Paper Monsters’ – Developer’s Birthday Means Free Game For You

‘Paper Monsters’ – Developer’s Birthday Means Free Game For You For 24 hours Paper Monsters is free.

The founder and creative director of Crescent Moon Gamesis celebrating his birthday… with you!

is free. Regularly $2.99, Josh is inviting you to join in the festivities and celebrate with him.

Dive into the world of Paper Monsters and watch a living universe made out of paper, cardboard and a few cotton balls unveil itself right before your eyes.

Paper Monsters takes all of the classic 2d platforming elements, combines them with cutting edge graphics and then packs it into you iPhone or iPad. And it does it with some of the smoothest virtual controls around.

Play as a little box dude and Jump, bounce, port, swim, and fly your way to saving the world!

Paper Monsters is a platformer in the vein of Little Big Planet which features similarly “home-made” visuals and a vibrant tone.

You can visit the Crescent Moon Games official websiteand check their game out on the app store.

World of Warcraft: Orgrimmar and Stormwind temporarily wiped out

Yesterday, an event of apocalyptic proportions hit the realms of Azeroth, as entire cities - players, NPCs and all - were summarily slaughtered by hackers.

Yesterday, an event of apocalyptic proportions hit the realms of Azeroth, as entire cities - players, NPCs and all - were summarily slaughtered by hackers. The entire populations of Stormwind and Orgrimmar were killed, as a number of hackers playing as Level 1 characters proceeded to insta-kill everyone in sight. You can see astonishing footage of the mass slaughter beneath this post.

The hackers were taking advantage of an in-game exploit, which Blizzard has thankfully now hotfixed. Though Stormwind and Orgrimmar fell, and many other cities were assaulted, things now appear to be magically back to normal. But for how long? Well, probably the forseeable future, with Blizzard stating on the World of Warcraft forums that it "should not be repeatable". To be honest, we're slightly disappointed. If you missed out too on what will now surely be known as Wow-aggedon, you can catch up with the video below.

Somebody hug me. Child of Eden is stunning. Also, playing like a knob-head is entirely optional

If you don't like cosmically approved on-rails shooter Rez you might as well get out now. We're not going to get along. That's the reality. I love Rez so much it's on my friend criteria checklist along with cats, garlic, Wes Anderson movies and a bunch of other stuff that I cannot disclose. So I was excited when I recently attended an event in fancy London to play Rez sequel Child of Eden, which is

The Division breaks Ubisoft 24-hour sales records

Ubisoft today revealed that The Division , its brand new action-RPG in the vein of a gritty, modern Destiny , is the fastest-selling game the publisher has ever released -- selling more copies in 24 hours than any prior Ubisoft title.

Full digital game sales also set records for the company on PC, Xbox One, and PlayStation 4. This news comesfrom a statement posted to Ubisoft's blog.

If this news sounds slightly familiar, it's because we reported just two years ago that open world game Watch Dogs had also broken day-one recordsfor the company.

As then, the company is relying on its latest hit to help boost its sales -- this time, after a weak holiday season.

The good news may help attract investment in the company -- something it's seekingto fend off a hostile takeover by French conglomerate Vivendi, which is eyeing the game publisher.

While these results are no doubt impressive, game sales have become increasingly front-loaded in recent years, as revealed in this chartbased on research by EEDAR and the NPD Group. In other words, it's unclear if breaking records day-one means bigger sales in the long run.

If you're curious how The Division came together, read our interviewwith David Polfeldt, managing director of lead development studio Massive Entertainment. If you want to know more about how Ubisoft makes giant games with giant teams, check out our recent original storyon the subject, which features commentary from Ubisoft Montreal developer Chadi Lebbos.

Simple and Quick Arcade Puzzler – Triangle 180

Triangle 180 is a minimalist puzzle arcade game for smartphones offering quick rounds of gameplay that players can go through at whatever pace they choose.

is a minimalist puzzle arcade game for smartphones offering quick rounds of gameplay that players can go through at whatever pace they choose. Developed by Fingerprint Studio, the goal for this game is to attain as high a score as possible by connecting the dots and drawing triangles.

Triangle 180 starts off by showing a jumble of dots of different colors spread out on a pale screen. Players must press and drag their finger from one matching dot to another until they complete a triangle and are awarded points.

Players have 60 seconds to play before the round ends and their high score is saved. Players will have to use different strategies to increase their score, depending on the random layout of dots. Creating consecutive triangles of the same color will start a combo, while creating a larger triangle will “capture” other dots within for smaller bonus points. This capture method allows players to use randomly generated power-ups for extra time or as a wildcard dot.

Within December, Triangle 180 will update to allow for added features like winter holiday themes, more booster items and power-ups to uncover, as well as a leaderboard to compare high scores with other players from around the world. Triangle 180 is currently available for iOSand Androidfor $1.99. To learn more about this, and future Fingerprint Studio games, follow them on Twitteror Facebook.

What to play while you're waiting for Rise of the Tomb Raider

The best part about timed exclusivity is that, by definition, it's destined to end. Such is the case with Rise of the Tomb Raider , the stellar follow-up to Lara Croft's 2013 reboot and a game that's currently - but not forever - locked to the Xbox One. We know that it'll inevitably come to PS4 and PC, we just don't know when . And unless Square Enix pulls a 'Sega Saturn at E3 1995' and makes an announcement

Child of Eden – hands-on with Kinect controls

We just played Child of Eden at today's Ubisoft Kinect event in San Francisco, and although the room was noisy and we couldn't hear the (assumedly) beautifully hypnotic music as well as we would have liked, we did get a good feel for the Kinect controls. Not surprisingly, the visuals were the highlight of the demo, and Child of Eden definitely feels like a gorgeous HD sequel to its predecessor, Rez

The Witcher 3 is still making CD Projekt heaps of cash

The Witcher 3 developer, CD Projekt Red, is still reaping the rewards that come from releasing a critically-adored RPG.

As shown in the Polish company's financials for the first quarter of 2016, the CD Projekt Group, which includes the game developer CD Projekt Red and the GOG.com digital distribution platform, pulled in 87 million polish zloty (PLN) ($22.5 million) in revenue for its first fiscal quarter ended March 31 -- more than triple the 25.5 million PLN ($6.59 million) it brought in this time last year.

Year-over-year profits leapt to 32.56 million PLN ($8.42 million); a stark contrast to the 5.21 million PLN ($1.35 million) loss the company reported in Q1 2015.

Looking solely at CD Projekt Red’s game development operations, quarterly year-over-year revenues rose to 68.1 million PLN ($17.6 million) from 6.59 million PLN ($1.7 million), while profit increased to 34.15 million PLN ($8.83 million) up from a loss of 4.88 million PLN ($1.26 million).

Since launching in May 2015, The Witcher 3 has picked up a plethora of industry awards, taking home the top prize at The Game Awardsand The Game Developer’s Choice Awards, and has sold close to 10 million copies worldwide.

Back in March, CD Projekt revealed the game cost an estimated $81 million to develop over three and a half years, and went on to give an incredibly detailed breakdown of how it distributed that cash.

Despite those huge development costs, the game sold over 6 million copies in its first six weeks, allowing the studio to turn a profit of $62.5 million in the first half of 2015.

Which virtual reality headset is right for you?

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Minecraft meets WoW with the ambitious Crafting Azeroth mod

Minecraft continues its rapid territorial expansion with the ambitious Crafting Azeroth , a mod that aims to cram all of World of Warcraft's Azeroth into Mojang's blocky expanse - minus the players, the pandas, and the occasional mass extinction , naturally.

After eight months of development, the beta version of the mod has finally been released here. The file weighs in at a hefty 2.17GB, but it unpacks into an even heftier 24GB, defying at least one law of thermodynamics. If your hard drive is weeping at the mere thought of it, take a gander at this mega-gallery on imgurinstead. There's a possibility of WoW's instanced dungeons appearing at a later date, but for now creator Rumsey is working on adding the game's Outland and Northrend continents, plus other titbits like Tol Barad and the Lost Isles. While we wait on those, here are some holiday snaps from the game the kids are surely calling MinecrAzeroth in its current state.

Your photo could be a Child of Eden spoiler

Child of Eden - the spiritual successor to Rez - is a "multi-sensory" shooter involving a battle to destroy a virus within 'Eden,'the archive of all human memories. And one of those memories can be your very own. Above: A major explosion at the Facebook factory "The theme of Child of Eden is %26lsquo;Hope and Happiness%26rsquo; and I want players to experience happy feelings every time they play the

Tactical fast-paced teamwork in Dirty Bomb

Fresher developers like Vlambeer or Supergiant may feel obliged to do something different every time, but Splash Damage's veterans know the value of specialisation.

Dirty bomb header

Fresher developers like Vlambeer or Supergiant may feel obliged to do something different every time, but Splash Damage's veterans know the value of specialisation. Their two critically-acclaimed Enemy Territory titles made them the multiplayer shooter specialists du jour, up there with Turtle Rock and Valve themselves, so they're well aware that they've found their niche. As the game's writer Ed Stern told me, "dynamic objective teamplay is sort of our special sauce." And that's Dirty Bomb all over.

You may know Dirty Bomb by another name. It was temporarily redubbed 'Extraction' until Splash Damage were presumably sued by a coalition of dentists and/or miners and changed it back. It's a free-to-play multiplayer-only team shooter set in an abandoned near-future London.

Splash Damage say that this is the game that they always wanted to make

In this near future, London has been devastated by the dirty bomb of the title, a mucky radioactive explosive that's left the city centre as uninhabitable as Blackpool in the off-season. You play as mercenaries from Private Military Corporations dropped into the city to loot it as quickly as possible—and stop others from doing the same.

