Game music of the day: Transformers: War for Cybertron

Welcome to GamesRadar's daily blast of all things pertaining to the ever-growing field of game music. Each post will introduce new sounds, games, composers and fan-made remixes of gaming's greatest aural achievements. July 6, 2010 Game: Transformers: War for Cybertron Song: Til All Are One Composer: Stan Bush Above: The full version of Til All Are One by Stan Bush Transformers: War for Cybertron is

Game music of the day: Why do humans want sex with cats?

Welcome to GamesRadar's daily blast of all things pertaining to the ever-growing field of game music. Each post will introduce new sounds, games, composers and fan-made remixes of gaming's greatest aural achievements. April 15, 2010 Above: The super catchy theme for Dote up a Cat is one of the many things horses may never understand about human gamers The Top 7… sexy horses every stud should ride Have a roll in the hay with the hottest mares in gaming Game music of the day: Blast Corps GR’s ongoing tribute to the beloved world of videogame music Game music of the day: Persona 4 Why happiness is listening to “Reach Out to the Truth”

Design a killer Galactic Civilizations III ship and you could win $1,000

Stardock's Galactic Civilizations III Ship Designer Contest is pretty simple as these things go.

Galactic Civilizations III

Ship Designer Contest is pretty simple as these things go. It's open to everyone of legal age in their country of residence, with the exception of Stardock employees. Entries must be original, must not be "vulgar or harassing," (so that's the Good Ship Spacepeen ruled out), and have to be submitted by 11:59 pm EST on November 16. A panel of judges at Stardock will select the top eight entries, all of which will be included in the game; after that, fans will vote to select the best overall design from the eight finalists. The winner gets a $1000 prize.

Simple or not, I would urge any and all aspiring shipbuilders to check out the rules at the Galactic Civilizations III Ship Designer Contest page. More information and a really brief FAQ are up on the Stardock forums, and if inspiration is what you need, have a look at our Galactic Civilizations III Early Access review—bearing in mind that since it ran, Stardock has added the missing trade and diplomacy functions, which you can read about here.

Galactic Civilizations III is slated to come out in early 2015.

BioShock Infinite: "We really got the spirit right of what made System Shock 2," says Irrational Games

BioShock Infinite: "We really got the spirit right of what made System Shock 2," says Irrational Games Games™: Why did you decide to include 1999 mode in BioShock Infinite? Bill Gardner: We spend a lot of time beating ourselves up here at Irrational, a lot of time looking very closely at our work. And we did that with BioShock. After we’d finished it, we felt that there was something missing; that

TalkRadar Clip o' the Week: Cartoon Theme Song Quiz!

Seriously, we know you’re busy people! We also know a lot of you reading GamesRadar haven’t ever listened to our filthy, stupid podcast: TalkRadar . We understand your trepidation. They're too long, podcasts are boring, etc… Well, here’s a bite-sized clip we humbly ask that you try super-quick like! It may not be what you were expecting Above: And the winner is... Your childhood! Children of the 80s

First all-horse MMO still leaves puny human girls in charge

The Top 7%26hellip; sexy horses every stud should ride Have a roll in the hay with the hottest mares in gaming Red Dead Redemption promotes the subjugation of horses Rockstar Games insensitive to its hardcore horse community Why do humans want sex with cats? A REAL horse asks REAL questions about human nature and hentai

Design a killer Galactic Civilizations III ship and you could win $1,000

Stardock's Galactic Civilizations III Ship Designer Contest is pretty simple as these things go.

Galactic Civilizations III

Ship Designer Contest is pretty simple as these things go. It's open to everyone of legal age in their country of residence, with the exception of Stardock employees. Entries must be original, must not be "vulgar or harassing," (so that's the Good Ship Spacepeen ruled out), and have to be submitted by 11:59 pm EST on November 16. A panel of judges at Stardock will select the top eight entries, all of which will be included in the game; after that, fans will vote to select the best overall design from the eight finalists. The winner gets a $1000 prize.

Simple or not, I would urge any and all aspiring shipbuilders to check out the rules at the Galactic Civilizations III Ship Designer Contest page. More information and a really brief FAQ are up on the Stardock forums, and if inspiration is what you need, have a look at our Galactic Civilizations III Early Access review—bearing in mind that since it ran, Stardock has added the missing trade and diplomacy functions, which you can read about here.

