Ready, Aim, Fire in Stick Squad 4

Step back behind the scope and shoot down enemies in the brand new release from Brutal Studio: Stick Squad 4 .

. This latest release in their Stick Squad series offers brand new missions, new and upgradeable weapons, and new locations. Players have to calibrate their shots to compensate for wind and distance before taking the kill shot.

Play as the two assassins, Damien Walker and Ron Hawkings, as they search for targets in twenty new maps. A young billionaire has his own plans for the two assassins, and sends them off on his own twisted mission. Will money be enough to trick the assassins into doing his bidding?

Each mission in Stick Squad 4 offers three separate objectives, and each objective has three levels of difficulty. As players progress in the game, they can upgrade specs on weapons to help them through the assault missions. Keeping calm and aiming carefully is the key for the stressful hostage situations. Players can complete side-objectives to earn even more stars and to unlock in-game achievements. They can also share completed achievements, and challenge themselves in the shooting range to practice for the bigger missions.

Stick Squad 4 is currently out for Androidphones and tablets for free, and it will be making its way onto Apple iOS devices within the next few days.

To find out more about Brutal Studio, follow them on Twitter, and “like” their page on Facebook. The other Stick Squad games are available on the Brutal Studio website, Google PlayStore, and Apple App Store.

PC Gamer US Podcast 245 - Helicopter Freeman vs. Jet J.C. Denton

This week, on a very special episode of the PC Gamer Podcast... Josh returns from BlizzCon to tell us about Diablo III's Demon Hunter class.

class. We share our spoiler-free experiences in Fallout: New Vegas (also, how is Dan already on his third playthrough). Evan tells us why Tribes deserves to be remade, and Logan describes the unique anatomical advantages of a civetvis-à-vis coffee.

Want to subscribe to us on iTunes? Follow these instructions to add the podcast to iTunes manually:

In iTunes, go to to the advanced menu and select “Subscribe to podcast” and copy and paste this URL into the box: http://www.pcgamer.com/feed/rss2/?cat=29038

Push OK, and that's it! The podcast will now auto-download whenever an episode is released.

Bastion Mac version now available, on sale for $6 on Steam

Bastion, one of 2011's most lauded critical darlings, is now available with Steamplay, allowing users to install on both PCs and Macs. Furthermore, the game is now also on sale for the piddling price of $5.99, which is 60% off the normal price of $14.99. The base game isn't the only thing on sale though. The Bastion Soundtrack Edition (game + soundtrack) and the standalone soundtrack are both 60% off today as well ($9.98 and $3.99 respectively.) Though, curiously, Bastion: Soundtrack Edition and Bastion: Original Soundtrack aren't listed as having Steamplay yet. They're listed as only being compatible with Windows, though it may be a temporary error. Topics Bastion Bastion We recommend By Zergnet Load Comments

Free Flash Game ‘I Can’t Escape’ Review – The Walls Have Eyes

Inescapable doom and “free” rarely go together, but Fancy Fish Games made it happen.

made it happen. Their latest release, I Can’t Escape , is a first-person horror flash game that combines the allure of cost-free gaming with the terror of being trapped and hopelessly lost in darkness.

The game opens with an all-too-brief glimpse of a cheerful, harmless-looking meadow with spring-green grass and a lovely blue sky —and then the player is instantly plunged through an unseen hole into a dark, unwelcoming tunnel. You find yourself facing a locked door, on the other side of which is a ladder that could take you to freedom, if only you had the key. Sound maddening? Get used to it; the game continually taunts the player by dangling the metaphorical (and sometimes literal) key to your freedom just out of reach. Often what looks like a way out will turn out to be a trap, drawing you deeper down into the labyrinth.

Luckily (or unluckily, depending on how much you enjoy being scared), I Can’t Escape avoids one of the most common pitfalls other games in the genre tend to fall into when they include puzzles that are so aggravating they detract from the horror element. In this game, the frustration of being in an impossible situation never quite overpowers the fear. Instead, Fancy Fish probes into the psychology of instinctual human fears to build up a deeply disturbing sense of suspense and dread, even outright panic at times. The deeper you fall, the darker and more terrifying the game becomes.

Wandering through an underground labyrinth from which there may seriously be no escape is bad enough, but Chase Bethea’s diabolically foreboding score adds a whole other dimension to the experience. Deep bass notes echo the sound of monsters growling in the shadows, occasionally distorting into something vaguely reminiscent of chanting monks, and now and then random, unsettling sound effects like heavy footsteps and inhuman groans are tossed into the mix, just in case your heart wasn’t already pounding like a rabbit’s.

Retro 90’s-style graphics evoke distressing memories of classic horror titles like the first Doom . Textures like crawling vines, eroding stone and slimy underground plant matter lend an organic feel to an otherwise flat and geometric environment. Holes (and eyeballs – horrible, horrible eyeballs!) in the walls give you that creepy, spine-tingling sensation of being stalked. And no, those things you glimpse out of the corner of your eye or at the dim end of the tunnel are not glitches or figments of your imagination: here there be monsters.

The monsters, by the way, follow in the footsteps of so many horror game enemies before them: they are scarier when you can’t see them. This is not to say that up close they’re as cute and fuzzy as bunny rabbits (then again, not all bunnies are friendly) – they do a fair job of freaking the player out, particularly during the first few startling encounters. But they are a bit simply designed, and there’s a certain familiarity threshold to their ability to induce panic attacks; if you play long enough to become well-acquainted, they may start to slide down the fear factor scale from “alarming and upsetting” to merely “sorta creepy.”

The controls system of I Can’t Escape is limited and simplistic – use arrow keys, mouse, or touchscreen to move in any of the four basic directions, and try not to fall through holes. Keys can be picked up by walking over them, and unlocked doors (and other, less obvious exits) are opened by walking through them. There are no weapons; the game is an exploratory experience, rather than combat-based, and nothing but speed and luck can protect you from the creatures in the labyrinth.

Though limited movement may irritate players who prefer the freedom of more contemporary-style games, these restrictions can work in the game’s favor by reinforcing the sense of claustrophobia one might feel when one is, say, trapped in a maze of subterranean tunnels with no escape in sight. Something as simple as being unable to strafe or lean can make corners stressful to approach, because you won’t be able see what might be lying in wait on the other side until it’s too late. On the other hand, it is irritating not to be able to more fully explore such an extensive and eerie environment.

So, is there really no way out? To answer would be to spoil things —and good things come to those who try it for themselves first. (If you consider an intensely unnerving experience to be a good thing, that is.) The game is free, so you’ve nothing to lose, aside from your peace of mind and a good night’s sleep. Enter the labyrinth, if you dare, by visiting the official siteto play the in-browser version, or visit the game’s Indie DB profileto download a desktop copy.

[review pros=”Creepy environment with disturbing soundtrack and atmosphere, varied experience for multiple playthroughs, free and easy to play” cons=”Very limited variety of enemies, restricted movement, frustrating if playing to win” score=85]

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Our Verdict
A daring attempt to blend action and MMO genres.

A daring attempt to blend action and MMO genres. Despite clunky menus and straightforward levelling, it just about pulls it off

On release, Global Agenda made a bold attempt to combine third-person, Team Fortress 2-style arena gunplay with the levelling and loot of a traditional MMO. Now it's free to play, which means everyone can sample its strange but satisfying mix of genres.

It's the aftermath of the Third World War and the oppressive Commonwealth has risen to unite the world under a single regime. It's evil, naturally, so it's up to you to create an elite agent and team up with others to fight the power. You can do this by completing quests in the overworld, defeating hordes of NPCs and boss monsters in group missions, or by sparring with each other in the excellent player vs player arenas, earning experience and upgraded equipment as you fight.

Given enough time, it's possible to see the entire game without paying anything for it. There's no level cap or limit on the areas you can visit. You pay for faster progression, or for cosmetic vanity items.

In spite of huge signs telling me exactly how much experience I was losing every time I completed a mission as a Free Agent, I didn't feel the burn of the slow levelling curve until past level 15, which was more than long enough to explore Global Agenda's selection of game modes.

The pricing model offers about a dozen hours of unhindered play, and thankfully doesn't go down the path of selling guns for cash. Global Agenda is as fair and balanced as it was as a paid-for game.

As a shooter, the game still favours teamwork over pixel-perfect accuracy. A lack of convincing physics or location-based damage can make one-on-one firefights feel slippery and imprecise, but the jetpacks every character wears offer an addictive freedom of movement. With enough players, scraps are agreeably manic.

The slight sloppiness of the battles is offset by the stream of better guns and incremental upgrades earned as characters level. The interface for keeping track of your items and skills still feels clunky, but it's deeply satisfying to see your bionic warrior improve between each fight. The levelling system and skill trees aren't as deep as you'd typically expect from an MMO, but it's enough to make it worth fighting for extra XP.

