Star Citizen's crowdfunding total shoots past $50 million

It takes a lot to make me pay attention to Star Citizen's funding total.

It takes a lot to make me pay attention to Star Citizen's funding total. It's like how if a black hole was inexorably growing at the edge of the solar system, you probably wouldn't check its progress towards the ultimate consumption of your reality. Not on a daily basis, at least.

Still, $50 million is the sort of milestone worth making note of. Unfortunately, we can't, as the game's crowdfunding total sped straight passed that number and into the paradoxically less notable $51 million. The game both raised and exceeded $50 million over this last Gamescom weekend, all thanks to the reveal of new videosand the sale of new ship package micro-transactions.

Well, I say micro -transactions. The new purchase options range from $150-$350 for a standalone ship. These craft can't yet be used in the dogfighting module, either—instead, they form an ornamental gallery piece for your ship hanger.

It's a strange situation. As a fan of space games, I want to be enthusiastic about Star Citizen, but it's a gamepre-game that—by dint of its store—raises significant questions. Can the developers live up to the fantasy that they're literally selling? Will the significant price of these ships hamper other players when the game finally launches? If not, will those who paid at this stage feel unsatisfied with their investment?

Having bypassed $50 million, players have now unlocked the alien languages stretch goal. The developers say they'll work with "real-world linguists" to make realistic languages for the game's three biggest alien races. Currently, no future stretch goals have been revealed.

Thanks, Gamespot.

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Our Verdict
Baldurs Gate is still a game thats well worth playing, but the Enhanced Edition isnt the version wed recommend.

Baldur's Gate is still brilliant. I'll say that now before your eyes drift over to that number at the bottom. Fourteen years on, BioWare's first RPG – an isometric, text-heavy epic with sprites for graphics and an almost bewildering 2nd Edition Advanced Dungeons and Dragons ruleset – still provides an expansive and enjoyable experience.

The plot weaves together a tale of your character's dangerous journey from the safety of his secluded home, an iron shortage that threatens to flare tensions with neighbouring regions, and a shadowy figure in armour who screams Chaotic Evil. Despite the drama, it still gels nicely with the (sometimes knowingly silly) high fantasy of the Forgotten Realms D&D setting.

It has its idiosyncrasies. The now obligatory BioWare morality system makes an early appearance, but the penalties for a low reputation – restrictive shop prices and hostile guards – make exercising your inner panto villain all but impossible. And there's the combat, which now just looks plain weird – characters stand and slash away at each other, waiting for the invisible dice to roll high enough to register a hit.

Baldur's Gate is no longer “as clean as an Elven arse”, as Winthrop from the Candlekeep Inn would say, but it is still a deft marriage between the complex RPG mechanics and engaging writing. The good news is that this Enhanced Edition is the same great game. Paradoxically, that's also it's biggest failing.

It does bring some additions, and they fit neatly into the game. Because the engine runs with the Baldur's Gate 2 improvements, each of the three new potential party members use a specialist subclass. There's Neera the Wild Mage, Rasaad the Monk and Dorn the Blackguard, all with a unique set of encounters that relate to their backstory, and all are natural enough that a newcomer wouldn't notice the insertion.

There's also a new arena, called the Black Pits. It's an enjoyable series of fights against increasingly hardened waves of enemies. That it's bundled as a separate mode, removed from the main campaign, does render it slightly irrelevant, but it's a fun extra.

In all, it's a more polished version of the original, with characters that integrate well into the story and a diverting new mode. So what's the problem? For one thing, there are occasional bugs. Infrequent UI glitches cause the tool tips to glitch – a problem when you're trying to remember which icon relates to which spell. More annoyingly, the game sometimes fails to recognise the edge of areas, forcing a trek to another side of the map in order to travel somewhere new. Minor things, and fairly rare, but they take the sheen off the improvements.

More important is that Overhaul Games are competing for the title of 'Enhanced Edition' with the original game's passionate community of modders. The same £13 that buys BG:EE will get you both Baldur's Gate and its sequel from GOG.com. Those games can then be patched and merged in beautiful ways through a selection of fan fixes that offer a staggering number of upgrades and restored content, all customisable to your preference.

In the end it's a judgement call.

If you'd prefer the convenience of BG:EE, it's a perfectly acceptable version. But the fact that you're reading this here suggests that you have some PC gaming nous, and a properly modded copy of the original release is ultimately the superior experience. That fact alone is a saving throw against what should have been a glorious comeback.

Expect to pay: $21 / £13

Release: Out now

Developer: BioWare/Overhaul Games

Publisher: Beamdog

Multiplayer: Up to 6 players

Link: www.baldursgate.com

The Verdict

Baldur's Gate: Enhanced Edition

Baldurs Gate is still a game thats well worth playing, but the Enhanced Edition isnt the version wed recommend.

ABOUT THE AUTHOR Phil has been PC gaming since the '90s, when RPGs had dice rolls and open world adventures were weird and French. Now he's the deputy editor of PC Gamer; commissioning features, filling magazine pages, and knowing where the apostrophe goes in '90s. He plays Scout in TF2, and isn't even ashamed.

We recommend By Zergnet

Top 7... horrendously buggy games we loved anyway

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James – Journey of Existence Heads to Kickstarter

Fans of hand-drawn animation will want to pay close attention, as this new Kickstarter project will undoubtedly peak your interest.

James – Journey of Existence is a new game in the works by Andrew Hlynka, the one man behind one-man-studio Dust Scratch Games. Journey of Existence is incredibly unique in that it is a hand-drawn, hand-animated 3D adventure/platformer. What the heck does that even mean, you ask? Check out the trailer below:

“Graphics in games rely on the artist, and we’ve seen a ton of different styles over the years. But it’s hard to make something new when the methods used haven’t changed for so long,” Hlynka stated, commenting on the game’s art style. “I’m not saying that all games should look like this, or that this is better than 3D animation, but it’s different and opens up potential not possible before, and that’s something gaming could really use right now.”

As an example of just how much work Dust Scratch Games is putting into the project, the Kickstarterpage notes that it takes 1,166 hand-drawn frames to fully animate the different parts of main protagonist James’ body in his current state. The pledge campaign will last until the end of January, with the initial goal asking for $5,000. Stretch goals currently range from expanding the game’s release platforms to additional expanded content (if the highest tier goals are met.) James – Journey of Existence is shooting for a September 2014 release on PC if funded, with additional support for Mac and Linux possible if the initial stretch goal is met. Additional information and a playable demo can be found on the Dust Scratch Games website, with an extended demo available to those who back the project at the $1 tier.

Star Citizen's first playable module arrives with backers next week

Star Citizen backers are going to get their first taste of the game next week.

backers are going to get their first taste of the game next week. Not that they'll be chomping on a large slice of galactic adventure, or even chewing a section of slowly roasted ship combat. Instead, they'll get to nibble tenderly at the hangar module - the first amuse-bouche that will eventually grow into a full space sim meal. Is it lunchtime yet?

The hangar module is a basic, and early, segment of the game - letting backers create an avatar and wander around, looking longingly at their pledge reward ships. You'll be able to open the doors, and clamber inside, but not actually fly the things. That part of the game isn't ready yet.

Extra features will be added to the hangar over the coming months, including customisation options and the ability to invite friends. Cloud Imperium are also planning to release a dogfighting module before the end of the year, giving players their first chance to fly the ships.

Chris Roberts' recently told Eurogamerthat he is no longer seeking private funding for the game. "I'm actually not taking money from investors now," he said in an interview. "The budget for what we're delivering is about $20 million, and we're almost there - we'll probably be there before the end of the year." Given that the game has currently raised$16 million purely through crowdfunding, he's probably not wrong.

You can see Roberts touring an incomplete build of the hanger module below, courtesy of PCGames.de.

The hangar module will release next Thursday, August 29th.

Thanks, Massively.

Taco Friends: Putting the ‘Tasty’ back into Education

As an avid fan of education games and food in general, the news that Australian-based design studio Hybrid Image has released Taco Friends as their first title makes me overjoyed to no end.

as their first title makes me overjoyed to no end. Originally released on August 4,is a kids game that aims to improve cognition, and assist with the learning of new vocabulary, as well as food recognition.

sneaky ramirez

“My name is Ramirez. I’m just you’re average, ordinary, everyday (sniff) slightly cunning rat.”

Featuring a line-up of eight playable characters including Luca, the oh-so adorable Tomas, and Sneaky Ramirez, gameplay centres around riding a taco-mobile and collecting food while avoiding rubbish. There are currently three mini-games available: Toss, Rush, and Fling, all of which promote healthy eating. The vibrant colors and loveable, zany characters mesh effortlessly to create a fun, educational experience that encourages the pursuit and love of learning (and perhaps a love of Mexican food). And with an irresistible sense of humor and lively accompanying soundtrack to boot, it’s hard to miss the appeal of a game like Taco Friends.

You can test out Taco Friends now for free on Android, Kindle, and iOS. For more activities, you can also checkout the Taco Friends Networkwhich hosts several mini-episodes starring all the Taco Friends. Who’s your favorite character? Will Taco Friends inspire you to eat more Mexican food? Let us know in the comments below!

Star Citizen crowdfunding still rising, surpasses $15 million

It's the crowdfund that's reaching for the stars— Star Citizen has surpassed the $15 million mark according to a recent announcement on its official website.

on its official website. That's more than enough money to make a game that'd test the limits of even Chris Robert's PC. The site writes to the Star Citizen community: "t en years ago, big publishers decided space games weren't profitable… and you are proving them very, very wrong."

Reaching the milestone has unlocked the escort carrier, a new flyable ship class along with a free digital 42-page "Upgrade Handbook manual" for every backer. The next stretch goal of $16 million has been fleshed out a bit too, promising a laser pistol for pledgers and a new "Arena mode" where players can get in dogfights with each other to earn credits. It's described as being "a combination of a sports tournament and modern-day gaming contests."