Splash Damage say that this is the game that they always wanted to make, which is a fair claim. And the entire team admit that Dirty Bomb is definitely revisiting Enemy Territory's, uh, territory. It certainly is more like Enemy Territory than most of their previous games. It's got Splash Damage's mapmaking knowhow, ET's teamplay focus, and all the flash of the Arkham Origins multiplayer. I can only hope it hasn't inherited any of Brink's flat combat and launch problems.

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I went to Splash Damage's London office to get hands-on with the code. Like any press event, this was a controlled exposure; I got to play a stable early beta slice of the game, in teams, assisted by developers from Splash Damage. The XP rate was artificially accelerated, so equipment and characters unlocked faster than they would. And of course, I was playing on their computers, on their local network.

At the event, they showed off two of the five areas, both modelled after areas of the team's home city of London (though Splash Damage is actually based in the geriatric suburbs of Bromley). Chapel is based on Whitechapel and Underground is based on Canary Wharf. Both are long, thin maps using the Stopwatch game mode, where the attacking team needs to complete multiple objectives in order to achieve their nefarious aim. In Chapel, you need to escort an armoured vehicle to a docking station, then hand-deliver some EMP charges to take down a building. In Underground, you must capture some extractor fan controls, then destroy the pump controls to flood the station.

Diving in, you pick three characters, who you can swap between in-match. Each of the 15 characters has unique weapons and abilities, much like Evolve. So being a medic means that they'll bring some healing ability to the table, but it can vary enormously, from Aura's mobile healing turrets to Sawbonez's dropped med packs to Phoenix, who can rez himself if he's downed. Then you can choose a loadout—a further customisation that heavily alters the character's cooldowns and abilities, shifting his capabilities without changing his role.

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There's a nice mob of characters to choose from. All players start with the same line-up, and more advanced characters are unlocked through play. Nader, for example, spams grenades, including a hugely irritating suicide-bomb special ability when she's killed. Splash Damage is taking great care to balance them all, in every corner of every objective of every map. "I totally understand why more developers don't use this approach," says Stern "Yeah, it's hard, and it's one of the reasons we've been taking so damn long about it."

In the game itself, combat had the variety and resilience of Team Fortress 2. The actual moment-to-moment Dirty Bomb is achingly familiar, but still compelling to play. Like Team Fortress 2 and CoD, it has many of those moments where you're completely in the zone, drooling and shooting on reflex—though, at this stage, it lacks the almost off-putting comical complexity that's been thrown up by TF2's multiple mutators, modes and endless equipment. Notably, it also has resurrected Unreal Tournament 2003's much-missed wall-jumping.

Dirty Bomb is achingly familiar, but still compelling to play.

Distinct from that, though, communication was key to victory—every time my team was silent we lost, but when we relayed information clearly and fast, we won, both on defence and offence. Much of the strategy comes from choosing when to swap characters, when to drop ammo packs and medikits, when to finish off a downed enemy and timing your deaths to hit the latest respawn wave.

Post-match, a progression stream like that of Payday unlocks new characters, maps and modes. "We'll certainly be scattering XP about like rose petals for the more team-minded players," says Stern. However, players can also acquire pay-to-unlock chests which at the moment only contain new loadouts, but will almost certainly contain hats, otherwise Ed wouldn't have called it "the milinery-industrial complex."

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There's a little way to go in balance yet; it took me two matches playing mainly as the medic Aura to realise that my primary weapon was a shotgun and not a mid-range carbine. Despite that, I still managed to get an equal K/D ratio. That that shows that either (a) I'm an idiot (likely) and/or( b) that in terms of audio-visual feedback and weapon balance, there's some work to be done.

Dirty Bomb has been a long time coming. The single mode I played was thrilling and familiar in equal measures, the array of characters meshed nicely together, and the tried-and-tested team mechanics had received a knowingly-modern refresh. Dirty Bomb may set the world alight - or it could be a damp squib.

How VR turned me into the eagle from Assassin's Creed

You know the eagle that conveniently flaps away whenever you clamber to the top of a viewpoint in Assassin's Creed? That's me. Except I'm not perched on some church in the middle of Florence - I'm soaring over the buildings of Paris, zipping in and out of the (weirdly deserted) streets, and ducking under the bridges that punctuate the river Seine. No, I haven't lost my mind or chugged too much absinthe

Lara Croft fights a witch in Rise of the Tomb Raider's first story DLC next week

Two thirds of the triple goddess will collide in a no-holds barred grudge match next week, with Lara "The Ragin' Maiden" Croft in one corner and Baba "The Crone on the Throne" Yaga in the other. Microsoft Studios confirmed to Polygon that Baba Yaga: Temple of the Witch, the first new story DLC for Rise of the Tomb Raider since it came out in November, will hit Xbox One on January 26. Baba Yaga follows

Let Nolan North ruin Uncharted 2s Tibetan village scene for you

Oh, Uncharted 2: Among Thieves . Why do we love you so? Well probably being one of the best games ever made probably has something to do with it. And we're not the only ones - Nolan North, the man behind Nathan Drake's voicebox and swagger also has a soft spot for the series' sophomore entry (most notably because that train scene got him a cameo in a Star Trek movie ). Oddly, for a game with so many

Dirty Bomb enters closed alpha, get instant access - for a price

Splash Damage's online FPS Dirty Bomb has started letting selected members of the public jump in to its London-based maps.

Splash Damage's online FPS Dirty Bomb has started letting selected members of the public jump in to its London-based maps. Honestly, players are being allowed to run around unfinished versions of games earlier and earlier. Soon you'll be able to start shooting up wireframe walls with no skybox.

You can get instant access to the alpha test right now, but it's not cheap. $120 not cheap, in fact. That's the price for the Legendary pack, which includes an immediate pass into the game, along with five Founder's Mercs, an artbook, soundtrack and T-shirt.

"We have always believed that multiplayer is more thrilling than single player," reads the updated Dirty Bomb website. "We're dedicated to the perfection of team play. We are committed to developing games that our fans can enjoy for months and years."

"We've taken the unprecedented step of opening up Dirty Bomb's alpha for private testing by fans. Sign up now to help shape Dirty Bomb!"

Buyers of the cheaper Elite ($60) and Veteran ($30) packs still get "Priority Access" to the beta, although won't be allowed in right away. Other purchasing options include the Contributor Pack ($240) and VIP Founder ($320!), which both come with instant access to the developer's IRC channel, along with a selection of other bonuses and the Legendary benefits.

Splash Damage say the reason they're able to offer access so early is their new Echo tech. "Developed by the talented chaps over at Fireteam, Echo basically collects and visualises detailed data from all of Dirty Bomb's multiplayer servers, allowing us to balance and optimise the game in ways we couldn't before." They've put together a video showing how the tool helps them develop the game.

Clearly the price is aimed at those who really want to support the game, especially as all signs pointto Dirty Bomb being free-to-play. Anyone tempted?

Thanks, PCGamesN.

Resident Evil 7 Biohazard - everything we know

Resident Evil 7 was properly announced during the Sony conference at E3 2016. However, the concept has been in production for years and even appeared in public back in 2015, cleverly disguised as Capcom’s ‘Kitchen’ VR demo. The Kitchen demo logo had a number ‘7’ hidden in it, much like the actual Resident Evil 7 logo, so we probably should have seen that one coming. When you add up the release info

Rise of the Tomb Raider gets a free demo on Xbox One

Much of the pleasure of Rise of the Tomb Raider is in feeling a stab of excited guilt at taking something amazing for free, a schoolchild thrill of bad behaviour. Appropriate, then, that we can now get a 21GB(!)-sized chunk of one of the best games of the year for free. Reboot-era Lara Croft's second adventure got a free demo on the Xbox Store (spotted by Eurogamer ) as of this morning - we're still

How Uncharted 2s train scene got Nolan North a part in Star Trek

"Yeah, this is my blood... a lot of my blood." Just one of many iconic quotes that's immortalised Nathan Drake's second treasure-hunting shindig. In fact, the quip from the opening moments of Uncharted 2: Among Thieves did more than just make that train scene all the more captivating - it got voice actor Nolan North a job with a certain director who may or may not have directed the latest Star Trek

Dirty Bomb footage shows havoc on the streets of London

We've previously seen the mean, derelict streets of Dirty Bomb's London.

the mean, derelict streets of Dirty Bomb's London. Now we get a taste of what Splash Damage wants us to do on them. Turns out it's kill each other. Who would have thought?

The video shows pre-alpha footage of the upcoming free-to-play multiplayer FPS. In it, you'll see bomb-based objective play and a variety of classes in action. And explosions. Lots of explosions.

The team have also announcedtheir Founders Club, giving fans the chance to get priority access to the Closed Beta and in-game "swag".

The Journey Down Chapter 2 Release Date Announced

The Journey Down is a point-and-click adventure game in the same style of classics such as Monkey Island , but features dramatic and detailed environments reminiscent of Grim Fandango .

Swedish game studio SkyGoblinhas announced it will be releasing the second chapter in their episodic series, The Journey Down , on August 25th!

You play as Bwana, the owner of a run-down gas station with his brother Kito, who are tossed into a spine-tingling adventure filled with corruption and danger across an “afro-caribbean”-themed world. In Chapter 2: Into the Mist , you’ll follow Bwana into the foggy, treacherous, harbor town of Port Artue, where you’ll find yourself cornered by pirates on the run from the law.

Initially, a low-res version of Chapter 1 : Over the Edge was released free for pc (you can download it here), but has since been updated to support full HD, with professional voice acting, and some additional location and puzzles.

You can pre-order Chapter 2: Into the Mist hereat a discounted price of $5.99 ($8.99 retail price), which comes with a free copy of Chapter 1: Over the Edge ! Half of all pre-order revenues will go directly to the Mavuno girl’s school project, an initiative designed to empower women in the Kagera region in north-west Tanzania.

The Journey Down has done a fantastic job of capturing the classic adventure game aesthetic, while remaining modern and innovative in terms of style and story. The Journey Down: Into the Mist will be released for PC, Mac, Linux, and iOS.