For a one-off purchase of £15, you can be promoted to an Elite Agent, and instantly double the amount of money and experience you get from missions. Forever. This also unlocks access to in-game email, auction houses and Agencies (player guilds). After that you can still buy booster packs that increase money and experience gains for a set amount of time (about £10 for 30 days).

There are better free-to-play shooters out there, and better free-to-play MMOs. But Global Agenda combines the two in an accessible jumble, and ends up striking a surprisingly good balance.

The Verdict

Global Agenda

A daring attempt to blend action and MMO genres. Despite clunky menus and straightforward levelling, it just about pulls it off

ABOUT THE AUTHOR Tom stopped being a productive human being when he realised that the beige box under his desk could play Alpha Centauri. After Deus Ex and Diablo 2 he realised he was cursed to play amazing PC games forever. He started writing about them for PC Gamer about six years ago, and is now UK web ed.

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Make Waves with Surfy Landing on Mobile

An Australian studio, DreamWalk Interactive, is standing up to the hot temperatures and beach fantasies by letting mobile users surf in safety.

An Australian studio, DreamWalk Interactive, is standing up to the hot temperatures and beach fantasies by letting mobile users surf in safety. Their mobile game, Surfy , launches today for those ready to ride the waves with cool tricks on iOS.

A type of endless runner game, Surfy drops the player off a helicopter and tasks them with keeping the ride going before the break of the wave catches up. The game uses two-finger controls on either side of the screen, to control the surfer’s spin left and right. That’s important, because a large part is performing cool tricks that earn extra points. Using certain elements on the screen, the character can be launched as high as beyond Earthspace, earning big scores. Other than that, the exotic locations switch up with frequent obstacles and power-ups to collect.

The NES title California Games was one of the inspirations for Surfy .

“We wanted to put a modern twist on a classic genre,” said Sam Russell, development head at DreamWalk. “We hope gamers find Surfy as addictive and fun as the games that inspired us to make it.”

For the coins earned in-game, players can visit the Surf Shop to buy permanent upgrades and radical new surfboards. Surfy also has multiplayer mode to challenge friends, as well as global, competitive leaderboards.

Surfing fans don’t have to wait before diving in on their mobile devices, because Surfy is out today for free on iOS.

Break Free in Inner Chains.

Telepaths Tree new game brings players into a world where technology and nature run rampant without human interference, growing to a point where a strong symbiosis developed between the two.

InnerChain

Telepaths Tree new game brings players into a world where technology and nature run rampant without human interference, growing to a point where a strong symbiosis developed between the two. This bond has grown so strong that it is nearly impossible to determine what is alive and what is mechanical. The world itself is dark, decrepit, and dying. Mankind has once again re-emerged oblivious to its own history; this is the world of Inner Chains .

Players step into the role of a member of a lower caste. Their head filled with the teachings of the ruling cast, the players one goal is to reach a mythical place known as the Last Hope. To discover their own role in this world, players will have to fight for their survival encountering hostiles in the form of fauna and flora. In order to make it through this first person horror game, players will rely on quick reflexes and strong judgement.

Inner Chains is currently in development and has reached it’s stretch goals on Kickstarterand has been approved on Greenlight. To learn more about the game and the developer, Telepaths Tree visit the official website“like” on Facebook, and follow on Twitter.

Steam starts supporting free-to-play games

It is frustrating that Valve insist on telling the world very important news just as everyone in the office turns off their PCs to go home.

Steam Free to Play

It is frustrating that Valve insist on telling the world very important news just as everyone in the office turns off their PCs to go home. That leaves it to me to tell you that Valve have added microtransaction support for free-to-play games to Steam, with five available immediately: Champions Online: Free for All, Global Agenda: Free Agent, Spiral Knights, Forsaken Worlds, and Alliance of Valliant Arms.

Starting tomorrow, each of the five games will offer exclusive in-game content to those players who try out the "free-to-play game of the day." That likely means Champions Online will soon be inundated with new players wearing Pyro masks or wielding Gordon's crowbar, which can only be a good thing for all involved.

Read on for a few more thoughts.

You can find all five games in the new free-to-play section of the Steam store.

The news here is that Steamworks' micropayment functionality is being used across all the games. The tech was originally rolled out for Team Fortress 2's, and it has been generating wads of money for Valve and prompting occasional ire from gamers ever since. Given that these games were already free-to-play with micropayments though, it seems like little cause for further consternation.

Instead, it seems like a good thing. Free-to-play games vary in quality wildly, and there's so many of them from so many developers that it's difficult to work out which are worth your time. Having a bunch of them in a central place like Steam, where you can see what your friends are playing, should make it easier to work out what's worth your time. It'll also stop these games being so marginalised and take away a little of the stigma of playing them. If that results in the good free-to-play games getting the attention they deserve, then that's great.

Real gamers review the iPad

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The Dark Eye: Skilltree Saga Coming in December

On December 4th, Headup Games will release The Dark Eye: Skilltree Saga on Steam .

. The roguelike title will feature 2D turn-based battles allowing players to choose their race (human, elf, or dwarf) and fight to raise their skills as they level up to take on even more powerful (and randomly generated) foes! Players begin right in the middle of a personal tragedy as their daughter is kidnapped, and a dark ruler is laying siege to the city. By a strange turn of events, players end up joining an alliance of knights were they’ll be aided in taking the fight to this dark adversary. The Dark Eye boasts roguelike game elements and lots of gear with which to upgrade abilities and skills. The game will mostly take place on a battle screen that’s much like a fighting game arena ( Tekken , Street Fighter , etc.), however, aside from these turn-based battles, players will also have the chance to shop in the marketplace.

In The Dark Eye , players will face a number of dungeons, ranging in difficulty and headed by boss fights that will challenge their skill. There’s a diverse range of enemies, from mushrooms, to wolves, to strange dragons with plated armor. Players will start as a common villager and watch as their character evolves from ordinary adventurer, to elemental knight who will take back his home and hopefully rescue his daughter in the process. More information about the project can be found on the Steam page, or straight from the developer Silent Dreamsor their publisher, Headup Games.

Enslaved almost had online multiplayer, more DLC

Ninja Theory has revealed that Enslaved: Odyssey to the West was once in line for some significant expansions, but that lackluster sales of the game killed any hopes of future DLC. Reflecting on deeds undone in the latest issue of Edge magazine, the studio said it had planned to beef up Enslaved with a multiplayer online game in which players would scoot around with friends on Monkey's “cloud” hoverboard

Quern – Undying Thoughts Puzzles Players with Spiritual & Scientific Viewpoints

Quern – Undying Thoughts poses an interesting dilemma for players at various points in the game.

poses an interesting dilemma for players at various points in the game. Would they prefer to follow the advice of a scientist, someone who argues with facts and reasoning, or an ancient spirit, who explains the mysticism governing the mysterious island?

However, this moral query is only one facet of Quern , an open-world puzzle game loosely inspired by titles like Myst . In a universe with many connected worlds, the player takes on the role of a person trapped in one of them, a small land mass surrounded by boundless oceans. Arriving at the doors of an ancient city, the player finds two different “advisers.” The two guides have conflicting viewpoints on the island. While exploring, the protagonist slowly learns about the land’s origins and the people who have visited it before.

In some ways, Quern follows the typical puzzle game archetypes, using an inventory system to collect and inspect items found throughout the game. If the player can decipher their purpose, they can come in handy at various points in the adventure. Hints and clues often serve for riddles encountered down the line. An important distinction of Quern is that instead of enclosed puzzle ecosystems that are left behind, the more complicated ones will often challenge the player to venture back and revisit already solved areas. The developers want players to think of problems in Quern in a more integrated way than individually, rethinking and revisiting previous solutions to look at them in different ways. Sometimes even errors or seemingly pointless outcomes can hint to progress.

Zadbox Entertainment switched from Unity 4 to 5 during development in order to further enhance the graphics, which will be compatible with 4K resolution displays. They’re also experimenting with using the Oculus Rift to make Quern a more immersive experience. It’s scheduled to launch on Windows, Mac, and Linux.

The Kickstarter has made about one-third of its ~$30,000 USD goal. All the “Early Bird” promotional rewards have been sold out, so paying about $15 minimum now warrants a copy of Quern upon release, planned for March 2016. Pledging ~$62 awards a hard copy, a rarity for crowdfunded games. Check out the Kickstarter campaignfor more details on backer rewards and additional aspects of Quern , such as soundtrack samples.

Fight Killer Robotic Birds in Featherpunk Prime

Sometimes the silliest ideas can become the coolest concepts.

Sometimes the silliest ideas can become the coolest concepts.  This is clearly the case with Featherpunk Prime , an upcoming action platformer from Super Hatch Games. This will be Super Hatch Games’ first title, but the developers have previously worked together at Sony.