If that milestone is hit, the $17 million mark promises another flyable ship—the battlecruiser.

Airbrush artist switches from naked ladies to Dreamcasts

Dreamcast is a great-looking machine. No arguments. But is it a better canvas than a naked lady? German artist Torsten Rachu has gone to work on both, so it's up to you to decide. Here are the Dreamcasts in question: Above: Code Veronica, Shenmue, Ferrari 355 Challenge and Virtua Tennis - great choices and superb artwork My personal favourite? This Jet Set Radio one, complete with a sweet picture of

Nathen Meunier’s Touchfight Games Announces Debut Title – Go To Bed

You play as a young boy who’s been sent to bed by his cranky mother, but as you lie in the darkness of the night, an evil emerges from all corners – shadow wolves, disembodied hands, and other horribly haunting things want to touch you.

Nathan Meunier – freelance writer, game journalist, and now video game developer – recently co-formed the indie studio Touchfight Games, and is proud to announce their debut title Go To Bed.

You play as a young boy who’s been sent to bed by his cranky mother, but as you lie in the darkness of the night, an evil emerges from all corners – shadow wolves, disembodied hands, and other horribly haunting things want to touch you. But, you must touch them first!

Aside from the brief 30 second teaser trailer for Go To Bed , there doesn’t seem to be any gameplay footage yet. What the teaser does show us is it’s dark, black and white children’s book illustrative style by Leonard Kenyon (that whispers hints of Edward Gorey), and some disjointed, shadowy hands creeping along the walls of the bedroom towards the boy in bed.

Touchfight describes the game as a “bedroom defense” horror game about evil. You’ll touch, swipe, and flick the shadowy limbs away, defending the boy from the evil that surrounds him. The team believes this debut title will be the best way to represent their “quirky games for quirky people” motto.

It’s fascinating and rewarding to see a game journalist and published novelist turn to the medium he so obviously loves, to express his latest endeavor with. You can learn more about Meunier and his work hereat his official website.

Go To Bed is appropriately set to be released in time for Halloween 2014 on iOS devices.

You can stay up to date on everything Touchfight Games related by following them on Twitterand likingthem on Facebook. And of course, make sure to follow Indie Game Magazine on Twitterto stay up to date on all things indie game related.

How I Game: Chris Roberts — CEO, Cloud Imperium Games

Chris Roberts is the creator of Wing Commander and CEO of Cloud Imperium, where he's leading the design of Star Citizen .

. He may not get much time to play games, but he sure as hell can make them.

Name: Chris Roberts

Occupation: CEO, Cloud Imperium

Location: Santa Monica, California

Twitter: @croberts68


"I tend to try and build things to make them look kind of cool."

Who are you?

I'm Chris Roberts. I am the CEO of Cloud Imperium and, I guess, the designer and project director of Star Citizen, which is an ambitious sort of combination of an open-world sandbox space sim and a single-player narrative story game in the vein of Wing Commander. That's Squadron 42, the single-player component of Star Citizen.

What's in your PC?

I tend to build my own PCs, just because I think it's kind of fun, and it's not very difficult nowadays. The one that's on my desk that I built has an Intel 3930K, which I've overclocked. It's sitting on an ASUS Rampage board and I run a GTX 690 in it. I've got 32 gigabytes of Corsair Dominator Platinum memory. It's all cooled with a closed-loop water cooler: the Corsair H100i. My PSU is the Corsair AX860i. That pretty much covers it. My primary drive is a 512 gigabyte SSD. I think it's an ADATA XPG 900, maybe? Then I have a three-terabyte 7200RPM Barracuda as my data drive.

I've got an Oculus Rift development kit sitting on my desk, so I have two monitors. One monitor is the ASUS PE278, it's the 2560 by 1440 high-res IPS monitor. Then on my left, I've got the 1920 by 1080 Nvidia 3D monitor. I think my sound thing is whatever Corsair makes. I've got a pretty decent sound system. It's not a bad rig. My home machine has also got an X79 hexacore in it, but it's got the 3960X, which is overclocked again. They're both overclocked about 4.4, 4.5. It's also got an ASUS motherboard, but it's the deluxe X79 one. I've got two 680s in SLI in my home machine. Again, a 512-megabyte primary SSD and a three-terabyte data drive.

What's the most interesting part of your setup?

I tend to try and build things to make them look kind of cool. The one I've got here on my desk has this Republic of Gamers ASUS card and the motherboard has got that red and black theme, so everything is themed that way, even the Corsair water cooler. I've got it switched to the red LED. The case it's in is a Corsair C70 Vengeance case, which is actually quite a nice case. It has a nice big open panel on the side so you can see in. It's got tool less access which is really quite nice. It's a fast machine. It's good for development.

What's on your desk?

I've got a Razer Black Widow mechanical keyboard, which is awesome, and a Razer DeathAdder mouse, and a nice big Razer mousepad. Razer's been quite nice to us. One of the nice things about being a pretty high-profile crowdfunded project, especially one that's pushing PCs and peripherals, is that a lot of people like Razer that specialize in equipment for gamers have been very kind and happy to share some of their cool equipment. On my desk is their keyboard and mouse. I already talked about the Oculus Rift. I don't have it hooked up here, but at home I've got the Saitek X52 joystick and throttle setup.

What are you playing right now?


"I like to escape into different worlds. That drives the games I make. It's about immersion into another world."

I wish I had a bit more time to play. Since Star Citizen went full throttle, I haven't had much time. Non-PC games, I was playing a bit of The Last Of Us, which is pretty awesome, even though it's on the PS3 hardware. It's pretty amazing how much they've pushed out of it. On the PC, Company of Heroes 2. I liked the original a lot. I haven't had a chance to play very deep into it, though. And I just downloaded XCOM, the one that was out a little while ago. I've been playing and checking that out. But I haven't had a chance to get too deep into games, because the problem is, when I get into a game, I want to finish it. [laughs] That leads to a week, two weeks of being up to four or five in the morning. That's not too good when you've got deadlines. We've got this hangar module we have for Star Citizen that we're trying to get out for Gamescom on the 24 thof August. Then we've got to work on all the other ships.

What's your favorite game and why?

That's really kind of hard, because I think it depends on—I would say that I would break it down, “At this point, in this era, this was one of my favorite games. In this era, this was one of my favorite games."

Most recently, on the PC...the problem with PC games recently is that there haven't been many PC-specific games. We've had more ports from consoles. That's one of the reasons why I started to do Star Citizen. Generally, the RTS stuff, StarCraft II I played a lot. Diablo III, obviously. I played Skyrim on the PC, which was much better than on the console, because of the higher res and a whole bunch of other stuff. The Witcher. I'm trying to think of more recent PC stuff I played. I intended to play the Mass Effect games all on the PC, so I actually did the first one and the second one on the PC. Dragon Age. I quite liked the first Dragon Age by BioWare. Not so much the second one, but the first one was pretty cool.

Those are the sort of stuff that I've been playing. I think the other one that I played a lot on PC—I switched up between PC and console—was Battlefield. Battlefield: Bad Company 2 and then Battlefield 3. I like that version of multiplayer, where you fight in a team environment, versus the Call of Duty one where it's much quicker paced and more solo-focused. I really like that combined arms—you get into a tank with a friend of yours. You're running the machine gun and keeping off the engineers planting charges and all that kind of stuff.

Why do you game?

I like to escape into different worlds. That drives the games I make. It's about immersion into another world. I'm not really playing a game to rack up a high score or even for competitive stuff, although sometimes competition—like doing StarCraft competitively—is kind of fun. But it's the immersion for me. I like to get lost in a world. I like to go and do things that you wouldn't do in your normal life. You can see that in Star Citizen. Flying a spaceship out in the outer frontier of the galaxy is not something you're going to do in your real life. Fighting dragons or demons and all that kind of stuff. For me, it's an escape and an immersion into another world.

How I Gameis a weekly spotlight of developers, pro gamers, and community members. Know someone who you'd like to see featured? Drop a comment below.

Sonic Adventure, the only good 3D Sonic game, hits XBLA on September 15

Do you smell that? Ah, yes, it's the unmistakable aroma of a failed console desperately tryingto be loved again on a successful console. The first downloadable Dreamcast game will be making its way to the Xbox 360 in just a couple weeks. Sonic Adventure, known to many fans as the last Sonic game worth caring about, will be sliding onto Xbox Live Arcade on September 15 for the affordable price of $10

SQUIDS Wild West’ Due To Hit the App Store June 27

‘SQUIDS Wild West’ Due To Hit the App Store June 27
It was announced yesterday that SQUIDS Wild West , the sequel to French developer The Game Bakers’ critically acclaimed SQUIDS , will hit the App Store June 27, on sale for $0.99.
SQUIDS Wild West is a turn-based RPG in which players must take their band of heroic cephalopods on a journey across the untamed kingdom of Seawood to protect their lands (waters?) from an unspeakable evil.

is a turn-based RPG in which players must take their band of heroic cephalopods on a journey across the untamed kingdom of Seawood to protect their lands (waters?) from an unspeakable evil.  The gameplay calls to mind a combination of Angry Birds and any one of the many turn-based, pick-up-and-play RPGs, will be available on iOS.

According to one of the game’s media alerts, “They’ll [players] help the feisty Calamary Jane save a besieged frontier town, explore native Squid lands and a volatile mine, and start to understand the evil they’re up against – but not without paying a terrible personal price.”

The original SQUIDS recorded more than 1,000,000 downloads, enjoyed wide critical acclaim and became the best selling iOS role playing game in 65 countries.  It is available now on the App Store for $1.99.

SQUIDS Wild West is forming up to be a sequel worthy of The Game Bakers’ reputation.  Pick it up on sale from the App Store when it releases before the price is raised to $1.99. You can learn more about The Game Bakers on their official website.

