Super Hexagon: a super lurid hexagasm from the creator of VVVVVV

You're a tiny triangle trapped inside an imploding hexagon.

You're a tiny triangle trapped inside an imploding hexagon. Bits of hex are rushing inwards to crush you so you have to scoot around the edges of a hexagonal core to survive their assault. The bloopy tones of Chipzel helps to poke your grey matter into a frenzied sort of urgency as the bastard hexagon rotates and changes colour, threatening to crush you in a cold, hexy embrace.

Super Hexagon is the latest game from Terry Cavanagh, who made the awesome platformer VVVVVV. It's out on iPhone and iPad now, but he mentions that "PC and Mac versions are coming later" in the description for the launch trailer, which you'll find embedded below. Be warned, it might make your brain go a bit funny.

Know Your COGs: The Cast Of Gears Of War: Judgment

The next installment in the Gears of War series takes place 15 years
before the start of the first game.

The next installment in the Gears of War series takes place 15 years
before the start of the first game. This prequel stars some familiar -
but younger - faces and also some new ones. Take a moment to
refamiliarize yourself with Cole and Baird, and meet newcomers Garron
Paduk, Sofia Hendrik, and Ezra Loomis.

Name: Damon Baird
Height: 6'0"
Weight: 190 lbs

When we first meet Baird in Gears of War: Judgment, he's a lieutenant
responsible for leading Kilo Squad against the new Locust threat. The
fan favorite comes with all the snark and attitude you're familiar with,
but he's not quite the jaded, cynical jerk we see by the end of Gears
of War 3. Baird is filled with pride by the opportunity of leading
fellow COGs, and he wants to be the best officer he can be.

Name: Augustus Cole
Height: 6'2"
Weight: 230 lbs

All the way up until two months before the Locust breached the
surface of Sera on E-Day, Cole was busy kicking ass on the Thrashball
field. A prodigy at the sport, Cole endeared himself to a world of
thrashball fans as "Cole Train." While he becomes fast friends with
Baird, Cole misses his hard-earned sports fame and is second-guessing
enlisting.

Tower Defense RPG Undead Legions – Resurrection Heads to Kickstarter

Undead Legions – Resurrection , a new project by German developer Key17 Games, has recently hit Kickstarter.

, a new project by German developer Key17 Games, has recently hit Kickstarter. The top-down shooter exhibits fast-paced gameplay and aims to blend aspects of tower defense titles and RPGs.

Players can choose from four different characters possessing unique abilities. The gameplay focuses on surviving a variety of undead enemies, including bosses and minibosses, and features numerous items and power-ups, as well as upgradable gear that becomes available as players progress. A level editor will also be present, so players can design and share their creations through the Steam Workshop.

According to the developer, “The one most important thing for us is that Undead Legions will be a game that you can always come back to, so we’ll put great emphasis on long-term replayability. We will achieve this by adding new content frequently and setting up special events.”

Undead Legions was Greenlit in January of this year and recently turned to Kickstarterwith the aim of raising $3,285 USD. The developer states that the funds will be put toward full-time production over the next three months, which is approximately how long it will take to complete the project. Initial stretch goals focus on localization, added game content, and an Xbox 360 port. Currently, the game has received more than 12 percent of its goal, with just over three weeks of the campaign remaining.

UL-Screenshot04

To help fund the game via Kickstarter, click here. To find additional information, check out Undead Legions – Resurrection on Facebook, Twitter, and the official website.

Humble Indie Bundle 4 adds five more games, soundtracks

OK, this is just getting silly.

64 VVVVVV

OK, this is just getting silly. As if Humble Indie Bundle 4wasn't star-studded enough to begin with, it's now added another nearly nuclear helping of bang for your buck. Specifically, the pot's been sweetened with five games from Humble Indie Bundle 3: Crayon Physics Deluxe, Cogs, VVVVVVV, And Yet It Moves, and Hammerfight.

Those, of course, join Jamestown, Bit.Trip Runner, Super Meat Boy, Shank, NightSky, Cave Story+, and Gratuitous Space Battles in proving that there is still goodness in the world. Merely beat the current average price of $5.16, and they're all yours - along with each game's respective soundtrack. If I were starving to death and only had $5.17, I would still consider trading my wallet's smoking ruins for this bundle. Buy this. It's money incredibly well spent. President Lincoln and his army of tiny metallic other Presidents will be proud.

The Fresh Blood Behind Gears Of War: Judgment

With Gears of War: Judgment, Epic Games is sharing the development with a talented studio named People Can Fly.

With Gears of War: Judgment, Epic Games is sharing the development with a talented studio named People Can Fly. Creating cult favorite in the past like Painkiller and Bulletstorm, the Polish studio is known for its novel approaches to over-the-top first-person fun. While visiting Epic, Game Informer's own Tim Turi sat down the studio's creative director Adrian Chmielarz to talk about the studio's history, what they hope to change with Gears of War, and why they don't want to be pigeon-holed as an FPS-only studio.

To learn more about Gears of War: Judgment, click on the link to enter our content hub below.

Heroes of the Storm interview: skill cap, characters, and the student tourney

Yesterday, I joined Heroes of the Storm game director Dustin Browder and technical director Alan Dabiri to talk about the next addition to the HotS roster , how they're working to be accessible while designing a high skill cap, and the upcoming Heroes of the Dorm tournament.

Keep an eye out for our ASUS ROG G751 laptop giveaway after PAX East—we're collecting signatures from everyone we interview for a one-of-a-kind prize.

Nightmare Attack Saves Childrens’ Dreams From Monsters This Halloween

For some children, nothing is scarier than the monsters that will come for them once the lights have been turned off.

For some children, nothing is scarier than the monsters that will come for them once the lights have been turned off. Luckily, Egyptian studio Appsinnovate has prepared for this, and has released Nightmare Attack just in time for Halloween. In this iOS and Android game, a child will be protecting himself and his dreams from such opportunistic monsters using his toys.

Nightmare Attack is a tower-defense game, whereby gamers will have to use a variety of towers to fight off monsters as they try to make their way through Dreamland. Monsters come in all shapes and sizes, such as goblins, wolves, wasps and dragons, but so do the toys, or “towers,” used to fight them off. Similarly to most tower-defense games, the creatures follow a pre-determined path, and the gamer builds their defenses around the edges. Towers include: a paintball tower, the basic turret for damage; a bubble-gum tower, which slows monsters down; a firework tower, causing damage to a large area; and a rainbow tower, which confuses monsters into attacking each other.

Bubbles earned by destroying monsters are used to purchase these towers, in whatever strategic combination a player wishes, and each tower can be upgraded to keep up with the increasing difficulty. There are also a couple of spells, with a Demolition spell raining destruction onto the creatures, and a Fairy spell raising the power and range of towers. The protection of this child’s dreams will take place across either a farm or a forest environment, and additional locations may be added at a later date.

Nightmare Attack is available on iOS and Android devices at no cost, and more information can be found on the studio’s website, Facebookor Twitter. There are sure to be many nightmares to protect – it is the week of Halloween, after all.

At A Distance: a free co-op game from the creator of VVVVVV

At A Distance is a co-op puzzle game from Terry Cavanagh, creator of wonderful indie platformer VVVVVV.

At a Distance

At A Distance is a co-op puzzle game from Terry Cavanagh, creator of wonderful indie platformer VVVVVV. It's designed to be played by two people on separate, nearby PCs. Each player must wander through a fuzzy environment, messing with everything they come across. Actions in one world will affect the other, and it's up to the players to figure out exactly how through experimentation and shouting. Once the relationship between worlds has been discovered, you and your partner must work together to solve the grand puzzle.

Shacknewsreports that the game is now free for everyone. You can download it now from the At A Distance site, where you'll also find instructions on how to get it working. Good luck! Let us know how you get on.

Cliff Bleszinski Leads Us On A Tour Of Epic Games

The headquarters for Epic Games in North Carolina is massive.

The headquarters for Epic Games in North Carolina is massive. The last time our cameras visited the studio(for the Gears of War 3 cover story) it was in the middle of construction, adding a whole new wing to an already gigantic studio. We asked design director Cliff Bleszinski to lead us on a guided tour of the updated studio. Watch the video below to see the building where some of the most influential games in the industry are born... as well as giant statues, fans of Paul Ryckert, and indoor slides.

To learn more about Gears of War: Judgment, click on the banner below to enter our content-filled hub.

PC Gamer Podcast - GDC and PAX East special

What's that you hear?

Overwatch booth PAX East 2015

What's that you hear? Is it a PC Gamer podcast bearing down on you? It is! After a crazy week of back-to-back conventions, Tyler, Evan and Wes return battle-scarred from GDC and PAX East 2015, ready to talk about a whole heap of games.

And not just games. We've got thoughts on Valve's SteamVR, how it compares to the Oculus Rift, and the challenges facing VR game development. We've been checking in on Blizzard's Overwatch and Star Citizen to see how they're progressing. And we played a game about dads. Dads in jean shorts. They fight anti-dads. You don't want to miss it.

Listen

Download of the Week: Limbo is one of the best games on XBLA and it's going at a bargain price

Game: Limbo | Platform: 360 | Publisher: Microsoft | Developer: Playdead | Price: 600 MS Points All our downloads are piped in with the lightning-quick Virgin Media 50Mb Broadband... Limbo was one of the download highlights of last year. Hell, it's one of the most fascinating games to appear in a long while. A beautiful and darkly dreamy puzzle-platformer, it's the monochromatic fairytale of little

Indie Game Music Bundle: 10 soundtracks for $1

The Steam sale is doing a good job of expanding our game collections, but what about our ears?