Players control a Robo Flamingo as it ascends the many levels of a tower, fighting varied bosses along the way. Super Hatch are creating Featherpunk Prime to be randomly generated in the style of Rogue Legacy. Meaning players will upgrade their Robo-Flamingo between deaths and then enter a new version of the dungeon. Claiming their game is inspired by platformers like Spelunky and Megaman , it sounds like Featherpunk Prime will be quite the challenge to progress through.

Interested readers are able to vote for Featherpunk Prime on Steam Greenlight, and follow the developer on Twitter.

I found this game through our Tell Us About Your Indie Game subforum. If you want to spread the word about your indie game, our discussion forums are definitely a great place to start!

Global Agenda patch 1.44 to add new maps and "cosmetic flair"

A new Global Agenda update is set to arrive later today, adding new maps and a couple of new stores, one selling jetpacks, and another selling "cosmetic flair." The Global Agenda servers will be down for a few hours while the patch is applied, between 11:00 and 17:00 US Eastern time / 16:00 to 22:00 GMT.

Global Agenda

The two new maps, Magmarock and Haulin' Acid have been promoted from beta status to be played in PvP mode. Magmarock is a control map that will be added to the Mercenaries PvP queue, while Haulin' Acid provides another payload arena.

The new jetpack store can be found in Dome City. Ironically, you have to use a Dome City jetpack to reach the jetpack store on the upper levels of the hub. The store will also sell custom jetpack trails. The new fashion store, Burning Fashions, will replace Carter's Seasonal Accessories, and provide more buy-able cyborg bling to pimp out your warrior. You'll find the full patch notes below.

Dome City Changes:

Carter's Seasonal Accessories has closed up shop. Burning Fashion has arrived in Dome City and will be selling cosmetic flair where Carter's used to be. The long awaited Skyward Jetpacks has finally landed at the upper deck of Dome City and is open for business. In addition to selling jetpacks available elsewhere in the game, Skyward also sells high-end jetpack trail effects. You must be a boosted customer with a jetpack in Dome City in order to reach the upper deck of Dome City where Skyward resides. Adjusted the position of the guard at the South gate to the Sonoran Desert to be less confusing to players attempting to exit the dome.

Open Zone Changes:

Uncommon quality Repair Kits can now be purchased from Yuma Imports at New Yuma Station Fixed some issues with materials that appeared to flicker when using Direct X 10 on some clients

Gameplay Changes:

Frenzy wave should now properly award buff points for hitting allies

Bugs Fixed in Version 1.44

Finalized netcode update (initially deployed on 6/23). Significant changes to net code that improve communication between the Atlanta data center and the games` other data centers. This should reduce occurrences of the "stuck on floor” issue for EU and NA West users, as well as provide some other benefits while entering and leaving matches.

Map Changes

New PvP Control map “Magmarock” has been promoted from Beta and added permanently to the Mercenary PvP Queue. New PvP Payload map “Haulin' Acid” has been added to the Beta Maps Queue.

Dev Links: Airlock

Some of today’s Developer Links focus on RPGs, such as a discussion of RPG genres, and a look at prospective JRPGS of 2013.

DescentConcept

focus on RPGs, such as a discussion of RPG genres, and a look at prospective JRPGS of 2013. There are more general matters covered too, though, like the problems with achievements, and what developers can use instead.

Beta FAQ and Official Closed Beta Contests(The Behemoth Developer Blog)“It’s been about a week since we announcedthe Beta Registration Formfor the upcoming BattleBlock Theater Beta. We’ve collected a few questions from the community and put together a Frequently Asked Questions PDF just for you!”

Mapping: Descent(Natural Selection 2)“Over the past week or so, our attenae have detected an increased interest in maps. Mo’ maps. Where are the maps? UWE, make new maps. Why is UWE not making new maps? Etc. Luckily, we are! Cory and his dedicated crew of environment / concept artists and mappers are spending long hours working on new official maps. Here are some glimpses of a few:…”

2013 Looks Like a Good Year for the JRPG(Zeboyd Games)“JRPG fans don’t look like they’ll be hurting for new games to play in 2013 however. On the home consoles, we’ve got Ni no Kuni coming out tomorrow with Tales of Xillia (which from what I’ve heard is one of the best Tales games to date), and Final Fantasy XIII-3 later this year. Also, Pandora’s Tower (Wii) & Monster Hunter 3 Ultimate (WiiU/3DS) for the Action/Adventure/RPG lovers.”

Lostcast 28: IndieHub Game Run(Lost Decade Games)“ Lostcast is the Lost Decade Games podcast, where we talk about running our independent HTML5 game company. New to the show? Get your feet wet with our most popular episodes HTML5, The Bad Partsor Quite an Impact.”

Focusing Creativity: RPG Genres(Gamasutra)“Designer Jordane Thiboust, who deeply investigated the RPG genre while in preproduction for a next generation title, shares his hard won insight — mainly, that mix and match genre-bending isn’t the best way to deliver a polished core experience.”

The Biggest Secret of Driftmoon!(Instant Kingdom)“The biggest secret of Driftmoon is that it’s actually 3D! I bet you thought that it was purely a top-down game, right? Maybe you thought that it would be impossible to turn the camera, even a tiny fraction? Actually that was completely true a week ago, when we suddenly started wondering how the game would look from a more angled viewpoint, and in a mad coding frenzy got to work.”

An Alternative to Achievements(Gamasutra)“Designer Keith Burgun examines the concept of achievements, looking at how they’re used, how they might be used in the future, and how they might even change totally — for the better.”

Little Inferno & Plato’s Allegory of the Cave(Plot Is Gameplay’s Bitch)“I played Little Infernojust before Christmas. Like othersI found the simplicity of the gameplay a little underwhelming compared with the ingenious developments of previous Kyle Gabler offering, World of Goo; unlike some others I found real depth to the game’s fiction. This post is about that.”

April's best free PC games

You know what?

Personally thumb

You know what? It's been a hell of a month for free games. Normally, when planning this column, I've to scour the internet high and low to locate some hidden gems. This month, they've been coming out of the walls, man! Special mentions should go to Picaroon, Space Engineand Pragmatica, all of which are worth a look, but read below the jump to find out which titles I've ended up loving the most.


Technobabylon - Part III: In Nuntius Veritas

Technocrat. Grab it from GameJolt.

I really need to go back to the start of Technobabylonat some point. Its first episode was an unassuming little room escape title with some interesting narrative touches to keep things fresh. Since then it's expanded into an enormous adventure series set in an unsettling future where your character is under constant oppression or threat.

Part III is the most stylish so far, and perhaps the most well-written, although all three episodes are marvelous from a storytelling perspective. For my money, the actual game itself isn't quite as strong, with a couple of stinkers in the puzzle and mini-game department. But now that the several interlocking strands of the story are coming together, there's never been a better time to give the series a go.


Soul Brother

[adult swim]. Play it on the [as] website.

This is a neat idea. From the always-agreeably-barmy [adult swim] comes a new platformer, which is essentially a game about very carefully timed suicide. Yeah. Exactly.

The idea is this. Soul Brother features a string of different characters, each with its own special abilities. When one character dies, its spirit enters the next one, and you play on from there. The trick is to time your deaths so that the next character is in the most favourable position to plod along with the adventure.

The game itself is a pretty straightforward, unremarkable platformer, but the art style is nice, and the idea behind it is lovely. So is the name, come to think of it.


Ace of Spades

Ben Askoy. Download it from the official website.

Hey, look, it's Minecraft: World War I edition with a multiplayer twist! Ace of Spades so shamelessly nicks both the core mechanics and visual design of Mojang's pre-release classic that my initial response was to laugh at it, and ignore it. But it turns out there's a bit more going on here than you might expect.

Firstly, its rudimentary physics system opens up a whole boatload of new creative avenues. And secondly, the combat is a huge improvement on Minecraft's, with some absolutely fantastic range and satisfying insta-kill headshots.

The first beta build was as bug-ridden as you can imagine, but an updated version - which I've not touched yet - is now available. And, of course, this is entirely free, so a lot of that stuff can be quite reasonably forgiven when set against all the fun you're having.


Global Agenda: Free Agent

Hi-Rez Studios. Get it from the game's website.

I thought Global Agenda was pretty rubbish, if I'm honest. I played it for a while with PC Gamer contributor Phill Cameron, and the most fun either of us had was getting into an utterly ludicrous argument with one player about who was allowed to dance in which bits of the game's Dome City hub.

But it's a different matter when no coins are involved. Global Agenda: Free Agent is the free-to-play version of Hi-Rez's team-based shooter/MMO hybrid, and while it retains all the original's flaws, they're a lot more forgivable when your bank balance remains intact.