Star Citizen: pledge your support by reserving an in-game spaceship

If you couldn't tell from our chat with Wing Commander creator Chris Roberts yesterday, we're quite excited about his latest project, the wildly ambitious Star Citizen.

yesterday, we're quite excited about his latest project, the wildly ambitious Star Citizen. To recap, it's a persistent multiplayer space sim, with a single-player campaign that goes by a different name (Squadron 42). If any of those words make you want to throw money at your screen, you can now do so at Star Citizen's Kickstarter-esque pledge page.

Via a convincing video that sees Roberts wandering around an in-game ship, he urges you to pledge support for the game by reserving a spaceship, which you'll then be able to test-fly in the universe long before the game sees the light of day. Twelve months in, early backers will be able to play the "multiplayer space combat alpha", and nearly two years in they'll "get to play the Star Citizen space combat Beta, adventuring around the huge open galaxy, well before the general public." There are only 200,000 of these alpha slots, however, so you might want to get a wriggle on. Actually, 200,000 is quite a lot.

Roberts hopes to make at least $2 million in crowdfinding over the next 30 days, which even by recent standards is a hefty sum. If you're considering investing, make sure you watch this detailed video, where Roberts spells out the project in exhaustive detail, all while wearing a puffy bomber jacket.

Eight crap games running on great technology

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Test Your Skills With ‘Hamster Chase’

While puzzle games have been growing increasingly more common these days, it’s still not very often that you come across one that manages to differentiate itself from the crowd.

Hamster Chase is a recently released game for iOS and Android by Florida studio Gamieon that not only manages to present unique and compelling gameplay, but also presents it in a charming and whimsical fashion that even the cold-hearted people will have difficulty turning down.

As the name implies; Hamster Chase is a game about Hamsters. Specifically, you play as a family of happy hamsters; Goldie, Snowflake, Sasha and Ting-Ting, as they follow a seed-trail home and attempt to escape the claws of  the evil Sour Puss.

Hamster Chase features 100 levels of hole-dodging, ball-avoiding, cat-fighting action. You can replay levels to earn more trophies, and posts the results straight to Facebook and Twitter. There’s even a virtual hamster cage where you can play with your fuzzy little friends, or listen to their jokes. (I’ve heard that hamsters have a fantastic sense of humour.)

Hamster Chase is available right now in the Apple App Storeor the Google Play store. For more information on Hamster Chase, or any of Gamieon ‘s other games, you can visit the Gamieon websiteand follow them on Twitteror Facebook.

Gravity Rush Remaster listing spotted for PS4, keep the Vita ports coming

Following the adventures of a young gravity-manipulating woman and a cat shaped from a starry void, Gravity Rush is still one of the coolest games on PS Vita. Unfortunately, not many people own a Vita, so relatively few have had the chance to float along with Kat and Dusty three years after their debut. That may be changing soon. The Korean Games Ratings Board has a listing for Gravity Rush Remaster

Sheltered: Surviving in a Desolate Wasteland

Described as a strategy-survival game, Sheltered is Unicube’s take on what it would be like to live in a nuclear holocaust.

is Unicube’s take on what it would be like to live in a nuclear holocaust. It was successfully funded on Kickstarterlast year, doubling its initial goal of £15,000. Specifically, the game tasks players with keeping a family alive during a post-apocalyptic era, which is exactly as easy as it sounds: Irradiated beasts, claustrophobia, and mental exhaustion are just a few of the challenges players will have to overcome to stay alive.

Sheltered features a highly complex system that tracks factors such as water and food rations, general fatigue, and sickness levels, that must be checked regularly. Unicube emphasizes that each family’s shelter will be their family home for a long period of time, and requires checking stocks to ensure sustainability. Sheltered also comes with a strategic turn-based combat system. Each family member has different stats which will ultimately influence the outcome of a battle.

The game begins in front of a supermarket, inviting players to grab as many supplies as they can carry. Whatever items are collected during this 4-minute period is what each family will begin with in their respective shelters. Unicube has opted for an open-ended storyline boosted by thousands of variables and randomized outcomes for situations. They reveal that “in Sheltered, it’s not about who you are – it’s how you work together to survive.” The most recent trailer (seen above) sheds further light on gameplay, and introduces the pixelated quartet of Joshua, Virginia, Ann, and Scott.

Sheltered is due for release in mid-2015 for PC, Mac, and Linux. Stay up to date with the game’s development through Twitter.

PlayStation Plus coming to Vita next week

Sony will do some maths next week when it adds PlayStation Plus services to PS Vita. The company today announced PlayStation Plus will be available on the handheld system starting on November 19 in North America and November 21 in the U.K. and Australia . Update 2.00 for PS Vita will bring Plus support, as well as a new email client, web browser enhancements, and improved wireless data transfer between

Why Japanese game ads are the best in the world

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IGM Interviews – Fictiorama Studios (Dead Synchronicity: Tomorrow Comes Today)

Point-and-click adventure games are of a genre that fell vacant in the mainstream scene on the cusp of the new millennium, but seems to be having a second wind of popularity in recent years.

Point-and-click adventure games are of a genre that fell vacant in the mainstream scene on the cusp of the new millennium, but seems to be having a second wind of popularity in recent years. Amongst a few independent developers leading the genre’s new found renaissance, Fictiorama Studios is at the forefront, coming closer to finishing their dark, bloody, dystopian adventure game,

Commonly, point-and-click games have featured more comical tones, focusing primarily on witty, fun dialogue. Instead of taking a safer more traditional route in the genre, Fitiorama Studios took to their darker, more serious inspirations in the genre from titles like I Have No Mouth And I must Scream, and Sanitarium .

Indie Game Magazine was anxious to learn not only more about this bleak new adventure title, but also to learn about Fitiorama Studios, and what it’s like working day-to-day with a studio compiled of brothers. We spoke with Luis Oliván about his talented studio and their Kickstarter success:

Indie Game Magazine: What would you do if the Kickstarter was a failure? What was at stake?

Fictiorama Studios: We really needed the Kickstarter funds to finish the game. We had funds to start the game, so we did, but we knew we would need extra funds, so the crowd-funding campaign was in our plans from the very beginning. In fact, we made our calculations as accurately as we could, so that our Kickstarter goal was the right amount to finish “Dead Synchronicity: Tomorrow comes Today” .

If the campaign had not succeeded, of course we would have had to look for other ways to fund the game. I guess we would have tried every (legal) alternative….

Luckily, thanks to our backers, media that spread the word, and dev-mates who helped us… it succeeded! Thank you all!!!

IGM: What’s it like working with a studio of brothers?

FS: We spend a lot of time together now, so it’s really important that the three of us have a very good, respectful relationship. Bear in mind that families usually gather from time to time, mostly on weekends… but we spend dozens and dozens of hours in the studio during the week, and then we gather on weekends as well!

Fictiorama Studios (left to right): Mario, Luis, Alberto Oliván, and Martín Martínez

Besides, we all want the best for Dead Synchronicity, so sometimes we have different points of view on specific matters. The point is to keep those discussions in the studio, and never get them home.

Anyway, we still haven’t come to blows… And if it happens, we can always call our mom to discipline us!

IGM: It seems like point-and-click adventure games are sort of in a renaissance or revival recently, why do you think that is?

FS: I think there are several reasons. Firstly, tablets and smartphones (though we find regular smartphones too small for reading much) are perfect devices for playing point-and-click adventures, so there is a huge new market for the genre. Secondly, I think it’s a generational thing as well: A lot of us who are thirty-something… (well, almost 40) loved point and click adventures when we were teenagers and we want to keep playing them! Finally, digital distribution has changed it all. Of course adventure has always been a niche; the thing is that, now, niches might be big niches, as it’s easy for adventure lovers to spot new point-and-click’s. It has probably encouraged more indie developers to make more adventures.

IGM: What did you all do before Fictiorama Studios?

FS: Mario has been working as a programmer for years, and he is the lead guitar in the rock band Kovalski. Alberto has a Bachelor Degree in Art History and has always written short stories, besides being the main composer and lyricist of Kovalski. Martín, the main artist, who is not part of the family (…yet), has a degree in Fine Arts, and has worked in several video game projects. Finally, I have always worked in media: I have directed several short films and music videos, worked in institutional Press Offices…

IGM: You have such a clear vision of all the inspirations for Dead Synchronicity . Was that an easy process?

FS: Most of those influences come from Alberto, the writer. It’s true that the three of us have grown up with the same influences, both in films, books, music… and, of course, video games. So, when he told us about his vision, it was really easy for us to see the big picture and to contribute ideas.

IGM: What has been the biggest challenge developing Dead Synchronicity , and how did you overcome it?

FS: One of the biggest challenges was to find the proper way to deploy the story. Of course, it is not linear at all and features dozens of complex conversation trees, so we spent quite a long time looking for tools to create them and display the story-flow in a way that we all had access to it, and it was easy to follow and to change.

We asked several writers for advice, and most of them told us they used no specific tool but doc files, spreadsheets, mind maps… We finally found articy:draft, a software that allows us to use a single application for most of what we need.

IGM: Where were you and what were you doing when the Kickstarter was successfully funded?

FS: We reached the goal the day before the campaign ended, so it was a really exciting month! It was Friday and it happened in the morning, so we all were at the studio. Of course we drank a toast, gave each other some hugs, laughed… and went back to work!

IGM: What do you think separates Dead Synchronicity from other adventure games (or other games in general)?

FS: From the very beginning, we have been trying to make the game we would enjoy as players. We love adventures, it’s our favorite genre, so we want to make an enjoyable one.

The game features a dark, mature mood, which is not the most usual mood in point-and-click games: It includes concentration camps, time-space distortions, pandemics… Of course there are a lot of “non-comedy” graphic adventures, but it’s also true that the genre is usually related to humorous plots. Our main goal is to move the players, and to make them feel involved in the “ Dead Synchronicity ”, black, ruthless realm.

In order to get it, we thought that implementing some dynamic features might make the gaming experience more exciting. This is not new either, but we have included several visuals, different shot-sizes (from introspective close ups to wide views) and so forth, to get a more enjoyable experience.