Major EVE Online battle is unfolding now, watch it live on Twitch

Polygon reports that a major battle in EVE Online is currently underway.

is currently underway. And unlike most such battles, which we only get to read about after the action is over, you can actually watch this one unfold live.

The battle between the Mittani-led Cluster Fuck Coalition and N3 has apparently been going on for the past couple of weeks, and so far it doesn't seem to be going well for N3. The group has incurred more than $2500 in losses, according to Polygon, and something very big just exploded in the ZXB system, where the current assault is (or perhaps was) taking place.

Status reports from the battle are also being posted on the r/eve subreddit, although they tend to be fairly jargon-heavy—good for players, but a bit opaque for casual observers. One image from the battle has also been posted, the ZXB-VC view from the station undock, taken around noon today:

EVE Online

Punch Evil in it’s Stupid Face in ZHEROS

There’s only one way to deal with evil, and that is to punch it in it’s dastardly face over and over again.

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There’s only one way to deal with evil, and that is to punch it in it’s dastardly face over and over again. Don’t argue, it’s science (Editors note: There is no scientific proof to support this claim). Set a course through strange and unknown galaxies as a member of the ZHEROS squad as they take on the nefarious Dr. Vendetta and thwart  his diabolical plans to mutate every living creature to serve him.

ZHEROS is a 3D beat’em up by developer Rimlight Studios. Players can jump into the tight boots of Captain Dorian, the smart, agile, and always prepared badass of the ZHEROS squad. Or play as Mike, fiercely brave, inhumanly strong, and dumb as a doornail. Players can venture off alone or team up with a friend as they punch, jump, shoot, and pilot awesome mechs.

ZHEROS is out now for Xbox One[Edit: and PCwith a planned release for the PS4] with a planned release for PC and PS4.The game is currently priced at $19.99 (USD) on the Xbox Marketplace. To learn more about the game visit the official website, “like” on Facebook, and follow on Twitter. To learn more about the developer, Rimlight Studios, visit their website, “like” them on Facebook, and follow them on Twitter.

E3 2013 photo gallery

We recommend By Zergnet

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Jump to Section: Best Price Comments Pros The new look never ceases to amaze Fan service hidden in every mission Classic gameplay unaltered from 2001 Cons Classic gameplay not as classic as you remember Only half the multiplayer you might have expected Were there always this many Hunters?! Go to page: Page 1 Page 1 Page 2 Page 3 Page 4 Page 5 Page 6 Page 7 Page 8 Page 9 Page 10 Page 11 Page 12 Page

CCP boss says virtual reality isn't going to be big in 2016

The space combat sim EVE: Valkyrie is one of the better-known, and best-looking, examples of virtual reality gaming we've seen so far.

is one of the better-known, and best-looking, examples of virtual reality gaming we've seen so far. I mean, how can you watch this trailer from EVE Fanfest and not want it strapped to your face, immediately ? So it's a bit surprising to read that Hilmar Veigar Pétursson, the CEO of EVE studio CCP Games, actually doesn't think that VR will be a big thing in 2016.

Speaking at the SlushPlay Conference in Reykjavik last week (via VentureBeat), Pétursson said he expects it will be quite a while yet before VR really makes an impact on gaming. It took six years for 3D accelerator cards to catch on, he explained, and even longer for gaming on mobile phones to become a big business. "I used to go to GDC and they would say that mobile phones are the future, and it was nothing," he said. "Ringtones were a bigger business than games back then."

"And we sit here and say VR is going to be big next year," he added. "And it’s not going to be big."

That's not to say it won't be big someday: Barring an unforeseen development on the scale of, say, the end of the world, virtual reality in one form or another will eventually become mainstream. Just maybe not quite as soon as we thought—although Valve is going to be taking its best shot when it launches SteamVR in November.

You are the Last Line of Justice in ‘Kill to Collect’

Strap on some high tops and flip on the neon lights, Pieces Interactive’s newest top-down roguelike game, Kill to Collect is an homage to 80s cyberpunk manga.

Kill to Collect 1

is an homage to 80s cyberpunk manga. Players dive into a futuristic world as a bounty hunter on the deepest levels of Geoshelter Alpha. Their targets prey on the downtrodden inhabitants causing anarchy and chaos with no regard for law and order. Being in a dangerous place nets a bounty hunter some pretty big jobs.

Jobs can be done solo or with up to 3 other players. Levels are procedurally-generated offering players a different experience each time. So far there are 4 bounty hunters that players can choose from. They are Shocking Shelly, Ivan Ironfist, Riot Ray, and Kate Katana.

Kill to Collect is currently in development and will be released on Steam and major consoles. No set release date or price as been announced as of yet. To learn more about the game and the developer, Pieces Interactive visit their website, Facebook, and Twitter.

Well then, 2013 has seen quite the turnaround for indies on game consoles.

At the start of the year, the idea of self-publishing your game for a Microsoft console was limited to Xbox Live Indie Games, while Sony and Nintendo were just beginning to dabble in the practice of allowing developers to self-publish.

Developers weigh in with early ID@Xbox impressions

Fast-forward to the present, and self-publishing is the soup of the day, everyday. Microsoft in particular has made a massive U-turn on self-publishing, with its ID@Xbox program a wonderful step in the right direction.

The company revealed the first batch of developersthat are utilizing the program earlier this week -- a raft of around 50 studios ranging from tiny indie devs to large-scale companies like Crytek.

What the announcement didn't really give much information on is how these developers were chosen, what the program is like, and how easy (or difficult) it is for studios to get involved. Gamasutra got in touch with a few different studios to get a general impression of how ID@Xbox is currently faring.
"The team is responsive and proactive and most of the business aspects are honest and fair."Vlambeer was one of the studio's named as part of the announcement. Previously the studio has created games for PC, PlayStation and mobile, so a jump to Xbox sees the team covering even more bases.

"ID@Xbox is exactly what Microsoft promised," says Rami Ismail of Vlambeer. "It's a simple, formalized way to self-publish on Xbox One. It's obviously somewhat limited now in numbers, and I feel that the current pool of developers is sort of a pilot program Microsoft is running to see how [ID@Xbox director] Chris Charla and his team operate."

Ismail says that development through ID@Xbox has proven perfectly reasonable up to this point. "So far, we've been happy - aside from some small logistical delays everything has been as planned, the team is responsive and proactive and most of the business aspects are honest and fair," he adds.

wasteland kings.jpgThere's been one sticking point for the Vlambeer team, which Ismail has tried to talk Microsoft out of -- Microsoft's "launch parity" clause: If a game is being developed for Xbox One and PS4, Microsoft requires the Xbox One version to launch at the same time as the PS4 version, as not to give competitors a window of exclusivity. (Microsoft does not require exclusivity.)

Devs must follow that clause -- unless they signed an exclusive deal with someone else before the original ID@Xbox announcement was made, as Vlambeer did with Sony and Nuclear Throne. But other studios haven't been so lucky.

It's worth noting that this may well also be on a case-by-case basis, such that Microsoft may drop the clause for some developers -- plus, developers are still able to find a publisher at this point for Xbox One if they so choose.

"The launch parity thing obviously is a bit of a nuisance for developers that do not have the resources to develop for multiple platforms at once," admits Ismail, "and we've been trying to convince ID@Xbox to get rid of it."
Evolution on the flyOther developers that we talked to noted that Microsoft is still very much evolving the ID@Xbox program as it goes along, working out the kinks depending on what developers say.

"The ID@XBox program is so new, and they are still figuring out a lot of it on the fly," says Iron Galaxy's Dave Lang. "But all signs point to it being a really great option for indie publishing."

"Probably the thing I'm happiest with so far is that I've gotten to deal with Charla a lot directly, and he definitely gets what indie devs want ID@XBox to be," he adds.

Indeed, much of the correspondence we received back was positive, including from CryEngine studio Crytek. Carl Jones, director of business development at Crytek, told Gamasutra that its own dealings with ID@Xbox will allow the company to publish its own games on Xbox One, while also providing opportunities for third-party developers to self-publish CryEngine games through ID@Xbox.

And Jetpack Joyride studio Halfbrick also told us that all signs are currently positive for ID@Xbox. "The cumbersome publishing and marketplace problems that were associated with the Xbox 360 are gone," said Halfbrick's Phil Larsen. "Xbox Live Indie Games was created to remedy that but we are all aware of how that turned out."

"From what we can see, everything is clear and on an even playing field," he added. "Developers big and small can get involved with the program and start making games. It allows a level of freedom with a lot of potential for success in the market without having labels that immediately have a certain perception like XBLA, Indie Games etc. Quality should be king here, so we're proud to be a part of it."

It's worth noting, too, that this initial announcement was far from the only 50 studios that Microsoft has onboard. As noted on the unofficial Xbox One Indie Devs Facebook page, Michelle Juett Silva from Ska Studios confirmed that her company is also developing for ID@Xbox, but was left out of the announcement.

And plenty of other developers have responded to say they are onboard too, although it's questionable what "onboard" actually means -- many studios appear to be claiming they have been accepted by ID@Xbox, but haven't actually received dev kits, and are instead waiting until Microsoft updates retail Xbox One consoles for development use.

What's certain is that Microsoft is taking the right steps. We'll continue to see what happens in 2014 and beyond, as Microsoft drives towards its goal to open up Xbox One retail units as dev kits.

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Jump to Section: Best Price Comments Pros Solid smooth gameplay Addictive Elite League Teams of Hot Dogs Cons No late hits! Outdated rosters No internet - No luck We all have the memories. Maybe it was that time in the arcade you made an interception, knocked three guys over, and got knocked silly into the end zone as time expired to win a game. Perhaps it was that time playing Nintendo against your

EVE: Valkyrie continues to impress with new footage

If you missed EVE: Valkyrie at the PC Gaming Show yesterday, this lovely bit of new footage from CCP Games should help to make up for it.

