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:''This article is about the video game. For the meta-award, see [[Sine Mora (meta-award)]].''
 
{{Video game
 
{{Video game
 
|title = Sine Mora
 
|title = Sine Mora
|image = [[Image:SineMora00.png|200px|''Sine Mora'' logo.]]
+
|image = [[Image:SineMoraCover.jpg|250px|''Sine Mora'' cover art.]]
|caption = ''Sine Mora'' logo
+
|caption = ''Sine Mora'' cover art
 
|developer = [[Digital Reality]], [[Grasshopper Manufacture]]
 
|developer = [[Digital Reality]], [[Grasshopper Manufacture]]
|publisher =
+
|publisher = Microsoft Studios
|designer = [[Theodore Reiker]], [[Goichi Suda]], [[Mahiro Maeda]]
+
|designer = [[Theodore Reiker]], [[SUDA51]], [[Mahiro Maeda]]
|platform = Xbox Live Arcade
+
|platform = Xbox Live Arcade, PlayStation Network, Steam
|released = 2012
+
|released = March 21, 2012
 
|genre = Shoot 'em up
 
|genre = Shoot 'em up
 
|modes = Single player
 
|modes = Single player
|ratings =
+
|ratings = ESRB: M<br>CERO: C
 
|media = Download
 
|media = Download
  +
|requirements = 900 MB
|input = Xbox 360 Controller
 
  +
|input = Xbox 360 Controller, DualShock 3, buttons and touch screen, keyboard and mouse
 