Combat still feels flimsy, there's still very little variety to the game, and the MMO side is still simultaneously undeveloped and unintuitive. But weighed up against other free-to-play shooters, Free Agent actually fairs rather well. Perhaps High-Rez would have done well to realise that from the start.


Don't Take It Personally, Babe, It Just Ain't Your Story

Christine Love. Download it from Christine's website.

Do you remember Digital: A Love Story? If you don't, it's presumably because you never played it, because such a fiercely creative little indie game would certainly have stuck with you in the 18 months since its release. The brilliantly named Don't Take It Personally, Babe, It Just Ain't Your Story is a spiritual successor of sorts - although this time, writer/developer Christine Love's efforts are marginally less striking.

It ostensibly takes the form of a visual novel, but the more you play, the more you realise there are more interactive elements than you might think. Set 15 years into the future, Don't Take It Personally lobs you into the shoes of a divorced high school teacher, and the plot unfolds as you decide the extent to which you feel comfortable becoming involved with (or intruding on?) your pupils' lives.

This is hardly a traditional game, and the visual style is a little jarring, not least because this futuristic school is apparently still using big boxy televisions and blackboards. But it also made me ask more questions of myself than a game has managed since the original Dragon Age. At around two hours long, it's best completed in one sitting - and while the ending is disappointingly unsubtle, I came away from it with a positive impression overall.

Enslaved: Odyssey to the West now available on Xbox Games On Demand

People need to stop complaining about this generation's color pallet. "Games are too brown and sad!" gamers cry while plunking down $60 to pick up the latest post-apocalyptic RPG. "There's nothing but gray military shooters!" they tweet while pre-ordering the next iteration of a popular gray military shooter. Meanwhile, games like Enslaved: Odyssey to the West completely bucked that trend, offering

Attack of the Labyrinth, Co-op Radial Shooter

Indie developer Timedrop Studios recently released the demo for their co-op dungeon-crawling title, Attack of the Labyrinth (or AotL if you prefer).

if you prefer). The chaotic action gauntlet runner may look simplistic at first glance, but the gameplay speaks volumes, and there’s enough excitement from start to finish to keep you respawning and jumping back into the action.

The game features a few different classes: There’s a knight, wizard, archer, and dragon. Knights have large attack range, wizards can cast fireballs on an area, archers shoot straight arrows with decent power in a straight line, and dragons have powerful close-range attacks and the ability to breathe fire, which is even more powerful. The game works on a sort of Legend of Zelda format with regard to the health system (half hearts to full heart health icons), and plays like a Mana series radial hack-n-slash. Players jump into the dungeon, grab a key, unlock the door to the next area, grab some loot, purchase upgrades and health from in-game stores (watch out because the enemies can walk right into the store!), and violently parade their way through the levels.

The game is unfinished, as aforementioned, but you can play the demo hereor purchase the Beta for $5.00 on the same page. The demo is a small taste, but the Beta will hold you over until a future update or the actual release. It’s recommended you play with friends to get the most out of it!

Fortified Review: Rocket Defense

The golden age of science fiction swept across the world in the 1950s.

Fortified review

The golden age of science fiction swept across the world in the 1950s. Many of the sci-fi franchises we know and love today have their roots based in ’50s science fiction. From an era of clunky robots and laser pistols that look more like water pistols by today’s standards, science fiction has come a long way since it first teleported its way into pop culture.

Celebrating the best of these genre-specific tropes is Fortified, a new tower defense game from Clapfoot.

In Fortified, the aliens have landed (well, they’re about to) and it falls on the shoulders of the player and up to three of their friends to defend Earth from these foreign invaders. Each player can select one of four different characters, each of which have their own unique abilities. I selected to play as the Rocket Scientist who can nimbly fly over the tops of the alien invaders and pelt them with a barrage of gunfire.

As a tower defense game, players must defend a specified location from waves of increasingly tougher enemies. The enemies take the form of robotic aliens that looked like they were ripped right off of the cover of a 1950s sci-fi comic book. Small, spider-like robots scurry around the larger, humanoid robots stomping down the street while flying saucers whirl overhead. Every level is a full-fledged alien assault.

fortified review

Luckily, players have a variety of defenses they can employ to tilt the odds against the swarms of mechanic monstrosities. By strategically placing rocket launchers, tesla traps, armed soldiers, and more, players can take out the waves of aliens before they get to the objective. The narrow streets of the levels lend well to clustering the defenses at strategic choke-points, so players will have to carefully plan where they position each form of defense, as they’re working with limited resources and can only place so much.

After the defenses are all positioned, the aliens arrive and the frenzy begins. Equipped with two different firearms players are free to run around the map and shoot down the incoming aliens. While taking care to avoid any lasers that the aliens fire back at them, players can charge up their special ability by racking up kills. Kill enough aliens and the special ability is ready to be utilized for a limited duration.

At the end of each level players receive experience points based on their performance. With enough experience points players can level up and unlock additional defenses and weaponry to use.

fortified review

The standout feature of Fortified is the aesthetics the game employs. Everything in the game just felt right, it felt like it was taken right out of a pulp science fiction hit. The “pew-pew” of laser fire, the corny catchphrases the characters shout out, the levels themselves, it all comes together to create a cohesive 1950s sci-fi experience, and that’s not something I’ve had the pleasure of experiencing in a video game in quite some time.

Level design in Fortified is also a main attraction. Each area felt distinct and unique, it wasn’t just the same building rearranged around different streets. Some levels had me defending a back alleyways, another had me holding off invaders in front of a movie theater. Each level was fresh and exciting to run around in. One of my favorite moments in Fortified was primarily due to the game’s great level design. Due to the way one light was positioned, as the aliens approached I saw their massive shadows marching on the far building, making them appear even larger than they already were. The effect reminded me of old horror movies where the monster is “behind the camera” and all that we see is its massive shadow looming over the victim.

Little touches like that really made Fortified shine.

fortified review

My only issue with the game is an issue I simply have with games of the genre; I get frustrated when I finally get to the last wave, only to lose and have to replay through all the easier waves. It is even more of a downer if you happen to be playing the game on your own. When I was playing with a friend, having to start all over again was annoying but we could joke around about it and the experience was far less frustrating. So if you can, I suggest you bring a friend (or three) into Fortified.

After all, Earth needs all the heroes it can get.

Pros

Great level design Nails the sights and sounds of ’50s sci-fi

Cons

Having to repeat entire levels is tedious

Review copies were provided to IGM by the developer. Fortified is available now on Steam and Xbox One.

Global Agenda to go free-to-play this month

The mid April update to the massively online shooter Global Agenda will make the game free-to-play for all, according to a recent blog post from developers Hi Rez Studios .

. The update will let anyone download and play the game all the way up to the level 50 cap. You can pay a one off $19.99 / £13.99 / €15.99 fee to gain permanent Elite Agent status, which will increase your levelling speed and give you access to features like login priority, auction house and in-game mail. If you've already bought Global Agenda, you'll automatically gain Elite Agent status for no extra cost.

For more on the shooter's move to free-to-play, head over to the Global Agenda site.

Namco 'proud' of Enslaved despite low sales, won't comment on sequel possibility

There may yet be a future for Trip, Monkey and Pigsy. Despite its disappointing sales, Namco Bandai has stated that it is standing behind Enslaved: Odyssey to the West due to the outpouring of critical and fan praise. It seems a sequel could still be possible. Maybe... Since its release last October, Enslaved has quietly grown into something of a cult-favorite, joining the likes of Beyond Good and

In Between Comes to Steam

In Between , a puzzle-platformer by German developer gentlymad, is no longer in between release dates or Greenlight.

, a puzzle-platformer by German developer gentlymad, is no longer in between release dates or Greenlight. The team is happy to announce the game is now available for purchase.

In Between drops players into the mind of a man who has been struck by something awful — it is not said what that awful thing is — and sets them on a path to freeing the protagonist from his own mind. The developers claim the story will be tragic, and hope that the entirely hand-painted pixel environments will lend the right atmosphere to the game’s narrative.

The game sees players solving a variety of puzzles, with the main mechanic being four-way gravity manipulation. So in order to figure out the solution to each puzzle, players will have to decide whether they want gravity pulling them up, down, or sideways. In Between features 60 levels, though it hasn’t been noted if this includes the segments of the game that are outside of the protagonist’s head. Naturally, as the game progresses, more mechanics are introduced, with the goal of constantly increasing the difficulty for players.

In Between is out now on Steamfor Windows, Mac, and Steam OS/Linux PCs, and those interested can learn more about it from the developer’s website, specifically the game’s pagewithin that site. In Between costs $11.99 USD normally, but as part of its launch sale, is only $10.19 (15% off), so if any readers are interested, they should give it a look before August 28, when the sale ends.

