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Prison City News

Prison City is AVAILABLE NOW!

[h3]EVERYBODY, GRAB YOUR CHAKRAMS! It’s time to INFILTRATE PRISON CITY!!![/h3]



Prison City is a dystopian, action-packed side-scroller with tight mechanics and intricate level design. Battle Techno-Terrorists with your chakram and grenades, eat hot dogs for health, and locate contacts to help take down bosses!



As former cop Hal Bruzer, you'll infiltrate 8 uniquely designed levels across Detroit Prison City and face off against their Warden bosses!



Be warned though, no Warden plays the same as another! Keep yours wits about you, pay attention to enemy attacks, or fail in your mission to uncover Prison City's inner secrets...



With mini games, secret upgrades to find, a Bomb Mode, and a host of achievements to unlock, you’ll find there’s plenty to investigate within Prison City!





[h3]Begin YOUR mission NOW!!![/h3]

https://store.steampowered.com/app/2179860/Prison_City/

Art of Prison City #2


(Above: Prison City's key art, created by Jeff Delgado)

[h3]1. Briefly describe who you are and your involvement with Prison City.[/h3]
Hello, I'm Jeff Delgado, and I'm a freelance illustrator from Southern California. I've been working as an artist professionally for about 18 years now. A few months back I was contacted by the awesome team from Retroware to create the key art for Prison City, and I instantly said yes! I fell in love with the gameplay and overall concept of the game and I couldn't wait to get started.


[h3]2. As an artist, what inspired the overall look of this Prison City art?[/h3]
When I heard the game was a love letter to all things 80's action flicks I immediately knew how I wanted to tackle this project. For reference, I went back and looked at old 80's action movie posters and watched a few Arnold films to get the creative juices flowing. Growing up in the 80s totally helped me prepare for this job.


[h3]3. Can you briefly describe your process?[/h3]
I work in Photoshop and I draw on a 27" Wacom Cintiq. I gather all my inspiration and references and start sketching small thumbnail drawings to get an idea of what direction to go. I send it over to Retroware where the team takes a look and sends back notes and suggestions. We keep going back and forth until we're happy and I start taking it to finish. The Retroware team is fantastic with their ideas and it was a blast shaping the finished piece with them.


[h3]4. What is your approach to adapting sprite art into a full resolution painting?[/h3]
The sprites in the game are amazing. It was super easy to see the details and design of the characters so it was fun to translate that into a more realistic version. Luckily for me, the team also filmed a live action trailer for Prison City so I got to see the costume of the actor playing the lead character. All that was super beneficial in helping me with the final look.


[h3]5. Where can we find more of your work?[/h3]
I'm currently working with the Retroware team in helping design the backgrounds for the upcoming Toxic Crusaders game! Make sure to check that out because the team creating this game is incredible and I can't wait for that to come out.


We’re excited to share more behind-the-scenes insights as we get even closer to Prison City’s launch!

Wishlist Prison City and play the free demo available NOW!

Art of Prison City #1

Art is just one of the many elements that goes into making a game! Check out the insights from lead game developer Programancer!


[h3]1. Can you describe how you determined the art style of the game? What sort of art style(s) did you initially imagine Prison City to look like?[/h3]

Programancer: So I knew early on I wanted this game to be the antithesis to my other flagship project- The Transylvania Adventure of Simon Quest. That game, despite the gothic setting, uses a lot of the brighter registers for the tile and background palettes because it was necessary for the day/night swapping, but with Prison City I could focus on having the colors darker and imply detail with shadows.


That was kind of the start of the art, and it made sense- a lot of really beautiful NES games rely heavily on implying detail with sporadic and noisy dithering into darker colors. With this, I can make platforms and actors pop more on the darker, shadowy backdrops!


For the actors, I leaned toward a lot of NES action games as a reference- they all tend to have very interchangeable-between-games character graphics, with most player character sprites fitting within 16x32 sizes, and trying to cram as much as you can with 3-4 colors into something tiny. It all kind of coalesced into exactly what I wanted it to be!

[h3]2. What do you think makes Prison City’s art style appealing to gaming audiences? What is it about the 80s or 90s style do you think resonates with prospective audiences?[/h3]

Programancer: I think it's familiar. It's not exactly how the NES was, but it makes a point not to stray too far either! Something as simple as a fade to black resonates with people if the colors respect the palette restriction! A lot of people are drawn to that- myself included, and I think that knowing when to bend the rules graphically and not going overboard is unconsciously appreciated by fans of NES style action games.


[h3]3. How do you think Prison City’s pixel art style reflects the classic “look” of games from the NES, Genesis, and other retro consoles? What, in your opinion, does Prison City have to offer that is visually unique from the 80s and 90s graphics of older games?[/h3]

Programancer: Prison City comfortably sits in a spot between the NES and the “next thing,” in that it pushes more colors per screen at one time than an NES ever could, but without the vast color choices of the SNES and Genesis. Visually, it’s like NES+, and there’s a certain vibe you need to stick to in order for people to look at something and say “this is how I remember the NES being,” but then you look back at NES games and realize it wasn’t that way at all!