}}
 
}}
   
'''''Sine Mora''''' (シネモラ, ''Shine Mora'') is a shoot 'em up video game in development by [[Digital Reality]] and [[Grasshopper Manufacture]] for Xbox Live Arcade. The game will be published for a tentative release date of 2012. ''Sine Mora'' was initially slated for a PlayStation Network release as well, with [[Goichi Suda]] claiming the PlayStation 3 version would support stereoscopic 3D;<ref name="GamesRadar">[http://www.gamesradar.com/xbox360/sine-mora/news/suda-51-announces-sine-mora-a-new-xblapsn-shooter-featuring-unique-time-manipulation/a-20100818115518710030/g-20100818115956814018 Suda 51 announces Sine Mora, a new XBLA/PSN shooter featuring "unique time manipulation"]. Tyler Wilde. GamesRadar. August 18, 2010.</ref> Xbox 360 exclusivity was announced on December 8, 2011.<ref name="Only360">[http://playxbla.com/playxbla-exclusive-sine-mora/ PlayXBLA Exclusive: Sine Mora!]. PlayXBLA. December 8, 2011.</ref> Joining the game's design team is anime director Mahiro Maeda, whose credits also include character designs for ''Neon Genesis Evangelion'', a franchise Grasshopper [[Evangerion Shin Gekijōban -Saundo Inpakuto-|worked into a video game adaptation]] in 2011.<ref name="MahiroMaeda">[http://www.destructoid.com/evangelion-designer-getting-bossy-on-sine-mora-220733.phtml Evangelion designer getting bossy on Sine Mora]. Hiroko Yamamura. Destructoid. January 31, 2012.</ref>
+
'''''Sine Mora''''' (シネモラ, ''Shine Mora'') is a shoot 'em up video game developed by [[Digital Reality]] and [[Grasshopper Manufacture]] for Xbox Live Arcade. The game was published on March 21, 2012<ref>[http://xbox360.ign.com/articles/121/1219335p1.html Sine Mora Coming March 21]. IGN. February 23, 2012.</ref> for the price of $14.99.<ref name="Price">[http://www.vg247.com/2012/02/28/sine-mora-to-cost-1200-ms-points-new-trailer/ Sine Mora to cost 1200 MS points – new trailer]. Johnny Cullen. VG247. February 28, 2012.</ref> ''Sine Mora'' supports stereoscopic 3D and was initially slated for a PlayStation Network release as well,<ref name="GamesRadar">[http://www.gamesradar.com/xbox360/sine-mora/news/suda-51-announces-sine-mora-a-new-xblapsn-shooter-featuring-unique-time-manipulation/a-20100818115518710030/g-20100818115956814018 Suda 51 announces Sine Mora, a new XBLA/PSN shooter featuring "unique time manipulation"]. Tyler Wilde. GamesRadar. August 18, 2010.</ref> before Xbox 360 exclusivity was announced on December 8, 2011.<ref name="Only360">[http://playxbla.com/playxbla-exclusive-sine-mora/ PlayXBLA Exclusive: Sine Mora!]. PlayXBLA. December 8, 2011.</ref> Ports were later released to Steam on November 9, 2012, then PlayStation 3<ref name="PS3">[http://www.joystiq.com/2012/06/21/sine-mora-coming-to-ps3-as-well/ Sine Mora coming to PS3 as well]. JC Fletcher. Joystiq. June 21, 2012.</ref> and Vita<ref name="Vita">[http://www.joystiq.com/2012/06/04/sine-mora-takes-flight-on-ps-vita-soon/ Sine Mora takes flight on PS Vita 'soon']. David Hinkle. Joystiq. June 4, 2012.</ref> on November 20, 2012 in North America and the following day in Europe.
  +
  +
Joining the game's design team was anime director Mahiro Maeda, whose credits also include character designs for ''Neon Genesis Evangelion'', a franchise Grasshopper [[Evangerion Shin Gekijōban -Saundo Inpakuto-|worked into a video game adaptation]] in 2011.<ref name="MahiroMaeda">[http://www.destructoid.com/evangelion-designer-getting-bossy-on-sine-mora-220733.phtml Evangelion designer getting bossy on Sine Mora]. Hiroko Yamamura. Destructoid. January 31, 2012.</ref> Director Theodore Reiker noted that between the two studios, ''Sine Mora'' "on a personal level is about the various bonds between people – families and friendship."<ref name="Reiker" />
  +
  +
==Plot==
  +
''Sine Mora'' is set on the world of [[Seol]], a planet that is ruled by the [[Layil Empire]]. The Empire, while large and prosperous, is also relentless in its enslavement and extermination of the [[Enkie]] race. The story focuses on two groups who rebel against the Empire separately and for different purposes, with both stories eventually converging. One group is led by [[Ronotra Koss]], who seeks vengeance for the execution of his son at the hands of Empire officials; the other is a phantom cell of Enkie rebels led by [[Akyta Dryad]]. Both groups are pursued by [[Argus Pytel]], a high-ranking agent of the Empire. As many characters are Enkies and therefore capable of time travel, the story hops back and forth between timelines and from past to future and back again.
   