Indie Soundtrack Bundle

is doing a good job of expanding our game collections, but what about our ears? They need entertainment too. The Indie Game Music Bundleis here to help. You can pay what you want above a dollar for the collection, which includes sountracks from ten games, including Minecraft, Super Meat Boy, VVVVVV and Cobalt, from artists like C418, Souleye, danny B, Jake "virt" Kaufman. Find the full list below, with links to each album page, where you can listen to samples of many of the tracks on offfer.

The Indie Game Music Bundle includes:

The deal is available "for one day only," so grab it soon if you're interested.

Balancing Gears Of War With Epic's QA Team

Ever since the first installment, the Gears of War series has had a reputation for being one of the most polished and technically sound franchises in gaming.

Ever since the first installment, the Gears of War series has had a reputation for being one of the most polished and technically sound franchises in gaming. This didn’t happen by accident, as Epic’s in-house QA department is a key part of the equation. While we were at the studio for our recent cover story, I had a chance to speak with senior QA manager Prince Arrington about the process.

Game Informer: What are some things that set Epic's QA process apart from other developers?

Prince Arrington: The main thing is, there are a lot of studios. I know people in the industry where their test team is just that...they test a game. They have test cases, and they run them. Ours is very organic. We run test cases, and we do the typical things that your average test team does, but there are a lot of things we do that other test teams don't necessarily do. We're in charge of running the playtests, we're in charge of all the performance and memory testing on the game, and the team also gives subjective feedback. We're in charge of all the general bugging.

In short, the answer is that we're more integrated in the process than your average test team. A lot of our testers are artists, programmers, and level designers. They're able to give feedback that your average tester wouldn't be able to do. When we hire people, we make sure we're hiring people that actually bring value to the team, as opposed to someone who can just sit there and play the game for 8 hours. Our interview process is a little more rigid than your average test team. Most people will take you if you’re a warm body. The interview process here at Epic is pretty intense. We make sure we're hiring the best.  I know there are other studios that have very technical testers, but everybody here understands software development, everybody here understands game development. It makes it very easy for us to talk to developers and have them actually buy into what we're saying. My guys actually do know what they're talking about.

We're cross-training. Everybody's learning how to use the editor. Everybody's learning how to use the tools. Everybody's learning to how to work performance and memory. There's not one person on our team that couldn't go to another studio and basically become a lead there. We're not just a test house where we throw numbers at the game. I'd rather have 30 tests on Gears locally than 100 testers in some other country. It's just, from a value service, we're more valuable. We don't have drones. You see in this industry, a lot of the test teams tend to be drones. That's probably going to get me flamed at some point.

What did you do QA on before Gears?

Last game I did QA for was Summit Strike, I think. Then I was a producer on GRAW and GRAW 2. Then I got the opportunity to come to Epic.

How many testers do you have here at Epic?

In total, 53.

Tell me a little bit about the actual room where most of the testing is done.

It's a big room we call the "hollow," and it has about thirty testers. They're basically set up in rows, and we try to segregate them by discipline. Multiplayer will be here, and the single-player team will be over here. Every day around four, we basically have a free-for-all. Happy fun time, where everybody plays together. Gets everybody involved and fresh eyes on the project, because the single player team typically doesn't look at multiplayer often. So it gives them an opportunity where people that don't play it all the time get fresh eyes on it. It's a good way for them to just kind of unwind and relax. Just doing single player all the time, while it's fun, it's nice to kind of get that release and curse at your friends and talk a lot of smack. It's set up in such a way that the new testers are integrated with the veteran testers so they're learning on the fly and they're having good role models to learn from. When we put people in the room, we put them in there with a purpose. The lead is segregated off from everyone else, but easily accessible for everybody to get to.

Dreadnought hands-on and interview: capital ship chaos

I can tell that Dreadnought requires a lot of tactical knowledge, and I don't have it yet, which makes it a tough game to get a read on after just a couple rounds.

I can tell that Dreadnought requires a lot of tactical knowledge, and I don't have it yet, which makes it a tough game to get a read on after just a couple rounds. The quick pitch: It's giant spaceships, something I'm fond of, blowing up other giant spaceships with primary and secondary weapons, missiles, torpedoes, and all sorts of special abilities as they very slowly crawl over planet surfaces.

Right now, there are two modes, Team Deathmatch and Team Elimination. I played Team Elimination at PAX East yesterday, and it works like you'd expect: each player has one life per round, and the last team standing wins. It's a best-of-three rounds deal, and without much tactical understanding, it's pretty good fun from a superficial, 'look at these big spaceships do war to each other' way.

Some things concern me about Dreadnought so far, though. The ships steer in arcs that I found awkward (like, even for giant spaceships), and I had trouble adapting to the control scheme and efficiently managing my ship. Left mouse button is primary weapon, and right mouse button—rather than being the secondary weapon—is zoom. A key switches LMB between the primary and secondary weapons, which just doesn't feel right to me (update: partially because it was hard to tell which weapon I had selected, and needed to quickly make decisions about which to use). The middle mouse button, meanwhile, opens a radial menu where I can direct extra power to the engines, weapons, or shields. And at the same time as all this, I'm managing my ability cooldowns, and trying to read little icons on enemy ships which tell me if my torpedoes are locked on or if I'm just going to shoot them at the ground. And my enemies, which can be above me, below me, or behind me, are using jump abilities to warp around.

Dn Ss 6

It's a tough game. A high skill cap isn't bad, of course, and at this point I've hardly played any matches. More time with it will tell if it's awkward, or just full of challenging tactics, but at the moment I find Dreadnought a bit convoluted, and it hasn't immediately grabbed me (I'm not fiending for another round like I was when I first played Tribes: Ascend, for instance).

The most fun I had in Team Elimination actually came from a feature that directly opposes Dreadnought's 'big slow capital ship' design. If you're eliminated, you don't have to sit and wait for the round to end. Instead, you come back as a small fighter ship (it's still pretty slow, to be fair). Your weapons are simple, and your goal is simple: find limping ships and finish them off so your teammates can get out of fire and recover from damage. I actually did best as a fighter.

The good news, I hope, is that finding out if Dreadnought is your sort of giant spaceship game shouldn't cost you anything. It will be free-to-play, and in my brief chat with Peter Holzapfel in the video above, he expresses a desire to keep non-paying players happy with the competitive balance. Of course, everyone making a free-to-play game says that, but I don't feel pessimistic about this one.

Keep an eye out for our ASUS ROG G751 laptop giveaway after PAX East—we're collecting signatures from everyone we interview for a one-of-a-kind prize.

Limbo sells one million copies, dev celebrates by announcing a Mac version

Sometimes sales news can be happily predictable, like Uncharted 3's sales . Some hurt our hearts, like Shadows of the Damned selling like crap or Just Dance 2's huge sales . But some just brighten our days, even when it involves an especially melancholy title like Limbo. Today the creators of Limbo revealed the enigmatic indie game has sold over a million copies to date, a number that will hopefully

Humble Indie Bundle 3 now includes Humble Indie Bundle 2 games

The Humble Indie Bundle 3 has expanded in all directions.

Humble Indie Bundle 3

has expanded in all directions. The pay-what-you want package originally offered Crayon Physics Deluxe, Cogs, VVVVVV, And Yet it Movesand Hammerfight, then Mojang threw in a trial to let purchasers play Minecraft for free until August 14. Then rotating robo-blaster Steel Stormjumped in, but that still wasn't enough.

Now, if you pay more than the average contribution (currently $5.22) for the Humble Indie Bundle 3, you'll get the Humble Indie Bundle 2 games as well.

The Humble Indie Bundle 2 includes Braid, Cortex Command, Machinarium, Osmosand Revenge of the Titans. A great package. Donations are split three ways between the developers, Child's Play and the Electronic Frontier Foundation. You get to decide how your payment is divided between these camps, and you can drop the Humble Bundle organisers a tip, too.

The Humble Indie Bundle 3 will be available for another five days. The bundle has sold 261,476 copies and counting for more than $1.3 million.

Storytelling In Gears Of War: What Epic Has Learned From Pixar And Its Past

There's no doubt that the Gears of War series is incredibly popular, people rave about the combat design and technical achievements that the series has to offer.

There's no doubt that the Gears of War series is incredibly popular, people rave about the combat design and technical achievements that the series has to offer. It's fair to say that one of the less heralded aspects thus far in the series has been the storytelling. We spoke to the director of production at Epic Games Rod Fergusson about what the team has learned about presenting a story in video games from the original trilogy and what new narrative avenues Gears of War: Judgment allows.

With a stronger emphasis on environmental storytelling and cutting down "the friction of cinematics", the teams at Epic Games and People Can Fly hope to learn from the past, which is why they brought in a consultant from Pixar to learn from the masters.

To learn more about Gears of War: Judgment click on the banner below to enter our coverage hub.

Headhunterz interview - our PAX party DJ talks games and music

We threw an awesome party at PAX East this year with ASUS, and we were lucky to have Dutch DJ Headhunterz in the room keeping it going.

in the room keeping it going. Before the night kicked off, Evan spoke with Headhunterz about how gaming influences his music, his well-known Skyrim-inspired song Dragonborn, and how he gets gaming in while he's on the road.

