Pixeljunk Series Megathread

Jan 29, 2009
7,187
PixelJunk is a series of downloadable games developed by Q-Games for the PlayStation 3. They are available for download and purchase on the PlayStation Store worldwide. The series made its debut on July 11th 2007 at E3 2007 with PixelJunk Racers.[1]

All PixelJunk games are presentable in 1080p full HD. The series is published by Q-Games in Japan, and by Sony Computer Entertainment in other territories.

Current Games

Series 1

The first series of PixelJunk games are all described by Q-Games producer Dylan Cuthbert as having "simplicity, familiarity, and originality" in common.[2] Games in the first series are also two-dimensional and run in 1080p HD at 60hz.

1-1: PixelJunk Racers

PixelJunk-Racers--6.jpg


PixelJunk Racers, the first game in the PixelJunk series, was released worldwide on the PlayStation Store on September 13th, 2007.[3]

PixelJunk Racers bears structural similarity to slot car racing games. The racetracks of the game consist of five separate lanes within which the cars move. Unlike most traditional 3D car racing games, the camera is always fixed above the circuit, giving an aerial overview of the entire track.

1-2: PixelJunk Monsters

2450623454_9165f7cdc0.jpg


The second game in the PixelJunk series, PixelJunk Monsters, was released worldwide on the PlayStation Store on January 24th, 2008.[4]

PixelJunk Monsters borrows gameplay from titles in the "tower defense" genre. Players must stop waves of enemies by placing defensive towers around their castle. Enemies must be stopped before reaching the target in the castle at the end of their pathway.

An expansion pack for the game titled PixelJunk Monsters Encore was also released (under the production number 1-2a).

1-3: PixelJunk Eden

pixeljunk3.jpg


Q-Games unveiled their third PixelJunk game, PixelJunk Eden, at the 2008 Game Developer's Conference.[5] The game was released on the PlayStation Store on July 31, 2008.

Future games


PixelJunk Monsters PSP

According to Dylan Cuthbert, Q-Games' next project is a conversion of Pixel Junk Monsters to the PSP that will feature 50% more content that the Playstation 3 version.[6]

PixelJunk Dungeons

Q-Games fourth PixelJunk title will be PixelJunk Dungeons, which is currently in the conceptual phase of production.[2]

Series 2

Though a series 2 PixelJunk game has yet to be announced, Dylan Cuthbert has suggested that games of the second series could "...maybe take some of the old 3D looks and bring them up to the full HD kind of style
 
Last edited by a moderator:
Cuthbert confirms PixelJunk Lifelike for TGS reveal

Dylan Cuthbert of Q Games has confirmed that PixelJunk Lifelike will be getting a full reveal at the upcoming Tokyo Game Show this September.

The developer revealed on Flickr that he was in the process of scouting for a filming location to use in a promo video for the game’s full unveiling at the Japanese trade show next month.

The project was first shown via a slide panel at GDC earlier this year, and takes the form of a visualizer for PlayStation 3 featuring a collaboration with PixelJunk Eden’s Baiyon.

Fans of the series can also look forward to the release of PixelJunk Shooter 2 later this year.
 
PixelJunk Shooter 2 updates from Tokyo Game Show and future PixelJunk games teased

Q-Games, the Kyoto-based developer of the popular PixelJunk series of games on PlayStation 3, was on hand at the Tokyo Game Show to show the press its new game PixelJunk Shooter 2, a sequel to its 2009 download.

This new installment will follow your tiny ship on an escape from inside a giant creature and back out into space — a reversal of the events of the first game. Once again you’ll be rescuing stranded crew members and solving environmental puzzles, although this time out the hazards won’t be as simple as fire and ice.

The most visually-striking addition to PixelJunk Shooter 2 is the use of light and shadow. It’s not just for show though, as the darkness provides two significant problems for your ship: You cannot rescue crew members that you cannot see, and photophobic critters will start to emerge whenever you veer too far from the light. Fortunately, there’s a new Light Suit that will let you illuminate your own path.


There’s also a new Hungry Suit that gives your ship a flapping jaw. In this mode, you can only move in four cardinal directions (just like Pac-Man) and the puzzles take on a Lode Runner as you eat through the soil and risk being crushed by falling objects.

The biggest upgrade is the new versus mode, which will support online play. Q-Games president Dylan Cuthbert described it as a “cat and mouse game” in which one player must rescue the crew members and the other tries to prevent that from happening. This mode was not on display, but I was told it will include a leveling system that rewards players with bonus items. These items, such as camouflage, can then be equipped and used to your advantage in future matches. Cooperative play will return, but it will remain offline only.