 
==Gameplay==
 
==Gameplay==
Stages in ''Sine Mora'' must be completed before a timer counts to zero.<ref name="Destructoid0811">[http://www.destructoid.com/hands-on-with-sine-mora-210004.phtml Hands on with Sine Mora]. Jim Sterling. Destructoid. August 27, 2011.</ref> Remaining time upon clearing a level is rewarded with bonus points.<ref name="GGS">[http://www.ggsgamer.com/2011/08/30/pax-prime-2011-hands-on-with-digital-realitys-sine-mora/ PAX Prime 2011: Hands-On with Digital Reality’s Sine Mora]. Tabitha Wang. GGSGamer. August 30, 2011.</ref> Time is added or deducted for vanquishing enemies or taking damage,<ref name="Destructoid0811"/> contributing to what Suda calls a "unique time-manipulation mechanic."<ref name="GamesRadar"/> Players must shoot their path through the many foes they encounter, and the game contains six additional, alternate weapons, including a large beam<ref name="Destructoid0811"/> and seeker missiles.<ref name="GGS"/> Players are also given the ability to slow down time.<ref name="Destructoid0811"/> Powerups are said to replenish ammunition and the player's ability to slow time; red orbs can also increase the player's rate of fire,<ref name="GGS"/> number of beams launched,<ref name="GGS"/> and even the spread of the player's gunfire, however these orbs are lost when the player takes damage.<ref name="Destructoid0811"/> 13 bosses are fought in ''Sine Mora'',<ref name="Reiker">[http://shogungamer.com/news/13260/sine-mora-exclusive-developer-interview Sine Mora Exclusive Developer Interview]. Ian Fisher. Shogun Gamer. February 1, 2012.</ref> and are described as much like platform game bosses, in that "there is a weak spot, a trick, certain logic for the fight and almost always multiple phases in the combat,"<ref name="Destructoid0811"/> with continuous dissection, as opposed to standard shoot 'em up bosses where "all you need to do is to shoot the boss and avoid the curtain of fire it is sending at your way. Survive several changing patterns, and it's done."<ref name="Reiker"/> ''Sine Mora'' allegedly contains "60 combinations of planes, characters and time-manipulation devices."<ref name="Only360"/>
+
Stages in ''Sine Mora'' must be completed before a timer counts to zero.<ref name="Destructoid0811">[http://www.destructoid.com/hands-on-with-sine-mora-210004.phtml Hands on with Sine Mora]. Jim Sterling. Destructoid. August 27, 2011.</ref> Remaining time upon clearing a level is rewarded with bonus points.<ref name="GGS">[http://www.ggsgamer.com/2011/08/30/pax-prime-2011-hands-on-with-digital-realitys-sine-mora/ PAX Prime 2011: Hands-On with Digital Reality’s Sine Mora]. Tabitha Wang. GGSGamer. August 30, 2011.</ref> Time is added or deducted for vanquishing enemies or taking damage,<ref name="Destructoid0811" /> contributing to what SUDA51 calls a "unique time-manipulation mechanic."<ref name="GamesRadar" /> Players must shoot their path through the many foes they encounter, and the game contains six additional, alternate weapons, including a large beam<ref name="Destructoid0811" /> and seeker missiles.<ref name="GGS" /> Players are also given the ability to slow down time.<ref name="Destructoid0811" /> Powerups are said to replenish ammunition and the player's ability to slow time; red orbs can also increase the player's rate of fire,<ref name="GGS" /> number of beams launched,<ref name="GGS" /> and even the spread of the player's gunfire, however these orbs are lost when the player takes damage.<ref name="Destructoid0811" /> 13 bosses are fought in ''Sine Mora'',<ref name="Reiker">[http://shogungamer.com/news/13260/sine-mora-exclusive-developer-interview Sine Mora Exclusive Developer Interview]. Ian Fisher. Shogun Gamer. February 1, 2012.</ref> and are described as much like platform game bosses, in that "there is a weak spot, a trick, certain logic for the fight and almost always multiple phases in the combat,"<ref name="Destructoid0811" /> with continuous dissection, as opposed to standard shoot 'em up bosses where "all you need to do is to shoot the boss and avoid the curtain of fire it is sending at your way. Survive several changing patterns, and it's done."<ref name="Reiker" /> ''Sine Mora'' allegedly contains "60 combinations of planes, characters and time-manipulation devices."<ref name="Only360" />
   
The easiest difficulty of ''Sine Mora'' is said to be a 90-minute playthrough, while the higher difficulties may last in upwards of five hours.<ref name="Reiker"/> An "alternative narration" is unlocked upon the game's completion.<ref name="Reiker"/> Unlocking all achievements in the game is said take up to 50 hours of gameplay.<ref name="Reiker"/> ''Sine Mora'' will not receive downloadable content.<ref name="Reiker"/>
+
The easiest difficulty of ''Sine Mora'' is said to be a 90-minute playthrough, while the higher difficulties may last in upwards of five hours.<ref name="Reiker" /> An "alternative narration" is unlocked upon the game's completion.<ref name="Reiker" /> Unlocking all achievements in the game is said take up to 50 hours of gameplay.<ref name="Reiker" /> ''Sine Mora'' will not receive downloadable content.<ref name="Reiker" />
   