IGM: What made you settle on the story and feel for the game?

FS: The moment Alberto told Mario and me about the “ Dead Synchronicity ” story, we knew there was an exciting point-and-click game inside. In fact, the story itself contained all the elements that led to the game’s mood, so we created an art style and a music tone that fitted the plot.

We are doing our best to create a very compact product, so that art, plot, and music seem naturally, tightly connected.

IGM: It may be too early to ask, but any plans for whats next?

FS: “Dead Synchronicity: Tomorrow comes Today” tells a part of the whole “Dead Synchronicity” story, so our next game will go on developing the plot. In fact, most of the next installment takes place in really intriguing, weird places… I can’t unveil more!

IGM: Why is Dead Synchronicity worth keeping an eye on?

FS: As I said before, we are making the game that we would love to play, so we are putting ourselves in the role of the players all the time.

The game features what we think is a distinctive 2D style; a dystopian sci-fi plot; a soundtrack written by a rock band; the chance to progressively interact with plenty of locations and characters, and even face different puzzles simultaneously…

Dead Synchronicity: Tomorrow comes Today ” is our little, moody creation, and we are fussing over it with all our strength so that players can enjoy it!

Immortal Empire Storms Kickstarter

Tactic Studios released Immortal Empire , a game that lives up to their name, as a browser title back in 2013.

, a game that lives up to their name, as a browser title back in 2013. A limitation that’s not easily seen is the pitiful sizing issue: The game was 15 mbs, with a 35 mb soundpack. But despite those, Immortal Empire garnered some enthusiastic fans and feedback, and now the Canadian studio is looking for funding on Kickstarter to push the quality of the game into full, downloadable territory.

At its heart, Immortal Empire is a tactical game with strong fantasy and RPG inspirations. The player takes on five immortals, forming a party. There’s a Valkyrie, Paladin, Berserker, Summoner, Phoenix Mage, and so on to pick from. The 13 different classes total up in about a 100 spells and abilities that synergize with one another, forming complex strategic combinations. The experience system gives flexibility to favor just one character. As for the storyline, it features choices in dialogue that directly affect the immortals’ stats. Tack on to all that an enchanting system with gems, and you have enough to go on about for weeks.

Tactic Studios is asking for $8,000 (CAD), which will help them build the game up for Steam (a release which is already Greenlit) for Windows, Mac, and Linux. Users can then enjoy much better quality sound and music, with added daily quests and a persistent item stash. Kickstarter backers get unique chat flair and alternate costume color schemes for characters.

The game is free-to-play, with an in-game currency. Spending real money does speed up progress and open up flexibility, but in the end, doesn’t affect the balance of the game, according to the developers. There are also PvP modes in Immortal Empire .

Check out the details on this deep stratagem over on their Kickstarter campaign page, and look forward to the rise of Immortal Empire by the end of 2014. Meanwhile, you can try the game out on this website.

Kat gets a ton of new powers in Gravity Rush 2

Vita cult classic Gravity Rush isn't just getting a PS4 update, it's also getting a brand new entry on Sony's console. Gravity Rush 2 looks to follow the further adventures of Kat, a woman who can ignore and manipulate gravity as she pleases, and a trailer shown at Sony's press conference during Paris Games Week revealed a whole array of new powers she'll get to mess with. Each of Kat's powers are

Mozilla, Epic bringing Unreal Engine 3 to web browsers

Firefox developer Mozilla has revealed a partnership with Epic Games, which will bring the latter's Unreal Engine 3 to web browsers very soon.

The company has developed a highly-optimized version of Javascript, which it says enables "visually compelling, fast, 3D gaming experiences on the Web."

This Unreal Engine 3 web port will allow developers to bring their UE3 games to web browsers, as well as potentially opening up the path to 3D web-based games on mobile.

Mozilla says that it is working with companies like Disney, EA and ZeptoLab to optimize their games for web on mobile.

Those developers interested in the move can submit their games to the Firefox Marketplace via Firefox for Android - the marketplace is due to launch across the entire Firefox OS later this year.

More information can be found on the Mozilla blog.

Mind-boggling Sonic art lost to the ages

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Gravity Rush sequel revealed in teaser trailer

One of the PS Vita's best games is getting a sequel, Sony Computer Entertainment Japan revealed at the Tokyo Game Show today. Gravity Rush's star shifter, Kat, is back in a brief teaser trailer for the untitled project (via Siliconera ). Kat flies, vaults, and scales another city in the sky with some new glowing-arm power which seems to give her mad parkour skills. It looks a lot more graceful than

DICE's Frostbite 3 engine will debut with Battlefield 4

Although it was previously thought that the next installment in the Battlefield series would utilize DICE's Frostbite 2 engine, the company has revealed that a new version of the engine will debut later this year.

Frostbite is fast-becoming the standard engine for most of Electronic Arts' new titles -- for example, BioWare has chosen the enginefor its next Mass Effect release.

Now EA's DICE studio has unveiled both the Frostbite 3 engine, and the first game that will implement it. Battlefield 4 is set for release this fall, and the engine will allow for larger environments and added destruction of surroundings.

A 17-minute long video reveal has been released, as seen above. EA has already opened up pre-orders for the upcoming game via its Origin digital distribution service.

Mind-boggling Sonic art lost to the ages

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IGM Interviews – Pablo Navarro (RAWRLab)

Explosive Dinosaurs is a multi-player party game with the ability for users to create their own levels, both for personal play and to share with others.

is a multi-player party game with the ability for users to create their own levels, both for personal play and to share with others. It’s currently on Kickstarterwith 12 days to go, as well as Steam Greenlight, and we were able to have a conversation with one of the developers, Pablo Navarro of RAWRLab, about the game and plans for the future.

Note: Navarro’s first language is not English, but his written answers have been left as-is, since there’s not enough of a disparity to cause issues with understanding his point.

IGM: Let’s dive right in – what IS Explosive Dinosaurs ?

Pablo Navarro: Explosive Dinosaurs is a party game, with 40 minigames having each one its own game mechanics, and lots of fun. It will be released first in OUYA, PC (Steam, Windows, Linux) and MAC.

IGM: What gave you the idea for this game? I saw some definite references to the first Jurassic Park move, as well as the Worms game franchise – any other Easter-egg-type references to look for?

Navarro: The idea came from the Global Game Jam 2011: The assistants had to create a game in just 48 hours related to the theme “extinction”, so I thought about doing a minigame party game with dinosaurs and… alcohol. The dinosaurs would play minigames one after another, and the loser players would have to drink shots (it was a “drink game”). It was called “ Don’t play if you have to drive”…

As I didn’t have much time in that Gamejam for adding nice details, I thought of just making the dinosaurs explode when losing. And this is where the idea came from.

The five of us (the RAWR-Team) are old school gamers, and fans of the gaming culture, and we’re planning to have loads of easter eggs and references. One is already in the demo: When winning, sometimes it will show the “winning” scene from Street Fighter 2 :

IGM: Why the comic-book format (I love it, by the way)?

Navarro: Our 2D artist, Jorge de Juan, has also drawn a few comic books, and he thought it would be fun to have an animated introduction in a comic style. It really fits the kind of humor we are trying to put in the game. (Thanks!)

IGM: How long have you been working on this project?

Navarro: Around 10 months already, but not at full time.

All of us have our own jobs, and we’re doing this in our free time. Our plans were to create a demo, launch a Kickstarter, and some of us would then quit our jobs to start developing the game at full time, but well… It’s seems we’ll have to wait a little more for that.

IGM: Tell me about your development team?

Pablo Navarro, comic-book style!

Navarro: Well, we’re a web programmer, an aeronautical engineer, a book illustrator, a computer technician and a web designer. None of us has ever worked professionally in a video game development company. All of us have stable but boring jobs, and this is our way to express our creativity.

In the game, I, Pablo Navarro, am the main programmer. I’m the one in charge of the game overall, the minigame framework and some minigames.

Jorge de Juan is the graphic artist. He is the responsible for making the game really eye-catching and good looking. If it weren’t for him, the game would look really bad, like the “Don’t play if you have to drive” prototype.

Daniel Aguayo is our musician. He’s been busy lately and he was only able to create a few themes for the game DEMO, like the main theme or the winning/losing jingles, but I know him from other free games we made before (in PiX Juegos) and I know his music will be really catchy, fun and immersive.

Carles Vicent is the minigame coder. Specifically, he does the math parts in the minigame programming: complex artificial intelligences, labyrinth algorithms, etc…

I’m more like a visual and game mechanic coder, and he’s more on the “mathy” stuff.

Joseba García is the engine guy. He’s improving a free open source game engine called BennuGD which lacked some features, like GPU acceleration. He’s upgrading it for this project, but his improvements will also be available for any other game developer when it’s ready.

None of us has ever worked professionally in a video game development company. All of us have stable but boring jobs, and this is our way to express our creativity.

IGM: What makes Explosive Dinosaurs stand out from other popular party games, like Mario Party or the aforementioned Worms ?

Navarro: Well, we have in our plans many different, hard and original minigames. Mario Party ‘s minigames are easy, designed for 7 years old children, but our minigames will be harder. For example, in one of them the players will have to pre-program a robot, to make them move and attack the other players, and in another the players will even have to convert a binary number to decimal. To be honest, we made a mistake on our demo as we only shown the action, casual and easy minigames, but not the complicated ones. Most people thought our game was pretty generic because of that.

IGM: What are your expectations for player customization? (i.e. how deep does it go?)

Navarro: We will be releasing a Minigame Development Kit along with the game, which will let the users create their own minigames with an easy visual tool or by programming. In fact, by using our programming framework, they will be able to do any kind of 2D minigames, with the common minigame assets or with their own. The game will be really breakable: Players will be able to create a score switching minigame, overriding graphics for the whole game or even a minigame that would retire a player for the rest of the game.

Also, our players will be able to create and publish their own version of Explosive Dinosaurs (under the name of “username’s Explosive Dinosaurs”) with their own minigames, or the ones created by the community. The only restriction is that they must release them for free, without ads and non-commercially.