Galactic Civilizations III is slated to come out in early 2015.

Meet the Team Behind Secret Ponchos in This New Documentary

Secret Ponchos is a competitive, arena-style PvP shootout set in a highly-detailed Wild West environment.

is a competitive, arena-style PvP shootout set in a highly-detailed Wild West environment. The team behind it, Switchblade Monkeys, spent five years developing the project, which has been released on PS4 and in an expanded and updated PC iteration.

Switchblade Monkeys is a very small studio that was launched into intensive full time development when their pitch was picked up by Sony. Pebble Studio’s documentary,, takes a look back at this process.

The documentary provides an insight into the round-the-clock commitment required to develop a game as part of such a small studio, and explores the emotional impact of struggling to make a game the best it can be. The movie has a personal approach, as Pebble encourages Yousuf Mapara (Creative Director), Tony Tsang (Lead 3D Artist), Chris Gillrie (Lead Musician), and Jared Fry (Lead Character Artist) to talk about their backgrounds; they’re also filmed at their favorite pastimes. Small Team Big Dream is a look at the difficulties that go into indie production, but mostly at the personalities and relationships that went into creating Secret Ponchos.

Secret Ponchos is available on Steamfor Windows 7 SP1 and Windows 8 plus for $14.99, or on PS4. For more information check out the game’s website, Facebook, or YouTube, and head over to Switchblade Monkeys’ Twitter.

Best of CheatPlanet June 21st-25th

With everyone%26rsquo;s heads still spinning from E3,gamers have been hunkering down with Red Dead Redemption and Transformers: War for Cybertron in an effort to save their pennies for the incoming wave of games, accessories and Nintendo's 3DS. In this hard economy it's your duty to 100% your games before buying new ones you wasteful capitalist pig! Crackdown 2 drops next week and we expect it to be

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Our Verdict
An excellent stab at a traditional point-and-click, but with classic problems holding it back.

NEED TO KNOW

What is it? A hug-centric point-and-click.
Expect to pay: £7 / $10
Developer : A Jolly Corpse, Tendershoot
Publisher: Devolver Digital
Reviewed on : Core i5-3570K, 16GB RAM, GeForce GTX 780Ti
Multiplayer: None
Link: Official site

Dropsy's circus of eccentric characters parade through a plot which starts loopy and aims for deranged, dressing up the otherwise dry business of using objects on other objects in dark comic style. It’s a fiercely traditional adventure game that starts with Dropsy the clown, his faithful hound, and a series of orientation puzzles (Dropsy can hug people and use items; the dog can dig and piss on things). Soon you assemble a whole party of misfits and tackle challenges that demand eidetic memory and no small amount of good fortune.

On Dropsy’s quest to make the world a happier place, I’ve brewed soup for the king of a dump, raided a high-security medical facility, gone looking for little green men and much more. The variety makes it, and it’s rare to find a screen that doesn’t contain some alluringly cryptic point of interest, the relevance of which will hit you only hours down the line. The exceptions are the occasional repeating puzzle (expect to get a lot of use out of your chicken mask), and lengthy backtracking. One NPC had me trek all the way home for some shut-eye before returning to the very same place the next morning, but these instances become less noticeable once fast travel by way of clown car is unlocked.

Dropsy more closely resembles The Secret of Monkey Island than the slick 21 century point-and-click stylings of Broken Age. It's also oddly horrifying. ‘Dropsy’ being the old-timey term for oedema, the clown himself is bulbous and lumpen with a face that ensures children who didn’t fear clowns before sure will now.

But Dropsy himself has nothing to do with horror, as marketing pre-singalong trailer tended to suggest. The clown wants to make people smile. Nothing makes his distended, grotesque face happier, and each successful hug results in a full-screen announcement and a scream of ecstasy. Dropsy’s ugliness throws the positive impact he has on the world into stark relief—people hate him, but he doesn’t care, matching the desired object to the right grumpy human (or extraterrestrial) just to see them grin. He has no ulterior motive, and it makes for a roundly cheering experience. In turn, however, this child-like, unabashed joy makes sombre moments—like visiting a friend in the game’s opening hour—shock like a popped balloon. The developers’ handle on tone is uncanny.