 
==Development==
 
==Development==
Digital Reality creative director Theodore Reiker formed the basis of ''Sine Mora'' four years before the game was developed, beginning with the idea of a title with steampunk art direction.<ref name="Reiker"/> Reiker hoped to build the concept into a video game with the help of a Japanese studio.<ref name="Reiker"/> Some time later, through a mutual friend Reiker was able to contact Grasshopper Manufacture to relay his ideas, however Grasshopper was well into the development of ''[[Shadows of the DAMNED]]''; nevertheless, the studio spoke of an interest in working on smaller titles in the future.<ref name="Reiker"/> Reiker pitched his shoot 'em up to Grasshopper and Digital Reality CEO András Peller, both of whom agreed to sign onto the project.<ref name="Reiker"/> Reiker promptly assembled a team of 10 Digital Reality staff and worked on the game independent from the rest of the studio, spending 14 months developing ''Sine Mora''.<ref name="Reiker"/>
+
Digital Reality creative director Theodore Reiker formed the basis of ''Sine Mora'' four years before the game was developed, beginning with the idea of a title with steampunk art direction.<ref name="Reiker" /> Reiker hoped to build the concept into a video game with the help of a Japanese studio.<ref name="Reiker" /> Some time later, through a mutual friend Reiker was able to contact Grasshopper Manufacture to relay his ideas, however Grasshopper was well into the development of ''[[Shadows of the DAMNED]]''; nevertheless, the studio spoke of an interest in working on smaller titles in the future.<ref name="Reiker" /> Reiker pitched his shoot 'em up to Grasshopper and Digital Reality CEO András Peller, both of whom agreed to sign onto the project.<ref name="Reiker" /> Reiker promptly assembled a team of 10 Digital Reality staff and worked on the game independent from the rest of the studio, spending 14 months developing ''Sine Mora''.<ref name="Reiker" />
   
Reiker cites ''Battle Garegga'' as the biggest influence on ''Sine Mora''.<ref name="Reiker"/> The anime ''Royal Space Force: The Wings of Honneamise'' helped shape the storyline, while gameplay was influenced by ''Einhänder'' and ''Progear'', as well as video games by studios Raizing and Seibu Kaihatsu.<ref name="Reiker"/> Reiker originally planned for a gloomy theme in the vein of the film ''Sky Captain and the World of Tomorrow'', while Grasshopper proposed a darker concept Reiker compares to the video game ''Truxton'';<ref name="Reiker"/> the final product of ''Sine Mora'' represents a compromise between Digital Reality and Grasshopper's own ideas.<ref name="Reiker"/>
+
Reiker cites ''Battle Garegga'' as the biggest influence on ''Sine Mora''.<ref name="Reiker" /> The anime ''Royal Space Force: The Wings of Honneamise'' helped shape the storyline, while gameplay was influenced by ''Einhänder'' and ''Progear'', as well as video games by studios Raizing and Seibu Kaihatsu.<ref name="Reiker" /> Reiker originally planned for a gloomy theme in the vein of the film ''Sky Captain and the World of Tomorrow'', while Grasshopper proposed a darker concept Reiker compares to the video game ''Truxton'';<ref name="Reiker" /> the final product of ''Sine Mora'' represents a compromise between Digital Reality and Grasshopper's own ideas.<ref name="Reiker" />
  +
  +
===Ports===
  +
Originally developed for Xbox 360's Xbox Live Arcade, ''Sine Mora'' was soon slated to appear on PlayStation Vita,<ref name="Vita" /> later confirmed to extend to PlayStation 3 as well.<ref name="PS3" /> This version added a new character named [[Wilhelmine Muller]], a character pulled from the G.rev video game ''Under Defeat'',<ref name="PS3Release">[http://blog.us.playstation.com/2012/11/20/sine-mora-play-the-definitive-version-on-ps3-and-ps-vita-today/ Sine Mora: Play the Definitive Version on PS3 and PS Vita Today]. Ferenc Nagy-Szakáll. PlayStation.Blog. November 20, 2012.</ref> in addition to a "new special weapon and new [[chronome]]s"<ref name="Vita" /> and a new "Challenge Mode," judging players on evasion, aim, time management, weapon handling and gunner usage. Two weeks before the game's PlayStation Network launch, ''Sine Mora'' also surfaced for Microsoft Windows through Steam.
  +
  +
Sine Mora will be release on the iOS and Android in the month of July.  A company named Pocket Scientists is handling the port.
   