Crawl #rogpcgpartyfor more photos and video from the event.

Limbo developer believes physical retail model is still broken

Brick and mortar mindsets, mandatory installations, and endless updates are all components of a broken retail model, says Dino Patti, head of the Danish indie studio Playdead, maker of Limbo. Appearing at the GameCity 6 festival in Nottingham City, UK, Patti ruminated on the rise of digital distribution and the drawbacks of shipping physical discs, insisting it was time the major players started fully

Humble Indie Bundle passes $1,000,000 in sales, adds new game

The Humble Indie Bundle is a remarkable success story, since the third version of the pay-what-you-want scheme began last week it's already taken more than $1,000,000 in sales.

The money is split between developers, the Electronic Frontier Foundation, Child's Playand the cost of maintaining the bundle itself, with purchasers getting to determine how much goes to each. Now they've added a sixth game to the bundle: top down shooter Steel Storm: Burning Retribution, and made the introductory video you see above.

The Humble Indie Bundle already contains Crayon Physics Deluxe, Cogs, VVVVVV, Hammerfightand And Yet it Moves, plus free access to Minecraft until August 14th. If you've already bought the bundle, you'll still get the extra game - you'll find it on the Humble Indie Bundle website. Those who have the bundle on Steam will see Steel Storm: Burning Retribution automatically added to their library. If you haven't bought it yet, you have seven days left before the offer ends.

Comparing Halo 4 to Halo 3

When Bungie split with Microsoft and parted ways with Halo, not everyone was interested in saying goodbye.

When Bungie split with Microsoft and parted ways with Halo, not everyone was interested in saying goodbye. Frank O' Connor decided to stay with the Halo universe and serve as the franchise development director for 343 Industries. Since he was heavily involved in the development, we talked to him about how Halo 4's narrative will connect with Halo 3 and how the formation of a new team has affected the tone of the series. Watch the video below to see what he has to say, and feel free to check out this bonus portion of the interview on our YouTube channelin which he talks about the difference in studio cultures between Bungie and 343 Industries.

To learn more about Halo 4, be sure to check in on our content hub below where we will be rolling out videos and features throughout the month.

Cliff Bleszinski shows first footage of Project Bluestreak

: Direct feed footage of Project Bluestreak can now be found below.

Boss Key Productions, the new home for Cliff “Gears of War” Bleszinski’s Project Bluestreakshowed off the first in-game footage at their panel at PAX East today. Our own Evan Lahti was in the audience with a cell phone and a rock-steady camera hand.

In addition to sci-fi panels and a weapons locker filled with lethal hardware, we saw some samurai-inspired armor and a peaceful Japanese garden flanked by cherry blossoms. If one were prone to leaping to conclusions, one might guess that the game will be set in a futuristic Japanese environment.

The game will also run on Unreal Engine 4, which powers the sleek lighting effects and flowing water features.

Looking for more PAX East news? Follow our PAX East 2015tag for all of our reports from the show floor.

Limbo developer believes physical retail model is still broken

Brick and mortar mindsets, mandatory installations, and endless updates are all components of a broken retail model, says Dino Patti, head of the Danish indie studio Playdead, maker of Limbo. Appearing at the GameCity 6 festival in Nottingham City, UK, Patti ruminated on the rise of digital distribution and the drawbacks of shipping physical discs, insisting it was time the major players started fully

The Humble Indie Bundle 3 is go, pay what you want for five indie games

The third Humble Indie Bundle is now available.

is now available. It's your chance to pay whatever you like for Crayon Physics Deluxe, Cogs, VVVVVV, Hammerfightand And Yet it Moves. A portion of each payment is allocated to the developers, the Electronic Frontier Foundation and Child's Play. You can use sliders on the purchase page to decide the percentage that each party gets, and there's also an option to tip the Humble Bundle organisers. Each game works on PC, Macs and Linux systems, and comes DRM free.

There are 13 days left to go on the deal, and more than 92,000 bundles have been sold. At the time of writing, the deal has made $437,366 already, and it's only been up for half a day. It looks as though this bundle is already set to break the records set by Humble Indie Bundles 1 and 2.

Halo 4's Changes To Competitive Multiplayer

This week at gameinformer.com is devoted to the changing face of Halo 4's multiplayer and we are starting things out by talking about the competitive side of things.

This week at gameinformer.com is devoted to the changing face of Halo 4's multiplayer and we are starting things out by talking about the competitive side of things. You might have heard that 343 Industries is interested in making some changes to the classic Halo formula. We sat down with lead multiplayer designer Brad Welch to talk about the new emphasis on story, customizable loadouts, and the new and updated modes for Halo 4. Watch the video below to learn more about what your competitive multiplayer experience will look like in Halo 4 and stay tuned to the site throughout the week to learn about the new co-op experience called Spartan Ops.

For more of our Halo 4 coverage, click on the link to our content-filled hub below.

Just Cause 3 director: waiting for gameplay footage will be "worth it"

“We wanted to do everything the right way,” Lesterlin said.

“We wanted to do everything the right way,” Lesterlin said. “The first time you see it, we want you to say, ‘that’s awesome.’ We can’t wait for that.” The team did show off some new screenshots especially for the PAX crowd but, to be honest, if you’ve seen a man fly a flaming jet into a pile of propane tanks once, you’ve seen every man flying a flaming jet into a pile of propane tanks.

One other bit of trivia came from art director Zach Schlappi, who cited Michael Bay as an artistic influence for his use of color, sunshine, gleaming metal, and fireballs. It’s not something I ever noticed before, but if I had to sum up Just Cause in just a few words, I would go with “Michael Bay: The Game.”

Looking for more PAX East news? Check out the tag PAX East 2015for all of our coverage from the show.

Unravel Ancient Mysteries in Oceanhorn: Monster of Uncharted Seas

Finnish developers Cornfox & Brothers brought gamers the original Oceanhorn for iPhone back in 2013; the game was touted as an epic journey with breathtaking 3D visuals and memorable gameplay.

for iPhone back in 2013; the game was touted as an epic journey with breathtaking 3D visuals and memorable gameplay. After reaching the peak position in the paid games category, with over one million players worldwide, the state of the art adventure game will be sailing to Steam under the title of Oceanhorn: Monster of Uncharted Seas.

The game, which is described as a blend of action adventure and RPG with rich, story-driven gameplay, takes place in the dangerous world of Arcadia, where puzzles, secrets, and magic pave the way to ancient treasures. A young hero awakens one day to find a letter from his father, who has mysteriously vanished and left only a necklace in his place. To find him, the boy must master the art of magic, fight terrifying monsters, and uncover hidden secrets that will help him on his quest.

Creative director of Cornfox & Brothers Heikki Repo reveals that “it was clear from the beginning that Oceanhorn as a nostalgic adventure experience would be right at home on PC,” and is excited at the prospect of broadening the game’s audience. Cornfox & Brothers were joined by Final Fantasy composer Nobuo Uematsu, and Kenji Ito, who is known for his work on the Mana and SaGa series, in creating the game’s enchanting original soundtrack.

Oceanhorn: Monster of Uncharted Seas will be launching worldwide via Steamon March 17. For the latest developments on the game prior to its release, you can follow Cornfox & Brothers on Twitter. Are you looking forward to Oceanhorn: Monster of Uncharted Seas ? What do you think happened to the young hero’s father? Let us know in the comments.

Super Meat Boy PC achievements too hard for Xbox Live

Super Meat Boy is out soon on PC, and Team Meat have been teasing some of the Steam achievements and special characters that will come with the game.

super meatboy achievements

Super Meat Boy is out soon on PC, and Team Meat have been teasing some of the Steam achievements and special characters that will come with the game. Eight images have been revealed of the new achievements, which Team Meat say were "rejected by MS for their difficulty". Gulp. There will also be plenty of special guests to unlock in the game, consisting of a variety of new indie game heroes, two of which have already been announced, and are revealed below.

These are the eight achievement images Team Meat have released. They're asking fans to guess what they could be based on the thumbnails. The bottom left one could be something about cooking Meat Boy, which sounds like a steak-tastic idea. The one next looks like it's something to do with ... being covered in seals? What do you think?

The first PC exclusive character came about after a bit of a chat on Twitter between Team Meat and Minecraft creator, Notch. "Team Meat said"hey notch.. hows about you let us use mr. mincraft as a playable character in the pc version", Notch said"permission hereby granted!", adding that he needed to add meat blocks to Minecraft. And so it came to pass that Mr. Minecraft will be one of the exclusive PC unlockables when the game is released. There's no news yet on what Mr. Minecraft's power will be. Perhaps he'll be able to mine, or build computer chipsout of the scenery.

VVVVVV's Captain Viridian also has been confirmed as a playable character. As in VVVVVV, Viridian will be able to 'flip' at any time, sending him flying from floor to ceiling. Team Meat describe the ability as "one of the most game breaking yet", which means he'll be pretty hard to unlock. There are still five more characters yet to be revealed. Who could they be?

Team Meat are hoping to release the game on Steam in the last week of this month.

[via Joystiq]

The Music of Halo 4

How would you find somebody to follow Martin O' Donnell's legendary run as the composer for Halo?