When I asked why PixelJunk Shooter 2 is a sequel rather than an expansion pack, as the company had done for its previous games, Cuthbert told me that there was “too much stuff” to be an expansion. Between the new online play and the fact that the sequel contains about as many levels as the original, I can understand where he’s coming from.

Unfortunately, he couldn’t tell me when PixelJunk Shooter 2 might be released, other than offering an enthusiastic “very soon.”

----------

Another upcoming project for the company is PixelJunk lifelike, a music application for the PlayStation 3. This downloadable software will feature the work of artist Baiyon, best known for his work on the 2008 PlayStation Network game PixelJunk Eden.

Q-Games gave me precious little information concerning PixelJunk lifelike. The only portion of the product available right now is the trailer. The application will include its own music, but supports custom soundtracks stored on your hard drive. It will support PlayStation Move and include Trophies, but this is clearly something that will fall on the fringe of what people would call a “game.” It also has no set release date, but Sony press materials say it will cost 500 yen (about $6).

One last item we discussed was PixelJunk Monsters, the 2008 tower defense game which later received an expansion and a portable PSP version. Cuthbert said that the team wants to make a proper sequel and that it would likely “be 3-D in some way” — that’s 3-D as in polygons, not glasses. Thus far, PixelJunk games have all been two-dimensional, so he said that sequel would be the start of PixelJunk’s “series two.”
 
E3 2011: More PixelJunk! PixelJunk SideScroller Announced


Sony has announced that yet another entry in Q-Games' PixelJunk series is on the way, in the form of PixelJunk SideScroller.

Based on the unlockable stage from PixelJunk Shooter 2, the game will feature all manner of liquidy stuff flowing about the place, including hazardous gases and hot magma. It's a shooter, obviously, so expect bullets, explosions and bosses too.

You'll have to collect coins, upgrade your weapons and solve puzzles in order to progress through the levels. Leaderboards and the ability to upload footage to Youtube are also promised.

PixelJunk SideScroller is out this summer.
 
Last edited by a moderator:
i dont get this.. its Tron meets stationary pixeljunk shooter 2.... its the same enemies.... anyone who knows me knows im a pj ***** and im sure the team put a lot of effort into this but is what we really needed next in the line up? shooter shooter n more shooter?
 
PixelJunk Lifelike Becomes PixelJunk 4am

So here we are creeping up onto yet another Tokyo Game Show and we have a big announcement to make, and an unusual one at that! We are announcing a name change – I’m sure many of you have seen information about PixelJunk Lifelike over the past year or so, including some live demo performances we did during E3, and a few of you might have noticed how much the core concept of Lifelike expanded and shifted since it was first announced as we explored more and more ideas. Well, after long deliberation we are changing the name to “PixelJunk 4am” to better match the atmosphere we are trying to create… and for more information about that I have asked some questions and translated Baiyon’s answers for you:


Why the name change?

Baiyon: PixelJunk lifelike was originally conceived as an extension of the PixelJunk Eden world. Our idea was to create a kind of living speaker for people to play their music through, using natural imagery and taking strong visual cues from Eden. There wasn’t even the concept of a “player”. We’ve since moved far beyond that simple idea to new and uncharted waters both visually and musically. The style has evolved now into something that is really quite different from anything we’ve ever made before. It was only natural we’d want to chase this new concept and capture it with a new title.

Why 4am?

Baiyon: 4am represents the exact mood and feeling we’ve captured. 4am is that deep night hour. In clubs, the music drifts to a new level entering a deepened state that often seems removed from reality. Whether you’re in a club or not, 4am always feels like the night has gone on forever, where there’s still a little time left before dawn. This late night feel better represents our current visual and musical style.

So what can we expect now?

Baiyon: PixelJunk 4am is something unique that has never been tried before, so we’re treading in new territory. We’re using the PlayStation Move in truly experimental ways to give people control of making their own style of music. Being able to stream your music live on PSN also gives people the chance to broadcast a new kind of online performance. We can’t wait to see people playing 4am deep into the early morning hours.

So there you have it, from the horse’s mouth so to speak, and to get an even better sense of this “4am” atmosphere Baiyon is talking about check out the brand new trailer we made below and see Baiyon himself creating an awesome track.

<iframe width="560" height="315" src="http://www.youtube.com/embed/NlkHt9QTklA" frameborder="0" allowfullscreen></iframe>​