 
==Marketing==
 
==Marketing==
A demo of ''Sine Mora'' first appeared at gamescom 2011.<ref name="Reiker"/> This was made playable the following week at Penny Arcade Expo Prime 2011;<ref name="Reiker"/> the first 50 players who completed the demo at this event were awarded T-shirts labelled "tempus fugit,"<ref>[http://www.facebook.com/photo.php?fbid=242027232502146&set=a.242027229168813.56274.133689503335920&type=1 ''Sine Mora'' Facebook page]. August 24, 2011.</ref> a Latin phrase meaning "time flies." A Facebook page for ''Sine Mora'' has also been established to promote the game; every Monday a new "concept versus reality" photo shows the similarities between concept art of ''Sine Mora'' and the way the same scene is actually rendered, while each Thursday a new character is revealed. Currently unveiled are the characters [[Argus Pytel]],<ref name="ArgusPremier">[http://www.facebook.com/sinemoragame/posts/317679811605585 ''Sine Mora'' Facebook page]. January 5, 2012.</ref> [[Ronotra Koss]],<ref name="RonotraPremier">[http://www.facebook.com/sinemoragame/posts/327529020602881 ''Sine Mora'' Facebook page]. January 12, 2012.</ref> [[Myryan Magusa]],<ref name="MyryanPremier">[http://www.facebook.com/sinemoragame/posts/151184934996644 ''Sine Mora'' Facebook page]. January 19, 2012.</ref> [[Akyta Dryad]],<ref name="AkytaPremier">[http://www.facebook.com/sinemoragame/posts/151184934996644 ''Sine Mora'' Facebook page]. January 26, 2012.</ref> [[GARAI 74/22876]],<ref name="GARAIPremier">[http://www.facebook.com/sinemoragame/posts/180789705358791 ''Sine Mora'' Facebook page]. February 2, 2012.</ref> [[Durak]] and <ref name="DurakPremier">[http://www.facebook.com/sinemoragame/posts/183692751745455 ''Sine Mora'' Facebook page]. February 9, 2012.</ref> [[Lynthe Ytoo]],<ref name="Premier">[http://www.facebook.com/grasshopper.manufacture/posts/270068086394961 ''Sine Mora'' Facebook page]. February 16, 2012.</ref> and the war machines [[Bokumono]], [[Sentinel]], [[Matouschka]] and [[Smogger]].
+
A demo of ''Sine Mora'' first appeared at gamescom 2011.<ref name="Reiker" /> This was made playable the following week at Penny Arcade Expo Prime 2011;<ref name="Reiker" /> the first 50 players who completed the demo at this event were awarded T-shirts labelled "tempus fugit,"<ref>[http://www.facebook.com/photo.php?fbid=242027232502146&set=a.242027229168813.56274.133689503335920&type=1 ''Sine Mora'' Facebook page]. August 24, 2011.</ref> a Latin phrase meaning "time flies." A Facebook page for ''Sine Mora'' has also been established to promote the game; every Monday a new "concept versus reality" photo shows the similarities between concept art of ''Sine Mora'' and the way the same scene is actually rendered, while each Thursday a new character is revealed. Currently unveiled are the characters [[Argus Pytel]],<ref name="ArgusPremier">[http://www.facebook.com/sinemoragame/posts/317679811605585 ''Sine Mora'' Facebook page]. January 5, 2012.</ref> [[Ronotra Koss]],<ref name="RonotraPremier">[http://www.facebook.com/sinemoragame/posts/327529020602881 ''Sine Mora'' Facebook page]. January 12, 2012.</ref> [[Myryan Magusa]],<ref name="MyryanPremier">[http://www.facebook.com/sinemoragame/posts/151184934996644 ''Sine Mora'' Facebook page]. January 19, 2012.</ref> [[Akyta Dryad]],<ref name="AkytaPremier">[http://www.facebook.com/sinemoragame/posts/151184934996644 ''Sine Mora'' Facebook page]. January 26, 2012.</ref> [[GARAI 74/22876]],<ref name="GARAIPremier">[http://www.facebook.com/sinemoragame/posts/180789705358791 ''Sine Mora'' Facebook page]. February 2, 2012.</ref> [[Durak]]<ref name="DurakPremier">[http://www.facebook.com/sinemoragame/posts/183692751745455 ''Sine Mora'' Facebook page]. February 9, 2012.</ref> and [[Lynthe Ytoo]],<ref name="Premier">[http://www.facebook.com/grasshopper.manufacture/posts/270068086394961 ''Sine Mora'' Facebook page]. February 16, 2012.</ref> and the war machines [[Bokumono]], [[Kolobok]], [[Matouschka]], [[Smogger]], [[Tsuchigumo]] and [[Merenstein VI]]. Shortly before the game's release, a contest was held on Facebook where the person who guessed the game's launch date would win a free copy.<ref name="WinSineMora">[http://www.facebook.com/sinemoragame/posts/338869179484617 ''Sine Mora'' Facebook page]. February 20, 2012.</ref> The game's soundtrack, composed by [[Akira Yamaoka]], was teased one month before the game launched.<ref name="SoundtrackClips">[http://www.facebook.com/sinemoragame/posts/400259869989633 ''Sine Mora'' Facebook page]. February 28, 2012.</ref>
   