Prison City knows when to bend the rules where it works. If I need a larger sprite, I can have it! If I need lots of explosions, I can make them! You can’t go overboard though if you want it to click for people.


We 're excited to share more as we get closer to Prison City's launch!

Wishlist Prison City and play the free demo available NOW!

Easy, Normal, & Hard? Surely, you mean EASY, MODERN, & CLASSIC, right?

We wanted to go for something a bit different with Prison City’s difficulty settings! Take a look at what to expect when playing on each of the three preset difficulties:

[h3]Easy[/h3]


Playing on “Easy” difficulty gives players a vastly toned down experience. “Infinite Lives” relieves any stress of thinking about how many Rests you have left. “Lenient Hazards” causes droppable platforms to take longer to fall, and it adds some platforms over pits in specific levels.

In addition, you’ll always have a ton of health to help you push through levels, ideally in one run, and Hal’s chakram will deal even more damage to enemies.

Starting Health and Weapon Energy on Easy difficulty:


Falling into pits won’t penalize you with a Rest, and you can respawn back to a point close to that pit! Enemies will behave less aggressively and make themselves all the more vulnerable to eliminate. And, finally, you’ll find even more power-ups (like health and extra lives) than you normally would to help you complete levels in a single run.


[h3]Modern[/h3]


Replacing the typical “Normal” or “Medium” difficulties is the “Modern” selection. In this difficulty, you start off with a limit of 5 lives. Enemies will charge after you, shoot more projectiles, and they will be constantly alert to Hal’s presence when he’s up close. In addition, you’ll still be able to find health power-ups and extra lives throughout the levels, but at a more sporadic pace.

Also, you'll have noticeably less starting health and weapon energy:


On Modern and Easy difficulty, health and weapon upgrade power-ups are easily designated by red “H” (for health) or purple “U” (weapon upgrade) blocks accordingly. And you can also “automatically pick up” health and weapon upgrades by just throwing your chakram at those items after you break their respective boxes!


[h3]Classic[/h3]


Classic difficulty is meant to serve as the ultimate homage to games from the early 90s. We wanted to give players something akin to that authentically retro gameplay style, where you must remain alert to everything (and everyone) around you at all times and pay attention to how you play.

To begin with, your base health and energy levels on "Classic" will remain unchanged from how they are on "Modern":


That said, you’ll start with 3 Rests, so dying will become very costly during playthroughs. You’ll deal even less damage overall to enemies, and your Weapon Energy will drain faster the more you spam the “Attack” button.

An example of this faster energy drain is depicted below:


If you choose to engage normal enemies scattered throughout each level, be prepared to face formidable resistance!

Also, remember that tip about paying attention to how you play? You’ll find even less health power-ups and extra lives during your runs, so do try to watch where you step, where you launch your chakram, and how you choose to fight!


While health and weapon upgrade items are clearly labeled on Modern and Easy difficulties as red “H” and purple “U” boxes, accordingly, there are no such labels present when playing on Classic. That means, for those who happen to finish the game on Modern or Easy, you’ll have to remember where those permanent health and weapon upgrade boxes were!


And for anyone wondering if helpful items like health and weapon upgrades will “magnetically” or “automatically” go to Hal after he throws his chakram at them, like in Easy or Modern, think again! You’ll have to pick up ALL upgrades the old-fashioned way: by walking up to them or making sure they land at the right angle, duh!

We commend anyone brave enough to take start their first Prison City playthrough on Classic difficulty! May you use your chakram well, and save as many Rests as you can!

That’s all for now! We’ll have more updates to share as we get closer to Prison City’s launch!

Wishlist Prison City and play the free demo available NOW!

Callbacks to Past Movies


In Prison City, you’ll find a ton of references to popular movies from the 80s and 90s! Lead game developer Programancer wanted to pack in callbacks to some of his favorite films!

Here are just some of those references!

[h3]1. Fury Rhoads = The Lord Humungus of Prison City![/h3]
For fans of Mad Max 2: The Road Warrior, there’s no question that Fury Rhoads, Warden Boss of the Freeway zone, bears a striking resemblance to the infamous leader of the motorcycle marauder gang!


And if you look closely during the boss fight, you’ll see how close Fury Rhoads was made to look like Lord Humungus–even down to the pistol he uses to shoot at Hal!


[h3]2. A Nod to Johnny Mnemonic![/h3]
No, it’s not a FISH! It's a MAMMAL!

If you’ve seen Johnny Mnemonic, there’s no doubt “Dolphin,” the friendly contact in the Preserve zone, is a callback to Jones.


As with the Fury Rhoads reference, you can see the mechanical gizmos lined across Dolphin’s body, just like Jones! You can have Hal chat with him using the Human-Dolphin Interface, or HDI for short!


[h3]3. I’ll be back…after I give up a Rest![/h3]
There’s nothing like giving Hal one last gesture any witnesses as he makes his slow descent into a fiery molten lava pool. Thus, making a reference to the Terminator was all but inevitable as we noticed all the lava pools in the Factory level.


You can see the Terminator reference for yourself if you ever try to walk through a pool of lava in the Factory zone!


We’re excited to share more as we get closer to Prison City’s launch!

Wishlist Prison City and play the free demo available NOW!