IGM: Any last thoughts or words about the Kickstarter OR the game?

Navarro: After 20 days, we’ve only reached a 5% of our Kickstarter funding goal, and this was a bit of a downer for us… but, yesterday, we were on the first PAD Congress in Barcelona showing off our game, and it was really exciting to see how many people would come, play, and have fun challenging other players.

We came to the conclusion that we’re really bad at communicating or promoting our game, and we still have a lot to learn.

IGM: Thanks so much for agreeing to the interview! Best of luck!

Navarro: Thank you and Vinny for your interest and support!

Explosive Dinosaurs still needs support – if you’re interested in the project, check out the Kickstarteror vote for them on Greenlight.

Game of the month, June 2012

Winner: Gravity Rush Read the Spelunky review. As the initial wave of PlayStation Vita launch titles came to a crawl, two eagerly anticipated games dropped in June. Metal Gear Solid HD Collection revisits not only the PS2 classics, but somewhat functions as a companion to the PS3 game more than its own standalone experience. That leaves Gravity Rush as the unequivocally best PlayStation Vita game that

Mark Cerny originally began to think about designing the PlayStation 4 in 2007. Over Thanksgiving weekend

, a mere year after the PlayStation 3 was released, he began to read technical documents about the X86 processor -- the processor that ended up going into the system that was unveiled this past February , by Cerny, in New York City. The fact that he spent so much of his personal time working on the question of just what hardware should go into the box made Cerny realize something important: "I probably have more passion about the next generation than anybody inside the Sony Computer Entertainment world."
With that in mind, he pitched his bosses on letting him lead the PlayStation 4 development efforts.

Inside the PlayStation 4 with Mark Cerny

With that in mind, he pitched his bosses on letting him lead the PlayStation 4 development efforts. To his surprise, he earned himself the role of lead system architect.

Though he began with the technology, "wanting to lead the effort wasn't based on any specific beliefs at that time -- other than that clearly we had had some issues with PlayStation 3, in that a very developer-centric approach to the design of the PlayStation 4 would just make things go more smoothly overall."

"The biggest thing was that we didn't want the hardware to be a puzzle that programmers would be needing to solve to make quality titles," says Cerny. He's referring here to the fact that the CELL processor, which powers the PlayStation 3, was extremely powerful by 2006 standards -- but also notoriously difficult to work with.

So in 2008, once he'd gotten the okay, Cerny began to canvass PlayStation 3 developers, asking them what they wanted from a theoretical next generation console -- yes, that early. "It's not like we could come out and say we were developing the next generation of hardware -- we certainly couldn't say that in 2008," Cerny recollects.

"My first tour of the developers, I had a questionnaire where I just asked them their thoughts on what the next generation might bring," he says. "The largest piece of feedback we got was that they wanted unified memory."

The PlayStation 4 will launch with an 8GB bank of GDDR5 RAM, which can be directly addressed by both the CPU and GPU of the system. Cerny is confident that this strategy brings flexibility and power to the console in both the near and long term.

The system also will ship with an eight-core CPU, another decision that came from the developer-questioning phase. "We quickly could tell that we should put either four or eight cores on the hardware," Cerny says. "The consensus was that any more than eight, and special techniques would be needed to use them, to get efficiency."

"It definitely was very helpful to have gone out and have done the outreach before sitting down to design the hardware," he says.

For all of its commercial shortcomings, the PlayStation Vita marks the first time the company put the software developer at the center of its hardware design efforts, something Cerny says paid off both directly on that system, and also in terms of laying the groundwork for the PS4's design.

"We took Vita as an opportunity to rework the tool chain and the development environment, and I think that you saw that the response from the development community [to those changes] was very good," says Cerny. "That meant that with PS4 we already had this philosophy in place -- that we wanted our tools to be much richer and much more accessible to our developers, even in the launch timeframe."

He didn't stop at game developers, either, he tells Gamasutra. "When I started talking to the development community, prominent middleware companies were in the mix at that time. It's very important to us to have those engines on our platform," Cerny says. "I have to say, also, the insights that you can get by talking to their top technology people -- It's quite nice to have those insights when doing the hardware design."

Throughout his conversation with Gamasutra -- which, in the end, lasted well over an hour -- the two threads that came through again and again were that Cerny wanted the console to be familiar enough that the barrier to entry for developers was very low, but at the same time, he wanted to be sure that the technical decisions he and his team made would ensure high performance over its entire lifespan.

In a forthcoming article, Gamasutra will share the many details of the PlayStation 4's architecture and design that came to light during this extensive and highly technical conversation.

Silent Hill Downpour Mystery locations guide

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Ghost Police Turns to Kickstarter for Soundtrack Funding

Shoot-em-up style games have been around since the early era of consoles, but not many have quite taken this angle on the genre.

is a “non-shooting shooter” where players must fight the computer for domination of the screen. In order to navigate their two ships across the obstacles, players must mold the terrain to their will.

Set sometime in 20 thCentury New York, Ghost Police tells the story of a “distortion in time and space that has invaded the city” known as the Void. The Void takes over everything that it touches, and it also allows ghosts to invade the city. Players take on the role of two detectives to discover the secrets of a well-known family and what they have to do with the unleashing of the Void.

Compared to shoot-em-ups where players just fire at whatever they see, Ghost Police requires players to think strategically about their next move. The visuals harken back to the early-era shmups of the Gameboy and NES, and they are completely hand-drawn.

Steve McCarthy is launching a Kickstartercampaign for Ghost Police , but it’s not for funding the entire game. The game itself is fully funded, but he’s hoping to raise money for an 8-bit soundtrack created by composer Jake Kaufman, who also worked on the Shovel Knight soundtrack. They’ll be using the N163 sound chip that Namco used in early NES games. The base funding level is the budget for music, while stretch goals are included for a more advanced soundtrack, a Mac/Linux release, and a 3DS launch of the game.

For more information about Ghost Police , interested players can try out the game demo through Google Driveand help fund the soundtrack through Kickstarter. Follow Steve McCarthy on Twitterand Tumblrfor more information about Ghost Police ; Jake Kaufman has his own websiteand SoundCloudwhere people can check out his previous work. Follow him on Twitterand “like” his page on Facebook.

Gravity Rush demo incoming next month for EU players

Sony's announced (via GAME ) that it'll be releasing a demo version of its highly-anticipated Vita actioner, Gravity Rush, at the end of May. The innovative-looking platformer, a new project by Silent Hill and Siren creator Keiichiro Toyama, will be confounding Newtonian physics on European Vitas come May 30, which means a US version can't be far off either: the game releases in the US one day before

...

Jump to Section: Best Price Comments Pros Silent Hill is surprisingly fun to explore Story is smarter more involving than expected Manages a few excellent scares Cons Combat is annoyingly clunky So are a lot of the puzzles Just five monster types none of them too scary Go to page: Page 1 Page 1 Page 2 In its first few hours, Silent Hill: Downpour runs through a checklist of Silent Hill tropes with

Amirelia – A Puzzle Game With a Focus on Friendship

Making friends isn’t always easy.

Making friends isn’t always easy.  With Amirelia , a game that began as a graduate project, and became a commercial indie game by Studio FriendCannon, the developers want people to focus on the experiences and emotions that create such bonds. The game is currently on Kickstarter, with 9 days to go, and is in the works for PC and Mac.

Cooperative exploration and puzzle-solving are the order of the day in Amirelia , where two players each control a character. Using these two characters in dynamic split-screen, players will interact with the world around them, and each other, to build a connection that goes a little deeper.

This connection is represented clearly by a physical rope that binds the two characters together, and can be used to manipulate objects in the environment for puzzle-solving. Looking past the obvious interactions, though, FriendCannon wants their game to “evoke feelings of playfulness, affection, intimacy and connectedness,” in the same way that real-world experiences create and strengthen deep friendships.

In addition, Amirelia boasts multiple paths for players to explore, giving reason to replay and forge even stronger relationships. An original soundtrack will accompany players through their journeys.

Amirelia doesn’t yet have a confirmed release date, although a tentative Early Access date is set for August 2015, with a full PC and Mac release penciled in for October 2015. Those looking to build upon a few friendships with cooperative puzzle-solving can find more information on the game’s website, or follow the studio on Facebookand Twitter. Don’t forget to check out the Amirelia Kickstarter, which has 9 days left for generous gamers to pledge.

Gravity Rush GR GamePlay Demo

If you've kept an eye out for GamesRadar's PlayStation Vita import coverage , you're already familiar with the must-have games, like Uncharted: Golden Abyss , BlazBlue: Continuum Shift Extend , and Ultimate Marvel vs. Capcom 3 . During our time off, we've dug into some more of the Vita's content, including a demo for Gravity Rush (Gravity Daze in Japan). Check out our run-through of the Japanese demo, which gives you a breakdown of the ins and outs of this upcoming title. Like what you see? Have our videos got you saving up to pay off that pre-order by February 22?

5:00 PM, 30,000 feet in the air. Peter Molyneux jumped on a flight back from Israel to England on the

news that Curiosity , his experimental passion project, had just unexpectedly gone live on the App Store. Desperate to see what was happening, he pressed his phone against the plane's tiny window, in the vain hope of getting some kind of signal.

Not even Apple knows what's inside Curiosity 's cube

"I thought, if this crashes the plane, me turning my phone on, so be it," Molyneux tells me.

The creator famed as much for his wild dreams and big promises as much for with his work at Lionhead seems to have been thwarted, just a little, by Apple's certification and release process. He'd thought he'd get more of a 24-hour window ahead of Curiosity 's launch. "I woke up in Israel and I looked at my Twitters and they were live with people already tapping, so I just rushed to the airport and got on the first plane I could back to England."