Dropsy captures the absurd, heady rush of ‘90s point-and-clicks flawlessly—it feels as I remember adventure games feeling, where eking out the next bit of hyperactive story was more important than the puzzles themselves. But also preserved are the chronic problems of the genre: puzzles that feel like the product of a designer’s idiosyncrasies as opposed to common sense. I needed a vampire mask from a costume shop, but the proprietor was clearly operating a fearsome ‘no clowns’ policy because I got chased away on approaching the counter. I had a locket that belonged to him, featuring a photo of his wife, who I knew to be dead—returning this, I thought, was sure to reconcile things. Nope: going near that till with locket in hand resulted in the same fit of abuse. The irritating thing is, I had the solution but wasn’t going through the motions in the specific place in which the game deems it should work. At night, the proprietor moves somewhere he will accept the locket and make amends, but it takes luck or a methodical search of the map in both day and night phases to discover. In the meantime, I was off chasing smoke thinking the correct approach was no good.

Dropsy's interface can cause unnecessary difficulty spikes too. Rather than text or speech, it uses a handful of pictograms to convey the wants and needs of the grumpy population, and since things are drawn in just a handful of pixels, translating what NPCs are trying to tell you is often more effort than puzzling out how to achieve it. In Dropsy’s world, the difference between a Twinkie and experimental medicine is not always clear.

Dropsy is sometimes dysfunctional, but loving, happy and fun. Dark undertones like Dropsy’s nightmares and the fact he’s an arson suspect will get you moving, but it’s positivity that will carry you to the end. You’re not puzzling for personal gain, but to make the world better for everyone, and Dropsy’s enthusiasm for light, carefree problem-solving is infectious.

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The Verdict

Dropsy

An excellent stab at a traditional point-and-click, but with classic problems holding it back.

We recommend By Zergnet

Rollercoaster Tycoon 4 on PC will be "completely different" to mobile, Atari say

A new Rollercoaster Tycoon is coming to mobile and PC .

. This may or may not be a good thing. I've got my concerns, largely based on the type of games Atari are interested in (as revealed in a recent revenue report). But, as unappealing as the mobile version's trailer looked, we don't yet know any solid details about the PC release.

Now, Atari have at least confirmed that mobile and PC versions will be distinctly different. "We can't share that much, but [PC] will definitely be a completely different game," Anthony Chien, Atari's senior director of marketing, said in an interview with Digital Spy.

"There's a lot of diehard RC fans that want a PC experience, they want all different sorts of things," Chien continued.

"It's trying to deliver as much as we can. First is the mobile version, then it's the PC experience. I think a lot of people are vocal about wanting to see the PC version first before the mobile, but our strategy is mobile first."

The mobile version won't be free-to-play, but will still utilise some of those systems. In particular, an energy mechanic, in which the player will have to pay in-game currency to alleviate the wait for new rides and attractions. For reference, our microtransaction round-uppositioned energy bar systems as one of the most unpleasant ways to disadvantage players.

We don't yet know how "completely different" the PC game will be, but do know that it's billed as an "online multiplayer experience". Atari have at least confirmed that it won't be using Facebook as its platform.

The RCT4 saga gets stranger in regards to who's working on the games. According to Pocket Tactics, Atari claimed that series' creator Chris Sawyer was part of the production team - a statement that's corroborated by Digital Spy's interview. Weirdly, though, Sawyer responded to PT's questioning by saying, "I have no involvement with the creation of Atari's newly announced RCT games," which sounds like a pretty definitive declaration.

IndieCade Reveals 2015 Official Game Selections

IndieCade, an international games festival, is happening later this month.

IndieCade, an international games festival, is happening later this month. The organization unveiled a list of over 70 Official Game Selections picked by the curation committee. This year’s titles are divided into several categories: Big Games (which involve props and physical action), Digital Games, eSports titles, Night Games (which work with outside in the dark), Tabletop, and Virtual Reality.

“The Official Selections are an essential part of the IndieCade Festival — they let us push boundaries and demonstrate some experimental, adventurous, and surprising games,” Stephanie Barish, chief executive officer of IndieCade, said.

Home Improvisation Job Simulator

“Whatever their category, these games help redefine what it means to play, show what’s possible to create as a game-maker, and explore the outer reaches of creativity in 2015,” Barish said.

IndieCade officially opens October 23-25 in Culver City, a part of Los Angeles, California. The event presents opportunities to network, participate in social activities and tournaments, and view the selected games.