How would you find somebody to follow Martin O' Donnell's legendary run as the composer for Halo? In addition to designing the new soundscape of Halo (more on that later in the month), Sotaro Tojima had the unenviable task of selecting a composer for Halo 4. After composing for games like Castlevania: Circle of the Moon and working on the audio team for Metal Gear Solid ( to learn more about his history, watch our bonus video on YouTube), Sotaro Tojima has a keen ear for talent and was drawn to a British musician and producer named Neil Davidge. Watch the video below to learn the story of how Sotaro Tojima slowly discovered that Neil was the right man for the job.

For 343's short video documentary on the music of the game, check out Composing Worlds. To hear some of the final orchestrated music from Halo 4, check out our coverage trailer, which also offers some hints about what's on the way in later updates this month. To learn more about Halo 4 throughout this month, click on the link to our content hub below.

A quick look at Homesick: exploration, puzzles, and nightmares

As I shoved and was shoved by the PAX East mob yesterday morning, Homesick caught my eye—looking all spooky at the Indie Megabooth as it was—so I stopped to chat with its creators.

caught my eye—looking all spooky at the Indie Megabooth as it was—so I stopped to chat with its creators. The show being much louder than it seems in this video, I didn't hear much of what they said, but thanks to a microphone, we've learned that Homesick is a puzzle-exploration game set in an abandoned building, and it'll be on Steam soon. It's also got some very nice-looking urban decay, which co-creator Barrett Meeker accomplished single-handedly.

Bash, Slash, and Survive in the Future of Titanis

You have to admit, there’s a certain appeal to a mercenary duo named Bash and Slash.

You have to admit, there’s a certain appeal to a mercenary duo named Bash and Slash. It’s who they are; it’s what they do.

This rhyming pair are the hero characters of Titanis , the debut RPG from Boston developer, Silver Goblet Games. Bash and Slash live in a distant future, where the world is basically a wasteland, and they must eke out a living in whatever way they can. Survival is their paramount goal. The player will guide them through increasingly tricky levels across a desert landscape, meeting allies and enemies alike. Much of the map is locked in the earlier portion of the game, to keep the player from stumbling into battles for which the heroes are just not ready.

The key to surviving in this devastated future are the skills that Bash and Slash will acquire. As they grow stronger, learning new abilities and acquiring better equipment, the player will need to customize their skill sets, mixing and matching the different abilities to make them deadlier than anything they might encounter on their quest for essentials. Upgrades and improvements will continue to strengthen the duo as they make their way through diverse landscapes, from the searing desert heat to the shadowy secrets of underground caverns. Each region is filled with new and dangerous enemies, and Bash and Slash will need all of their raw courage and most powerful weapons to protect themselves from what lies ahead.

In case this wasn’t tantalizing enough, Titanis comes with a very special bonus feature: With the release of the game earlier this month, the developers have promised to unlock the map editor and scripting engine, thereby granting players the ability to create their own levels and script their own adventures.

Titanis is available exclusively for the PC, and can currently only be purchased from the game’s websitefor $9.99 USD, although it is also up for approbation on Steam Greenlight. At present it is a single-player game, but the developers note that multiplayer is a possibility in the future. See what Silver Goblet Games has in store next by subscribing to their YouTube channel.

Super Meat Boy PC achievements too hard for Xbox Live

Super Meat Boy is out soon on PC, and Team Meat have been teasing some of the Steam achievements and special characters that will come with the game.

super meatboy achievements

Super Meat Boy is out soon on PC, and Team Meat have been teasing some of the Steam achievements and special characters that will come with the game. Eight images have been revealed of the new achievements, which Team Meat say were "rejected by MS for their difficulty". Gulp. There will also be plenty of special guests to unlock in the game, consisting of a variety of new indie game heroes, two of which have already been announced, and are revealed below.

These are the eight achievement images Team Meat have released. They're asking fans to guess what they could be based on the thumbnails. The bottom left one could be something about cooking Meat Boy, which sounds like a steak-tastic idea. The one next looks like it's something to do with ... being covered in seals? What do you think?

The first PC exclusive character came about after a bit of a chat on Twitter between Team Meat and Minecraft creator, Notch. "Team Meat said"hey notch.. hows about you let us use mr. mincraft as a playable character in the pc version", Notch said"permission hereby granted!", adding that he needed to add meat blocks to Minecraft. And so it came to pass that Mr. Minecraft will be one of the exclusive PC unlockables when the game is released. There's no news yet on what Mr. Minecraft's power will be. Perhaps he'll be able to mine, or build computer chipsout of the scenery.

VVVVVV's Captain Viridian also has been confirmed as a playable character. As in VVVVVV, Viridian will be able to 'flip' at any time, sending him flying from floor to ceiling. Team Meat describe the ability as "one of the most game breaking yet", which means he'll be pretty hard to unlock. There are still five more characters yet to be revealed. Who could they be?

Team Meat are hoping to release the game on Steam in the last week of this month.

[via Joystiq]

The Creative Director's Vision For Halo 4

As the co-creator of NBA Street and co-founder of Propaganda Games, Josh Holmes may sound like an odd choice for the creative director of Halo 4.

As the co-creator of NBA Street and co-founder of Propaganda Games, Josh Holmes may sound like an odd choice for the creative director of Halo 4. Starting out testing sports games at EA ( click here to see this bonus video where he talks about his worst day in the industry), Josh is a 15-year veteran of the gaming industry and he has worshipped Halo for 10 of those years. We asked him to share his first memories of playing Halo: Combat Evolved, what he sees as the pillars of the Halo series, and what changes he would like to make to the formula. Watch the video below and let us know what you think in the comments below.

To learn more about Halo 4, click on the link to our content-filled hub below.

Geralt tracks a wyvern in new Witcher 3 gameplay footage

CD Projekt took the stage at Pax East on Saturday to talk about the challenges of open-world game development and to show off the latest build of The Witcher 3 , including a seven-minute play through of a quest to save some hapless villagers from a marauding wyvern.

The developers have spent a lot of time building systems and monsters that go about their days doing their own thing. Senior designer Damien Monnier spoke about a scenario where a deer might be killed, and the smell of dead deer permeates the forest. The game looks for monsters in the area that like the smell of dead deer. Those monsters start heading toward the smell and will fight over it with any other monsters they encounter. All of this happens without player input, and the result is a living, fighting woodland for Geralt to explore.

“We really wanted to build a system that is a living world,” Monnier said. “We saw the idea of the Director in Left 4 Dead, which looks at you and says ‘you haven’t shot anything in the face for two minutes, so here’s something and you can shoot it.’ We didn’t like that because it went against the idea of the living world. If everything was created based on what you saw or fought, it would be all messed up.”

The team also showed off seven minutes of gameplay that follows Geralt’s hunt for a Royal Wyvern, a squat, top-heavy dragon creature more akin to How To Train Your Dragon than Skyrim.

Witcher 3’s new release dateis now May 19. That gives us a little more time to upgrade our rigsand read through Wes’s previewa couple more times in anticipation.

Little Inferno release date confirmed - the new game from World of Goo dev

Tomorrow Corporation has confirmed that its new game, Little Inferno, will get a November release for PC, coinciding with the arrival of Nintendo's latest toy computer, for which it is a launch title.

Tomorrow Corporation has confirmed that its new game, Little Inferno, will get a November release for PC, coinciding with the arrival of Nintendo's latest toy computer, for which it is a launch title. That means November the 18th if the current plans hold. It should be available for download from the Tomorrow Corporation site, Steam and possibly a few other stores, depending on negotiations. But what will the game actually involve?

Little Inferno's action remains something of a mystery, though it sounds like it might be some sort of physics stacker. It'll involve a fireplace - we have deduced that much - and the ability to feed the flames with a ready supply of flammable objects, including “logs, screaming robots, credit cards, batteries, exploding fish, unstable nuclear devices, and tiny galaxies.” This must be a new definition of the world 'tiny' I'd not previously encountered - although I suppose everything's relative. There's a new gameplay trailer in the works, and more updates to come, but for now, here's the last, rather enigmatic, trailer to stoke your interest.

Any guesses how it will work?

Spartan Ops: The Bold New Co-Op Of Halo 4

In the second story for our week of multiplayer coverage we want to introduce and detail one of the largest new additions to the Halo package: the co-op mode called Spartan Ops.

we want to introduce and detail one of the largest new additions to the Halo package: the co-op mode called Spartan Ops. Broken up into seasons, these weekly doses of videos coupled with missions attempt to bring Halo fans back to the game on a regular basis, and give campaign players a reason to engage with the new narrative-focused multiplayer experience. Watch the video below to hear creative director Josh Holmes and lead Spartan Ops designer Chris Haluke explain the new mode and how they hope it will offer an inviting entrance into the integrated multiplayer world of Halo 4.

To learn more about Halo 4, click on the link to enter our content-filled hub below. For more on both competitive and cooperative Halo 4 multiplayer, don't miss our hands-on impressions of the game, on the way this Friday.

Hearthstone interview: balance and the Blackrock Mountain adventure

Tim is the Hearthstone expert at PC Gamer, but he isn't in Boston at PAX East.

I'm in Boston at PAX East, so when I went to talk to game director Eric Dodds about Hearthstone's upcoming Blackrock Mountain adventure, I naturally consulted Tim for questions. Tim wrote a lot of questions. Tim wrote too many questions for me to ask, never mind memorize in 10 minutes—yet the show must go on, so I present to you: Tim Clark interviews Eric Dodds by proxy. It looks like me there at Blizzard's event last night, but it's actually Tim. Just squint a lot.

