<![CDATA[Kotaku: luc bernard]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: luc bernard]]> http://kotaku.com/tag/lucbernard http://kotaku.com/tag/lucbernard <![CDATA[iPhone Gets It's Own Advance Wars...Sort Of]]> Luc Bernard bounces back from the release of Eternity's Child with Mecho Wars, an Advance Wars-esque strategy game now available for the iPhone and iPod Touch.

Remember back when we reported that Mecho Wars was due out in March? We were a little off. It's available on the iTunes App Store now for $4.99 though, and that's what matters. Mecho Wars is a colorful take on Advance Wars, which tells the story of the war between the Winged Crusade and the Landians that eventually led to the events in the Steam-released Eternity's Child.

I've played it a bit now, and it's a nifty little game that borrows extremely heavily from Advance Wars, with a few interesting twists, like the waterways that freeze over at night, causing careful strategies to go to the dogs as everybody starts walking on water. They've even included single-device head-to-head play, for those of you who don't mind passing their iPhone to a friend.

Not sure how good a judge I am of this sort of game play, but so far the game has a four and a half star average rating in the App Store, and all of those people can't be wrong. It's kicking my ass, but perhaps your ass is more resilient and supple than my own.

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<![CDATA[Luc Bernard's Mecho Wars Due Out This Month]]> Luc Bernard dropped us a line today to deliver the latest information on Mecho Wars, the tactical prequel to Eternity's Child for the iPhone.

Mecho Wars tells the story of the war between the mechanical Landians and the Winged, which left protagonist Angel as one of the last of his kind in Eternity's Child. Inspired by Advance Wars and Fire Emblem, among other things, it looks to be exactly the sort of tactical strategy game that could be perfect for the iPhone format. The game contains nine different units on both sides of the conflict, with three gameplay modes - Campaign, Tutorial, and Challenge.

Once again Luc teams up with Sean Beeson, the award-winning composer of the Eternity's Child soundtrack, to provide music for Mecho Wars.

So it looks pretty, and it should by all means sound nice. How does it play? We'll find out later this month, when Mecho Wars hits iTunes with a $4.99 price tag.

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<![CDATA[Luc Bernard's iPhone Game Slightly Fahey-Inspired]]> Indie game developer Luc Bernard will soon be expounding on the story of Eternity's Child in a new iPhone strategy title Mecho Wars, which seems to have been inspired by...me?

I maintained close communication with Luc Bernard throughout the development of his PC platformer Eternity's Child, and when the game was released I gave it the most honest review I could. While Bernard was a bit shaken by the negative feedback the game received, he soldiers on, working on forming a new development company in the U.S. while finishing up Mecho Wars, a turn-based strategy game for the iPhone, partially inspired by my review.

Well, when Mike Fahey of Kotaku mentioned in his review of Eternity's Child that he wanted to know more about the plot, I thought about a game that would focus on the expanded story and the events prior to Eternity's Child, so that's essentially where development on Mecho Wars began.

While I am extremely flattered to have my name noted as the partial inspiration for a video game, it must be noted that if the game ends up not doing well, Bernard was actually talking about the Mayor of Omaha, Nebraska, who I hear is a very inspiring sort of fellow.

Mecho Wars itself looks quite interesting. It's a turn-based strategy title that takes Bernard's signature art style and applies it to a strategy game along the lines of Advance Wars or Fire Emblem for the Nintendo DS. The lead programmer on the title remains shrouded in mystery, but Luc has stated that it is an ex-EA man and "the best programmer I have ever worked with."

Sounds rather promising! Check out the link below for more on what Luc is up to these days.

Luc Bernard talks iPhone Mecho Wars, Rose Princess, and future projects [Pocket Gamer UK]

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<![CDATA[Luc Bernard Founds New iPhone/WiiWare/PC Company]]> Last we heard from Eternity's Child creator Luc Bernard, he was in a huff, and then out of a huff. Seems he's past huffs altogether now, as he's establishing a new game studio.

While this studio (based in Florida) doesn't have a name, it does have two games in the pipeline. One is an Advance Wars-style strategy game based in the Eternity's Child universe, the other called Rose Princess, which is a "metroidvania" style of game.

The Advance Wars one is planned for the iPhone, WiiWare and Steam, while Rose Princess is planned for WiiWare, Steam "and any other machine that has a controller".