Head over to the IndieCade website for a detailed overviewof the festival and buy tickets here. View this page for a full list of the IndieCade 2015 selections.

Transformers DLC codes are going for more than $100 on eBay

In case you missed it, Transformers: War for Cybertron came out last week and we really dug it . But if you did know, perhaps you’re a big enough fan to pre-order the PS3 or 360 version from Best Buy, Amazon, or Gamestop. If so, then you got an exclusive code to unlock one of three different characters, Jazz (Best Buy), Shockwave (Gamestop), or Demolisher (Amazon). You might have excitedly used that

Batman: Arkham Knight system requirements revealed

Nvidia has released the system requirements for Batman: Arkham Knight .

Batman Arkham Knight

. You won't need to be a brooding millionaire to play the game, but you will need a PC that can pack a punch to get anywhere near the Rocksteady sequel's highest settings.

Minimum System Requirements

OS: Win 7 SP1, Win 8.1 (64-bit Operating System Required) Processor: Intel Core i5-750, 2.67 GHz | AMD Phenom II X4 965, 3.4 GHz Memory: 6 GB RAM Graphics Card: NVIDIA GeForce GTX 660 Graphics Memory: 2 GB DirectX®: 11 Network: Broadband Internet Connection Required Hard Drive Space: 45 GB

Recommended System Requirements

OS: Win 7 SP1, Win 8.1 (64-bit Operating System Required) Processor: Intel Core i7-3770, 3.4 GHz | AMD FX-8350, 4.0 GHz Memory: 8 GB RAM Graphics Card: NVIDIA GeForce GTX 760 Graphics Memory: 3 GB DirectX®: 11 Network: Broadband Internet Connection Required Hard Drive Space: 55 GB

ULTRA System Requirements

OS: Win 7 SP1, Win 8.1 (64-bit Operating System Required) Processor: Intel Core i7-3770, 3.4 GHz | AMD FX-8350, 4.0 GHz Memory: 8 GB RAM Graphics Card: NVIDIA GeForce GTX 980 Graphics Memory: 3 GB DirectX®: 11 Network: Broadband Internet Connection Required Hard Drive Space: 55 GB

You'll note "ULTRA" is in capitals. That's how ultra it is.

Given that 55 GB install, I suspect it's going to be a difficult year for SSD owners trying to balance all of these massive new releases onto limited space. And then there are all the other issues with growing download sizes.

3GB VRAM also strikes me as pretty high for a recommended requirement. Steam's hardware surveysuggests plenty of PCs are coming in well below that number. Admittedly, that's a flawed metric; so let's turn it over to you. Can you handle Batman's latest?

The week's highs and lows in PC Gaming

Every week, the PC Gamer team pick their most and least favourite happenings from the last seven days.

Every week, the PC Gamer team pick their most and least favourite happenings from the last seven days. Here you'll find the week's soaring highs and stagnant lows, picked from the news, the games we've played, the culture at large. The only thing that's guaranteed is there'll be no neutral opinions.

On this page, you'll find a profusion of positivity; on the next, a glut of gloom.


THE HIGHS

Samuel Roberts: I loved what I played of Alien Isolationthis week. It's pretty cool that a game experimenting with emergent AI just happens to be based on a sci-fi franchise that has a recent spotty history when it comes to...well, look, the easiest way of putting this is, Colonial Marines was a pile of arse. This is so far from any other Alien game stylistically and benefits from Creative Assembly's laser focus on the values of the original Alien. Tom's experiences contrasted nicely with my own, so I'm now fairly confident in Isolation's potential replay value based on what I've seen so far.

Evan Lahti: Guys, Clockwork Empires could be special. I posted my hands-onwith the indie, Dwarf Fortress-inspired, Lovecraftian colony-builder earlier this week, and as the rest of the press have begun to see the game at GDC they've been echoing our praise and interest. That includes our pals at RPS, who described itas "really exciting stuff."

We've seen a surge in popularity in games that generate emergent, personal stories in the past few years, and I have a feeling that Clockwork is going to be the next big one on that list. Gaslamp Games' eccentricity is infectious whenever I talk to them, and it's wonderful to see how that's extending to the design of their game--you can build barber shops on the frontier (and barbers operate as low-level doctors when none are available, apparently), and phrenologist will be a middle-class occupation for your colonists that's used to identify their character traits. Gaslamp's willingness to be themselves--that is, weird--is encouraging.