The app gives participants an incredibly simple task: There's a black cube in a white room ("quite a beautiful-looking cube," Molyneux enthuses) that erodes as people around the world tap away at it in a race to see what's at its center. Only one person can attain the secret inside, and in typical Molyneux fashion, the creator has said that whatever the mystery is, it'll be completely transformative for the recipient.

"Firstly, it's amazing, and it's amazing by any scale," he says. "Secondly, that person's life will change forever."

Our phone conversation coincides with the clearing of the cube's first layer -- 100 million taps in less than 24 hours, he says. "What people do is they leave little messages around; they can tap away little messages," he says. "Some people leave artwork, some people do rude things, other people then turn those rude things into nice things."

The wonderment in his voice at the idea of thousands of people around the world tapping at Curiosity 's black cube, at the potential to learn and study their behavior, is palpable. He sighs. When he talks about it, it's with the elegance of oratory, of someone who passionately believes in things bigger than himself. It becomes easy to see why the man known for over-promising so frequently can carry others away on the tide of his faith in possibility.

But how did that work on Apple? Molyneux says getting Curiosity certified was "pretty tough."

"It's very unique, it's very different, some of the tech in it is very unusual... It tests these very logical and very sensible guidelines that Apple has," Molyneux says.

The biggest issue in getting approval was that Apple demanded to know what was at the center of the cube, and Molyneux would not bend. "I've only told one other person in the world and I needed to tell that person to help me implement the video we're sending out," he says "If I tell somebody else... if it escapes out, it will ruin this simple, pure experiment."

"We're just asking: Is mystery and curiosity enough to drive people to do impossible things?"

Apparently. Molyneux says early response to Curiosity has surpassed all the expectations of his studio, 22Cans -- both abstractly and in terms of the technical architecture that underlies it.

"All of our systems are stretched and none of us have slept," he says. "We didn't expect this tidal wave of people."

In the end Apple consented to let Molyneux keep his mystery, so long as information about what Curiosity is was made clear in the app info. He says it has nothing to do with his career or his reputation.

"Apple doesn't have a clue who I am, and neither should they," Molyneux says. "I just explained -- 'Look, I can't tell you what is in there. You have to trust us that it is something amazing.'"

"They were very, very understanding," he continues. "They could have easily turned around and said, 'You know what? Why should we take the risk?' But I think they saw it was the use of mobile in a completely different way... It took us about four weeks to get through, but we did get through."

Requested revisions mainly hinged on terms and conditions, and some aspects of the free game's shop, which includes upgraded taps that players can buy through in-app purchases. "And this is the first time we've ever submitted any app to the App Store, so there were a number of schoolboy errors we made in the first instance," he says. "They went as fast as I think they could. I think it's amazing you can get through so quickly."

Now that Apple has consented to play host to Molyneux's experiment (the app is also available on Android), the first challenge is managing traffic. "My expectation was we would get a few thousand people and they would tap for maybe a minute, and then say, 'Oh, that's interesting, I'll check back tomorrow and have a look at it," he says. "Instead what we found was there aren't a few thousand -- there's a few hundreds of thousands of people, and the people who are joining the cube aren't tapping for a few minutes, they're tapping for a few hours, and they're creating this living piece of art, almost."

"It's way, way more than we ever dared hope or expect," he adds. "This is an experiment... It's a game, it's a graffiti board, it's a living thing. The trouble is our servers, designed for tens of thousands for people, are struggling to keep up. None of us went home last night."

A fix -- and further announcements about Curiosity -- are imminent, says Molyneux. But once the server crunch goes away, the analytics can begin. "The fascinating thing is, why do people start [tapping] in the middle and then spread out? There's no rule to do that, so we want to say why, when people reveal a tiny bit of the surface below, do people start in the middle and spread out? What do the taps mean?"

"We want to share all that data, and share the instruction... what we're doing with that data, and that's when I think it gets really fascinating," he enthuses. "A little bit later we're going to be using some of that Facebook data which people have allowed us to use, and use it to enhance the experience. We're going to be changing some rules; our first rule change will probably come next week, and that'll be really exciting. All of this exciting stuff is yet to be."

It's working, he says. Only two people in the world might know what's really inside the cube, and whether it'll be as momentous a discovery as Molyneux promises. But for now he's the one having his expectations surpassed. "It's amazing," he says. "We've got tons of graphs and data coming in, and looking at that is the most inspirational thing I have seen as a game designer, ever."

Why Silent Hill: Downpour could be the best since Silent Hill 2

It's not that Silent Hill games have been terrible since Silent Hill 2 by any means, but it's true that none have really lived up to its excellence. It's like Silent Hill 2 is to the Silent Hill series what Thriller was to Michael Jackson – it's a peak that's hard to match. Silent Hill: Downpour looks like it's headed in the right direction though, and so far it feels like a good mix of bringing back

Joe Danger Touch’ Prepped For Midnight Launch On iOS

‘Joe Danger Touch’ Prepped For Midnight Launch On iOS
Joe Danger Touch will make the death-defying leap onto iOS in just a scant few hours.

Joe Danger Touch

Joe Danger Touch will make the death-defying leap onto iOS in just a scant few hours. Hello Games revealed as much on their Twitter feed, as well as on their development blog.

The updated mobile edition of the downloadable console hit will offer new adventures, over 30 characters, and multiplayer compatible between all applicable apple phones, tablets, and other devices. Word is it’s also more challenging than the PSN/XBLA versions, have a look at the trailer:

The game is to arrive on Android devices at some point as well, but no official word from the team on when at this time – which may mean tonight, alongside the iOS version, but I wouldn’t really count on it.

Gravity Rush: New screens for Sony's PS Vita platformer

Recommended The incredible story of Roman Wars: The lost Call of Duty game The 10 best PS4 deals available right now

Silent Hill: Downpour a guided video tour through the new town of Silent Hill

Silent Hill: Downpour is bringing back exploration in a big way, but we were admittedly a tiny bit scared about taking our first steps back into the foggy streets of Silent Hill all on our own. So it's a good thing that Konami's senior associate producer on Downpour, Tomm Hulett, agreed to sit down and guide us through Murphy Pendleton's journey through the nightmarish town. Look for more coverage of Silent Hill: Downpour later this week.

Here’s A New ‘The Other Brothers’ Trailer

One of our most anticipated games of 2013 is The Other Brothers , who’s journey has been long and difficult at times but will soon be more than rewarding for those who have been following its progress.

To keep the anticipation high, here’s a brand new trailer for your viewing pleasure:

It certainly looks like Tobgame have pulled out all the stops to get this Mario Bros-esque experience together after a few months of uncertainty. There’s plenty of platforming, quirky characters and boss fights to please both fans of the classics and even those new to the entire experience of jumping on evoldoers’ heads to take them out.

The Other Brothers will finally be making its debut later this month (that’s March, for those of you playing at home) on iOS. Keep it locked to IGM for the latest info as soon as the game hits the retail world, including a full review and more.

Gravity Rush preview still the prettiest Vita game we've seen so far

Gravity Rush looks gorgeous, but aside from a few brief demos to demonstrate the basic gameplay mechanics, much of the game is still a mystery. At a recent Vita event, we got to sit down and play a few of the game's earlier missions to get a feel for how we'll be putting our gravity-shifting skills into action. The first mission we jumped into was a simple time trial where we collected as many orbs

Silent Hill: Downpour's design director steps down months before release

Brian Gomez, design director at Silent Hill: Downpour developer Vatra Games, has left his position with the company according to the Silent Hill Historical Society . Gomez said that he reached the decision when it was was announced that Downpour was to be delayed until 2012, “my family and I came to the decision that I couldn’t keep making the commute between Los Angeles and Brno [in the Czech Republic

Indie Intermission – ‘The Button Affair’ A Heist Game Like No Other

The idea of side scrolling running games is nothing new, and in the modern market we have seen so many different variants on them but none can compete on a style front like The Button Affair does.

Created by Helana Santos, Chris Randle, Jonathan Mann and Ollie Clarke The Button Affair is a hyper stylised heist game that has you ducking dodging and jumping over all manner of traps trying to stop you dead in your tracks.

The gameplay is a great deal of fun as you try and escape with the jewel and luckily the controls are very responsive and work perfectly meaning you will not get too frustrated by failing to avoid various traps.

It really is a whole load of fun to play with the music and visuals really adding a great deal to the game overall  creating this very polished and interesting game that you will love from start to finish.

Average play time – less then an hour

The Button Affair is a whole load of fun and the best part is it’s totally free to play (despite looking this good). If you would like to download the game and play it for yourself be sure to head over to the official site nowand give it a go.

If you are a developer with A fun indie game that can be played over a coffee break, we want to hear from you! Private message us on twitter @IndieGameMag or shoot us an email at editors@indiegamemag.com with the subject “Indie Intermission” and you could be our indie intermission pick of the day!

Gravity Rush release date for North America June 12, EU gets PS Vita game June 13

Recommended The incredible story of Roman Wars: The lost Call of Duty game The 10 best PS4 deals available right now

Silent Hill HD Collection, Book of Memories and Downpour all come out early 2012

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Save the Human Cosmos in Warlocks vs. Shadows

The development team of Frozen District, in collaboration with publisher One More Level, recently released Warlocks vs.

The development team of Frozen District, in collaboration with publisher One More Level, recently released Warlocks vs. Shadows on Steam Wednesday, August 19. The RPG brawler puts players in control of powerful Warlocks, tasked to fight off the Shadow World inhabitants who are attempting to destroy the human cosmos with dark magic.

Players will command one of six initial characters, as they traverse across five different worlds, in an attempt to save fellow Warlocks and destroy the Shadow invaders. Dismantle each world’s enemies, all equipped with a unique set of skills and attacking maneuvers, for a chance to battle against difficult end bosses. Defeat these challenging foes to unlock the five remaining characters and progress the quest forward.

Level up and unlock new upgrades by killing a wide range of monsters and beasts, from over-sized skeletons wielding massive clubs, to demon-like figures swinging large axes. Scoop up the randomized loot from fallen enemies scattered throughout each of the five worlds in order to create a more powerful Warlock. Choose from a large variety of magical items and weapons to increase the Warlock’s special abilities.