What I've been up to and what to expect of 2009 [Luc Bernard, via Dtoid]

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<![CDATA[Eternity's Child Creator Calls It Quits On Calling It Quits]]> Last month, Eternity's Child creator Luc Bernard announced on his official blog that he was leaving the video game business. "I've got enough problems in my personal life to do another game after Eternity's Child," Bernard wrote. Wrong! Luc Bernard has now apparently told game site Wiiware World that he's quit quitting. Besides announcing that Eternity's Child won't see a WiiWare release until later this year, Bernard is working on Eternity's Child 2: Retro Child, a WiiWare title slated for mid-2009. Eternity's Child 2: Retro is based on the cancelled GBA game he was working on and uses traditional side-ways Wii-mote held, button pushing controls. Development for this title is already underway.

Eternity's Child Delayed - Sequel Announced! [WiiWare World via Dtoid]

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<![CDATA[Eternity's Child Creator Calls It Quits]]> Eternity's Child creator Luc Bernard is leaving the video game business. In a post on his official blog, Bernard explains that the stress involved "kind of made me ill and become a alcoholic", and so following chapters 2 & 3 of EC for the PC and the WiiWare version, he will continue his work in graphic novel form instead. The video game industry has proven too harsh a mistress.

I thought the videogame industry was different, but no it's actually harder and worse than any other one, I still wonder why people hate Dennis Dylack for no reason and Uwe Boll, I don't think if people realize the psychological things it can do to people. People love to hate for no reason, and well I've got enough problems in my personal life to do another game after Eternity's Child.

While I like Luc personally and would be first in line for a graphic novel filled with his artwork and ideas, he is kind of coming across like a fourteen-year-old girl on Livejournal here. Guessing it's an artist thing. You don't need to leave, Luc. You need to be an art guy with a decent programming team behind you. Buck up, little soldier!

Won't Be Continuing
[Luc Bernard's Blog]

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<![CDATA[Eternity's Child Review - Pretty Hate Machine]]> From the moment I first laid eyes on Eternity's Child I was expecting something special. An ambitious little title from artist Luc Bernard, the story concept captivated me just as much as the artwork. Flooded planet and mechanized animals aside, Eternity's Child was the simple story of a boy seeking acceptance in a world that had no place for him. Of course many things have changed since that initial story. Main character Angel found a winged girlfriend, the game was announced as a PC and WiiWare title, and a dual-character control system was revealed, but it was still the same concept I initially fell for, wasn't it? Will Angel find the acceptance he so desperately seeks, or should gamers turn a blind eye to his plight? Hit the jump and weigh his fate.

Loved
The Art Design: Luc Bernard's artwork for Eternity's Child is what drew me to the title in the first place, and it looks even better in motion. The animation purposefully mimics 2D marionette movement to give the whole game a pop-up book sort of feel.

The Music:
Sean Beeson's score for the game would be completely at home in one of the more whimsical Tim Burton films. Hard to believe this much work went into such a tiny game.

The Price:
The game only costs $4.99 via Steam, for which you get the 20 levels that make up the first chapter and the promise of free addition chapters in the future.

The Level Editor:
Just an extra bit of fluff that lets you mess about with Bernard's artwork or add your own to comedic effect.

Hated
The Story, Or Lack Thereof: Bernard wrote a wonderful background for the story involving a dark future where the earth has been flooded, the wingless hunt down the winged out of revenge, and nature is slowly being overtaken by the mechanical, all of which is addressed in a scrolling text opening and then never really visited again. Such an intriguing story needs to be explored, not ignored.

The Two-Character Mechanic: While it looks good on paper, having one character platforming and the other shooting feels completely unnecessary. Most of the time the two are completely separate, with Angel standing still while Rose shoots the enemies. When it is essential to run and shoot at the same time, the mechanic just feels unwieldy.

The Enemies:
Aside from lacking variety, the enemies in Eternity's Child are a bit on the stupid side, especially the giant mechanical birds, who are a major threat until you realize that simply moving back past their activation point sends them back to their starting position. Move forward, shoot, move back, repeat.