We (by which I mean Tim) have lots more questions about Hearthstone's new adventure, and we'll (Tim) will be getting more answers as soon as we (Tim) can.

Keep an eye out for our ASUS ROG G751 laptop giveaway after PAX East—we're collecting signatures from everyone we interview for a one-of-a-kind prize.

Fez Anti-Cube locations guide

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Steam's midweek madness sale goes awesomely indie

The PC's indie gaming scene is a wonderful thing, but there are so many bite-sized pieces of pure brilliance skittering about that it's near-impossible to keep track.

bittriprunner

The PC's indie gaming scene is a wonderful thing, but there are so many bite-sized pieces of pure brilliance skittering about that it's near-impossible to keep track. Enter Steam. In its never-ending quest to win our hearts and devour our wallets (not the other way around, happily), Valve's storefront has bundled togethera bunch of the best indie games on the block. Not only that, it's given them a whopping 80 percent discount.

Both bundles clock in at $9.99 a piece - one focusing on strategy games and the other on 2D, well, anything. This isn't just some bottom-of-the-barrel bargain bin deal, either. Among many others, the bundles include the likes of Bit.Trip Runner, World of Goo, Revenge of the Titans, and Sanctum. Basically, if you're looking to dive into indie gaming's deep waters but don't know where to start, look no further. Now then, go! The deal only lasts until September 22, at which point the games will turn back into pumpkins. Or, you know, get their normal price tags back. One of those.

Halo 4 Multiplayer Hands-On Impressions

To wrap up our week of Halo 4 multiplayer coverage, we wanted to speak directly about our experience with the game.

To wrap up our week of Halo 4 multiplayer coverage, we wanted to speak directly about our experience with the game. While on the cover story trip visiting 343 Industries we had a blast playing a couple of multiplayer matches with the developers. There is a lot of new information to process, and we hope this feature serves as a sufficient summary on what to expect when you get your hands on the game this fall. Watch the video below to see Game Informer editors Matt Miller and Bryan Vore share their thoughts on the changes to multiplayer in Halo 4 with associate editor Kyle Hilliard.

To learn more about Halo 4, click on the link below to enter our content hub.

34 ways to kill a zombie

From Dreamcast's awesome House of the Dead spin-off Zombie Revenge or 360's Dead Rising to PS2's Maximo and Gamecube's Eternal Darkness, there are hordes of shuffling daisy pushers to dismember, scythe and bludgeon. But be warned! There's some pretty violent stuff in here so don't go fibbing to the age-gate. Nov 18, 2008 A pictorial history of our skinless friends from NES to PS3 Catch up on all your zombie homework Why should the living get all the attention?

IGM Interviews – Scott Brown (Wyrmbyte)

I can be a tough critic when I want to be, but truth be told, I’m pretty easy to please.

I can be a tough critic when I want to be, but truth be told, I’m pretty easy to please. (Everyone has a soft spot somewhere I guess.) Well, for those wondering how to tickle my fancy, I love dragons. I’m not even choosey about what kind of dragons. So when I got the chance to sit down and chat with Scott Brown, the founder of Wyrmbyte, developer of the recently-released Dragons and Titans MOBA, I tried my hardest to conduct a respectable interview, and not just gush about all the cool-looking dragons the game offers players. I’ll let everyone else judge how well it went.

IGM: MOBA’s have fast become a popular genre. What makes them so appealing to the general audience?

Scott Brown : To me, MOBA’s combine a few really fun mechanics. The joy of advancementleveling up and PvP. They let you play over and over trying different builds and seeing what you like best, maybe changing your approach based on who you are playing with and against. It’s a really fun repeatable experience.

What separates Dragons and Titans from the other PVP-based Arena games out there?

Scott : We set out to build something that could be played in a much shorter time span. The other titles out there, matches tended to take 45 minutes to an hour, and that type of time commitment is not always easy. We wanted something that could provide a similar experience but in a much shorter window. We also found that many people we asked, including ourselves, tended to always use the recommended items when purchasing from the item shop. So we had the idea of taking that out of the game and putting half your skills on your weapon and half on your dragon, giving you immense control over the type of skills you wanted to bring into the match. Another feature well known to MOBA fans is gold collection. Most games pay the gold on the killing blow, some even remove the gold if the mob is the same team. We did not want that to be what our game is about so we just drop the gold in the world, and anyone from that team can pick it up.

Another big difference in our approach is our controls. We wanted something that felt familiar but still unique, and gave the sense of flying a dragon vs walking on the ground. We have implemented a variety of ways for people to control, including click to move, our legacy controls, and even controller support. Hopefully there is a way that feels “right” for players whether they are previous MOBA players or not.

Finally, something that is not found in any other MOBA style game that I know of, is our idea of Adventure mode. Basically we created really challenging single player Acts that tell the back story of our world. They have unique stories, maps, mobs, and traps that players have to overcome or solve. This was created as a way to have something fun you could do with your dragons and weapons you have unlocked outside of the PvP/Co-op maps as a way to level up your dragon lord and earn crystals to unlock even more items in the game.

Can you explain a bit more about the RPG elements included in the game? What sorts of customization and ability progression can players expect?

Scott : Crafting is yet another unique experience to Dragons and Titans . As you play through the maps, you will find crafting materials that you can use to forge new abilities onto the weapons you own. Fully forged weapons have a new skin that shows everyone your accomplishment during a match.

Dragons and Titans boasts battle times of just 10-15 minutes, ideally allowing players to hop into and enjoy more matches in less time. What about the game prevents battles from dragging out much longer?

Scott : We have several awesome built in AI things that come in to play to make sure the games don’t just lag around forever. The entire time you’re playing a match, your team is collecting gold for the purpose of summoning the Chaos Titan who will fight for your team. His primary objective is to destroy enemy structures, and he can deal massive amounts of damage if he is left alone. While we appreciate a serious match and a close match, we never wanted players to find themselves in a stalemate where they are just waiting and not enjoying their time.

For those not overly enthused by multiplayer match types, how extensive is the single-player campaign?

Scott : We had the same thought when designing the Acts, so we put in some things to make it pretty deep. Each Act has 150 stars to collect, 3 different difficulty levels, and multiple achievements to strive for. Collect all 150 stars to unlock a powerful tier 3 dragon for your use. Not only do you explore the story driven campaign, but you’ll also be searching for hidden treasure and working your way through 15 exciting missions in each Act.

Many MOBA’s place far more emphasis on gameplay design, leaving story as an afterthought of development. How important is the narrative to the world of Dragons and Titans ?

Scott : It’s a large chunk of the world, however we don’t force players to partake in it. We realize that some people just want to hop in the game, ride a dragon, and set stuff on fire – so that’s perfectly acceptable and fun within our PvP maps. We put a lot of time into the Acts, and we’re quite proud of the on-going story and world that they are creating, so we do hope that players check out at least the first Act when they get the chance! We also take a ton of pride in the lore we develop for each dragon and weapon. For people who enjoy reading, there is a ton to read just looking through everything. Lore was so important to us that we actually had a book written about our world that is on Amazon called Dragons and Titans: Champion’s Call . It is the story of some new dragon riders on their journey to becoming dragon lords.

What sort of regular tournaments can players engage in (“Seasons” or otherwise)? What types of prizes are awarded to winners?

Scott : We have regular seasons where we award our top 100 players with some unique prizes. Tournaments is a highly requested feature that we are looking to being trying to implement in the near future.

Dragons and Titans is free-to-play, but with a few booster packs available for purchase. Should new players be worried about a potential pay-to-win type scenario?

Scott : We’re fully committed to keeping the PvP fair. There is no way a player can purchase an in-game advantage with real money. Players can buy potions and such to use in the single-player adventures, but those potions cannot be used in PvP. There is no item in our game that gives any sort of statistical advantage that cannot be earned by playing for free.

The Dragon Lord Council is quite a unique way to engage the community, and have certain members become an active part of the development process. Talk a little bit about the idea behind the Council, and how it has worked out so far.

Scott : The Dragon Lore Council is a select group of our community members whom we work with on a daily basis to ensure that our community as a whole gets what they need and deserve. Our Dragon Lord Council represents our community and our future, so we certainly give them an open floor to talk to us about pretty much everything, and we often use them as a sounding board and testing group for new features, balance, or design changes. Our Dragon Lord Council often helps us focus on the things our community is dealing with and it in turn allows us to better serve our community.

What are Wyrmbyte’s plans for the future? What sorts of major content updates are on the horizon?

Scott : We are going to release more stuff! More dragons, more weapons, more acts and we’ll continually keep patching the game to make the experience better. We’re not gun shy about patching or bug fixing, so we’re generally doing daily maintenance to work out bugs and issues that the community is seeing.

Dragons and Titans is free-to-play, and can be downloaded from either the official website, or Steam.

World of Goo designer teases new game, Little Inferno

The Tomorrow Corporation is a three-man team of indie developers formed of World of Goo designer Kyle Gabler, Henry Hatsworth in the Puzzling Adventure designer Kyle Gray, and former EA developer, Allan Blomquist.

