New Revoltin’ Youth Soundtrack Music Previews…
July 14th, 2011Hey guys,
Here is a teaser of 3 tracks from our upcoming title Revoltin’ Youth. The first is Not a Ninjanamanimal Set Radio by 8BitLegend which serves as the games intro track:
Ninjamurai a-go-go Baby!!!
July 14th, 2011Hey guys,
Just dropping in here to deliver a Ninjamurai review round up. The game seems to be scoring pretty well across the net and has so far been our fastest selling title so thats all sweet! As a bonus, we’ve included a piece of promo art by our newest employee Rosanne Hayes, which we think is just damn awesome!
Also, In case there is confusion, Ninjamurai is on special offer for the 1st month in the U.S at a reduced price. It will be going back to it’s R.R.P in August, so pick it up now while its cheap. Also, there will be offers on MBA and Ninjamurai throughout July and August and we have some cool offers coming involving Revoltin’ Youth too!!!
All the best,
Paddy Murphy, CEO, Open Emotion Studios Ltd.
The Gaming Liberty
“Open Emotion Studios have created yet another expertly crafted Playstation Mini. Ninjamurai is a slow burner, the tricky controls and frustrating difficulty may intimidate some, but this is what retro pursuits will probably love the most. With impressive visuals, competitive and addictive gameplay and a host of extras, downloading Ninjamurai is a no brainer. It’s an ambitious effort, one that deserves a bigger stage. Take a hint Open Emotion, go bigger, go better, break free of the mini paradigm and show us what you can really do. Its win win for everyone.” Read Full Review
Uhhhh… Winnitron!
June 27th, 2011Hey guys,
Just a quick word about a project we are going to be involved in soon. Some awesome bro’s here in Ireland (Kieran Murray and Ray Quinn) are doing this sweet project called Winnitron.
The Winnitron 1000 is a free-to-play independent video game arcade cabinet featuring new games created by indie game developers from Winnipeg and across the globe!
The goal of the Winnitron 1000 is to inspire and encourage Winnipeg game developers to become active members of the independent video game community.
We are planning on releasing a sequel/spin-off of our upcoming title, Revoltin Youth. While developing the game, a character accidentally dropped down to the wrong position of the tilesheet and instead of a side-scrolling plat-former we had inadvertently created a side scrolling beat ‘em up. We put the idea on the back burner while we continued work on the title, but when Ray and Kieran contacted me about developing something for Winnitron Ireland, I knew straight away that Revoltin’ Youth: Youth’s of Rage would be a perfect fit.
We will have more info on the title soon but for now, heres a very, very early screenshot!
All the best,
Paddy M.
First Ninjamurai Verdict is in…
June 16th, 2011Bone-Idle.ie have dropped their score for Ninjamurai and it’s a whopping…. Ah go check it yourself, ha ha!
http://www.bone-idle.ie/index.php/ninjamurai-review/
Ninjamurai drops in Europe today – Early July in the USA
June 8th, 2011We are very pleased to announce that as of earlier today Ninjamurai is available throughout all EU Regions! YAY! It’s been a long development, but we are so proud to release this title and hope you all enjoy it very much. Here’s a new load of screenshots to pique your interest:
Where have all our Open Emotions gone?
May 23rd, 2011So guys,
It’s been a while but we are finally here to let you in on the multitude of things happening here in Open Emotion Studios, behind closed doors. Firstly, If you haven’t already played our first PS Mini’s title Mad Blocker Alpha, due to PSN being down or because you had no cash or for any other reason, we’re here to let you know that when the store does come back, Mad Blocker Alpha will still be on sale in Europe at the low, low price of €1.19. Meanwhile, Across the pond in the U.S of A, Mad Blocker Alpha, which was released the day that PSN collapsed, will be available very cheap to PS Plus users, which will, of course, be everyone upon PSN’s return for at least 30 days, so get Mad Blocker Alpha while it’s cheap.
Mad Blocker Alpha releases stateside today!
April 19th, 2011Hey Guys,
Sorry about being all silent about Ninjamurai – You’ll just have to trust us that its going to be worth the wait when it releases hopefully in May 2011. Mad Blocker Alpha, has finally launched over in the U.S of A today (also Canada and South America) so we are super psyched about that and we have decided to fling up a review round up linking to all of Mad Blocker’s reviews to date. We are really proud of our baby and we’re so happy to see that people are enjoying it. Anyhow, if you are in the U.S, we hope that you enjoy your first experiences with Mad Blocker Alpha. Happy MBA Day.
Paddy Murphy, CEO, Open Emotion Studios Ltd.
The Gaming Liberty
“MBA is a fantastic little title that offers so much for such a small entry price. Sure, it’s the tried and tested Tetris formula but that doesn’t hamper proceedings. It’s as playable here as it ever has been, all enclosed in the beautiful and creative world crafted for it. MBA is the first must have Mini for 2011. Do yourself a favour and get it.” Read full review!