Level Design: While the levels in Eternity's Child are beautiful, they seem to favor chaos more than order. Timing jumps can be a chaotic affair, while platforms in one particular level had no real sense of timing at all, causing me to sink into the ocean again and again until I was ready to strangle someone. At times I enjoyed the challenge; other times I felt I was being screwed by poor design choices.

It's important to note that Eternity's Child is still very much a work in progress, despite its status as a Steam release. Just yesterday the game was patched to make the giant bird enemies die a little easier, and Luc has informed me that more changes are on the way – removing the Destructoid robot, adding new achievements, and possibly getting rid of the particularly sadistic roller coaster level, which had me shouting curse words I hadn't used in years. It's nice to see the team actively tweaking the title, though I'm not sure it will be enough to reconcile the clashing of excellent artistic design versus sub-par gameplay.

Eternity's Child does have a lot to offer for $5 – beautiful graphics, enchanting music, and a level editor to muck about with – all it's lacking is solid gameplay to complete the package.

Eternity's Child was developed by Luc Bernard and Silver Sphere Studios, published by Silver Sphere Studios. Released on July 31st on on Steam. Played game to completion.

Confused by our reviews? Read our review FAQ.

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<![CDATA[Hands On With Eternity's Child]]> I got a chance late last week to get my hands on an early build of the PC version of Luc Bernard's Eternity's Child, coming soon to PC and WiiWare, and while the build was a bit too early to forge lasting impressions of the game I can indeed say that it is in fact a game, and Luc Bernard isn't just a figment of my imagination as I had long suspected.

The version I played was but one level, in which you control Angel with the keyboard and his heart-target wielding companion with the mouse, reflecting the nunchuck/Wiimote control scheme of the WiiWare version. As expected, the artwork really shines, with Bernard's distinct style oozing out of every background and enemy. This really comes as no surprise to anyone who has caught the screenshots we've posted on a regular basis. The art really melds with Sean Beeson's music, creating an enchanting atmosphere.

So looks great, sounds great...how does it play?

So far the gameplay is relatively simple. You control your character as he navigates platforms while pointing and shooting at enemies with the mouse cursor. The mechanic works alright on the PC though the real fun here will be in the WiiWare version, where two players can take up one of the controls to navigate the levels cooperatively.

The game does need a bit of polish, as Bernard readily admits. There are some animations that need work, and shooting at certain bigger enemies doesn't seem to have any impact on them whatsoever until they eventually explode. The level I played through was large and sprawling, but I sometimes found that the next jump I had to make was so far off screen that I needed to make a leap of faith, praying that I landed somewhere safe.

The game has a great deal of potential, and I look forward to playing through a more complete version in the near future.

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<![CDATA[Holocaust Survivor Criticizes WWII Game]]> IITOE_ds1copy.jpgBritish game developer Luc Bernard is under fire from a Holocaust survivor for his newest game in the works, Imagination is the Only Escape. Survivor Jack Kagan of Belarus said that he was outraged at the idea of the game, that the Holocaust is a very serious subject for all of humanity, and no one should make a game like this one. Bernard responded that the game was meant to educate people, particularly children, about the events of the Holocaust. Kagan wouldn't buy it, though, and said that people should be educated about the Holocaust by watching and reading things instead. After all of this back and forth, there isn't even confirmation yet that Imagination is the Only Escape will actually be released anywhere. Nintendo so far has said there are no plans to release the game in North America, and Nintendo Europe says it is "not yet been contacted by developer Luc Bernard regarding the release."

Personally, I think this is absurd. As a kid, I was fascinated by the Holocaust, and I think making this material more accessible for children is more than a good idea, it's downright essential. If this is the only way some people will learn about something so important as the Holocaust, then this game should absolutely see the light of day. Not to mention I find it incredibly hard to stomach that a game educating people about the events of the Holocaust is under fire, when there are so many games glorifying the violent aspects of the war.

UPDATE: Bernard has contacted us, and said that he's explained the remarks to Kagan, who now wishes him the best of luck and agrees with the idea. He says he has also been contacted to move the title from the DS to the Wii, and Alten8 remains the only company that appears willing to take on the risky game. Bernard says they'll distribute the title on their own if need be.