If you missed EVE: Valkyrie at the PC Gaming Show yesterday, this lovely bit of new footage from CCP Games should help to make up for it. It's two-and-a-bit minutes of furious space dogfighting, ending with the player character taking a fatal shot to their ship's windscreen (or whatever the space equivalent of a windscreen is). As you can see when all the air rushes out, space is cold. Really bloody cold. "See you in the next life" indeed.

EVE: Valkyrie is coming to the Oculus Rift (and to Sony's Project Morpheus), but it might cometo other VR devices in the future. Importantly, Battlestar Galactica's Katee Sackhoff is doing one of the voices.

Ninja Kitty – Scratch Out The Dragon Empire

In the words of CrowdWorld Inc.

, the developers of fast-paced Ninja Kitty , today marks the beginning of your chance to “become Kitty Claws Clan ninja warriors”. That’s right; from Boxing Day through to New Year, you have the opportunity to run, tap and swipe your way through a 3D ninja adventure for free .

If you’re the kind of cat that needs a little context before you start scratching people to shreds, you’ll be glad to know that there’s a villain at large, and your catnip-fuelled rage is more than justified. The Kitty Claws Clan is at risk from the Evil Dragon King, who is attempting to put an end to them once and for all. A mystical sword is the only entity keeping the Dragon Empire from taking over, and until it is in their possession, the Royal Ninja Kittens are being held ransom. See? I told you; justified.

Ninja Kitty harnesses side-scrolling action and bright 3D graphics to take wannabe ninjas across five unique environments. In each, expect to run through five levels, adding up to a total of 25, and leap or slide your way around the 150+ obstacles that stand between you and the kitten hostages. If you do happen to avoid these hurdles, more trials lay ahead, and you will have to use all of your feline prowess to take down an assortment of deadly bosses.

Luckily, to help in bringing evil to its scaly knees there are a number of weapons in your arsenal, such as swords, claws and staffs, and four armour sets to choose between, also. In addition, there are 5 tuna-loving ninjas to choose between, allowing a person to completely customise a ninja to their preference; from head to toe… or paw.

Ninja Kitty is available on iOS and Android devices, and if you download it right now – or before New Year, anyway – it’s available completely free. It’s time to stop batting that ball of yarn around and get down to business. There are kittens at stake.

Groove Coaster review

Groove Coaster review The rhythm-action genre has become so bogged down in plastic instruments and complex gameplay in the last decade that few developers still have the balls to put out a simple, old-school music game. It certainly doesn’t help that the mobile gaming boom has changed the rules, basic distractions now available for little to nothing where their forerunners would have been full price

EVE Online Mega Bundle includes starter pack and four add-ons for $5

Did last month's glorious "This Is EVE" trailer fill you with an urge to seek your destiny among the stars?

EVE Online best games

fill you with an urge to seek your destiny among the stars? If so, the good people at MadOrc have a deal you might want to look into: The EVE Online Mega Bundle, including the Core Starter Pack and four add-ons, for just five bucks.

The package includes the Skirmisher, Colonist, Explorer, and Industrialistadd-ons, each of which adds a new ship to the game, a full set of related skillbooks and equipment, avatar apparel, and other related bits and pieces. They normally go for $5 a pop, on top of the $20 price tag for the Core Starter Packitself, which makes this probably the best way you're going to find to get into EVE Online short of CCP making it free to play.

The Core Starter Pack includes 30 days of game time, which unfortunately only new players are eligible for. Existing EVE players can still make use of the codes for the expansion packs, however, so it's still a sweet bargain for anyone who hasn't picked them up.

And if your first question, like mine, is, "What's this MadOrc business all about?" then I direct you to the FAQ. "MadOrc is a new eCommerce solution for gamers, and a spin-off project made by the same awesome people who created Overwolf," it states. "The product you will get is exactly the same as if you bought it for the full price. We are able to offer all those deals because we offer the sellers some serious exposure, for a discount on their product."

There is one catch: MadOrc offerings come with an expiration date. The EVE Online Mega Bundle comes to an end on December 17, and as the FAQ puts it, "When the deal's done, it's done."

The Unusual And Brilliant Indie Games Of TGS 2015

I can’t imagine the indie teams that made the trek to Tokyo for this year’s big Japan game show could have been especially pleased about their placement.

I can’t imagine the indie teams that made the trek to Tokyo for this year’s big Japan game show could have been especially pleased about their placement. Set aside in a hall far removed from the main convention space, and adjacent to the merchandise booths visited by only a small number of show attendees, the message came across loud and clear that indie titles haven’t quite breached the mainstream in the Japanese gaming scene. And that’s too bad, because when set against the glut of me-too mobile titles and other familiar fare in the main halls of this year’s show, many of the indie titles looked amazing.

While the hall placement wasn’t great, the dedicated setup area for the visiting indie teams was large and included dozens of options. We’ve chosen a few of our favorites to share.

Black WitchcraftDeveloper: Quattro Gear

This side-scrolling action-title doesn’t have any trouble capturing one’s eye. Beautiful visuals echo Vanillaware’s Odin Sphere, which is on purpose – the team at Quattro Gear cites that game as a chief inspiration. You play one of two witch character leads in this goth twist on the formula. One wields a katana in battle, but we got to play with the other heroine – Ligeia – who wields a magic suitcase that can transform into a spear, axe, gatling gun, and more. The combo focused action has you juggling weak, strong, and skill attacks, along with pulling in summons, like a maid-shaped demon who shoots a bazooka. I fought an enjoyable boss battle against Death, who appeared as a towering undead bride. Quattro Gear is aiming for a 2016 release for this stunningly pretty project, and they plan for players to have lots of platform options with a release on PS4, Xbox One, and PC.

Masquerada: Songs and ShadowsDeveloper: Witching Hour Studios

Masquerada has been making the convention rounds in recent months, and each time the game is making strides. The game is inspired by classic RPGs like Baldur’s Gate and Dragon Age. You play from an isometric perspective, and engage in battles that can be fought both in real time, or in a pause-and-play format that recalls the recent Transistor. In the game world city of Ombre, magic can be used, but only by those with the power of special masks. The story follows hero Cicero as he works to challenge the Masquerada, a group of individuals who have hoarded the masks for themselves. Fully voice acted narrative and a beautiful art style help Masquerada stand out, which it especially aims to do when it releases on PS4, Xbox One, PC, and Mac in April of next year.

Lost In HarmonyDeveloper: Digixart Entertainment

I’m thoroughly charmed by this self-described “narrative music game,” which includes dev team members from the Ubisoft team that created the recent Valiant Hearts. Built for an iOS and Android release in January 2016, you play as Kaito, a teenage boy looking to grow up and overcome his fears. To do so, he has the help of his maybe-girlfriend, Aya, who rides upon his back as he skateboards through the world, confronting his terror of crowds, water, heights, and more; every chapter focuses on a particular fear. Gameplay has you sliding Kaito’s skateboard side to side to dodge obstacles, while simultaneously tapping out rhythms to the accompanying music. The tunes run the gamut of genre selections, including everything from remixed classical music to new tracks from Wyclef Jean.

Next Page: A fascinating puzzle game about a giant fungus, and the chance to play as an unemployed liberal arts grad

PES 2013 review

PES 2013 review The measure of a multiplayer game can be found in the noises their players make. The greats over the years have all been marked by howls of delight or despair – Mario Kart, Street Fighter, Call Of Duty and PES. Or rather, not PES, but FIFA. PES once reigned as the king of football but a slow and steady decline has seen it spend years suffering an identity crisis in the wilderness, falling

Vampire: The Masquerade—Bloodlines fan remake shut down by CCP Games

Work on a fan-made redo of Vampire: The Masquerade—Bloodlines called Project Vaulderie has come to an abrupt halt after its developers received a cease-and-desist letter from CCP Games.

called Project Vaulderie has come to an abrupt halt after its developers received a cease-and-desist letter from CCP Games. The team had actually been preparing a pitch for the project for Activision prior to receiving the letter, which clarified that while Activision "retains certain rights to the game it created," CCP owns all other rights associated with Vampire: The Masquerade.

"We’re very sad to report that we received a Cease & Desist e-mail from CCP Games, asking us to cease game development, remove any materials that might contain Vampire: The Masquerade—Bloodlines, names, locations or related elements from the sites we control, and cease any further use of Vampire: The Masquerade—Bloodlines property," the leader of the Vaulderie team wrote in a farewell message. "All of this invalidates our effort and the meaning of the entire project: As a remake of Vampire: The Masquerade—Bloodlines cannot be a remake without its original contents."

The message notes that Bloodlines, which was originally released in 2004, continues to be supported and updated by fan-made patches. "We made it quite clear that this is a fan re-imagining of the game. We simply want to do this to keep the game, the story, and the world it lives in, alive and re-imagined for a new generation," the message states. "Both the game and the idea behind the project was made sorely with out of passion."

Nonetheless, even though CCP pulled the plug on its planned World of Darkness MMO earlier this year, it's clearly determined to protect its interests in the IP: The cease-and-desist letter threatens further legal action, "including but not limited to a DMCA notice to your Internet Service Provider," if the developers fail to comply with its demands.

For those of you who missed out on the gothic wonders of Bloodlines ten years ago, it can still be had on Steam.

The Essentials – Half-Life

The Essentials is Game Informer's weekly recurring feature that takes a look at the most important games the industry has to offer.

The Essentials is Game Informer's weekly recurring feature that takes a look at the most important games the industry has to offer. These games aren't just a ton of fun: Their quality, innovation, and industry influence make them must-play experiences for anyone who wants a greater appreciation of our interactive medium.

This weekend we're taking a look at Half-Life. It’s the game that established Valve as a force to be reckoned with regarding game design, interactive narrative, and technological know-how. It’s the first time we met the bespectacled hero Gordon Freeman, fought a head crab, and saw the G-Man out of the corner of our eyes.