Indie Links Round-Up: Poking The Bear

“The Jennifer Ann Group’s annual game design challenge — aimed at promoting awareness of teen violence through gameplay — has announced the winners for its 2013 competition.” “Athletic Design’s Strip Em All is a comic-based puzzle game that tasks players with solving puzzles using their understanding of people and psychology, according to developer Ola Hansson.” “Toki Tori 2+, the refreshingly deep, yet accessible puzzle game by Two Tribes has found its way to Steam and I’m pleased to have had the opportunity to spend some time with it.

Cube_World_Indie_Links

Today’s Indie Linksfeature articles on Toki Tori 2+, Strip Em All and Cube World.

Life.Love. Game Design Challenge winners announced(Gamasutra)

Strip Em All: the game that uses psychology to solve puzzles(Polygon)

Toki Tori 2+ – A delightful and deep open-world puzzler that won’t hold your hand(IndieGames.com)“Toki Tori 2+, the refreshingly deep, yet accessible puzzle game by Two Tribes has found its way to Steam and I’m pleased to have had the opportunity to spend some time with it. It’s not often anymore that a developer attempts to boldly allow the player to discover each and every subtle game mechanic with absolutely zero hand-holding or overt tutorialization, yet this is exactly what Toki Tori 2+ does, and this decision has allowed for the framework of the puzzle game to find a unique voice for itself.”

Skulls of the Shogun Bone-A-Fide Edition hip-hop intro by Mega Ran live on Steam(IndieGames.com)“Game-inspired hip-hop artist Mega Ran completed his tour of Japan late last month, performing with indie game composers Motohiro Kawashima of Oh, Deer! and Aliceffekt of Hiversaires. The tour has now culminated in a Skulls of the Shogun rap remix, live on Steam today for the first time. Developer 17-BIT’s “Bone-A-Fide” Edition of the strategy title will be adding six new multiplayer levels and developer commentary through its updates. Meanwhile, the soundtrack to Skulls of the Shogun by Makyo is available to stream in full on Bandcamp.”

New Xbox Live Indie Games for week ending July 12, 2013(IndiePub)“The theme this week on XBL is one-button games. For fun and simplicity, check out Toy Plane and Magnetized which feature fun puzzles that require just a single button to play.”

Some Time With: Cube World (Alpha)(RPS)“Tired of our usual excursions in Torchlight II, or Minecraft, or wine, Lady Rossignol and I needed something of a fresh video-distraction for the weekend evenings. Having paid little attention to Cube World, but knowing enough about it to say that I was multiplayer, we decided to embark on the perilous path of the alpha. This is how we got on.”

Kickstarter Katchup – 14th July 2013(RPS)“When was the last time a project made almost a million dollars in a week? Warmachine: Tactics came and conquered, with its fantastic visual design and promise of turn-based shenanigans pleasing all who saw it. Well, maybe not all, but a heck of a lot. Elsewhere, intriguing procedural pirate game, Freebooter, was cancelled early in its campaign, leaving me with affections to spare. I’m lavishing them on Dropsy, a surreal adventure starring a creepy clown, and Monochroma, which every single person should look at right now.”

Monkey Poo Flinger(Indie Gamer Chick)“No, really. You can file Monkey Poo Flinger.. again, no really.. under novelty games. It has no real value as a game.”

The makers of Global Agenda announce their MOBA contender: SMITE

Either the MOBA bubble is nearing its bursting point, or a new era of competitive strategy is dawning—whatever the case, it's obvious that more and more developers want a piece of that sweet DotA-legacy pie.

SMITE thumb

Either the MOBA bubble is nearing its bursting point, or a new era of competitive strategy is dawning—whatever the case, it's obvious that more and more developers want a piece of that sweet DotA-legacy pie. Hi-Rez Studios, the developers behind the now-free-to-play Global Agendaand upcoming Tribes game, are taking a crack at their own DotA-inspired game with their upcoming SMITE. But what could possibly set them apart from the rest of the well-established crowd? How about a third-person camera perspective and graphics powered by the Unreal 3 Engine.

Developers and gamers have long dreamed of cracking the conundrum of making third-person, action-oriented combat work in an RTS game. It's been done before, in games like Rise & Fall: Civilizations at War, or the StarCraft 2 mod Blizzard demoed starring Nova from SC: Ghost. But unless you're satisfied with Dynasty Warriors' endless hack-'n'-slash gameplay, there's never been a game to give you a truly fulfilling experience of leading your army on the ground as a powerful general leading the charge into tower defenses and cannon fodder troops. Hi-Rez aims to change that with SMITE—only, instead of controlling a general, you'll be controlling a god.

SMITE's theme and lore are rooted in global ancient mythology, as you can see from the Anubis and Zeus hero reveals. Personally, I think that mythology is another concept that needs more love in gaming (God of War non-withstanding); there's a multitude of awesome deities and cultures to harvest hero ideas from. Imagine: the Hindu elephant god Ganesha, battling toe-to-toe with the Norse god Thor, while the love goddess Aphrodite heals Quetzalcoatl, the Aztec god of wind. HECK TO THE YEAH! The lore is already out there, just waiting to take form as a badass MOBA, and Hi-Rez looks like its ready to answer the call.

Hi-Rez are no strangers to the free-to-play model, and how best to appease players with store items that are appealing destroying game balance. We're eagerly awaiting in-game screens of what god-vs-god combat looks like in the gorgeous Unreal 3 engine, but until then, check the Global Agenda blogfor updates on the game's progress.

Enslaved: Pigsy's Perfect 10 DLC review

If you’ve already played and loved Enslaved: Odyssey to the West, you’ll probably be hell-bent on picking up this DLC pack (which also is in 3D), but hear us out first. The DLC is good, but it’s also very different gameplay-wise, and some players will take issue with its approach. See, you may recall that Pigsy had a sniper rifle when he was unplayable AI, so this DLC sort of turns Enslaved into a

Average Giants Episode 32 Pt 2 – Shadow Era

IGM Presents… The Average Giants!

IGM Presents… The Average Giants! A weekly webseries where we play indie games while chatting with their developers. Come watch (and “follow”) the show live on our hitboxchannel every Monday night at 9:00pm EDT.

Or you can just sit back and watch all our live streams right here on our new IGM Livepage

Original Air Date: October 20, 2014

55 Final Fantasy games explained in 10 seconds or less

From its humble beginnings in 1987, Final Fantasy has since blossomed into a ridiculous multimedia empire. There are, of course, the main numbered entries, but there are spin-offs, sequels, kart racers, energy drinks, even feature-length movies - and it can be tough to keep track of it all. To help make sense of the convoluted mess of games that is the Final Fantasy brand, we've made a list of nearly

Video: Animators deconstruct why women aren't too hard to animate

It's important to have diverse characters in games, but making that happen sometimes requires developers to step outside their comfort zone when it comes designing and animating those characters.

At the GDC 2015 Animation Bootcamp this year a panel of game industry experts gathered to cheerfully debunk the specific misconception that women characters are " too hard to animate" or too expensive to include in games alongside male counterparts.

The discussion drew on the animation expertise of Lab Zero animator Mariel Cartwright and Naughty Dog animator Jonathan Cooper, as well as the game production and technical expertise of Giant Spacekat co-founder Brianna Wu.

The resulting discussion offered a good overview of how developers large and small can efficiently incorporate more diverse characters and imagery into their games, and is worth your time to watch for free over on the GDC Vault .


About the GDC Vault

In addition to this presentation, the GDC Vaultand its new YouTube channeloffers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Tech

Namco Bandai's Japanese president disappointed in Western developed games

For all the talk about cross-cultural development, Japanese publishers seem to be struggling with working out how to make games overseas (as in, anywhere not in Japan). Following disappointing sales of Western-developed games such as Enslaved, Splatterhouse, and Dead to Rights: Retribution, Namco Bandai Games has made the decision to severely scale back all development of games outside of its Japanese

Glaciators’ Review – Hot Blood On Cold Ice

‘Glaciators’ Review – Hot Blood On Cold Ice
From We Get Signal , the developer that brought us Super Busker , comes the nifty new release Glaciators .

. Released in January as a PC downloadable for just $1, Glaciators is fast-paced survival on ice, featuring cutely cartoonish skaters armed with deadly javelins and multiplayer gameplay for up to four participants.

In a rather literal interpretation of “sudden death,” each player controls a team of three skaters competing against three other teams to be the sole survivors at the end of a short, sixty-second match. You can take on up to three of your closest friends – or enemies, or even frenemies – or the computer. The AI is averagely intelligent at best and has a self-defeating habit of sending its own skaters flying face-first into walls and holes in the ice. It’s not impossible to lose, but it does require a certain level of gaming laziness not to win at least most of the time. Glaciators is nothing if not a chill experience.