 
==Reception==
 
==Reception==
Jim Sterling of Destructoid commented on the game's demo that, "''Sine Mora'' is on track to be a fantastically fun downloadable shooter. The graphics are terrific, there's a silly story at play and the bullet-Hell action is fast-paced and surprisingly varied. In my one demo session, I fought giant skytanks, went underwater, and shot at big worms in a subterranean cave. With three planes to choose and plenty of levels with shifting scenery, I can't wait to try out the full game."<ref name="Destructoid0811"/>
+
Jim Sterling of Destructoid commented on the game's demo that, "''Sine Mora'' is on track to be a fantastically fun downloadable shooter. The graphics are terrific, there's a silly story at play and the bullet-Hell action is fast-paced and surprisingly varied. In my one demo session, I fought giant skytanks, went underwater, and shot at big worms in a subterranean cave. With three planes to choose and plenty of levels with shifting scenery, I can't wait to try out the full game."<ref name="Destructoid0811" />
   
 
==References==
 
==References==
Line 39: Line 51:
 
* [http://www.sinemoragame.com/ Official website]
 
* [http://www.sinemoragame.com/ Official website]
 
* [http://www.youtube.com/watch?v=n6f1Ey7YQzM Debut teaser]
 
* [http://www.youtube.com/watch?v=n6f1Ey7YQzM Debut teaser]
  +
* [http://www.youtube.com/watch?v=Vwsf2vHIE_Y&feature=share "From Dust to Dust" teaser]
   
 
{{Grasshopper Manufacture}}
 
{{Grasshopper Manufacture}}
 
 
[[Category:Sine Mora]]
 
[[Category:Sine Mora]]
 
[[Category:Video games]]
 
[[Category:Video games]]

Latest revision as of 05:55, 12 February 2019

This article is about the video game. For the meta-award, see Sine Mora (meta-award).


Sine Mora (シネモラ, Shine Mora) is a shoot 'em up video game developed by Digital Reality and Grasshopper Manufacture for Xbox Live Arcade. The game was published on March 21, 2012[1] for the price of $14.99.[2] Sine Mora supports stereoscopic 3D and was initially slated for a PlayStation Network release as well,[3] before Xbox 360 exclusivity was announced on December 8, 2011.[4] Ports were later released to Steam on November 9, 2012, then PlayStation 3[5] and Vita[6] on November 20, 2012 in North America and the following day in Europe.