Survivor outraged by Nintendo game [The Jewish Chronicle]

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<![CDATA[Nintendo Won't Release Holocaust DS Game [Update]]]> Earlier, we brought word of Imagination Is The Only Escape, a Holocaust DS game from British game dev Luc Bernard. The game follows a young Jewish boy living in France during the Nazi occupation during World War II. In order to escape the horrors around him, he imagines a fantasy land that becomes the basis of the game's world. The adventure platformer will attempt to educate players on the atrocities experienced by many children during the time of the Holocaust. Bernard previously told Kotaku, "The sad thing is that videogames are still considered toys and not art, I hope that this game can show that games can be just as important as films." Well, Nintendo's having none of that! According to Nintendo of America:

At this time, there are no plans for this game to be released for any Nintendo platforms in North America.
It is apparently getting a European release sometime this year. Note that the game features no on-screen violence, and from what we can tell doesn't seem to be dealing with a very serious issue in a flippant manner. Not sure if this says more where gaming stands as an art forum or as a medium of expression or where Nintendo of American stands as a company.

No Nazis [NY Times Thanks, Burton!]

Eds Note: We contacted the game's designer, Luc Bernard. He pointed out that Nintendo of America has yet to see the game and offered these insights into where it currently stands regarding release:


Well from what I was told, Nintendo Europe is also scared of it, but again I don't think they are trying to block the game, I think they are just scared that it has bad taste


that is why however I would like to say, that I don't think the game will be banned, once I have time to talk to Nintendo myself and show them the game they will change their mind.

ALten8 talks to them for me, however I will try and find a way to talk to Nintendo USA myself. I mean I doubt they would want to ban a educational game that is non violent, where to profits are going to help stop another genocide, this isn't just about the war this game, it's to try and teach children something so they don't end up racist.

I seriously don't think Nintendo will ban the game once I get to show it to them, I think also the reason they were shocked is because alten8 deals with Nintendo Europe and well they haven't even talked to Nintendo Europe yet about it since well they are scared that it pisses them off. I am currently developing the game no matter what people say, and I will let alot of people test the game before I even consider it finished, it needs to be PERFECT or I won't release it.

on another note Eternity's Child will be finished this month :) so soon up for release


Bernard also pointed out to Kotaku that Imagination Is The Only Escape isn't some publicity stunt to make him money, but rather an effort to raise awareness. All profits for the game will go to Darfur says Bernard.]]>
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<![CDATA[Eternity's Child Gameplay Explained]]> ecgameplay.jpgI told you he'd email us again! Luc Bernard is back with gameplay details for his upcoming WiiWare title Eternity's Child, including information on the little winged girl who recently joined our hero Angel in the screenshots. EC is an action platformer controlled using both the Wiimote and the nunchuk. Angel maneuvers the level using the nunchuk, while the Wiimote controls that little flying heart we've seen in all of the screenshots. Using said heart as a targeting device, the girl helps Angel out by shooting at enemies. As you can imagine, the mechanic lends itself well to co-op, with one player controlling Angel and the other sadistically letting him die over and over again while giggling. I need better gaming buddies. Keep your eyes peeled over the next couple of weeks, as Luc's email teases an impending gameplay trailer.

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<![CDATA[Eternity's Child Meets A Girl]]> Eternity's Child creator Luc Bernard needs to hire himself a PR firm. If he could take half the time he spends sending us updates and apply that towards creating games we'd be up to our armpits in quirky, artsy goodness. His latest email reveals a new playable character in the WiiWare game, and this time it's a girl! A nameless, winged girl who apparently you control at the same time as the main character Angel. Now I was under the impression that the story revolved around Angel - a winged being stripped of his wings at birth to protect him from a society that would kill him - searching for someone like him. If this new character is with him the whole game, isn't his mission accomplished? I'm guessing she is a spirit of some sort. A guardian Angel for Angel? All will be revealed next time Luc emails us.

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<![CDATA[Exclusive: Eternity's Child Creator Attempts to Tackle the Holocaust]]> Luc Bernard, the mind behind the upcoming Wii-Ware title Eternity's Child is already hard at work on a new and what is sure to be a very controversial game or the DS. Imagination Is The Only Escape is the story of a young Jewish boy living in France during the occupation by the Nazis in World War II. In order to escape the horrors around him, he imagines a fantasy land that becomes the basis of the game's world. The adventure platformer will attempt to educate players on the atrocities experienced by many children during the time of the Holocaust.