That is not to say, however, that it is a boring experience. Maybe it’s just me, but there seems to be a certain undeniable satisfaction in jabbing a key and sending a harpoon flying through the heart of one’s opponent, then doing a quick pirouette across a trail of blood as their lifeless corpse slides to a stop just a few feet away. It’s no Happy Tree Friends , but there is just enough blood to effectively rob it of its deceptively innocent façade – but then, what’s a little murder among friends?

Controls are easy and customizable, with only directional keys and the javelin-throwing key to worry about, and the game generally runs as smoothly as the skaters skate. (Bonus: it supports most gamepads and joysticks as well as the traditional keyboard.) One slight issue is that, for whatever reason, the player’s skater will not respond until the player clicks the mouse once within the playfield. While this is not a huge issue, it would be nice if this didn’t happen at the start of every single match.

Aesthetics are simple in Glaciators . Crowd walla and a peppy, arcade-style soundtrack keep the atmosphere upbeat, and bright color coding helps differentiate skaters from different teams. As a nice touch, white skate paths are just barely visible against the ice. The holes that appear in the ice, on the other hand, are perhaps the least impressive feature, appearing suddenly as plain blue rectangles and disappearing just as suddenly at random.

Of course, if you’re playing for the graphics quality, you’re missing the point. If you want big-budget special effects, larger than life landscapes and buckets of blood, get thee to Hollywood. Glaciators is nothing more and nothing less than a fun little diversion from the dullness of the everyday, a game offering sixty seconds of escape with a quirky little grin and a morbid glint in its eye. It’s not likely to open the doors of perception and irreversibly change the course of your life, but it does what games do best – it distracts us, from paperwork, from schoolwork, or from housework, at least for a few bloody seconds.

Fans of ice skating and javelin-murder can visit the official sitenow to purchase Glaciators for $1. The download currently features both the game and a Glaciators wallpaper, just in case you happen to have a particular fancy for orange parkas.

[review pros=”Fun, fast-paced competitive gameplay, upbeat soundtrack, inexpensive” cons=”Lacks ambition, graphics could use polish, slight issue with character responsiveness” score=73]

Zelda, God of War, Resident Evil: Everything old is new again, and nothing is sacred

It's been a couple weeks since E3, and we've had some time to breathe, to reflect, to ponder what the hell is going on in that Death Stranding trailer (it's a metaphor for Kojima's broken relationship with Konami? Maybe? Then what's up with naked Ree- you know what, we'll be here all day so let's move on). As I look back on the the games I'm most excited about coming out of the show, a pattern starts

The Top 7... Overlooked games of 2010

You've already read plenty about Halo and Call of Duty. Mass Effect and Red Dead. Mario and Ezio. You already know they're good, you already know they're successful, and chances are, you've already played them to death. So as 2010 draws to a close, why not try something a little less known… and a lot more surprising. Like our Top 7 overlooked games of 2010: Wh-what's this? A video? But where's the

Tomorrow Corporation Interview

Tell us all a little bit about how Tomorrow corporation was formed and where the idea/inspiration for Little Inferno came from?

Gray: The three of us met at grad school at Carnegie Mellon University almost 10 years ago, and collaboratedon a few projectstogether.  Back in those days, starting a game company right out of school was virtually unheard of.  This was back when indie meant grungy non-showering musicians, steam was scalding hot water vapor, and digital distribution meant sending chain emails full of cat photos.

Instead, we all got jobs at Electronic Arts.  After a few years, however, we wanted to make our own mark on the industry. Kyle left to form 2D Boy and create World of Goo with the talented Ron Carmel, while I pitched Hatsworth internally at EA.  After both games finished the three of us got back in touch and started Tomorrow Corporation.

We spent a few months talking and meeting over what we should make.  Having come off of a platformer, and a physics-puzzler, the only thing we knew for sure was we wanted to make something unique, something experimental, something that was different from everything else out there and couldn’t possibly be compared to our previous games  Little Inferno was the perfect fit – something no other company would be dumb enough to make!

When did you start developing games? What got you into programming and designing?

Blomquist: I started programming a few years before the Internet became a thing because back then, computers didn’t really do much else.  I started making games right away because games and homework were pretty much the 2 pillars of my life at the time, and I didn’t want to make a program about doing homework (a missed opportunity.)

Gabler: I learned about programming and failure making crappy text adventure games with QBASIC as a kid in the 90’s.

Gray: I always wanted to make games growing up, but I was a horrible programmer.  Luckily, my skills were adequate enough to make games in Flash, otherwise I’d probably be doing something else now.

What game do you remember from your childhood that inspired you to make games?

Blomquist: Metroid was one of the earlier games that I became totally obsessed with.  When you’re willing to spend hours with your NES Advantage turbo controller finding and cataloging random passwords, you know that a game has affected you somehow.  Poor imitations of Metroid are a large part of my game making history.

Gabler: In the 80’s or 90’s there was a game called Beast on our green and black DOS computer. You were an ASCII diamond, and you moved around in a mutable maze with little ASCII H’s chasing you. If they touched you, you died. But you could crush them by smashing them between walls or trapping them in confined areas. I was terrified of those H’s. And then they started laying eggs.

Gray: I grew up with an Atari and an Apple 2, but was never allowed to have an NES – so I’d always end up at my friends’ houses playing their copies of Zelda and Mario. The game worlds always seemed so rich, and full of mystery and wonder.  What happens if I push that rock?  What if I fall down that pipe?  Although those games were much more limiting by today’s standards, they certainly felt limitless as a kid.  Once my grandparents bought me an NES for my 8th birthday (I was a spoiled kid), I knew what I wanted to do with the rest of my life.

[private_insider]
When did you start working on Little Inferno?  What is your favorite moment or feature? and are you guys complete pyromaniacs?

Gray: When we started Tomorrow Corporation, the first thing we started working on was a game called “Robot and the Cities that Built Him”,a title based off of Kyle’s prototype of the same name. ( http://2dboy.com/RobotAndTheCities/)  In that game the player’s goal is to amass a small army of robots to decimate anything in their path.  But after some time, we felt it was too traditionally gamey, and we wanted to make something much more experimental.

Gabler: It’s not REALLY about fire. This is an indie game! The fire is a metaphor for something or other!

I have to admit that after playing through the game, I can’t help but feel like this is a spiritual successor to World of Goo.  From the art style/characters to the post-modern narrative, Kyle Gabler certainly has made his creative mark.  You could almost replace Tomorrow Corporation with World of Goo corporation in the game’s narrative.  Why is Little Inferno a Tomorrow Corporation game and not a 2d Boy game?

Gabler: Although I’m a part of both 2DBOY and Tomorrow Corporation, the two indie studios are entirely separate. More about the distinction here! http://tomorrowcorporation.com/posts/who-are-you-tomorrow

While brainstorming a new game, we knew that anything we built would be immediately compared to World of Goo simply because I was involved. So we sought to make a game that could not possibly be compared to our previous games. It would NOT be a physics puzzler, or a platformer, or be about moving something from one point to another point.  We thought we’d try to build an entirely new kind of game that no one had ever played before.

What would you say to critics who think Little Inferno is too simplistic, short, easy and/or repetitive?  You are on the same screen for nearly the entire game after all.

Gabler: Oh it’s tricky! Because they are right! Of course buying things and throwing them in a fire is simplistic, short, and repetitive. And that’s not an accident. It’s fairly heavy handed, even. The characters in the game have also noticed the same thing – and wonder about it aloud to you in different ways. But why? Why do we continue doing something that’s warm and comfortable, maybe embarrassingly satisfying, even though it’s clearly unproductive? It’s a question the game is fascinated with.

The trouble is, many gamers, and even journalists, are perhaps so used to consuming games at face value that they miss a larger punchline here. It’s a slow, smouldering burn, that pays off for the adventurous players who are willing to be taken on a ride.

How hard was it to develop a game that completely lacks a level structure?

Gray: Having come from a physics puzzler, and a puzzling platformer we wanted to try something completely different.  At first we thought this teeny-tiny fireplace game would be a breeze, but it turns out making games without a formal structure is a lot of work.  For one, there’s almost nothing reusable!

The amount of content we had to create for Little Inferno was staggering – over 140 unique items, each with custom art, animations, descriptions, and particle systems.  In many ways, Little Inferno seems like a smaller game than World of Goo or Hatsworth, but it’s actually much, much bigger!

When developing a game as unique as Little Inferno, what comes first? the gameplay mechanics? or the story?  both seem to fit so well together.  It’s hard to imagine how your wrapped everything together.

Gray: When we first started, we knew we wanted to make a game based off of the Yule Log TV program – the burning log you find on TV around the winter months in hotel rooms.  It originally started in 1967 in New York somewhere as a 17 second loop of burning log.  We were immediately drawn to the idea – could we take something with an intentionally incredibly underwhelming premise and then actually make a game that was actually surprisingly good?