Joining the game's design team was anime director Mahiro Maeda, whose credits also include character designs for Neon Genesis Evangelion, a franchise Grasshopper worked into a video game adaptation in 2011.[7] Director Theodore Reiker noted that between the two studios, Sine Mora "on a personal level is about the various bonds between people – families and friendship."[8]

Plot[]

Sine Mora is set on the world of Seol, a planet that is ruled by the Layil Empire. The Empire, while large and prosperous, is also relentless in its enslavement and extermination of the Enkie race. The story focuses on two groups who rebel against the Empire separately and for different purposes, with both stories eventually converging. One group is led by Ronotra Koss, who seeks vengeance for the execution of his son at the hands of Empire officials; the other is a phantom cell of Enkie rebels led by Akyta Dryad. Both groups are pursued by Argus Pytel, a high-ranking agent of the Empire. As many characters are Enkies and therefore capable of time travel, the story hops back and forth between timelines and from past to future and back again.

Gameplay[]

Stages in Sine Mora must be completed before a timer counts to zero.[9] Remaining time upon clearing a level is rewarded with bonus points.[10] Time is added or deducted for vanquishing enemies or taking damage,[9] contributing to what SUDA51 calls a "unique time-manipulation mechanic."[3] Players must shoot their path through the many foes they encounter, and the game contains six additional, alternate weapons, including a large beam[9] and seeker missiles.[10] Players are also given the ability to slow down time.[9] Powerups are said to replenish ammunition and the player's ability to slow time; red orbs can also increase the player's rate of fire,[10] number of beams launched,[10] and even the spread of the player's gunfire, however these orbs are lost when the player takes damage.[9] 13 bosses are fought in Sine Mora,[8] and are described as much like platform game bosses, in that "there is a weak spot, a trick, certain logic for the fight and almost always multiple phases in the combat,"[9] with continuous dissection, as opposed to standard shoot 'em up bosses where "all you need to do is to shoot the boss and avoid the curtain of fire it is sending at your way. Survive several changing patterns, and it's done."[8] Sine Mora allegedly contains "60 combinations of planes, characters and time-manipulation devices."[4]

The easiest difficulty of Sine Mora is said to be a 90-minute playthrough, while the higher difficulties may last in upwards of five hours.[8] An "alternative narration" is unlocked upon the game's completion.[8] Unlocking all achievements in the game is said take up to 50 hours of gameplay.[8] Sine Mora will not receive downloadable content.[8]

Development[]

Digital Reality creative director Theodore Reiker formed the basis of Sine Mora four years before the game was developed, beginning with the idea of a title with steampunk art direction.[8] Reiker hoped to build the concept into a video game with the help of a Japanese studio.[8] Some time later, through a mutual friend Reiker was able to contact Grasshopper Manufacture to relay his ideas, however Grasshopper was well into the development of Shadows of the DAMNED; nevertheless, the studio spoke of an interest in working on smaller titles in the future.[8] Reiker pitched his shoot 'em up to Grasshopper and Digital Reality CEO András Peller, both of whom agreed to sign onto the project.[8] Reiker promptly assembled a team of 10 Digital Reality staff and worked on the game independent from the rest of the studio, spending 14 months developing Sine Mora.[8]

Reiker cites Battle Garegga as the biggest influence on Sine Mora.[8] The anime Royal Space Force: The Wings of Honneamise helped shape the storyline, while gameplay was influenced by Einhänder and Progear, as well as video games by studios Raizing and Seibu Kaihatsu.[8] Reiker originally planned for a gloomy theme in the vein of the film Sky Captain and the World of Tomorrow, while Grasshopper proposed a darker concept Reiker compares to the video game Truxton;[8] the final product of Sine Mora represents a compromise between Digital Reality and Grasshopper's own ideas.[8]

Ports[]

Originally developed for Xbox 360's Xbox Live Arcade, Sine Mora was soon slated to appear on PlayStation Vita,[6] later confirmed to extend to PlayStation 3 as well.[5] This version added a new character named Wilhelmine Muller, a character pulled from the G.rev video game Under Defeat,[11] in addition to a "new special weapon and new chronomes"[6] and a new "Challenge Mode," judging players on evasion, aim, time management, weapon handling and gunner usage. Two weeks before the game's PlayStation Network launch, Sine Mora also surfaced for Microsoft Windows through Steam.