Tim Clark: An easy one for me: Sam and I getting to play Hyper Light Drifterfor the first time. Most of the session was spent accusing each other of sausage-thumbed incompetence as our survival runs in the horde mode were cut short by sudden death, but when it came to the end of the hands-on it was a genuine wrench to hand the controllers back. Although developer Heart Machine isn't showing Hyper Light Drifter's main RPG elements yet, spending time with the gloriously whipcrack combat system, which is a frantic mess of slash 'n' dash moves fleshed out with a diverse suite of secondary abilities, has left me feeling entirely confident about the feel of the final game. And given its already startlingly cool looks, the hype for Hyper Light Drifter is only set to grow.

Tyler Wilde: That's cool, you all sat in rooms looking at screens with things happening on them. I mean, that's PC gaming for the most part. Totally understandable that you would do that, but here's a story from my week: I'm sitting in a room—it's clean, nicely decorated. Someone's apartment, maybe. I turn my head and see another player sitting nearby. He turns his head toward me—he's looking at me, right now, through his own Oculus Rift. What do I look like? It occurs to me that I don't know. I look down and my virtual chest shifts slightly. I seem to be wearing a hoodie like his. I see my hands, gripping a controller and frighteningly paralyzed. But what if I weren't paralyzed? What if I could get up and walk over to the strange, silent man sitting next to me? What if his mouth opened and he spoke? Later in the day, would this feel like any other memory of a place I'd been and a person I met?

I'm actually starting to worry about virtual reality, guys—not that it won't be good, but that it will be too good. The Oculus Rift Development Kit 2isn't there yet, but it's a lot better than DK1, and the consumer version is supposed to be another leap. And then there's five years from now, and 10 years from now. Are we heading toward the thing sci-fi writers have been warning us about all this time? Maybe. And maybe if we are, I want it to happen anyway. Long live the new flesh.

Chris Thursten: Given that I've been sat in a big empty office with Phil while the rest of you have adventures at GDC, the highlight of my week has been the release of Valve's Dota 2 documentary, Free To Play. I'd seen it a few times before - I watched an early cut at Valve in May last year, then saw the near-final thing at The International in August - but watching the community get to experience it has been a lot of fun. It's an accomplished exploration of what makes competitive gaming so exciting, and its positivity about the scene has brought about a great sense of positivity within the scene, which makes for a nice change of pace. I wrote about it in more detail as part of this week's Three Lane Highway column. I'd love to see more developers take their communities seriously in the way that Valve evidently do.

Phil Savage: It's been a week of cool tech, exciting previews, and being sat in a big empty office with Chris. And yet, the thing that excited me the most? New payment models for game engines. This could be a sign that I need to take a long, hard look at how I get my thrills, but let me explain what I hope Epicand Crytek'ssubscription models will mean. Unity has revolutionised the indie industry, partly because of its (relative) ease-of-use for those starting out in 3D development. But it's also the de-facto choice for AAA veterans moving to the indie space. Now, as increasingly more of these smaller studios appear, they'll have the option of an affordable version of tools they're already familiar with. Hopefully it's another step towards a future in which lines between indie and AAA are increasingly blurred, and a studio's budget is no longer it's defining characteristic.

The Big Indie Stream Debuts to Highlight Games and Creators

There’s a new stream in town, and it specializes in showcasing indie games and creators.

There’s a new stream in town, and it specializes in showcasing indie games and creators. The Big Indie Stream airs for the first time on Twitch today. The stream will feature multiple indie games from the international game development community.

Here’s the full list of studios that will appear during the stream:

Other than showcasing gameplay, expect to see Q&A sessions and some giveaways during the broadcast. Three streamers are participating: Captain_Ozz, th_pion, and DolphinChemist.

The idea behind the Big Indie Stream is simple; Giving more attention to indie games and their creators. The organizers want to highlight games that they think should get more coverage.

Look to the Big Indie Stream Twitch accountto watch the show today, from 2 p.m. until 6:15 p.m EDT. Follow their Twitter feedto stay updated on future events. Will you be watching? Let us know in the comments section below!