Bone-Idle.ie
“Overall the game is top notch, it is perfect for the Mini’s market the story mode gives Mad Blocker Alpha that extra edge it needs to set it apart from your conventional stacking games and the art style and music really round off an excellent game and one of the best game available in Sony’s Mini’s series.” Read full review!
The Sixth Axis
“Overall I really enjoyed playing through Mad Blocker Alpha. It will in no way convert those who have little interest in the genre, but for puzzle fans it offers a lot of content coupled with that ‘just one more go’ factor. Now if you’ll excuse me, the Open Emotion Twitter account has been taunting me with Endless mode scores of 30,000 plus. This cannot be allowed to stand!” Read full review!
Ninjamurai Development Blog Week 20XX – I aint no Man, I’m a Manager!
April 7th, 2011Hey guys,
Paddy here from Open Emotion with your (quite late) Ninjamurai status update. Well, Ninjamurai’s music, SFX and level design are all complete so by this Monday we need the Implementation and Art all good to go. Some aspects of development are behind schedule, but we believe that with our 200+ Hours of testing we should be good to release in May. It’s been very hard for me towards the end of Ninjamurai’s development as I have had to start running the project management and creative control duties on other projects. This includes our PS Home adaptation of Mad Blocker, Potentially developing games for Nintendo devices and working on our new I.P, Revoltin’ Youth – So I’m stretched pretty thin.
One thing that I have to immediately say is that I am proud of the game we have created with Ninjamurai. Mad Blocker Alpha was a terrifying, daunting task. It was developing something completely new on a platform we had no familiarity with and in a tiny dev cycle of 5 weeks. On Ninjamurai, we had 3 months of development and I am very happy with what we have been able to put into the game. I’m happy with the Soundtrack, I’m very happy with the art and I’m really happy with the game design. One of the greatest thing’s to come from Ninjamurai’s development was our new PS Minis engine, which was built in house and can be used to make PS Mini’s with (Hopefully) much greater ease. This is a fantastic asset to have and will make development on future I.P’s a lot easier.
As well as running project management, I’ve also been looking at hiring new staff, doing PR and Press for our I.P’s (Mad Blocker Alpha, Ninjamurai and Revoltin’ Youth) and also keeping track of the current employees and making sure they are all happily adjusted in the working environment and helping out wherever possible to ensure their needs are met. I am pretty excited about the next 3 weeks, as balancing and testing are things that I do particularly well and I can’t wait to have an opportunity to deliver my opinion on Ninjamurai’s difficulty modes and achievements. Anyway guys all I can really say at this point is – If you liked old platformers like Mega Man, Shinobi and Sonic or even bad ass new platformers like Super Meat Boy or Dark Void Zero, I think you will find Ninjamurai to your liking… And even if you can’t get through hardcore mode, there’s always Normal Mode… Ha ha!!!
Rock N’ Roll,
Paddy Murphy,
Ninjamurai Development Blog Week 4 – Paddy on Keynotes!
March 14th, 2011Hi guys,
Paddy here from Open Emotion Studios, with your weekly dev blog. I’m going to try and keep this one short and sweet, because I am sooooo behind on the audio side of things and need to get back to work on that pronto. Last week we had to attend an event in Thurles called Games Fleadh which showcases some of the amazing talent in the emerging Irish video game development sector. I was asked by the epic Phil Bourke, head of the game development course, to give a talk for the Gamespro section of the event. Of course, I love any excuse to blab about Open Emotion and as it was I gave a talk to the students which seemed to be really well received. We showed off the Ninjamurai trailer, which seemed to go down really well and I even had students running up to me after the talk complimenting the music and art style.
Ninjamurai Development Blog Week 4 – We work hard, We play hard!
March 7th, 2011
Hey Open Emotion Fans. We were crazy busy this past week working on a fully functioning short demo of Ninamurai. We’re trying to fit as many of the finished game mechanics and abilities into the demo so we’ll have a longer period of testing for Ninjamurai than we had for Mad Blocker Alpha. We are all incredibly proud of MBA as a game, but we also learned a lot about time management from the project.
I like giving you guys an insight into our working day and office atmosphere, letting you in on some of the fun and games we get up to. But when all is said and done, we work incredibly hard at what we do.
Over the past two weeks we have made more design decisions than any other two weeks I’ve worked here. Having a solid design plan in place early on is fantastic, but most of what can be decided early in development is mere speculation. Until you have a functional version of your idea in front of you, you can never be sure if it will work the way you want it to. There are so many things that seem like great ideas on paper but when actually implemented don’t really have the desired effect. And vice versa there are many things which we didn’t expect to work or have a great affect on a game at all that turned out to be core mechanics.