The Tomorrow Corporation is a three-man team of indie developers formed of World of Goo designer Kyle Gabler, Henry Hatsworth in the Puzzling Adventure designer Kyle Gray, and former EA developer, Allan Blomquist. They've just dropped a teaser of their new title. It's called Little Inferno, and it appears to be a game about throwing treasured childhood toys into a fireplace in order to save the freezing world from a grim, icy death. That might sound slightly creepy, but it's okay, it's all communicated through the medium of a demented song. Oh no wait, that makes it even MORE creepy. Watch, and be slightly unsettled.

Here's the devs' description: "Burn flaming logs, screaming robots, credit cards, batteries, exploding fish, unstable nuclear devices, and tiny galaxies. An adventure that takes place almost entirely in front of a fireplace - about looking up up up out of the chimney, and the cold world just on the other side of the wall"

It's early days for Little Inferno, but you can pay $15 to get into an early access beta program, if you're keen to try Tomorrow Corp's newgame based on the strength of World of Goo and a song. Early access will get you a short sample of the soundtrack right away and, with a bit of luck, a "beta seat" that'll let you try early versions of Little Inferno though the team note that "depending on the number of signups, we cannot guarantee a beta seat for everyone."

Keep an eye on the Tomorrow Corporationsite for future updates. Here's that haunting video tease:

The World Of Halo 4

Halo 4 promises to introduce gamers to a whole new set of locations, enemies, and story lines surrounding the adventures of Master Chief and Cortana.

Halo 4 promises to introduce gamers to a whole new set of locations, enemies, and story lines surrounding the adventures of Master Chief and Cortana. While many elements of that new vision, including details about the new enemies in the game, remain under wraps, a closer look at concept art from the game helps to illustrate some of the most exciting new elements on the way.

Lost in Space

John-117 and Cortana have been floating through space aboard the UNSC Forward Unto Dawn for four years, seven months, and ten days. This interior shot of the shattered ship hints at some important story elements. Cortana's curled up form speaks to her distress, which will play strongly into some of the events of the game. As Halo 4 begins, Cortana will be facing her own imminent madness and death; as a smart AI, her seven year lifespan will create serious challenges to the unshakeable partnership between the two characters.

A Glimpse of Things To Come

This atmospheric piece is more than meets the eye. Depicting the observation deck of the Forward Unto Dawn , a closer look offers two big details outside the ship's window. The Covenant Banshee flying past proves that Master Chief isn't quite done with his fight against Elites and the rest of the Covenant races. More importantly, the glowing blue light further back reveals the opening into the vast Forerunner artificial world called Requiem. Events will conspire to send the Forward Unto Dawn through that gateway and down to the planet beyond the outer shell.

Crash Landing

The Forward Unto Dawn will eventually pass through the outer shell of Requiem and crash land onto the surface of the planet inside, echoing the beginnings of Halo: Combat Evolved and Master Chief's unceremonious crash onto the original Halo. While it's unclear how central this crash site will be to the rest of the story, it's apparent that Master Chief will get at least some of his human-built weapons and vehicles from the remains of the hulking wreck.

Requiem

One of the central locations depicted in Halo 4, Requiem is an ancient artificial world created by the mysterious Forerunner civilization millennia ago. A big part of Halo 4 will involve exploring its many secrets. Take a closer look at the art, and you can see that the pillar-like objects are actually hanging from above. That's because Requiem is surrounded by a huge outer shell, and numerous stalactite-like objects hang down from the interior of the ceiling.

Forerunner Secrets

This Forerunner artifact image comes with few details from 343 Industries, but it's not hard to make some guesses. At first glance, the artifact's shape calls to mind an ancient sarcophagus, or storage chamber. Could this be the resting place of a dead Forerunner, or even its ancient cryo chamber? Or does this Forerunner artifact have another purpose? 343 isn't telling, but the developers have hinted that this image relates to the multiplayer storyline.

NEXT UP: The largest ship in the human fleet, and the mask-free look for a familiar foe

StarCraft II: Legacy of the Void has already sold a million copies

1,000,000 is a very big number, so Blizzard is understandably pretty happy that Legacy of the Void has shifted that many copies since launch.

StarCraft 2 Legacy of the Void

has shifted that many copies since launch. Considering that launchonly happened on November 10, that's damned good going. Blizzard celebrated the numerical milestone with this tweetyesterday, thanking their community "for making the launch of #LotV a success! We’ll see you in the Koprulu Sector, Commanders!" I do not get that reference, as I have never Crafted a Star, but 'Koprulu' is a satisfying word to say.

Koprulu.

Are you one of the first million to pick up Legacy of the Void? How are you enjoying it so far?

IGM Forum Finds: The Land of Eyas

The newest game from Happy Square Productions is titled The Land of Eyas .

. It’s a physics-based puzzle platformer where the player takes on the role of a child, named Eyas. Wearing his adorable cat pajamas, he’s found himself lost in a world where he must navigate two opposing gravities. In order to return Home, he must navigate through these gravities and interact with various objects along the way to solve numerous puzzles. He is guided by tree wisps who direct him to find M.O.T.H.E.R, and eventually encounters a mysterious girl named Abrahm.

In The Land of Eyas , the only set rule is that “you must interact with objects that lie within several gravitational zones. This forces you to look at your surroundings from multiple perspectives and to devise complex strategies that get you from point A to point B,” according to the Kickstarter page. The player will interact with blocks that can be built into various structures to help reach high areas and even avoid hazards.

The player can help out creatures and spirits that Eyas meets along the way. Additionally, there are golden artifacts known as “annuli” that reveal secrets and expand the world, but will these really help bring Eyas to his Home? With difficult puzzles and plenty of challenges waiting ahead, players can spend hours bringing Eyas — and his cute pajamas — safely back Home.

The Land of Eyas is currently seeking funding via Kickstarter. If they reach their $10,000 USD goal, there are plenty of extra stretch goals available, including professional voice-overs for the character of Abrahm, new costumes for Eyas, and, at $50,000, a port of the game to the Nintendo 3DS. Backers of the Kickstarter can also earn rewards ranging from an early copy of the game at $8.00, all the way up to creating your own stage, and various other extras, at the $400 level.

The Land of Eyas will be available for Windows, Mac, and Linux as well as the Xbox Live Arcade. Happy Square Productionsis also currently running a Steam Greenlight campaignfor the game. For anyone who is interested in the soundtrack to the game, it’s available on SoundCloudby Stephen Hoskins, who is also the lead developer on the project.

Dishonored 2 release date revealed

What with the silence echoing from Arkane and Bethesda I'm half surprised to see it this side of next year, despite the fact it was originally pegged for spring .

After a long period of stealth, Dishonored2 is on the radar again with a release date announcement: November 11, 2016.

. Still, I've plenty of hype stockpiledfor the sequel to one of the greatest stealth games in recent memory.

In the likely event you'd forgotten all about it, here's the E3 announcement trailer again. Dishonored 2 will return for E3 2016, naturally.

Gadgets, Guns, And Devils: The Sound Design Of Halo 4

Not only is Halo 4 starting anew for the music of the game , but the audio team led by Sotaro Tojima is hard at work amassing a gigantic library of sound effects for the new game.

, but the audio team led by Sotaro Tojima is hard at work amassing a gigantic library of sound effects for the new game. Rather than overly relying on stock sound effects from an existing library or from past Halo games, Sotaro and his colleagues are doing everything they can to ensure that the soundscape of Halo 4 will be fresh. Check out the video below to learn about the team's unique sound sources and the guiding philosophy behind them.

To learn more about Halo 4, click on the link to our content-filled hub below.

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Our Verdict
A brilliant strategy game that manages to be both broad and deep, challenging and accessible.

Need To Know

What is it? The fifth entry in Blizzard’s sci-fi RTS series, and the conclusion of its story.
Expect to pay $40/£30
Release Out now
Developer Blizzard
Publisher In-house
Multiplayer Co-op and competitive, extensive options.
Link Official site

I am not the world’s greatest StarCraft player. That—currently—is a guy called sOs. You might have heard of him: he was the one lifting that heavy-looking trophy at the World Championship at BlizzCon. sOs became the world’s greatest StarCraft player by defeating somebody called Life in a seven-game series—a test of physical dexterity, mental acuity and psychological endurance in excess of any other competitive computer game.

StarCraft’s competitive element has become the thing it is best known for over the course of the series’ long life. That makes sense: it’s the original stadium-filling esport and one of the most skill-intensive games ever made. For the long-term fans who know StarCraft primarily in this regard, Legacy of the Void marks the start of the game’s new era. It’s a suite of new units, features and balance changes that will define the character of the game for the next couple of years.

From my position of limited skill, I can tell you that Legacy of the Void’s changes make the competitive game faster, more skill-intensive, and less fiddly. There’s a greater emphasis on making big decisions early. You begin your match with more worker units than you used to, and the business of setting up your economy has been streamlined. Fights happen faster and, as a consequence, matches are shorter. You might get caught out by a rush strategy you didn’t see coming: you type ‘GG’, surrender, tab out to TeamLiquid, read up on your counters, tab back, and you’re playing again within a minute. It is easier than ever to lose evenings to the ladder in this way.

That elevated skill ceiling is thanks to new units that become dramatically more powerful if you’re capable of micromanaging them effectively. One example is the Protoss Adept, a ranged infantry unit that can act as an alternative to Stalkers and Zealots. In and of itself, it’s capable enough—but it’s real power comes from Psionic Transfer, which creates a ghostly duplicate of the Adept that is controlled separately. These are invulnerable and after seven seconds the Adept teleports to the ghost’s location. Suddenly, new strategic pathways open up: around entrenched positions and into worker lines, past the enemy’s own targeted abilities and (hopefully) into victories that go beyond cheeses and strict counters.