The sad thing is that videogames are still considered toys and not art, I hope that this game can show that games can be just as important as films.

This is pretty strong strong stuff, especially for a platform as family friendly as the DS. If this does make it to fruition, you can bet it will be heavily watered down. Mr. Bernard has sent Kotaku three initial screen shots from the game that he insists will probably be censored down the road for their use of Nazi symbolism. So make the jump to take a look at what may be the only unfettered shots of this game you may ever see. Be warned, the accompanying text to a couple of the images is rather disturbing.

IITOE_ds1.jpg

IITOE_ds3.jpg

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<![CDATA[Eternity's Child Looks, Sounds Prettier]]> Luc Bernard's hand-drawn fairy tale Eternity's Child has been through a lot of changes since it was first slated for Xbox Live. It's since moved first to the Wii and then finally to WiiWare, where things seem to have stabilized a bit for our wingless friend Angel, at least platform-wise. Bernard recently dropped us a line to show us the new look for Angel, who now looks a bit sleeker, sporting buckles on his boots and gloves as well as a pelvis, which is always a good thing to have on hand. Luc has also pointed us towards Sean Beeson's official soundtrack for the game, which coupled with the visuals we've already seen could make Eternity's Child one of the most beautiful titles WiiWare has to offer.

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<![CDATA[New Eternity's Child Character Revealed]]> In a world ravaged by global flooding, where the winged are hunted and killed by the wingless and murderous mechanical animals roam the land, who can an orphan with amputated wings look to for companionship as he journeys to find others like himself? Luc Bernard has revealed a new playable character for Eternity's Child, currently in development for the Wii. Angel will be joined on his quest by Rani, pictured above in the sketch sent to us by the artist himself. Rani is a boy who wants to be a girl, who joins up with the game's main protagonist Angel, helping each other reach their respective goals. Definitely a risky move on Bernard's part, but in a way it makes a certain thematic sense. A boy feeling out of place in the world and one feeling out of place in his body, both seeking a place to belong. Besides it's still relatively tame compared to his other project, The Rose Princess. Check out the gallery below for a larger view of the sketch, as well as a couple of new screens from the game showing off some of Angel's larger enemies.

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<![CDATA[Luc Bernard's The Rose Princess]]> Luc Bernard is the mind behind the interactive fairy tail Eternity's Child, which is heading to the Wii and DS. After reading the story I posted yesterday, Bernard contacted Kotaku to offer up some exclusive details on another game he has in the works, The Rose Princess. At its heart, The Rose Princess is a story about a cello player and her rabbit, which seems cute and harmless enough, but then the details start coming. The cellist in question is found one day by said rabbit, lying amidst a field of dead roses (yes roses grow on bushes, but it's a different world than we live in). The girl is cursed so that everything she touches dies. Luckily her newfound friend isn't quite a living thing. No, Mr. Cuddles is a failed entertainer machine...a mechanical bunny created to sing and dance who can do neither. Before I continue, let me warn you that Mr. Cuddles is about to get a lot less cute.

Being a failed mechanical creature, Mr. Cuddles was throw out with the trash, after which he turned to cross-dressing and prostitution to make money for a place to live and to support his growing alcohol and drug dependency. Yeah, it's getting a bit deep.

So the drug-addicted, alcoholic, cross-dressing prostitute mechanical rabbit meets the cello player who can kill with a touch, and together they go on a journey to find acceptance in a world that doesn't want them or fears them.

The Rose Princess herself is inspired by Megan McCauley, a singer/songwriter from Cleveland Ohio whose work includes songs on both the Fantastic Four and Elektra Soundtracks. If you hop to her MySpace you'll immediately see the resemblance. Bernard calls McCauley his "artistic muse", and is hoping to get her to lend her voice to the main character in the game.

Bernard calls The Rose Princess a "Glam Action RPG", and considers it to be his chef d'oeuvre - his masterpiece. Unlike Eternity's Child, the game will be entirely 3D with a completely cello-based soundtrack. He hopes to release it in episodic format, and while no platform has been chosen yet for the game he is very interested in the PlayStation Network.

Below you'll find some concept art for the game featuring the titular Rose Princess and her bunny companion. It's a pretty avant-garde concept for the video game industry, but perhaps that's exactly what we need to generate something fresh and new in a business that tends to feed on itself a bit too much.


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