Gabler: So, given such an extremely constrained location, we thought about how we could tell a much larger story from such a limited perspective? I kindof feel like that all the time anyway. All kinds of enormous things are constantly happening all over the planet, but the only way I know about them is through a little peep-hole into the world in the form of an internet connection, or newspapers that someone left on the table at a cafe before I got there. And they aren’t always reliable.

If you had more time/money, what if anything would you change about Little Inferno?

Dandy Wheeler, PR Rep: Market research indicates that Steam users would like 15% more pixels in explosions and 300% more bullets!

Are there any plans to expand Little Inferno with more catalogs, DLC, etc? I can’t imagine a sequel, but what else does Tomorrow Corporation have in store for us? Ports to more platforms?  The controls would certainly work on touch devices.

Gray: We’re working on porting the game over to Mac and Linux platforms, and translating Little Inferno into a few more languages.  Beyond that, it’s whatever makes sense for the game. If it’s fun to play Little Inferno on your Casio wrist-watch, we’ll figure out a way to make that work!

What is your favorite indie game right now?  What are you playing or looking forward to from the indie scene?

Blomquist: I finally took the plunge and started playing Terraria recently. My treasure chests grow ever fuller.

Gabler: I’ve recently had a lot of fun with the student-built game Dig n’ Rig. There need to be more games about digging holes.

Gray: Octogeddon, a game where you control a giant octopus with mutant arms – super simple, and simply insane.  I’m also really looking forward to Monaco after playing it at IGF years ago – come out already!

What one piece of advice would you give to aspiring developers?

Gabler: The best piece of advice we need to heed ourselves is: Just dive in and make something. Programming language doesn’t matter, destination platform doesn’t matter, just make anything using anything. If it sucks, you’ll know quickly. If it’s promising, you’ll probably re-create the whole thing from scratch anyway.

Dandy Wheeler, PR Rep: Market research has generated some indie game ideas just for you! 1. A platformer where you walk along a straight line, forever, and the rotation of the earth and movement through the solar system generate invisible geometric patterns which are a metaphor for the invisible beauty all around us. 2. An 8-bit shooter where your gun fires ninjas instead of bullets. 3. Rag doll Maya Angelou falling down an infinite hill while a text-to-speech converter reads auto-generated poetry. LOL Love you Tweet me!!

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Firewatch Review: A Brushfire Experience

Firewatch was one of the games that left a lasting impression on me from last summer’s E3 event.

Firewatch review

Firewatch was one of the games that left a lasting impression on me from last summer’s E3 event. I remembered the game for it’s gorgeous vistas, the lush environments, the mystery, and that cute little turtle that is picked up about halfway through the trailer.

While Firewatch came stocked with plenty of beautiful vistas and environments for me to explore, the mystery —arguably the heart of the story— fell completely flat for me.

I didn’t even find the turtle, either!

Firewatch begins with players catching up on the life of Henry, the protagonist of whom’s eyes you’ll be experiencing the game through. Since you’re locked into first-person for the entirety of the game, those of you who suffer from motion sickness, consider this your warning. As the story goes, Henry is a pretty average guy. His wife suffers from dementia and at such an early age the disease has taken a lot away from both his wife and Henry himself. In a rather odd decision (one that painted Henry as a coward, in my opinion) he abandons his wife with her family and decides to run away to play Forest Ranger for a summer.

It’s really tough to get me to care about a character who I consider a coward. Sure, I can come around over time, after the character has grown, learned from their mistakes, and so forth. But from beginning to end in Firewatch, Henry changes very little. By the end of the game, Henry felt as believable as the cardboard cutout of Forrest Byrnes that I found next to his watchtower. Henry behaved in ways that I found followed very little logic. One moment he was bravely breaking into an area mysteriously sealed off by the government, the next he was yelping about a little bumble bee.

Firewatch Review

Believability was further tarnished by flaws in the communications between Henry and Delilah the only other person that Henry has direct contact with. Their communications are handled through walkie-talkies and while the voice acting in Firewatch is the second best part of the game (right behind the gorgeous environments), there would be times when Henry would be using the push-to-talk feature when both of his hands were clearly engaged in other matters, or he would be talking to Delilah perfectly clear, even though he should be choking and coughing due to the thick smoke drifting through the area.

These little flaws wouldn’t be a bother if the game hadn’t already established itself as being so specific. In some sections I had to literally be looking at specific objects in order for the game to progress. If I have to specifically call in things I come across every time I come across them, yet later on I’m climbing up a cliff using both my hands on the rope yet can still use the push-to-talk walkie and am clearly speaking even though similar climbs promptly exhausted Henry (as witnessed in short little cinematic moments of huffing and puffing), it makes it obvious that Firewatch is inconsistent in how the game handles these things. That really nagged at me throughout my time with the game.

It may seem like I’m being nit-picky, and maybe I am, but that is entirely because I was really looking forward to Firewatch and it almost entirely disappointed me.

Firewatch Review

The forests were the game’s saving grace. As I hiked through Firewatch’s canyons, fields, and rivers, I couldn’t help but get lost in my own thoughts. I knew roughly where I was going so I just stuck to the path, checked the map and compass now and then to make sure I was headed in the right direction and hiked on. Early on, players will find a disposable camera that they can use to satisfyingly snap pictures of whatever they wish. The pictures come into play at the end of the game, but I suggest you snap pictures of anything you find particularly interesting.

I’d like to be more specific about the purpose of the photos, and the story as a whole, but I’d hate to ruin the little bit of suspense and surprise that the game has in store. All that I will say is that by the end I felt like the story was rushed. The mystery took a good amount of time to build up, and then it all quickly wrapped itself up far too convienently. However, at the very end, any sort of closure I felt was then undone by what I saw in the credits. So by the end of Firewatch I felt like I (as the player) had actually done very little.

Firewatch Review

Considering the whole point of me (as Henry) being out there was to figure out how to handle taking care of my sick wife, while keeping an eye out for brush fires, I felt like a complete failure as the player. There were two fires, but you only see smoke, you never actually see a flame, just the glowing ambient light reflecting off of the thick smoke at night. As I mentioned at the opening of the review, I didn’t see the turtle that is shown in the trailer, but I did see a raccoon, an oddly stationary duck, an elk, and a bumble bee, the latter two of which were part of a scripted events. For as rich and lush as the environments were, they were surprisingly (and disappointingly) vacant of living creatures.

Firewatch’s story ultimately fell flat for me. As much as I enjoyed strolling through the forests and taking pretty pictures of the scenery, the story is what drove the game forward, and unfortunately it tapered off in the final thirty minutes. My time with Firewatch ended with a bouquet of emotions. I was a little surprised it ended so suddenly, I was disappointed that it ended how it ended, I was frustrated by what I saw at the very end, and I was confused as to why this was a story that needed to be told.

Firewatch isn’t a bad game, I am sure many people will enjoy it as I did to an extent. Just don’t expect anything crazy and know that the game is very grounded in its reality. Which, like our own reality, can be disappointing.

Pros

Beautiful environments to trek through. Great voice acting.

Cons

Story fell flat in the end. Inconsistencies in elements. Did not feel worthwhile.

A review copy of Firewatch was provided to IGM by the developer. Firewatch is available now for PC and PS4. Visit firewatchgame.comfor more information.

TalkRadar UK 68

There are some dark and twisted moments to come in this week's TalkRadar UK - some of which involve games and others, hmmmmm, not so much. But if you're after a podcast with puss-filled phallus talk and off-the-wall opinion on the latest games industry on-goings then, byGeorge, you've come to the right place. Heading up the show aresexy hounds that are Cundy,Dave M and Nathan as they cover a vast number

Dev Links: Alone in the Desert

What do Apple’s app store policies, the design of game spaces, and the problem of violence and other questionable material in games have in common?

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What do Apple’s app store policies, the design of game spaces, and the problem of violence and other questionable material in games have in common? Not much, really, except that they’re all subjects discussed in today’s Developer Links.

Taking Back Control: How Kickstarter Is Revolutionizing Development(GamesIndustry)
“Chris Taylor, the designer behind the Total Annihilation RTS and founder of Gas Powered Games (where he created Dungeon Siege) is ready to enter the new era of PC gaming. That’s the Kickstarter era, as Taylor and Gas Powered Games begin their latest game project on Kickstarterrather than through a traditional publishing model. The new game, Wildman, combines the action RPG genre with RTS elements from a designer who’s created famous examples of both genres.”

Corrypt and Asciivania(Auntie Pixelante)
“so what do these two have in common? they’re both meticulously crafted little puzzle boxes, the two i’ve most enjoyed in recent memory. in both i found puzzles that felt like they yielded to several possible solutions, yet ultimately fit into an overlying order.”

Why I Won’t Be Playing Many of the Biggest Games of 2013(Zeboyd Games)
“Before 2012, I pretty much played whatever I felt like. Sure, I’d try to stay clear from the really bad stuff like GTA & God of War but that’s about it. That changed in 2012 with two particular games.”