Sine Mora will be release on the iOS and Android in the month of July.  A company named Pocket Scientists is handling the port.

Marketing[]

A demo of Sine Mora first appeared at gamescom 2011.[8] This was made playable the following week at Penny Arcade Expo Prime 2011;[8] the first 50 players who completed the demo at this event were awarded T-shirts labelled "tempus fugit,"[12] a Latin phrase meaning "time flies." A Facebook page for Sine Mora has also been established to promote the game; every Monday a new "concept versus reality" photo shows the similarities between concept art of Sine Mora and the way the same scene is actually rendered, while each Thursday a new character is revealed. Currently unveiled are the characters Argus Pytel,[13] Ronotra Koss,[14] Myryan Magusa,[15] Akyta Dryad,[16] GARAI 74/22876,[17] Durak[18] and Lynthe Ytoo,[19] and the war machines Bokumono, Kolobok, Matouschka, Smogger, Tsuchigumo and Merenstein VI. Shortly before the game's release, a contest was held on Facebook where the person who guessed the game's launch date would win a free copy.[20] The game's soundtrack, composed by Akira Yamaoka, was teased one month before the game launched.[21]

Reception[]

Jim Sterling of Destructoid commented on the game's demo that, "Sine Mora is on track to be a fantastically fun downloadable shooter. The graphics are terrific, there's a silly story at play and the bullet-Hell action is fast-paced and surprisingly varied. In my one demo session, I fought giant skytanks, went underwater, and shot at big worms in a subterranean cave. With three planes to choose and plenty of levels with shifting scenery, I can't wait to try out the full game."[9]

References[]

  1. Sine Mora Coming March 21. IGN. February 23, 2012.
  2. Sine Mora to cost 1200 MS points – new trailer. Johnny Cullen. VG247. February 28, 2012.
  3. 3.0 3.1 Suda 51 announces Sine Mora, a new XBLA/PSN shooter featuring "unique time manipulation". Tyler Wilde. GamesRadar. August 18, 2010.
  4. 4.0 4.1 PlayXBLA Exclusive: Sine Mora!. PlayXBLA. December 8, 2011.
  5. 5.0 5.1 Sine Mora coming to PS3 as well. JC Fletcher. Joystiq. June 21, 2012.
  6. 6.0 6.1 6.2 Sine Mora takes flight on PS Vita 'soon'. David Hinkle. Joystiq. June 4, 2012.
  7. Evangelion designer getting bossy on Sine Mora. Hiroko Yamamura. Destructoid. January 31, 2012.
  8. 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 8.13 8.14 8.15 8.16 8.17 Sine Mora Exclusive Developer Interview. Ian Fisher. Shogun Gamer. February 1, 2012.
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 Hands on with Sine Mora. Jim Sterling. Destructoid. August 27, 2011.
  10. 10.0 10.1 10.2 10.3 PAX Prime 2011: Hands-On with Digital Reality’s Sine Mora. Tabitha Wang. GGSGamer. August 30, 2011.
  11. Sine Mora: Play the Definitive Version on PS3 and PS Vita Today. Ferenc Nagy-Szakáll. PlayStation.Blog. November 20, 2012.
  12. Sine Mora Facebook page. August 24, 2011.
  13. Sine Mora Facebook page. January 5, 2012.
  14. Sine Mora Facebook page. January 12, 2012.
  15. Sine Mora Facebook page. January 19, 2012.
  16. Sine Mora Facebook page. January 26, 2012.
  17. Sine Mora Facebook page. February 2, 2012.
  18. Sine Mora Facebook page. February 9, 2012.
  19. Sine Mora Facebook page. February 16, 2012.
  20. Sine Mora Facebook page. February 20, 2012.
  21. Sine Mora Facebook page. February 28, 2012.

External links[]

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