Best of CheatPlanet June/July 28th-2nd RDR multiplayer and Transformers emblems

Still a slow week for games, though next week’s Crackdown 2 should prove to be a solid way to whittle away those long summer days. We’ve got a huge map for the agility/mystery orbs planned in addition toa video guideto help you score all the game’s achievements. In the mean time, hunker down some more with Red Dead Redemption and Transformers. Red Dead Redemption If you’ve already beaten Red Dead Redemption

Batman: Arkham Knight DLC trailer shows Batgirl in action

Batman: Arkham Knight is not a game you can currently buy on PC.

Batgirl

Batman: Arkham Knight is not a game you can currently buy on PC. We still don't know when that issue will be resolved—although hopefully it's not before Rocksteady has a working PC version on their hands. Still, let's assume that it will eventually be available, and that we'll be able to buy its upcoming DLC.

The first bit of DLC is Batgirl: A Matter of Family. It's a prequel to Arkham Asylum, and will—as you may have gathered from the name—let you play as Batgirl. It's due out on July 14 for owners of Arkham Knight's Season Pass. At least, it is if you own the game on a platform where the game is actually available. On PC? Who the hell knows.

Here's the relevant plot details from WB's press release:

"When The Joker kidnaps Commissioner Gordon and holds him hostage at the Seagate Amusement Park, Batgirl and Robin must fight against the odds to save him and avoid falling victim to The Joker’s sinister plan. Trained by Batman, Batgirl’s combat combines with unparalleled hacking abilities to take down enemies, control objects and solve puzzles."

Team17's sheepish puzzle game Flockers releasing 19th September

Flockers is already out on Steam Early Access, but if you prefer to wait for developers to brand their games as 'finished' before you dive in, you might be pleased to hear that Team17's sheepish puzzle game will be releasing for realsies on September 19th.

that Team17's sheepish puzzle game will be releasing for realsies on September 19th. If you're not intrigued, perhaps you should be: Team17 made Worms, and Flockers seems pretty reminiscent of DMA Design's Lemmings, a style of real-time puzzle game that hasn't reared its head for quite some time.

Seemingly set in the Worms mythology—now that is a sentence I enjoyed typing—Flockers has you playing as the worms' fluffy playthings, in an effort to evade their various steampunky deathtraps and fleece your way to freedom. The full game will feature "60 dark, heinous puzzles and 6 further secret levels", and there's a demo available on Steam if you want to give the game a go while you wait for its imminent release.

Here's a new trailer showing off some new footage and lots of horribly gory sheep deaths:

25 Ridiculous Game Mechanics We Couldn’t Live Without

25 Ridiculous Game Mechanics We Couldn’t Live Without Games are unique – we forgive them a lot of little eccentricities we wouldn’t dream of letting other media get away with. To celebrate just how crazy some established game tropes are (and how much we’ve come to take them for granted), we thought long and hard about our favourite ridiculous gaming mechanics… 1. Amnesiac Enemies How many times have

Worms World Party Remastered announced

If you're having trouble deciding exactly which side-on, team-based, invertebrate deathmatch to jump into, how about this: a remastered edition of Worms World Party.

WormsWorldParty 1 11 06 2015

If you're having trouble deciding exactly which side-on, team-based, invertebrate deathmatch to jump into, how about this: a remastered edition of Worms World Party. Team 17 has announced that 2001's classic turn-based murder-'em-up will return as Worms World Party Remastered. It's due to be released next month, on July 8.

This edition will feature remastered graphics and enhanced sound effects, alongside controller support, Steam Leaderboards, Steam Achievements and cloud saves. See below for a trailer that summarises what I've just written around footage of worms blowing each other up.

Worms World Party Remastered will cost £11/$15/€13.

God Of War III Remastered review

God Of War III Remastered review Sony’s customary mastery of its own hardware has resulted in some of contemporary gaming’s grandest watershed moments. Nobody sensible would dismiss the narrative or structural achievements of Shadow Of The Colossus or Uncharted’s first sequel, but those games were defined (initially, at least) by their transcendent technical showmanship. For some, Sony’s biggest tentpoles

...