The Metrics of Space: Molecule Design(Gamasutra)
“Game spaces provide a context for the game’s rules and systems, and a space for the game agents to perform mechanics. When we go about designing game spaces, sometimes thinking in pure spatial terms clouds what a designer needs to achieve with a certain game space.”

Our BroMii Is No More(Broken Rules)
“Our beloved BroMii wasn’t human enough to function as an official developer’s Mii, so we had to make a tough decision and let him go. We are sad to announce that he’s departed the MiiVerse. We are very sorry about our loss and will miss him greatly.”

Thoughts About App Store ‘Curation’(The Witness)
“Last week, Jeff Grubb from VentureBeat emailed me a question for an article he was writing, prompted by Apple’s rejection of. Sometimes questions like this are good excuses for me to figure out what I really think.”

BattleBlock Theater Beta(The Behemoth Development Blog)
“Hear ye, Hear ye!   We call volunteers for our BattleBlock Theater Closed Beta Test!  We have 10,000 fresh backstage passes and we’re not afraid to give them out!! Do you want one?  Can you smell it?  Does this delight you?  Are you not entertained?”

New Year, New Animations!(Big Robot)
“It’s already been a busy month at Big Robot, as you can see. We’ve also had a tricky holiday period, with the phone company keeping Jim without internet for a numbing 37 days! Anyway, we’re back to regular updates, and below we’ve posted a new video showcasing some of the new animations for the Hunter character.”

Dinocide Review: Prehistoric Pixels

I love platformers and I love dinosaurs, but that combination didn’t work well together in Dinocide, a new PC platformer from AtomicTorch Studio.

dinocide review

Dinocide stars an unnamed Caveman who must rescue a Cavewoman from a gigantic monster that scooped her away from a picnic. The player must guide the Caveman through many levels of jungles, swamps, deserts, and ice caverns as he slays beasts while searching for the Cavewoman.

While Dinocide threw a prehistoric pantheon of dinosaurs and giant insects at me for my Caveman to defeat, the game oddly features dragons, skeleton dancers, pig zombies, and what I gathered to be a laser-spitting walrus-creature. The inclusion of these creatures is certainly silly, but it felt too random and disorienting. A bit more creative logic would have helped the game feel more cohesive.

The enemies all behave in the sort of mindless, run-at-you or run-back-and-forth ways that I’d expect to see in a game that is 25+ years old. That along with the audio and video give the game that NES-feel that the developers were aiming for. Those elements are spot on.

With that said, video games have come a long way in 25 years, and what people were playing and having fun with in 1991 doesn’t automatically translate to a fun experience in 2016. While I’d hate to describe Dinocide as “boring”, I will say that I grew tired of playing the game very early on in my time with it. I just couldn’t find much of a reason to get excited about what I was experiencing.

Dinocide

Hoping onto the dinosaurs that you can ride around on was fun, but they are all largely the same; you can use their ranged attacks to compliment your own, but other than the T-rex that allowed me to knock out boulders with its fireball attack and the Plesiosaurus that allowed me to mount it underwater, I never found any real reason to pick one over the other.

There is an interesting mechanic involving your health bar though. Once you begin the level, your health slowly ticks away, even when you’re not taking damage. The only way to replenish it is by picking up the food that is floating around the levels. The levels were always generous with the placement of the food items though, and the levels themselves were pretty short, so I never found myself dying unless I took a few hits from an enemy.

Dinocide review

Perhaps if the food was strung out a little more it would have increased the very little tension I experienced while playing the game, into something that would create a challenge for the player.

Dinocide isn’t a bad game, but it isn’t one that I found very fun. While it successfully replicates a game experience from a quarter century ago, some things, like the dinosaurs, are best left in the past.

A review copy of Dinocide was provided to The Indie Game Magazine by the developers.

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Jump to Section: Best Price Comments Pros The enormous journey from boy to man The entertaining bonus content Building a party all your own Cons The borderline-insulting stereotypical accents Parting with characters you just learned to love DQV's Ned Flanders equivalent Dr. Agon Go to page: Page 1 Page 1 Page 2 Huge. Epic. Mythic. Words often used to describe the stories, scope and magnitude of many

Enslaved: Pigsy's Perfect 10 DLC - hands-on

We’re a bit in love with Enslaved: Odyssey to the West here at GR, so when we heard about upcoming DLC for it, we were like, “Hell yeah we want to see that!” Ignoring opportunities for continuing the potential romance between Monkey and Trip and sticking with the standard look and gameplay, Pigsy’s Perfect 10 instead goes for 3D visuals, a prequel timeline, and goes for a hybrid of stealth and sniping

Dragon’s Dungeon Offers Danger and Derring-do for Multiple Platforms

Shall you be a rogue or a wizard?

Shall you be a rogue or a wizard? A warrior or a demoness? The upcoming Dragon’s Dungeon , from the Russian development team at Lunar Pixelpromises to be a colorful adventure reminiscent of old-school RPG games.

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As one of six potential characters, you’ll explore three different locations to battle over a hundred different kinds of monsters with various abilities. You’ll collect crafting components to manufacture equipment or brew potions – the devs have painstakingly created more than five hundred different items to find throughout the game. Increase your skills to develop your character and grow strong enough to defeat the final boss.

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Every playthrough of Dragon’s Dungeon is guaranteed to be a unique experience, as the mazes are randomly generated. Each of the three areas has fifteen levels, which the devs say translates to roughly ten hours of gameplay.

A definitive release date has not been confirmed as of this writing, but the game will be available for both the PC and Android. Free test demos are currently available for download; visit the game’s official Facebook pageto read more, and watch for a review on IGM’s main site when the full game launches.

Crashlands Review: As Sweet As A Bacon Flower

It was at some point as I pranced around the rocky fields of an alien planet, picking bacon flowers, that I realized what a fun little game Crashlands turned out to be.

Crashlands Review

If this is your first time hearing of Crashlands, it’s a brand new open-world RPG from Butterscotch Shenanigans (who you may remember if you enjoyed their roguelike,). While Crashlands features a full-on crafting system and the capability to base-build, the core of the game revolves around exploration and completing quests that the local aliens have for Flux, the protagonist who has crash-landed her space ship on the strange planet.

One of the neat things about the game is that players can play it on their PC, and then resume their progress on their mobile device, or vice-versa. The only caveat is that to do so, both the PC and mobile versions of the game must be purchased and players must sign up for a Butterscotch Shenanigans account so that their progress can be uploaded and stored. This review is based on the PC version, but I’ve heard that mobile gamers are having no issue with the mobile version of Crashlands.

The goal of Crashlands is to repair Flux’s almost-destroyed ship, but unfortunately, the planet is rather primitive so it will take a long time before anything useful can be put together. In the meantime, players have their work cut out for them as they will need to constantly harvest local resources to construct the items and gear they will need to progress into the game’s more difficult areas.

Crashlands review

Crashlands features full day and night cycles with colorful ambient lighting effects.

There is no inventory limit in Crashlands, so I was able to pick up every single resource and item that I needed regardless of how much of it I already had. This really allowed me to focus on the adventure, rather than the micro-management that most crafting games revolve around. While I enjoy games like Minecraft and Terraria, having to remember in what chests I stored a particular item in, is tiring. In Crashlands I never had to worry about that because if I picked it up, I had it with me. Easy as that.

One thing in Crashlands that felt like an oversight is that you can’t look up recipes for items when you’re out in the field. You can only see what items are needed to construct a particular item when you’re standing right at the necessary crafting station. You can “track” an item and in the upper-right of the screen it displays how much of what you’ll need to construct that item, but once you collect what you need you can’t simply switch to the next item. Traveling back to the crafting station is the only way to switch which items you’re tracking.

Crashlands review

The walls that you can build stand side by side and don’t mesh together, which doesn’t look very good from a top-down perspective.

Fortunately, teleport platforms are aplenty, and by simply opening the map and clicking on one, Flux is instantly teleported to that location. Because there is usually a teleport platform in a few hunderd yards in any direction, getting to and from your crafting stations and back to where you were in the field is incredibly easy. You simply have to stumble upon a teleport platform to activate it, so getting around in Crashlands isn’t an issue in the slightest.

With a bottomless inventory and easy map mobility, Crashlands is always urging the player to keep going, to keep expanding their map a little bit each time they venture out. That sense of exploration is really the heart of the game, and the reason why I’ve been looking forward to playing Crashlands every chance I get.

Pros

Huge map to explore Colorful and diverse array of aliens to discover Can play at home or on the go Portals and bottomless bag keep the gameplay moving forward

Cons

Some difficulty in keeping track of recipes Designing a base is underwhelming, largely because the walls don’t mesh

A review copy of Crashlands was provided to IGM by the developers, for the purpose of this review.

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