Release Year: 1998 Publisher: Sierra Entertainment Developer: Valve Released For: PC, PlayStation 2

Released two years after Quake and five years after Doom, Half-Life picked up and dramatically rearranged the pieces and mechanics popularized by those two games in radical ways that changed the first-person shooter genre and interactive storytelling  in many significant ways.

The original Half-Life was Valve’s first release after a group of Microsoft employees (primarily co-founders Gabe Newell and Mike Harrington) left the company to make video games. It is clear from Half-Life’s opening moments that its creators were fans of the first-person shooter genre, but wanted to push it forward in unexpected ways.

As the opening credits roll, protagonist (and in turn the player) Gordon Freeman is riding a tram through an advanced scientific laboratory. There is no gun in your hand, no enemies to battle – just the opportunity to look over the facilities and take in the environment that would soon be your playground. At that point in time, the shooter genre had been a purely action-focused experience, where you shoot first and maybe ask questions later if you happen to have some free time. To quietly and subtly absorb the atmosphere and listen closely to announcements over the facility loudspeaker for story cues and information about Half-Life’s world was thrilling, and more importantly, entirely effective.

It didn’t take long to realize that you never leave Gordon’s perspective. Whether you’re simply doing your job, eavesdropping on conversations, or fighting aliens, the whole game is one uncompromised, uncut journey through the Black Mesa facility through Gordon’s eyes. It was incredibly novel at the time and still feels fresh today more than 15 years later.

Half-Life was built using Quake’s engine, but Valve heavily modified it in order to implement a number of innovations. The biggest of these modifications was in the way enemies and non-player characters moved through the environment. Enemies would flank you, try to corner you with grenades, take cover, and even engage other more imposing enemies if you weren’t the immediate threat. Half-Life is one of the first shooters where you could watch enemies fight each other in tactical ways, and while it was an exciting spectacle, its main purpose was to deliver story and build the world – there was a larger war happening in Black Mesa than the one in which Gordon was immediately engaged. It made you feel like a participant in a living world as opposed to simply playing through a series of challenges designed for your enjoyment.

The smart A.I. also extended to friendly characters. Scientists would follow you to escape danger, and security guards would try to help you to the best of their abilities. Again, it all fed into the concept of a living world.

Half-Life was also one of the first games to heavily incorporate in-game scripted moments. Set-piece moments are the cornerstone of shooters like Call of Duty, but Half-Life was among the first to orchestrate large (and often explosive) moments in the game in front of the player to help deliver important story moments.

Valve went on to release Half-Life 2, Team Fortress, and Portal among other titles, and stands as the biggest technological innovator in the PC gaming space thanks to its Steam game delivery service. All of that wouldn’t have happened, however, without the impressive kickstart Half-Life provided the developer. It’s a classic by all definitions of the word and important benchmark for first-person experiences that still holds up today.

For more on Half-Life, check out our Super Replay of the game, where we played through it in its entirety. For more of the Essentials, click the banner below.

8 Developers To Watch In 2013

8 Developers To Watch In 2013 2013 is going to be a very exciting year for the games industry. Not only is the new cycle of consoles on the near horizon, but the transition from Winter to Spring also happens to be packed with all kinds of exciting new releases. If this truly is the last year of the current generation, it looks like it’s going to be one of the best yet. Now more than ever we aren’t

CCP unleashes spectacular 'This Is EVE' trailer

Back in September, CCP put out a call for EVE Online comms—recordings of the communications between pilots as they went about their business in the game.

comms—recordings of the communications between pilots as they went about their business in the game. Today, at the EVE Down Under event in Australia, the studio finally revealed why, and what it's done with them is nothing short of spectacular.

EVE Online has carved a unique niche for itself in the decade-plus that it's been around, mainly for two reasons. One, developer CCP Games is famously hands-off—consider its non-response to the " Burn Jita" campaign, in which Goonswarm trashed the one part of the galaxy intended to be "safe"—and two, amazing things sometimes happen in its notoriously unregulated space.

It's often fun to read about things like the massive battle earlier this year—the largest in EVE's history— that began because somebody forgot to pay their rent and ultimately resulted in real-money losses, by some estimates, of more than $300,000. But this trailer goes way beyond that. It works on a purely emotional level, and boy, does it work. I don't play EVE, and despite all the good stuff I've read about over the years, I've never had more than a passing urge to try it—until now. Now, I'm gripped by a sudden and powerful compulsion to climb into a spaceship and misbehave.

The next EVE Online expansion, Rhea, is currently in the works and scheduled to be deployed on December 9. The update will add 100 new wormhole systems to the galaxy, new models for the Blackbird, Falcon, and Rook ships, and a new freighter called the Bowhead. But the big thrill will be the addition of Tech 3 tactical destroyers, beginning with the Amarr ship The Confessor, which will have the ability to shift between defensive, speed, and sniper modes on the fly.

It's exciting news for existing EVE players, I have no doubt, but this trailer? It's thrilling for anyone with even a passing interest in blowing stuff up in outer space. And that's surely all of us.

"Virtual Reality is inevitable" - Palmer Luckey tells us about the future of gaming

“A lot of people dismiss Virtual Reality out of hand because they’ve never tried it.” So says Palmer Luckey, the founder of Oculus VR and creator of the Oculus Rift headset. See, Virtual Reality has a perception problem, and this is one of the biggest hurdles the fledgeling technology is yet to overcome. Me? I'm a believer, having used Oculus and Sony's Morpheus VR on several occasions, playing various

Planetside 2 review

Planetside 2 review In their downtime, all Planetside veterans can do is tell war stories. “On Oshur, the Battletechs crushed us quicker than the AMS could spawn us.” “In the forests of Hossin we hid from Reavers, while the squad leader screamed on the command channel for air cover.” “My AI Max was the last survivor of a downed Galaxy on a remote Searhus tower, holding off Barneys until the ammo ran

CCP Games closes San Francisco office, loses two key executives

EVE Online studio CCP Games has announced the closure of its San Francisco office as part of an effort to "merge and streamline" its operations following the decision to end development of the World of Darkness MMO.

MMO. Perhaps more significantly, it has also lost the services of its chief financial officer and chief marketing officer.

News of the closure came by way of CCP's latest financial statement, which you can read in its entirety here, if Icelandic is your thing. If not, The Mittaniprovided a translated version stating that "revenue and margin in the first half of the year were stable compared to the same period last year and marketing and general operating expenses declined." On the downside, pulling the plug on World of Darkness"resulted in considerable costs due to the termination provisions, depreciation and write-downs of particular intangible assets."

"As part of our plans to combine and simplify our business in key operational company, we will soon say goodbye to two of the Company's management," CCP CEO Hilmar Veigar Pétursson said in the translated report. "Joe Gallo and David Reid [have done] a great job for the CCP and I wish them all the best for the future."

As the CMO, Reid was relatively well-known among EVE fans thanks to interviews like these about EVE Valkyrieand the future of virtual reality. In a tweetfollowing the announcement, he said that he was not laid off but chose to leave the company to get away from the constant traveling between the US and Iceland; CCP clarified that Gallo also opted to leave voluntarily.

Vertiginous Golf Wobbles into View

Vertiginous Golf is difficult to describe.

is difficult to describe. Even the name evades most people (vertiginous, by the way, means “causing vertigo”). And you know you’re in strange territory when the most accurate description of the game can only be achieved by press release:

Vertiginous Golf is a dystopian steam punk mini golf adventure game set in the skies above an alternate world where life on the ground is enveloped in permanent smog, constant darkness and never-ending rain.

What. What can anyone even do with that? “Dystopian steam punk mini golf adventure game.” What a world.

In practice, Vertiginous Golf is a mini-golf game set high above the clouds. Each hole is an absurd conglomeration of typical mini-golf fair – such as little but frustrating hills – and ridiculous steampunk contraptions, like whirling bumpers that repel the player’s ball, or literally just a machine that shoots your ball off the level. As if mini-golf wasn’t frustrating enough.

Vertiginous Golf has been in Early Access since March of 2014, but it will be officially launching next month on May 6. Those interested in death by mini-golf should jump on the bandwagon now, as the price will apparently rise once the game has properly launched. Those interested can buy it through Steamfor $14.99 USD. It’s currently only for Windows, though the developers are planning to add support for Mac and Linux eventually. You can also learn more about Kinelcoand Lone Elk Creative, the developers, from their websites

Yesterday we asked some leading indie game developers about the lessons they had learned in the past

year. Today, we ask what -- if anything -- big triple-A publishers could have learned from the indie game community in the last 12 months. The indies we spoke to generally pointed out that big publishers can never truly attain the elusive "indie spirit." That's not meant as an affront, but the fact is that large game makers are set up in different ways and work to different scales.

What AAA can learn from indies -- according to indies

And while indie games have enjoyed a very good year, it's rare for an independent game to achieve the sort of financial success that would muster a flicker of interest among triple-A publishers, who increasingly are about going big or going home.

Still, small independent game developers offer plenty of interesting insights into the overall game development ecosystem. Here are some of the takeaways.
Innovate with fewer peopleRandy Smith is the developer of Waking Mars . He says, "I don't see much evidence that the industry proper is taking lessons from indie teams. It'd be nice to say they realize you can do amazing and innovative things with fewer people, but the truth is the larger triple-A studios are staffing up to 500 people on a big project, which is mind-blowing.

"The large game publishers are also heavy contenders in the mobile and casual space but mostly by refining existing formulas. It just seems like the two worlds don't overlap much yet -- triple-A just keeps evolving toward bigger and fancier, whereas indies are discovering and remembering how games can be high quality without a mountain of polygons and shaders. Both serve important roles in the overall ecosystem."
Respect the talented individualDean Dodrill, creator of Dust: An Alysian Tail , believes things might improve for talented individual within large corporations. "I would hope that large companies learn to respect their creative talent. The most talented individuals out there remain at large studios, but they aren't given the freedom to stretch.