Jump to Section: Best Price Comments Pros Transformers man tons of Transformers! A rather slick intro Some neat affinity-based strategies Cons Terrible controls Level design somehow punishes you for the controls Painfully unfair checkpoints Go to page: Page 1 Page 1 Page 2 Well, it happened. Freed from the shackles of an actual movie tie-in, Activision and High Moon Studios managed to craft a rather

Batman: Arkham Knight mod unlocks ten playable characters

If you managed to buy Batman: Arkham Knight before it was removed from sale last week, and if you don't mind grappling with the still-broken game, then a new mod unlocks ten playable characters in Arkham's freeroam mode.

last week, and if you don't mind grappling with the still-broken game, then a new mod unlocks ten playable characters in Arkham's freeroam mode. Red Hood, Harley Quinn, Nightwing, Robin, Azrael, Bruce Wayne, Catwoman, Commissioner Gordon, Joker and GCPD Officer Owens are all playable if you install the mod shown in the video above.

Installation instructions are in the YouTube description here. I haven't tested it myself (make sure you run a virus scan and backup your files), but the footage is interesting on its own terms. If you'd prefer to wait for the game to be completed, Rocksteady has announced it is "working like crazy"to mend the PC port, and the first of many patcheswent live at the weekend.

Transformers: War for Cybertron Emblem Guide

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Rocksteady "working like crazy" to help fix Arkham Knight

The Oxford University Press is currently feverishly updating the English Dictionary to re-write their entry for the word 'fiasco'.

Batman Arkham Knight

The Oxford University Press is currently feverishly updating the English Dictionary to re-write their entry for the word 'fiasco'. "noun. A complete failure, especially a ludicrous or humiliating one; the PC version of Batman: Arkham Knight." Meanwhile, Rocksteady, Nvidia, and PC version developers Iron Galaxy are currently feverishly updating Arkham Knight itself.

Let Arkham Knight director, and Rocksteady co-founder Sefton Hill re-assure you that Rocksteady are "working like crazy" to help fix the game. He posted the following tweet yesterday:

"Totally supported decision to suspend PC version. We have our best engineers at Rocksteady working like crazy to help fix the issues ASAP."

Graphics card manufacturers Nvidia are helping as well. While adding that the PC version's problems aren't related to Nvidia cards, they told Eurogamerthat they're "working with WB Games and the development teams to address the performance issues of the PC version of Batman: Arkham Knight. We have made our QA and engineering resources available and will provide updates when they are available."

In the meantime, you can't buyArkham Knight. Here's Chris Thursten pondering that.

Flockers is a new Lemmings-style game from Worms studio, Team 17

Team 17's press release describes this as "a twisted blend of Lemmings' inspired gameplay and Tim Burton style macabre", which suggests a) we'll be guiding queues of suicidal sheep around giant mincing death-traps and b) Helena Bonham Carter will be in it somewhere.

Team 17's press release describes this as "a twisted blend of Lemmings' inspired gameplay and Tim Burton style macabre", which suggests a) we'll be guiding queues of suicidal sheep around giant mincing death-traps and b) Helena Bonham Carter will be in it somewhere. It's the first non-Worms game from Team 17 since their top-down shootery Alien Breed games, which had the misfortune of being released alongside Valve's free and superior Alien Swarm. Can nostalgia and a touch of dark humour bring them more luck?

Flockers is out "via early access" this summer on Steam, and was announced with a trailer and nine "steampunk" screenshots.

Medieval Engineers’ is a Must for History Gamers

‘Medieval Engineers’ is a Must for History Gamers
So I have a confession to make, and it’s not easy, but here it is: I’m a geek.

I know, I know. You’re shocked. But it’s the truth. I am a total geek, and not just about video games – I’m also a history nerd. My particular love in the world of history is the British Isles, and my passion runs the gamut from the Norman conquest in 1066 to the death of Elizabeth I in 1602. If it has to do with that region and that time period, it has my attention.

Small wonder, then, that my ears pricked up when I heard about

This PC game is the second engineering title from Keen Software House, a Czech developer who puts their emphasis on creating games which “promote science and encourage creativity.” Medieval Engineers , like its predecessor Space Engineers , is a sandbox game with a focus on construction and engineering. Players will be transported to Europe’s medieval period, where they will build and maintain cities, castles, and fortifications for both. They will also perform landscaping, mine underground for valuable elements, and construct devices and engines. All of these projects will be performed following both the laws of physics and the constraints of history; players will only have access to technologies that were available between the years 400 and 1400.