Legacy of the Void wholeheartedly supports the notion that StarCraft is a difficult game and that player skill should be respected. If you get too tired or anxious to climb the ladder, there are also automated tournament brackets that run every couple of hours. These allow you to experience some of the drama of structured play without any of the logistical hassle. You’re playing for bragging rights, ultimately, but it rounds out the experience and it’s something that I wish more competitive games would offer.

StarCraft II LotV A multiplayer game I lost

Here's a picture of a game I lost. I had time to take a picture, because I was losing.

The reason Legacy of the Void comes highly recommended, however, is that it also supports the idea that you should be able to have fun regardless of how good you are. The competitive game has been allowed to change in ways that make it deeper, but the package as a whole is broad and generous in its provision of entry points for new players.

If competitive StarCraft has become an art, then Legacy of the Void’s campaign offers a colour-by-numbers alternative for those still developing their abilities. As in Wings of Liberty and Heart of the Swarm, Blizzard treat singleplayer as its own entity, with its own units and rules. The final part of the trilogy tasks you with uniting the fragmented factions of the Protoss race from aboard an ancient warship, the Spear of Adun. Your ship and the factions you pick up form the basis of the extra toys you get to play with. Where James Raynor had his upgrades and Kerrigan had her mutations, Protoss Hierarch Artanis picks between multiple versions of the same unit type. There are Templar and Dark Templar variants on the basic melee zealot, for example, with further options unlocked as additional Protoss forces are recruited.

Then, the Spear of Adun itself can be upgraded by investing resources gathered by completing optional objectives within each mission. Some of these upgrades are passive, such as increased build speed, increased starting supplies, and shield regeneration. Others are active, deployed mid-battle from a new command interface along the top of the screen. These include direct attacks—orbital strikes, bombardments, a giant moveable laser, and so on—and support powers, like the ability to freeze time for enemy units or summon a Pylon along with reinforcements anywhere on the battlefield. They’re wildly overpowered but mitigated by cooldowns and a recharging energy meter, acting as both siege-breaking opening gambits and last-ditch survival options.

Taken in combination, this degree of customisation allows you to tailor your approach to suit your style and skill level. I prefer a slow siege, with Stalkers supported by forcefield-emitting Sentries and, later, Immortals and Colossi. I put together a tweaked variant on that, with artillery-spewing Immortal variants protecting a new kind of Sentry that lays down a power grid, allowing me to warp fresh Stalkers right to the front line. As the scale of each mission increases, there’s a real thrill to seeing a plan like this come together: the glow of dozens of protoss units warping in at once, the angry red beams of custom Void Rays strafing waves of zerglings that pop just so .

After over five years of StarCraft II, the new missions don’t manage to feel quite as fresh or original as Wings of Liberty’s did when it came out. Though I wouldn’t say there were any especially weak links, certain objectives get repetitive after a while. You will track down and destroy three different objectives while also hunting for two or three different optional objectives on several worlds and in several different contexts, albeit with new units and powers to prevent each encounter from feeling exactly the same.

There are certainly exceptions to this rule. One mission strands your base on a landlocked island with minimal resources, but allows you to move that island along rails to reach new areas. Another allows you to command three different squads of Protoss hero units in succession, completing multiple objectives at once in three different parts of a world. In another you join allied Terran forces in a battle against their corrupt counterparts. Every few minutes, a psychic blast leaves every Terran on the battlefield incapacitated—friends and foe alike. This is either an opportunity to lay waste to a defenceless enemy or time to defend your stricken ally depending on how ruthless you’re feeling. There’s rarely a mission where Legacy of the Void doesn’t innovate along these lines, but certain designs stand out more than others.

The core Protoss campaign is the shortest of the series so far, but it’s bookended by mini-campaigns that, collectively, amount to a substantial and largely gratifying conclusion to the series. The nebulous cosmic threat spoken of in cutscenes from Brood War onwards finally arrives, and is dealt with not just by the Protoss but by the Terran and Zerg characters that you’ve come to know as well. Raynor and Kerrigan get their ending, as do Zeratul, Artanis, and all of the other Protoss who (if you’re me) you’ve probably confused with each other over the almost two decades that Blizzard have been telling this story.

StarCraft II LotV Singleplayer Siege Line

Here's a picture of a singleplayer mission I won. I had time to take a picture, because lasers.

There was a risk that a Protoss narrative could end up feeling dry and this holds true to a certain degree. The Protoss are part elf, part Vulcan, part Marvel Comics Asgardian: they’re big and gold and Shakespearean and silly, and if you take the time to talk to everybody on board the Spear of Adun you’ll have more than your share of conversations about Templars and Nerazim and Tal’darim and the Khala and so on. Blizzard commit to this wholeheartedly and a huge investment has been made in furnishing the campaign with impressive cinematic moments. If you are a fan already, this is a party being put on to serve your very specific interests. If you are not, it may mean very little if you haven’t at least played Wings of Liberty and Heart of the Swarm. Nonetheless, it has heart: that loud technicolour exploding metal album cover heart that finds its way into most Blizzard games.

For the first time in StarCraft II, some of that freeform campaign feel makes its way into multiplayer. In co-op, you and a friend (or an online stranger) pick commanders that each offer a different spin on their faction, complete with unique special powers and distinct units. You then take on objective-based missions at varying difficulty levels for XP, which unlock new abilities, units, and so on. This is a brilliant addition: it gets more life out of units designed for singleplayer, and provides a welcoming way into multiplayer for those daunted by it.

As an introduction to the game, co-op is actually more effective than Archon mode despite the latter getting the loudest fanfare from Blizzard. Archon is a new competitive two-vs-two format where both players control a single army. When both players are equally skilled, this is pretty entertaining—a way of taking the pressure off each individual by having one brain to look after the army and another to look after the base. With a newcomer, however, I don’t really think it works—it feels too much like teaching somebody by doing everything for them, where co-op (and traditional two-vs-twos) both allow newbies to work with all of the game’s systems themselves.

These weaker moments don’t spoil the whole, however. Legacy of the Void feels like a Blizzard game from another era—one where the box you buy (or download, I guess) contains a wide variety of experiences and promises to sustain investment for a long time to come. This is a game from the universe where the RTS never went away, where they kept getting made and improved over the course of decades. I’d say “they don’t make them like this any more”—but they clearly do.

The Verdict

StarCraft 2: Legacy of the Void

A brilliant strategy game that manages to be both broad and deep, challenging and accessible.

ABOUT THE AUTHOR Chris is the editor of PC Gamer Pro. After many years spent turning beautiful trees into magazines, he now oversees our online coverage of competitive gaming and esports.

We recommend By Zergnet

Acky’s Breakout Reloaded Hitting up Multiple Platforms

The classic Arkanoid is in for a modern makeover with Acky’s Breakout Reloaded , which released recently to bring a fresh take on the ball, wall, and brick game.

The US-based studio Isotope 244 has the player, just like in the original, controlling a platform at the bottom of the screen. The goal is to not let a ball fall below but bounce enough times to clear the level of all breakables. In Acky’s Breakout Reloaded , rather than having a specific number of balls, those are crafted from a resource called ether that’s gathered while playing. This way, a second ball can be summoned to double-team the bricks on the level. At the same time, multiple powerups drop in the levels granting various effects to help clear the structures.

Furthermore, Acky’s Breakout Reloaded integrates a few modern systems into the older formula. Pilots can be recruited to grant special abilities during levels. There’s a pet training system that grants certain buffs. The game features over 175 levels, and there are 23 achievements to get as well as skill challenge missions to do.

The retro-inspired game has been released on multiple platforms: Windows, Mac, Android, and iOS. The pricing is $2.99 for mobile, and there are a few purchasing options for the “stationary” versions.

Sniper Elite 4 takes aim with polished environments and gruesome X-ray kills

Since Sniper Elite V2 introduced X-ray kill cams to the series, the ability to witness lingering, slow-motion testicle destruction has been something of sore point for players (in every respect).

Since Sniper Elite V2 introduced X-ray kill cams to the series, the ability to witness lingering, slow-motion testicle destruction has been something of sore point for players (in every respect). But while “nut shots” have floated to the surface in an otherwise serious, and rather ambitious, series, there are much greater horrors to be found in Sniper Elite 4.

Take the occasion I loosed a shot at another sniper searching for my position, and watched as it skimmed the edge of the sights he was using and plunged into his chin, shattering his jaw into jagged splinters. Or the time one of my bullets carved a channel across the back of a hapless enemy, then ricocheted off his shoulder blade and deeper into his chest cavity. Or the panicked moment I was surprised by a patrolling soldier and watched as the knife I thrust into his heart ended its beating. It’s thrilling stuff, but it is horrible, too.

Rebellion happily admits to exploiting violence for entertainment’s sake, but also wants every time you end a life to feel meaningful. If you really can’t stomach all the gore porn, it can be switched off, and the much improved radar system ensures you can keep track of enemies at all times and stealth your way through levels with minimum bloodshed. But for everyone else, Rebellion has tripled down on kill cam content by adding the aforementioned melee X-rays as well as some particularly horrendous shrapnel effects that result from explosive kills.