"The big money still comes from triple-A titles, but those are also the costliest risks. And with the large number of studios and publishers going under, I would hope they'd stop chasing the same few genres and look at what's happening in the indie space."
Spread the riskSteve Gaynor, who worked on the triple-A BioShock series at 2K, is now working on Gone Home with The Fullbright Company. He says that indies have shown that there are different ways to approach the problem of risk. "If they were learning from indies, I would think that triple-A would be making more, smaller bets with more, smaller teams of developers, to diversify their lineups and get their employees more invested in what they're working on.

"I'd think they would be letting their developers off the leash more, taking advantage of the huge influence of social media, allowing players to connect personally with the people making the games. I'd think they'd be branching out from traditional genres more and investing in giving players truly new experiences, to find new ways to stay relevant instead of burrowing deeper and deeper into known territory."

Dan Pinchbeck, creator of Dear Esther with thechineseroom adds, "It is as valid a business model to spend less on more games that all make a good return and spread the risk of that investment. If you spread the risk across a number of games, then if one flops, you've mitigated that loss by the successes. If you back one title only, it'd better be damn good, and you can end up having to keep sinking money into it, polishing and polishing that turd until it gleams in the sunlight.

"The last couple of years have proved you can make a really good return on a lower budget game, even with a tiny marketing spend. You might not have billboards and TV ads and retail shelf-space, and you might not make a gazillion dollars like Call of Duty , but you're not spending Call of Duty money, and that buys you a lot of creative freedom as well. That's pretty cool, and it's good business sense. So hopefully they'll continue to develop the understanding that investing in smaller teams, and then staying pretty hands-off and letting them do their thing is smart business."
Pay attention to indie-friendly business modelsKyle Pulver, creator of Snapshot with Retro Affect points out THQ's recent foray into an area traditionally reserved for indies. "Strangely enough the biggest example of big game publishers trying a recipe from the indie scene can be found right now at Humble Bundle. THQ has jumped on board with a massive pay-what-you-want sale, and although that might be directly related to their current financial situation, I think any big publisher or studio can learn a lot from what indies are doing in both commercial and creative spaces, just as indies can learn from the big studios."
Experiment within AAANathan Vella created Super Time Force (pictured at top) with Capybara Games. He says, "I think developers everywhere see the growth of the independent games movement as validation of experimentation. This is something that everyone can learn from, and some large developers have already started leveraging. Bethesda's " Skyrim Jam" [ YouTube] is a perfect example of large-scale devs applying this in a super positive way and seeing ridiculously positive results."
Don't try to be 'indie' if you're not The Binding of Isaac and Super Meat Boy designersays large publishers are learning "nothing" from indies. "A lot of large game publishers try to figure out what indies are doing right and come to all the wrong conclusions. It's not something you can replicate in a very large studio because what indies have over large teams is just that, they aren't large teams, they don't have huge budgets that require great success to continue, they have the freedom to take big risks and speak honestly through their work, they have the freedom to experiment and improvise.

"Indies have a very clear voice," he adds, "their games represent who they are and aren't muddied by the control of their many bosses telling them what they should do to make their games sell more copies. Indies are individuals, and that's something large mainstream studios can never be."
Think of what 'indie' meansDerek Yu, maker of Spelunky , believes the biggest lesson might be learned by individuals working within large organizations. "Beyond a certain size I think it's hard to understand one another," says Yu. "It's clear, however, that individuals within those large companies are seeing a lot of potential within the indie scene -- it seems like each year more and more are taking the leap themselves.

"And that really highlights the importance of the word 'indie' to me. There's been a lot of discussion around what it stands for or whether we need the label at all, but at the end of the day, it's great that someone can look up 'indie' and discover a vibrant community of people that they may fit in better with. It emboldens people to take a chance on being happier."

Colin Campbellis a feature-writer for IGN.

IGM Interviews – Will Dubé (Jotun)

Before we begin, since we’re going to be delving into Norse mythology while discussing Jotun , and may inevitably mention the names Thor or Loki at some point, I’m going to give the ladies- and a few select men – the opportunity to scream and fangirl/fanboy out to their Tom Hiddleston shrines.

, and may inevitably mention the names Thor or Loki at some point, I’m going to give the ladies- and a few select men – the opportunity to scream and fangirl/fanboy out to their Tom Hiddleston shrines. Okay. Are we all good? Anybody need an ice pack? I’m sure you’ll find one along the way during our trek through Purgatory. Anyway, Jotun is a game currently looking for funding on Kickstarter. It’s a unique idea with a beautiful backdrop based in Norse mythology. I had the opportunity to chat with Will Dubé, creator, designer, and business manager on the Jotun project. We discussed the gameplay, rich lore, and the challenges of developing a game featuring boss battles against massive giants in a 2D space. I think you’ll enjoy it. If not, at least you got to think about Tom Hiddleston beforehand.

Indie Game Magazine: Quitting your job developing other games to focus on an indie passion project is sort of the classic story for many devs. What made you finally decide to take the plunge?

Will Dubé : It was just a really natural transition for me to go from mobile to indie. I knew it was kind of a big risk, and that it was something that would bring a lot of challenges, and that it would be very, very different, but I’m really glad I took the plunge.

IGM: Getting straight into Jotun , why choose the Norse mythology backdrop?

Will : I’ve always loved really old stories and mythologies, and in high school I studied a bit of Greek mythology. I’ve always loved Beowulf , The Divine Comedy , other stories like that. I think there’s really something kind of special in the fact that these stories are older than, like, our cities, and it‘s really very cool. To me, you might know a little bit about Norse mythology, but the more I delved into it, the more I saw how crazy the stories are; how such an awesome foundation for a game world it could make. That’s how I just gravitated towards it, and we’re going to respect the mythology as much as possible, but we’re also building on top of it to create our own game world in it.

IGM: You’ve mentioned that boss fights will be on a similar scale as the likes of Shadow of the Colossus . How are players going to navigate those sections from a top-down 2D perspective, without losing a sense of literal depth?

Will : Right, it’s definitely a challenge going from something like that in scale from 3D to 2D, it’s definitely different. It’s definitely not the same thing at all. We’re using several tricks to create the scale of boss fights, and one of them is that the camera actually zooms out quite a bit when you’re in the boss fights. So you go from, when you’re exploring the world, you’re in a perspective that’s quite similar to something like Diablo, where your character is in the center of the screen about that size [gestures about one-third the length of the screen], not too small. But when you zoom out, when you go against the Jotun, you zoom out quite a bit, and you end up being a tiny little speck on the screen. And that’s how we’re really driving that feeling, that sense of scale.

IGM: Will Thora be able to physically climb on the Jotuns to attack different spots?

Will : No, we’re looking at more of a classic action-type game. We’re not looking at platforming in the sense of Shadow of the Colossus , more maybe like a Dark Souls or the classic Zelda games with boss fights like that. More of a “find the bosses pattern, avoid his attacks because they’ll hurt you a lot, and try to get in a few hits when you can.”

IGM: Can you tell me more about the roles of Runes, and the Shrines of the Gods, in Jotun ? How do they factor in?

Will : Yeah, so the whole – the boss fights are half the game – the whole other half of the game is the exploration side of things. So, in order to summon the Jotun, in order to fight against them, you have to find their rune. And then once you find their rune, you can go to their battleground, fight them, and prove yourself. The world is what we’re calling “environmental puzzles,” so not puzzles in the sense of smaller puzzles where you have to move three blocks around and stuff like that; more puzzles that build into the exploration aspect of it.

So for example, we’re looking at one where one landscape would be a giant frozen lake, and you have to traverse it because there are things on the other side, a shrine to the gods, a rune, things like that. And as you traverse it, you’re attacked by the Midgard Serpent, which is a giant sea serpent from Norse mythology. So you’d have to avoid it to get through. It’s sorta-puzzly, sorta-explorationy, during these moments where the serpent comes out from under the ice and deals damage and things like that. The whole exploration side is not about combat, it’s not about fighting against other monsters, but we’re definitely looking to make it as interesting as possible, and to dive into the mythology as much as possible.

IGM: What made you decide to stick with just a single weapon – the two-handed axe – instead of an assortment of melee tools?

Will : We’re looking at a few different things, nothing that I can really promise right now, but we really thought that the two-handed axe was a strong character design too. [The axe] has a whole lot to do with it, and also, because it’s a melee weapon, it makes the combat different too. Because if you were just doing a ranged attack, it kind of becomes more of a shoot ‘em up game, where you’re controlling your little ship and dodging the obstacles and stuff. But what we found through prototyping was that fighting the Jotun, because you’re a melee character, is very different from if you were shooting a gun or something. It really creates a different gameplay experience.

IGM: What sort of customization and upgrade options will players have access to? Will Thora’s skills improve after bringing down a Jotun?

Will : We’re definitely staying away- it’s not an RPG. We’re not going into skill trees and stats or things like that. Our progression system is really based on the Norse gods. Throughout the world, we’re going to scatter some shrines of the gods, for example – we haven’t completely decided which gods are going into the game yet – but if Thor was in the game, you’d have a statue of Thor, and then when you went to that statue you could summon Thor’s power. And that could be more attack power, or maybe it gives your attack a little stun, or a little electricity, something to do with that god within the mythology.

As you go through the world, you can collect these powers and buffs from the Norse gods that will make you stronger and make you better during combat and exploration as well. That’s how our progression system works.

EVE: Valkyrie producer explains why VR is good for flight sims but not FPSes

The space combat sim EVE: Valkyrie is a particularly exciting addition to the genre because it's being built from the ground-up to use the Oculus Rift VR headset.

VR headset. Assuming it lives up to the hype, that will make it one of the most uniquely immersive gaming experiences available, as players will have complete freedom of view through their cockpit windows as they yank-and-bank across the galaxy. But despite that great potential, executive producer Owen O'Brien doesn't believe it will herald a new generation of similarly engaging FPSes.