Battle the Shadow alone in single-player mode or team up with four additional players in cooperative and versus play. Fight against other gamers in a 1-4 player deathmatch, or battle in teams of 1v1 or 2v2. The title supports cross-platform online multiplayer between PC, Mac, and Linux.

For more information about Warlock vs. Shadow , visit the game’s official website, Twitter, and Facebookpages. For an in-depth interview about the developer’s amazing story behind the game, check out our past review here. The title is now available for PC and Mac via Steam.

Everybody's Golf, Virtua Tennis 4 and Gravity Rush clips make grand claims for Vita

As you may've noticed, everything is happening all at once this week, with the combined weight of Gamescom's announcements and unveilings surely pushing human consciousness ever-closer to some sort of ludological Singularity point. Hence, here's a quick look at three titles unified by one theme: they're early releases for the PlayStation Vita, which want to make sure you know that Sony's new system

Silent Hill: Downpour delayed to early 2012

Tensions are rising around the office which can only mean one thing: the fall game explosion is nearly here. Soon we’ll be playing Skyrim, Modern Warfare 3, Skyward Sword and Assassin’s Creed Revelations all in the same day and doing our best just to keep our heads above water. With so many huge games demanding our attention, it’s not unusual for some titles to get lost in the shuffle, and that includes

JamForLeelah Honors Teen With Trans Positive Game Jam

#JamForLeelah Honors Teen With Trans Positive Game Jam
Leelah Alcorn was a teenager whose suicide reignited conversation about transgender life all around the world.

Leelah Alcorn was a teenager whose suicide reignited conversation about transgender life all around the world. The American teenager, looking for a support network for her transgender identity, turned to her parents, who instead locked her out of friends and online life. Her suicide note on the social site Tumblr gave hope to those willing to make change and improve the situation of individuals across the LGBTQIA spectrum.

#JamForLeelah begins on January 17th (pay no attention to the dates below the banner!) to honor her death. As Alcorn was an avid gamer, the idea to make a Game Jam originated on Twitter.

“That hopelessness that you feel in the face of such senseless tragedy can be repurposed to spread awareness and understanding, helping teach people about the struggles that all oppressed minorities face,” said Kara Jayne, one of the administrators helping with the Jam. “Games are such an important medium for spreading awareness and have a powerful ability to tell unique narratives from interesting perspectives. They also allow the designer and the player to share social concepts and themes via mechanics.”

The month-long game jam aims to raise awareness regarding trans-positivity and trans-youth issues. All the money fundraised through the event will go to charities like the Transgender Law Centerand the Sylvia Rivera Law Project. Any participant who submits a game has the option of creating a paywall to collect donations for the games, or ask for a signature on a petition for the Leelah Lawto end transgender conversion therapy. In order to have a valid entry for the jam, a game must adhere to the following: Either center on transgender themes and issues, draw inspiration from Leelah’s art and work, or invoke themes Leelah was interested in, such as female empowerment, fashion, anime, etc. Only one of these requirements needs to be fulfilled, though. Participants are asked to not create an in-game representation of Leelah.

“Maybe once these ideas are shared enough, they will be more deeply understood, and we can help build support networks for those like Leelah who cannot see a way out of their current situation,” Jayne said.

Additionally, as a proud sponsor of this event, every participant in #JamForLeelah will receive a 12-month digital subscription to the Indie Game Magazine ! Check out our latest issue here.

For details on how to get involved, head over to the #JamForLeelahpage for information on rules, submitting, and how to contact the organizers.

Gravity hands-on preview

Developed by the same team behind survival horror series Siren, PS Vita launch title Gravity stars a female protagonist who - according to the official press materials - must %26ldquo;uncover her past to protect her future%26hellip;%26rdquo; While that cut-and-paste tagline seems to have fallen right off the generic action-adventure assembly line, Gravity is unlike anything we%26rsquo;ve seen. A far

Far Cry 3 mod makes Minecraft even more awesome

In a crossover that's almost as weirdly amazing as Archie meeting The Punisher , Ubisoft has announced the creation of a map and texture pack for Minecraft inspired by Far Cry 3.

, Ubisoft has announced the creation of a map and texture pack for Minecraft inspired by Far Cry 3. Modded by Michael Lambert (Sacr3, creator of Newcraft City), a well-known Minecraft enthusiast, with artists Axel Janssen and Yohann Delcourt responsible for the textures, the add-on pack will be released for free via the official Far Cry websiteon October 26.

Ubisoft claims the pack will let you explore and survive the Minecraft experience through the warped lens of Far Cry 3, with modifications to all aspects of the original game, including environments, weapons, and tools. It will feature key Far Cry 3 locations and characters, including Vaas, Jason, and Citra, all completely redesigned in Minecraft style. The new map will also feature over 50 Easter Eggs hidden throughout the islands. And, of course, Far Cry 3 itself will be released on December 4.

Now that the indie/retail crossover dam has been gnawed through, what other games would you like to see Minecraft-ized?

TGS 2011: Silent Hill: Downpour trailer, featuring Korn

Check out the latest trailer for Silent Hill: Downpour. Fresh from the fog, the clip is set to the perennially angsty strains of Korn, taking you inside the head of the game's protagonist, escaped convict Murphy Pendleton. Stick around for the final minute, when things start to get authentically creepy, Silent Hill-style. The prison bus crash setup ought to ring bells with anyone familiar with The

Risen 3: Titan Lords review

Risen 3: Titan Lords review 4 For a game that at least partly feels like an apology for Risen 2, Titan Lords goes out of its way to be hard to like. As it begins, you’re stuck in the middle of a badly animated battle as a pirate who had better be good at drinking rum because his sword-skills are terrible, fighting a ghost pirate whose graphics do indeed suggest that he died some time in 2002. Then

E3 2011: Screens and details drop for PS Vita's 'Gravity'

Gravity (formerly known as Gravity Daze) may have only received a 7-second showing during Sony's PS Vita sizzle reel, but that was more than enough time to crank up the buzz surrounding the upcoming cel-shaded action game. Feeding this curiosity, Sony has released a handful of new screenshots and gameplay details which offer a smidge more insight into one of the PS Vita's more intriguing titles. Created

How to find Borderlands 2's Minecraft Easter egg

You've probably heard about this already, but if you're trying to avoid any and all Borderlands 2 spoilers, look at another post.

You've probably heard about this already, but if you're trying to avoid any and all Borderlands 2 spoilers, look at another post. There are lots of other posts to look at, but this is the only one that shows you the game's brilliant Minecraft homage. After the intrepid explorers at G4posted directions to the area, Game Frontfollowed up with a video of what's inside: blocks to hack into pixel dust, a Creeper to kill, and a previously-teased Minecraft-themed character skin.

The hidden area is located in the Caustic Caverns, which are found "later in Borderlands 2." Follow the train tracks, turn right at the big door, and hop up the cliffside until you reach the Minecraft cavern. If you just want to see the easter egg, skip to 1:18 in the video.

Warlocks vs Shadows Preview – Multicaster Mayhem

Rarely have I seen a game go through such a drastic overhaul in the Early Access phase as Warlocks .

. While the program definitely sees games change a great deal, One More Level’s successfully Kickstarted project saw heroes go from broken to balanced, and even changed its name in the process. Warlocks is now known as Warlocks vs Shadows , a change the team discussed on their Steam page, explaining that the new title is less generic and catchier.

The titular Warlocks are far from boring, as each employs a thematic skillset. The ten currently available characters all have a quick, basic attack (most often a projectile), a way to escape or dodge, a move that generally helps fight crowds, and then an ultimate ability that complements the rest of their spells. In its current form, the game is easy to pick up, packaged in old-school pixel graphics with some really impressive backgrounds, and features entertaining RPG-action that works in both single and multiplayer.

There’s not that much to the game’s story, which loosely ties unlocking new characters to the plot and explains the invasion of Shadows. My favorite aspect so far is how beating bosses transitions into unlocking characters. It’s a clever integration of storytelling with gameplay. However, Warlocks vs. Shadows doesn’t get too much into its own lore, rather focusing on fast-paced, arcade combat.

I gravitated towards Jake the Pyromancer, a fire user with a pet phoenix. The little kid’s second ability, Fire Wall, keeps enemies at bay while he hilariously dances, performing a meteor ritual that calls a powerful fire shower from the sky. If the Shadows get close, he slides away on his phoenix as it if it were a flaming snowboard. In general, I’ve only found Shax, a caster who relies on a spirit mimicking his abilities, to be particularly underwhelming. Another hero who piqued my interest, Borubar, goes against warlock stereotypes by brandishing a mace and a shield.

As a side-note, I recall the Alpha version having a rich assortment of sound quotes for some characters, like Anya and Jake, but those seem mostly stripped now.

Borubar’s balance as a character was one of the more interesting arcs to follow in Warlocks vs. Shadows ’ stewardship on Steam. Initially, his basic attack, a seemingly powerful slam with the mace, didn’t have any pushback, leading to a quick decimation by any melee-oriented Shadows. Once pushback was added and I tried him out, he seemed to be game-breaking due to his second ability, block. Borubar can hold his shield indefinitely to prevent all damage from any attacks, even boss ones. When coupling that with equipment that reflects some damage back to enemies, his best tactic became squatting behind a measly shield to watch foes kill themselves over time. While this hasn’t changed, his block ability seems to have been toned down, as he now receives damage if the attacks hit from above, and traits that return a percentage of damage taken to enemies don’t work with this anymore (yet traits that return flat amounts still work with this).

For example, I found Legendary Hermes Boots, whose math works a little oddly. It said they burn attackers for 51 damage over 1.6 seconds, but I saw 41 damage every second lasting about six seconds, which actually turned out to be more damage than I could dish out by actively attacking.

