle compared to Last Resort's satellite system.

The weapon system is simply however effectively held. Thus there
are Bombs, Missiles and Homing Missiles besided the onboard Unit
Shot and Beam. The classic Speed Up is likewise represented. Additionally
the player can collect bonus Items to increase score. Owing to the
Beam it is possible to do Chaining Combos, which means to shoot
whole enemy line at the same blast to gain even more score. Nevertheless
Last hope is not about scoring it's about surviving.
Once you played Last Hope you will notice that we, the developers,
had a smooth and simple gameplay in mind. Same applies to a challenging
degree of difficulty.
You thought Pulstar would be hard? Play Last Hope!
No worry, less experienced players can choose the easiest out of
4 difficulties to enjoy the beautifully arranged stage settings.
There's a total of 6 stages. These vary from a sandily space laboratory,
a channel fulfilled with muddy water, a idyllic landscape with floating
continents, a soul melting enemie factory on fire to an eerily and
muggy alien stage.
All backgrounds are handdrawn and affectionately datailed, also
partial animations are provided. Just as you remind high-quality
16-bit video games. The normal enemies are prerendered and super
smooth animated. This represented a special challenge to us on such
a, from today's point of view, limited hardware like the NEO·GEO.
First we had to develop a graphic tool, which allows us to produce
high quality CGI graphics in the typical 16 bit colour palette look.
Even with this powerfull graphic tool it took months to get accaptable
quality results. In the end, the investment becomed worthwhile;
the render quality itself can be compared to top games such as Pulstar
and Blazing Star.
Last Hope pays its most attention to its well-designed level maps
and as coronation a huge boss enemy waits at every end of each stage.
Those are handdrawn likewise and they fit homogeneously to the remaining
stage backgrounds. Some cutting edge special effects, like on the
NEO·GEO never seen before light effects rounding up. Not
to mention that screen-filling and three time morphing last boss.
However, only hardboiled pilots will be able to be face to face
with it.
Typically in this genre, each level divides into 3 checkpoints.
After death the player can resume at the last checkpoint to try
his new luck. It's recommended to study enemies behaviors and to
memorize paths well, to have better chances next time. Memorizing
is a must. That does make a large amount of the fun. Generally,
a tactical approach is favourable and with succeed the player will
be pleased to have finally defeated the beast. Thereby, the term
Tactical Shooting Game might have explained itself.
At the same time it's in the same veign with NEO·GEO'ish
slogans as Super Visual Shooting Game or Dramatic
Shooting Game.
We are convinced of Last Hope's quality. With the comming release
of the AES version and its following versions on other platforms,
we will get sure to save the artistically quality too.
info@ngdevteam.com
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Monday,
May 29, 2006
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Welcome to the NG:DEV.TEAM Blog, from today on we will report here
news and information regarding Last Hope and our future projects.
Let's beginn with a short history about NG:DEV.TEAM and Last Hope.
How everything began.
Already into our childhood the medium video game fascinated us.
Especially the Super Famicom, Mega Drive with games like Contra
Spirits, R-type III and Thunder Force IV impressed us at this time.
Then the NEO·GEO brought the arcade in our living rooms,
with masterpieces such as Last Resort, Pulstar and Metal Slug. Inspired
with program technical and graphical talent, it was only a question
of time until we tried to produce a video game of our own.
Mid 1999 we heard on a mailing list of a NEO·GEO development
protoype board. Thus we though the first time to develop for our
beloved, mysterious, exotic and unexplored NEO·GEO. In the
10 years before we collected experience with rather conventional
and publicly documented systems like the C64, AMIGA500, PC and GBC.
During this long phase, both our requirements and our results have
been constantly improved.
In the end of 1999 we began to build the NEO·GEO development
environment. Our development environment consists of efficient and
powerfull Graphic, Map and Scripting-Tools as well as custom-built
compilers for 68k and Z80.
Our first goal was to create our own adequate 2D video game: Last
Hope.
Adequately means to us beautiful graphics, which uses the technical
possibilities of the hardware combined with in-depth Gameplay. As
we consider the 16-bit video game ages as the peak of 2D video game
culture, which is best represented by the NEO·GEO - it was
an obvious choice that we would develop for this console. We are
NEO·GEO fans. We love video games in Japanese 2D old shool
tradition. Especially Arcade Shoot' em Ups & Run' n' Guns, so
we decided to resume this tradition with Last Hope and our subsequent
video games.
After publication of its last masterpiece, the third part of the
Metal Slug series, the last big 2D supporter SNK died in the the
year 2000. At least we thought so at this time.
Given that Last Hope has already been in development for over one
year and achieved higher quality, we decided to assemble NG:DEV.TEAM
in the year 2001 to make the game accessible also for the public.
This takes time unfortunately until today. Although, with the completion
of Last Hope our goal has already been achieved in the year 2003
. First we intended to publish the game exclusively on the NEO·GEO
CD, because we considered a AES version as not to be realizable.
But after some experiments we realized our project to run Last Hope
on the AES hardware.
Today, Last Hope is already finished and ready for sales and the
preorders are open. But still, no cart left its place of birth,
because a change of the price strategy is needed and also the production
quality of our game wants to be secured.
Last Hope shows the potential of NG:DEV.TEAM, but it is only the
beginning.
info@ngdevteam.com
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