But even more striking than all the bullets, and bits of metal and wood, is how much more polished this self-funded release feels compared to its precursor, even at this early stage. Enemy AI is considerably more readable: foes go out of their way to vocalise what they’re thinking, and alerted enemies make a concerted effort to search around your last known position.

A greater sense of sandbox play is shored up by much larger maps—even the smaller ones are at least three times the size of Sniper Elite 3’s largest—and more elaborate topography. I only saw a small section of one level, but the area takes in a large military base, patrolling vehicles, and a huge valley spanned by a rickety-looking bridge—the destruction of which is your primary objective.

You’re now able to zero your sights, referencing an earlier missed shot, in order to more easily land long-distance hits, and you’re much more agile—able to clamber up and down walls and dangle off ledges just as impressively as jokers like Nathan Drake or Big Boss.

The environment is made even more malleable by the introduction of penetrable materials, so enemies hiding behind wooden cover are no longer safe. And you can booby trap dead bodies if you’d prefer to only get your hands partially dirty. But all of this is contrasted with a new feature of the binoculars: while first sight will simply mark foes, you’ll glean more information the longer you track them, starting with what equipment and weapons they’re carrying, and building until you have their name and personal details. Finding out a soldier joined the army to escape their abusive father might give your trigger finger pause before sending a bullet through their skull. Testicles it is, then.

Rebellion has managed to apply generous layers of polish while somehow not smothering the idiosyncratic personality that sets these games apart. The release date has slipped to early next year, but snipers are patient creatures and I can bear it if it means the studio can further refine what already seems like an enjoyable package.

By Ben Maxwell.

The Rise And Fall Of Cortana In Halo 4

Most fans have noticed Cortana's prominent placement on the cover of the latest issue of the magazine.

on the cover of the latest issue of the magazine. The new Halo team at 343 Industries is aiming to build her up as both a pivotal character in the plot and as a showcase for the new technology behind the scenes. We talked with Frank O' Connor about the evolution of Cortana throughout the series, why she chooses to be a naked blue lady, and how the impending end of her life affects both Master Chief emotionally and the overall story of Halo 4. Check out the video below and let us know what you think of the new direction for Cortana in the comments section below.

To learn more about the rest of Halo 4, click on the link to enter our content-hub below.

StarCraft II: Legacy of the Void is out now

You've watched the launch trailer , now you can actually play the game, as StarCraft 2's Legacy of the Void expansion is finally out.

Legacy of the Void Press Shot

expansion is finally out. Look, here it ison Battle.net. Buy LotV and you'll also get its protagonist Artanis as a playable character in Blizzard's Heroes of the Storm, which is nice.

Is that the end of StarCraft 2 now? Is it all MOBAs from here on out? Not quite. Nova Covert Ops is coming further down the line, a series of mission ops starring Nova Terra, the Ghost from Wings of Liberty. The first of those is due next Spring.

I'll stick a trailer for that below, along with LotV's launch trailer, so you have something to watch while you're waiting for Void to download. I'm nice like that.

Elliot Quest Review – A Wondrous Adventure

Elliot Quest is about a boy who’s been possessed by a demon, but you might have to do a little legwork to learn that.

is about a boy who’s been possessed by a demon, but you might have to do a little legwork to learn that. The game doesn’t do a whole lot of talking, letting gameplay take first priority while it hints at the longer story within. When you’re an interesting sidescrolling exploration game that bears similarities to the good aspects of Zelda II: The Adventure of Link , maybe you don’t need a whole lot of background story explaining things. At its heart, this is a game about a boy out on an adventure – the sort of experience that drew me to games when I was a kid. Ansimuz Games captured that spirit of fun and mystery well, as Elliot Quest is full of hidden caverns, dangerous monsters, and a lot of heart.

Once you hit start, you’re dumped in the middle of a forest with no explanation. You can go left or right and get to different places, so there is no obvious leading, even at the start. It’s been a long time since I felt lost right from the start of any game, but the result was a feeling like I was carving my own path through the game. I had no overarching task or indication of what I should be doing, so I just started walking. When the path branched, I just picked a trail and kept on going. Despite it being a game and that I knew there were other people out there playing it, this lack of direction made me feel like I was marching down uncharted paths, lost in the woods but happy to be out exploring. It left me with an odd sense of wonder as the game opened, showing me that the world was mine to see as I saw fit.

It took me a while to get my bearings, which I had to do with the in-game map (which is created by you finding a map somewhere or just by walking around) and by wandering. You carve out meaning from this world by looking around, learning its secrets by seeing what lies at the end of every road. I know that this is something I’ve been doing for years, but modern games have gotten me used to receiving directions and being lead by the nose. You can fix getting lost with a click of a button and have a line lead you to where you’re ‘supposed’ to go, but Elliot Quest has no interest in that; the only place you’re supposed to go is where your feet take you. The maps aren’t that complicated, and besides, there are rewards for those who like to explore.

Eventually, you’ll stumble across the main world map, finding that the woods you got lost in are only a small part of a larger world. You can select the area you want to explore deeper on this main map, and in fact have to if you want to pass into other areas. To get to the game’s first dungeon, you have to cross the initial forest in the right way to get out on the other side. Most of the places to go on this map show obvious differences that make them stand out, such as temples, towns, and cave entrances, but there are also more hidden areas that will just show up as a question mark if you walk on top of them. Even on the main map, there are still lots of hidden goodies to find.

While there are a lot of secrets and different areas to explore, I did find that taking the shortest route to the game’s obvious dungeons was the best idea. The dungeons contain items that will help you explore the game further, so you’ll just be more likely to find the secret items and places if you have them. More important than that, without the items you find in those dungeons, I often found myself on the other side of a path I couldn’t escape from. I’m not talking getting stuck permanently and having to shut the game off, but rather getting stuck on the wrong side of a circular route. Most caves and paths circle back on themselves for easy returning later, but I often found these paths by accident when I wasn’t ready to use them.

Why would that be an issue? Well, as an example, I had to cross a cave and a desert map to get to the game’s second dungeon. Even so, there was another cave up in that area that was meant to be a shortcut back down, but I didn’t know that at the time. It just looked like another new cave, so I wanted to explore it before I hit the main dungeon. This ended up leading me down a path that lead back to where I started, forcing me to go back through the cave and desert to reach the dungeon again. I could have gone back if I’d had the powers from that dungeon, but I didn’t grab them yet. As such, the game accidentally punished me for exploring too much at first. That’s a problem for a game about exploring, as this actively discouraged me from looking around until I’d beaten the dungeons. It’s nice to have a shortcut back to the start for when I was finished with the dungeon, but ended up being a big liability when I wanted to look around.

Another aspect that made exploration difficult was that bombs were pretty hard to find when I first got them. I am used to games where the walls don’t always make their secrets obvious, so the first couple of bombs I picked up were wasted on nothing. They didn’t sell replacements at the shop for a little while, so I had to redo the entire little dungeon that contained bombs just to get a few more. Later shops did carry them, but even so, they weren’t dropped anywhere in the wild. It discouraged me from playing around with them and doing some extra exploring with them, and was also a nuisance whenever I found a secret but was already out of them. Perhaps it was my own fault for using them without being careful, but it felt like a bad decision for them to only be found in shops and in that dungeon.

The dungeons and maps are pretty straightforward once you’ve explored them thoroughly, so it wasn’t bad having to go through them again. When you’re not looking for every possible exit and treasure, the path tends to be pretty simple even without the shortcut, so taking the wrong exit was a problem I could tolerate. The monsters and dangers do make for quite a bit of trouble once you get out of the game’s initial areas, though.

It didn’t seem that hard at first, but once you hit the second area, the game stops playing around. No matter what area you’re in, you’ll likely find that things go bad quickly. Elliot can only take a few hits, and health is very hard to come by. The enemies don’t drop replacement hearts all that often, and I never felt like I had a very long health bar. Accidentally taking a hit or two can bring you pretty close to death, and there are some areas where the enemies fire or move so fast that it’s very hard not to take a handful of hits. Even in the easier areas, if you goof up too much, it’s back to the previous checkpoint.

Elliot Quest isn’t big on giving checkpoints though, I found. There tend to be two or three of them in any given dungeon, but they are pretty far apart. You really start to feel that once things get more challenging and the game starts using instant death pits. You suffer knockback from enemies, so there were a couple of tough areas where I died a lot, having to go back a decent distance to get another chance. There’s no limit to how many times you respawn, but it can be a long walk back to where you died. It’s not as brutal as many NES games, but you do have to play well for a decent period of time to get through later areas of the game.

To do that, you’ll need to be adept at combat. You start the game off with a basic bow whose arrow flies in a descending arc. It seems like it would be a nuisance, but the arc makes it easier to hit enemies on the uneven platforms and at distance. I enjoy using the bow in games like Skyrim , and really like figuring out how to use an arrow’s arc to my advantage. It makes me feel more involved in my shot, rather than just pointing and shooting in a straight line, so I found using this main weapon to be a lot of fun. There are also various kinds of magic such as fireballs and turning into a tornado that you can use on other enemies. Some enemies are only weak to the various magic attacks, so not only are you constantly paying attention to your weapon arc, but you also have to play around with weaknesses, typically while doing some challenging platforming. Combat is pretty involved as a result, and is more fun than just swinging a sword.

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