"Virtual reality for everything!" may well be where the videogame industry ends up, but it's got a long way to go to get there, according to O'Brien. The trouble is that while VR headsets bring your eyes into a virtual world, the rest of your body is stuck in the real one.

"The basic problem is Simulator Sickness. In Valkyrie or any cockpit game or driving game, what you're doing in the real world, assuming you're sitting down, more or less mimics what your brain is telling you you're doing in the game. So you don't get that disconnect, and it's that disconnect that causes sickness," he said in an interview with Red Bull. "The problem with first-person shooters is that you're running or crouching or jumping in the game but not in the real world, and because it's so realistic it can make some people (not everybody) feel nauseated if they start doing it for extended periods of time."

The other problem, he continued, is that gamers are "kind of hard-wired" to the idea of looking, moving and shooting in the same direction at the same time. "None of this is unsolvable – these are just the challenges [of VR]," he said. "And it's not just FPSes: It's anywhere where you're doing something in the game that deviates dramatically from what your body is telling you you're doing."

A more detailed breakdown of "simulator sickness" is available on Wikipedia, which describes it as a sort of reverse motion sickness caused by "perceived discrepancies between the motion of the simulator and that of the vehicle," or, in the case of FPSes, the individual. Piling on more peripherals could help eliminate the perceptual gap but of course that would add complexity and expense, too. O'Brien said he's "sure there's an interesting solution that nobody's thought of yet," but until someone figures out what it is, VR shooters will remain a long way off.

Explore a City with it’s Secrets in A Place for the Unwilling

The adage about cities being alive has never been truer than in AlPixel Games’s open-world narrative adventure game, A Place for the Unwilling .

A place for the unwilling

. Players are put into the shoes of a trader who’s just another inhabitant of the busy city. The city itself is alive, citizens move about its streets going about their lives trying to make ends meet. However, there is something off and it is up to the player to discover the mysteries of the city.

Players will manage their schedule to be successful as each day will last a fixed amount of time. Living in a big city isn’t cheap, and players will have to work to earn money. Being a trader means that players can spend the majority of their time visiting clients and making deals, instead of being one of the poor souls stuck to toil away in the factories. The more players engage in the world the more they’ll begin to see that things aren’t as they seem. The game is aimed to fully immerse the player into the world, meaning there won’t be a quest log or mini-map. Players will have to ask for directions or try to read a simple map. A Place for the Unwilling is currently in development and is on Kickstarterand is up for voting on Steam Greenlight. To learn more about the game and the developer AlPixel Games visit their website, and follow them on Twitter.

The floodgates well and truly opened last night, as Valve launched its Steam Greenlight initiative

. Announced earlier this month, Greenlight is a system by which indie developers can add their games to a bulging catalog of wannabe-on-Steams, and hope that they secure enough votes from the Steam community to get spotted by Valve and, in turn, get added to the Steam game store. There was lots of speculation surrounding how exactly the system would work, including from myself .

Discoverability on Steam Greenlight? It's nonexistent

. As it turns out, Greenlight is a far more simple solution than anyone could have expected.

The Greenlight front page displays submitted games in a tiled format, with users able to scroll through page after page of indie games, initially judging them based on name and square image alone. There have been over 500 entries added to the list already, so it can take a while to skim through the entire library.

Much of the speculation regarding the system focused on discoverability -- how would Valve answer the age-old question of how to best display the games in such a way that every title has a fair chance of being spotted, while the best games rise to the top?
ConcealabilityThe answer, it would appear, is to barely even address the problem at all. Greenlight features absolutely no ranking methods -- you can't list games by popularity, ratings or anything else. In fact, the only way you can cut the selection down is by genre, platform or number of players.

What this means is that games can only become popular through three different avenues. First, a game can be rated up via a user simply clicking through the many pages, spotting a game they like, and upvoting it on a whim. Then there are also "Collections" that have been put together under their own tab, where users can band together all the games they believe are worthy of a rating. Other Steam-goers can visit Collections and decide whether it's worth taking the advice of the Collection owner. Well curated collections such as my own IndieGames.com top picks collectionare a great solution.

Finally, and most prominently, games can be voted up simply by already having a notable fanbase. Games like Project Zomboid and Octodad: Dadliest Catch are already well on their way to rating stardom, thanks to their prior press and the fanbase built around them. This is going to be the main method by which a game is chosen by Valve: rather than building up your fanbase via Greenlight, you're going to need to do that popularity building outside of Steam before going for glory.

greenlight1.jpgThis may seem like a problem with the service, as newer games that deserve to be on Steam most likely won't be able to quickly build up the votes needed simply through Greenlight. Yet this is most likely exactly what Valve was aiming for. At the end of the day, even if you have the most incredible game around, if you don't already have a fanbase of people who are going to buy it, why would Valve want to stock it? This isn't charity - it's a business.

The most interesting thing about Greenlight is the feeling you get that this is probably what Valve has to go through every single day. Hundreds and hundreds of submissions, with only a small percentage actually worth adding to the Steam store -- it's as if Valve has set Greenlight up for the sole purpose of showing us exactly what its submissions team has to wade through, and why we should really cut them some slack. By letting us see under the bonnet, we're now a little wiser as to the awful task that Valve has to go through.

Rather them than us, from what we've encountered. In just the first 24 hours of Greenlight going live, we've seen all sorts of ridiculous, terrible submissions piled onto the Greenlight pages -- and that's without even mentioning the plagiarized titles. At last count we've seen Minecraft included over half a dozen times from different users, while both Team Fortress 3 and Half Life 3 have also made appearances. Some are obvious forgeries, but other times it's difficult to work out whether the submitter is actually the game's author or not.
Indie games are lameThe entire system has also brought to light an issue that we were all very well aware of, yet perhaps not to this scale -- the average Steam community user is not the sharpest tool in the shed. Head to the "Discussions" tab in Greenlight, and you're met with a forum full of giddy users harping on about how their favorite AAA title isn't on Steam, and why are there all these silly indie games taking up the space that "real" games could be filling?

One random forum post as an example: "This system seems kinda lame. So it's just an indie game thing, great. I'm going to have to look at EVERY single game and rate them when none of them are really important at all. Change the caption to something other than 'Games you want' because it's frankly misleading, and looks like a complete waste of time. Maybe if I rated so many games I'd get SOMETHING other than just lost time..."

This is followed up by dozens of comments from users agreeing that indie games are awful, and that the entire system is terrible for trying to promote them. How, then, are developers without an existing fanbase meant to battle against this tide?

greenlight2.jpgThere are issues with the system itself too. Game creators are able to delete comments left under their game on its Greenlight page, meaning they can simply remove all the negative comments and leave the positive ones. This was clearly not the intention that Valve meant it for, but it is an area which needs clearing up pronto.

Submitted projects can also only have one "creator" account, meaning that it is tricky for a team of more than one person to alter a profile and talk properly to commenters. It's all small bits and pieces like this that aren't a huge deal separately, but when all added together, make the system less useful than it needs to be.

Of course, it's still early days. Greenlight only launched yesterday, and overall has been a positive move. Valve is clearly keen to keep it as professional as possible too, removing plagiarized content as quickly as it appears. How Valve decides to tackle discoverability is going to be where the system succeeds or fails. As of now, the only winners are going to be those developers who already have a fanbase, and those devs who are just starting out needn't bother applying.

Eve Online monument vandals found, permanently banned from the game

At last week's Fanfest event, CCP and the mayor of Reykjavik unveiled a giant monument to EVE Online.

to EVE Online. At the base of the sculpture are thousands of names—a tribute to the pilots that make EVE what it is. Unfortunately, four days after its reveal, one of those names was vandalised—a tribute to the fact that some EVE players really don't like each other. CCP have now found those responsible, and, in addition to any criminal charges that may be issued in the real world, have also taken steps to remove them from the game.

"Firstly, I'll say that the fact that the monument was vandalized is an insult to the entire community, not just to the individual who's name was directly targeted by the vandalism," writes community manager "CCP Falcon" in the EVE forum. "Thankfully with the assistance of a number of members of the community, including some of those who were involved with the incident and other members of their own alliance, we've been able to make headway in identifying those responsible.

"Secondly, we would like to reiterate that we do not tolerate this kind of behavior and will continue to operate a zero tolerance approach to dealing with harassment and victimization in the EVE Universe."

As a result of this zero tolerance stance, the three players identified as having taken part in the vandalism have been "permanently removed" from the EVE universe. According to CCP Falcon, seven EVE Online accounts and one Dust 514 account have been perma-banned. In addition, one player "indirectly involved" has received a six-month ban on their sole EVE Online account. All four players are barred from attending future Fanfests.

Despite their actions, CCP won't be leaving the vandals at the mercy of the EVE community. "While the community has been justifiably outraged and a number of people have requested that we release the ingame identities of those who carried out the act, we feel that this would be contrary to our privacy policies," writes CCP Falcon. "As such we will deal with this incident in line with our current policies, and the identities of those responsible will remain confidential."

CCP now consider the issue closed in regards to the EVE universe. "Any further action taken outside the virtual world relating to criminal damage or recovery of costs for repairs to the EVE Universe Monument will remain confidential between CCP Games, the authorities, and those involved," Falcon concludes.

The Spatials Set on Invading Steam

Some indies have much longer trials and travails, but sooner or later, persistence pays off.

Some indies have much longer trials and travails, but sooner or later, persistence pays off. After five months on Steam Greenlight and three public Alphas, a team of just two brothers received approval for The Spatials to be distributed on Steam.

The Spatials transports us to the year 5781, when you are chosen to build a colony on an alien planet. One part of the game has you playing a sim manager/builder as you create a habitable, thriving living quarters for the squad, from bedrooms and kitchens to entertainment rooms. Random visitors frequent the locale to try your products.