Itemization is probably the clunkiest aspect of Warlocks , due to the way it’s currently implemented, which leads to lots of waiting when each player has to compare and equip new gear. Enemies drop items in typical loot-based RPG fashion: Drops mostly consist of mountains of low-quality items, with occasional goodies or shiny rares infused with power. There are still probably too many drops, and gray items seem like a plague, especially since the inventory system doesn’t handle a large number of equipment that well. It leads to lengthy shop visits whenever the merchant shows up at the end of some stages. The game compares item stats, but does so in an incomplete fashion, not showing differences for every trait that’s changing.

But some balance issues aside, it doesn’t feel like One More Level really intend for the game to be perfect in that way (especially not in an Early Access state). While friends can team up to take on shadows in co-op (online or local), they can contest magical prowess in Versus Mode – via either a traditional face-off or a crazy Test Your Luck Mode. I found the second one to be particularly compelling for its willingness to basically break the game with whatever random rules it enforces. In one game, I rolled invisibility, no display of HP bars (which doesn’t show important status effects, either), meteors falling and certain skills disabled. It’s chaotic, random, and entertaining.

However, it’s the player-versus-enemy mode that truly grabbed my attention, particularly because of the skill-leveling system and equipment that helps shape the character further. Leveling is fairly quick and lets you upgrade any of the four skills, which don’t just improve in damage, but often also decrease in cooldown, which is very important. Furthermore, after enhancing an ability four times, the next ability point turns into an enhanced, “epic” ability. This system kept me hooked along with the (if somewhat clunky) equipment system, because of Warlocks’ transparency with how its numbers work. It’s simple – cooldown reduction and attack speed are essentially one stat, serving as the optimal choice for ranged warlocks, but one can also opt for more damage and armor with a variety of grimoires, shields, robes, and so on. Although, I am puzzled by the existence of equippable gun bullets.

Optimizing characters is particularly important for Stage 3, the Swampland, because of a substantial spike in the difficulty curve. The Shadows there feel a little overpowered for a character that just entered the area, but a lot of credit goes to the designers for creating smarter, particularly vile monstrosities. The flying bug monster is more annoying than any before it, always trying to bombard you from above with poisonous slime; but especially nasty is a spear-wielding Shadow who keeps a safe distance, only to throw a spear that silences the heroes (which disables all skills.). The spear also slows you, and at that point the Shadow teleports to you to quickly whittle down your health.

Despite its shortcomings, Warlocks vs. Shadows is fairly straightforward in its accessibility, which goes a long way to becoming a fun, arcade experience. One More Level managed to create a satisfyingly deep RPG experience without bogging down eager groups of players with unnecessary talent trees or passive abilities. Rather, they bet on action coupled with a band of compelling characters each utilizing diverse movesets. If the Early Access state doesn’t bother you, this is a no-brainer to pick-up on Steamright now for $13.99.

Pokemon X and Y Weekly - A creepy Easter Egg from Lumiose City

Despite all the coverage we've had of Pokemon X and Y , including our Pokemon X and Y review , complete Pokedex , and guides to Mega Stone locations and Pokemon-amie , you'd think we'd have seen it all. Then a creepy Easter Egg pops up that shows us X and Y has a lot left to discover. We can't make heads or tails of the weirdness in the video below, but share any theories you have in the comments. And be sure to subscribe to our YouTube channel so you don't miss another episode. Pokemon X and Y Weekly is GamesRadar's weekly Pokemon X and Y show. The title was a pretty obvious hint. Come back every Tuesday for the latest news, analysis, and speculation about the next generation of Pocket Monsters. You can also check out our Pokemon X and Y review .

Battlefield 4 Night Operations DLC is rolling out this week

It's a huge week for new releases, but if you're still sinking hours into Battlefield 4 then you'll be pleased to hear that the free Night Operations DLC will start rolling out on September 1.

Battlefield 4 Night Operations

then you'll be pleased to hear that the free Night Operations DLC will start rolling out on September 1. That's Tuesday. The Night Operations pack brings a new version of the Zavod map designed to compliment " stealthy and tactical gameplay".

The Summer Patch is also rolling out September 1. For more on the changes that will bring, check out the video below. Then at the bottom there's a cinematic trailer for the Night Operations DLC, if things like that take your fancy.

Konami announces dual patches for new Silent Hills

Konami has said it's preparing patches for both recent Silent Hill releases. It might be tempting to mount a case for the notion that janky framerates, Downpour's inconsistent game-saving and the HD Collection's freaky lip-sync issues just make the games creepier and more unnerving, but the developer has decided it'd probably be safer to just update the games so these things don't happen. Above: A

Preview – The Wacky ‘Hackycat’

I must admit, when I first heard about the upcoming release Hackycat , I was a little sceptical.

, I was a little sceptical. How could you possibly have fun by juggling a bunch of cats in the air? Trust me when I say it didn’t take very long for the game to prove me wrong.

Hackycat follows the concept of the well known sport of Hacky Sack, in which you juggle a small footbag or ball between a number of people in an attempt to keep it off the ground as long as possible. Here the ball is replaced with a collection of various cats, with the aim of keeping them aloft so as to avoid them exploding upon impact with the ground. It’s all about having some harmless fun in the face of a cunning challenge.

Like I said before, it didn’t take very long at all for the game to really grab my attention. Keeping the cats in the air is but a small part of a much more entertaining whole, what with deadly birds who will explode on impact or the cute sound effects and animations as the cats fly here, there and everywhere. It’s also very easy to play, you just tap on the screen to keep the cat(s) in the air or swipe in a particular direction to send them the way of collectable bonus cheeseburgers … sorry, cheezburgers.

So far I’ve put a few hours into my time with Hackycat and I can tell you now, it takes a lot of effort to put it down. At first I was laughing aloud at the reactions by the cats as they flew into the air, until the competitor in me started to sink in to better my high score. Still, I always had a little smirk on my face as a new cat unlocked to play with. So far I’ve found a cat with a mo, a zombie cat, the cheeky unicorn cat and my personal favourite, the taco cat.

Hackycat comes to us from the talented digital artist and illustrator Ken Wong , who’s resume features an Art Director credit for American McGee’s Alice: Madness Returns . This is his first independent title and you can tell a lot of love has been embedded in every colourful frame, inspired by the lo-fi aesthetic of Wes Anderson movies … but hopefully not inspired by actually kicking a cat.

Hackycat bounces its assortment of cuddly felines to the App Store very soon. You can find out more via the official Facebookpage and keep an eye out for our full review too.

Second Silent Hill movie dated for US release

The second Silent Hill movie, Silent Hill: Revelation 3D, has been acquired for US distribution by Open Road Films. The company, who recently scored with Taken-versus-wolves thriller The Grey, will release Revelation 3D in the US on October 26. That way, when you're watching the movie and goodness-knows-what is flying directly at your face, you can just blame the resultant nausea on pre-Halloween candy

Trial By Magic’: An RPG Remade 18 Years On

‘Trial By Magic’: An RPG Remade 18 Years On
We’ve seen many remakes of retro titles in recent years, although rarely in the indie space.

We’ve seen many remakes of retro titles in recent years, although rarely in the indie space. As such, it is interesting to hear of Black Lab Games’ current project — a remake of the 1993 computer RPG Trial By Magic . The original game was written for DOS, and was developed in 1993/1994 by Silver Lightning Software , a studio founded by Paul Turbett. Paul now develops games independently as Black Lab Games , and has decided to re-imagine his early project in Unity. With the benefit of modern tools, hopefully Trial By Magic can surpass the original version whilst maintaining its sensibilities of retro role-playing design. Below is a screenshot of the game in its original form.

Trial by Magic is very different to the role-playing games of today. It has a distinctly old-school sense of pared down scale, and its concept is refreshingly minimal: a wizard known as ‘The Trialmaster’ presents a huge fortune as a prize for whoever can descend all 25 levels of his dungeon, surviving the monsters on each level. The game is set decades after the challenge was first laid down, and still nobody has returned alive. This is where your character comes in, the plucky adventurer who thinks he’s got what it takes to buck the trend. You choose from Warrior, Spellcaster, Ranger, and Thief classes, roll some stats and you’re good to go!

This is the kind of no-nonsense approach that I appreciate in my games, and it is a truly stark contrast to the intimidating complexity of lore in some modern RPGs. There is something about the purity of old-school RPG design which is appealing, as the lack of focus on narrative depth and environmental frills means the gameplay takes center stage. The Trial by Magic remake is in the early stages of its development, so details are relatively scarce right now (remember to bear in mind that the screenshots featured here are of the 1995 original, not the remake). However, the limited information we have so far, along with the fact that Black Lab Games’ previous title was the excellent Star Hammer Tactics, has been enough to pique my excitement.

You will hear more from us about Trial by Magic as development continues, as I definitely plan on continuing coverage of this title. Nonetheless, if you want the information straight from the horse’s mouth you should check out the Black Lab Games devlog here. You can also follow @blacklabgamesfor updates via Twitter. Oh, and you should totally buy Star Hammer Tactics too! It’s available for a pittance via Desura here.

Is Ditto a failed Poke-clone of Mew?

Pokemon X and Y might be four months old at this point, but no matter how old it gets, we at GamesRadar will still be fascinated by these creatures we call Pokemon. That's why we're continuing to investigate their many mysteries in this weekly video series! This episode of Pokemon Weekly finds a curious connection between one of the first legendaries, Mew, and the primordial sludge that is Ditto. A

BlizzCon 2014: Everything so far

BlizzCon 2014 began today at 11 am PST/2pm EST.

BlizzCon 2014 external

began today at 11 am PST/2pm EST. If you aren't there live, you can still catch the tournaments at the official BlizzCon website, even if you don't have a virtual ticket.

Full virtual access to this year's edition of BlizzCon—including the panels, interviews, and closing ceremony—will cost you $40, and you can tune in at BlizzCon.com. Naturally, we'll be covering all the big news and announcements here as well, along with hands-on impressions of the games at the show. Here's what we have so far:

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