But the galaxy is a huge place, and The Spatials offers exploration and light ARPG elements. With 30 star systems and over 100 planets to venture to, each randomly generated when the game starts, the game has you picking a team of five to research and conduct space discoveries. Also, there will be fighting, so natural resources and items found on the way can power up the heroes. The officer skills are flexible based on the loot found.

Clearing the Greenlight hurdle is a marking milestone for the team, but the updates have been and will continue to be consistent for the game. After significant overhauls for the 2.0 version, the upcoming 2.3 patch is likely to end the Alpha phase of the The Spatials .

The game is still available right now for purchase as it is from Desura for $7.49. Available for Mac and PC, if you get the current Early Access version, you’ll get updates as they come up to the final version for free. The price may go up as the game is fully developed and released. To embark on the space mission, look over their Steam pageand also check out website.

What A Mighty Sword You Have: ‘God Of Blades’ Developer Diary

We’ve talked about God of Blades before but it’s been a while.

White Whale Gamesare starting a series of developer diaries in order to outline the many elements of their upcoming sidescrolling action-RPG, God of Blades .

before but it’s been a while. That doesn’t mean that White Whale Games have stopped working on it of course, in fact it means they have been very busy and remain to be. However, they did manage to find time to start a developer diary series to better outline the game’s different aspects.

Of course, the person who pulled the short straw was the project’s Creative Director (and former BioWare talent) Jason Rosenstock who outlines some of his favourite parts of God of Blades ‘ very central Combat components and in particular the Sword Powers.

He gets particularly excited about two of the swords and it’s fun to watch that enthusiasm. More please!

God of Blades will be released in summer 2012 for Windows, Mac and iOS devices. More information on God of Blades can be found on the game’s official website.

EVE: Online history book funded in less than 8 hours

As a story generator, EVE: Online is nearly peerless.

is nearly peerless. But for every individual player, there's still the vastness of the MMO's universe to contend with. Andrew Groen, a games industry journalist, wants to tell the story of EVE through its own grand, narrative history. And now that his Kickstarterproject to document that history has been funded, it appears he'll be able to do just that.

I've been carefully tending an EVE character for nearly a year—people tell me he looks like John Turturro. Through various upgrades and attention, he's now a reflection of all hours I've spent with him, my failures as well as my successes. But he's just one of countless other explorers, miners, and rogueswho populate EVE's many star systems, all whom have a part to play on the imperial level. As Groen outlines in the video below introducing his Kickstarter, EVE's persistent, shared universe means player choicescan ultimately affect everyone. EVE represents more than 10 years of "cultural history" we all share, according to Groen.

"EVE is a really special game because it has this really unique aspect to it, where players can actually come in to a region of parts of the game and actually take it over, take sovereignty over that part of the game world," Groen says. "Over time, players will form armies of tens of thousands of players and they'll form governments to control these regions. ... The stories that come out of those wars are some of the most amazing stories in the history of video gaming."

A games industry writer for the last seven years, Groen has written for outlets such as Wired and The Penny Arcade Report. His project, which asked for $12,500, saw full funding in less than eight hours and has since reached nearly twice that amount. Groen says he's been working on the history book for about six months already as "a labor of love," with the Kickstarter funds going towards printing 1,000 physical copies. Supporting the crowdfunding effort, which runs through May 25, will get you either a digital copy or a physical copy, depending on your pledge. For more on Groen's project and his past work, be sure to check out his complete Kickstarterpage.

The Witcher 3: Wild Hunt developer diary brings players up to speed

Though we already saw some gameplay footage of The Witcher 3: Wild Hunt yesterday, the studio's latest developer diary shows three daring developers from CD Projekt RED braving a landscape that's strikingly similar to The Witcher's kingdom of Temeria.

Senior Writer Borys Pugacz Muraszkiewicz sets the scene by saying, “In this open world, where the concept of choice will take on new meaning, you'll feel the pull of riveting narratives in the kind of experience that has become our trademark,” he said. “The Witcher 3 will be an RPG fan's dream come true.”

That's a bold statement if I ever heard one, but CD Projekt RED has a history of living up to its promises. The developer has blessed the PC with some of the most breathtaking settings and richest narratives we've ever seen. The developer might not hit every single note perfectly, but it has hit enough of them to earn our trust—for now, at least.

IGM Interviews – Will Dubé (Jotun)

Before we begin, since we’re going to be delving into Norse mythology while discussing Jotun , and may inevitably mention the names Thor or Loki at some point, I’m going to give the ladies- and a few select men – the opportunity to scream and fangirl/fanboy out to their Tom Hiddleston shrines.

, and may inevitably mention the names Thor or Loki at some point, I’m going to give the ladies- and a few select men – the opportunity to scream and fangirl/fanboy out to their Tom Hiddleston shrines. Okay. Are we all good? Anybody need an ice pack? I’m sure you’ll find one along the way during our trek through Purgatory. Anyway, Jotun is a game currently looking for funding on Kickstarter. It’s a unique idea with a beautiful backdrop based in Norse mythology. I had the opportunity to chat with Will Dubé, creator, designer, and business manager on the Jotun project. We discussed the gameplay, rich lore, and the challenges of developing a game featuring boss battles against massive giants in a 2D space. I think you’ll enjoy it. If not, at least you got to think about Tom Hiddleston beforehand.

Indie Game Magazine: Quitting your job developing other games to focus on an indie passion project is sort of the classic story for many devs. What made you finally decide to take the plunge?

Will Dubé : It was just a really natural transition for me to go from mobile to indie. I knew it was kind of a big risk, and that it was something that would bring a lot of challenges, and that it would be very, very different, but I’m really glad I took the plunge.

IGM: Getting straight into Jotun , why choose the Norse mythology backdrop?

Will : I’ve always loved really old stories and mythologies, and in high school I studied a bit of Greek mythology. I’ve always loved Beowulf , The Divine Comedy , other stories like that. I think there’s really something kind of special in the fact that these stories are older than, like, our cities, and it‘s really very cool. To me, you might know a little bit about Norse mythology, but the more I delved into it, the more I saw how crazy the stories are; how such an awesome foundation for a game world it could make. That’s how I just gravitated towards it, and we’re going to respect the mythology as much as possible, but we’re also building on top of it to create our own game world in it.

IGM: You’ve mentioned that boss fights will be on a similar scale as the likes of Shadow of the Colossus . How are players going to navigate those sections from a top-down 2D perspective, without losing a sense of literal depth?

Will : Right, it’s definitely a challenge going from something like that in scale from 3D to 2D, it’s definitely different. It’s definitely not the same thing at all. We’re using several tricks to create the scale of boss fights, and one of them is that the camera actually zooms out quite a bit when you’re in the boss fights. So you go from, when you’re exploring the world, you’re in a perspective that’s quite similar to something like Diablo, where your character is in the center of the screen about that size [gestures about one-third the length of the screen], not too small. But when you zoom out, when you go against the Jotun, you zoom out quite a bit, and you end up being a tiny little speck on the screen. And that’s how we’re really driving that feeling, that sense of scale.

IGM: Will Thora be able to physically climb on the Jotuns to attack different spots?

Will : No, we’re looking at more of a classic action-type game. We’re not looking at platforming in the sense of Shadow of the Colossus , more maybe like a Dark Souls or the classic Zelda games with boss fights like that. More of a “find the bosses pattern, avoid his attacks because they’ll hurt you a lot, and try to get in a few hits when you can.”

IGM: Can you tell me more about the roles of Runes, and the Shrines of the Gods, in Jotun ? How do they factor in?

Will : Yeah, so the whole – the boss fights are half the game – the whole other half of the game is the exploration side of things. So, in order to summon the Jotun, in order to fight against them, you have to find their rune. And then once you find their rune, you can go to their battleground, fight them, and prove yourself. The world is what we’re calling “environmental puzzles,” so not puzzles in the sense of smaller puzzles where you have to move three blocks around and stuff like that; more puzzles that build into the exploration aspect of it.

So for example, we’re looking at one where one landscape would be a giant frozen lake, and you have to traverse it because there are things on the other side, a shrine to the gods, a rune, things like that. And as you traverse it, you’re attacked by the Midgard Serpent, which is a giant sea serpent from Norse mythology. So you’d have to avoid it to get through. It’s sorta-puzzly, sorta-explorationy, during these moments where the serpent comes out from under the ice and deals damage and things like that. The whole exploration side is not about combat, it’s not about fighting against other monsters, but we’re definitely looking to make it as interesting as possible, and to dive into the mythology as much as possible.

IGM: What made you decide to stick with just a single weapon – the two-handed axe – instead of an assortment of melee tools?

Will : We’re looking at a few different things, nothing that I can really promise right now, but we really thought that the two-handed axe was a strong character design too. [The axe] has a whole lot to do with it, and also, because it’s a melee weapon, it makes the combat different too. Because if you were just doing a ranged attack, it kind of becomes more of a shoot ‘em up game, where you’re controlling your little ship and dodging the obstacles and stuff. But what we found through prototyping was that fighting the Jotun, because you’re a melee character, is very different from if you were shooting a gun or something. It really creates a different gameplay experience.

IGM: What sort of customization and upgrade options will players have access to? Will Thora’s skills improve after bringing down a Jotun?

Will : We’re definitely staying away- it’s not an RPG. We’re not going into skill trees and stats or things like that. Our progression system is really based on the Norse gods. Throughout the world, we’re going to scatter some shrines of the gods, for example – we haven’t completely decided which gods are going into the game yet – but if Thor was in the game, you’d have a statue of Thor, and then when you went to that statue you could summon Thor’s power. And that could be more attack power, or maybe it gives your attack a little stun, or a little electricity, something to do with that god within the mythology.

As you go through the world, you can collect these powers and buffs from the Norse gods that will make you stronger and make you better during combat and exploration as well. That’s how our progression system works.

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