“We are very curious to see how the Space Engineers community will react to Medieval Engineers and if other communities will also get interested in our new title,” says Marek Rosa, CEO and founder of Keen Software House. “We didn’t want to only keep creating space games. Instead, we wanted to have a game where players can interact with life and nature. By creating a second engineering game, we are also leveraging our existing technology and experience.”

History buffs and engineering enthusiasts should be able to find common ground in Medieval Engineers , which “utilizes a realistic volumetric-based physics engine with a focus on structural integrity.” The integrity of the objects and buildings crafted by the player can be sorely tested, since each one can be not only assembled but disassembled, damaged by combat or carelessness, or even outright destroyed. Gamers will learn more than they ever thought they would about everything that went into the development of long-ago cities and settlements. In addition to the regular game, Medieval Engineers will also include a creative mode and an early prototype of a survival mode.

Currently in alpha testing, Medieval Engineers will be available through Steam Early Access when the time is right. Interested players are encouraged to follow the developers on Facebook, Twitter, and YouTubeto be informed of the launch, and can also get ongoing details from Marek Rosa’s production blog.

TalkRadar 107 - 1 million troops!

The Topics The most noticeable absences at E3 2010 The best games and moments from the big show, plus the stuff that made us want to die What’s an old cartoon you’d like to see made into a new game? Transformers: War for Cybertron has revealed that the aged TalkRadar hosts are old enough to be their own demographic. Like the baby boomers before them, game companies are pointing their nostalgic targets

The Batman: Arkham Knight 'Batmobile' special edition has been cancelled

If you forked out for the Batmobile Collector's Edition of Batman Arkham Knight , then here's bad news: it doesn't exist anymore.

Batman Arkham Knight

, then here's bad news: it doesn't exist anymore. Due to "unforeseen circumstances that greatly compromised the quality of this extremely limited run of product", Rocksteady has cancelled the edition.

"We are deeply apologetic for this unfortunate outcome," the studio wrote on its forums. "If you did pre-order the Batmobile Collector's Edition, please go to the retail location where you pre-ordered the product and you will receive a full refund of your deposit or it can be rolled over to another Batman: Arkham Knight edition or another product of your choice."

As the name suggests, the Batmobile Edition came bundled with a transformable Batmobile, in addition to an art book, steel book case and DC comic. As a result of the stuff up, all purchases of Arkham Knight will get a 52 skin pack featuring Batman and Robin, among others.

Arkham Knight releases next week, June 23. All the previously announced retailer specific pre-order bonuses will be available to everyone eventually, it turns out.

Thomas the Tank Engine rains fire upon Fallout 4

Here's a mod that answers two questions.

Here's a mod that answers two questions. When will someone get round to modding Thomas the Tank Engine into Fallout 4? And what's next for the Fallout 4 NPC warsseries? Really Useful Falloutby 'Well obviously Trainwiz did it' replaces deathclaws, vertibirds, mini-nukes, missiles, Liberty Prime and "one of the Flight Helmets, I don't know which, it's a surprise" with the little blue scamp.

Trainwiz (and Friends) was the madman responsible for replacing Skyrim's Alduinwith Thomas. Though Thomas no longer has the Thuum, he can still eat your entrails and stalk your nightmares.

Next up: 1,000 tank engines vs. Randy Savage.

Thanks, Eurogamer.

Rebuild Empires in Stormfall: Rise of Balur

Dragons, heroes, and quests are all good and glorious, but we know that realistic fantasy has a bit more of a macro-economical approach – one that rings with bags of gold and shines with the steel of employed armies.

Dragons, heroes, and quests are all good and glorious, but we know that realistic fantasy has a bit more of a macro-economical approach – one that rings with bags of gold and shines with the steel of employed armies. The just-released Stormfall: Rise of Balur gives every player the power to forge an empire from scratch to fight back against adversaries and fulfill their destiny.

Stormfall is a free-to-play fantasy MMORTS in which each user manages his or her empire. They start out by planningout the intro economy and creating mines, farms, guilds, and markets, which grant wood, iron, and gold, the basic resources. But perhaps an even more important part is to recruit forces to defend the burgeoning empire: Paladins, knights, barbarians, and wizards are all available to fight for the cause. Players can either stand against the forces of darkness solo, or team up with friends in strategic alliances.

While the real-time strategy combat is playing out, developer Plarium has also created a fully-voiced storyline to follow and walk through events in Stormfall . Those revolve around non-player characters. Furthermore, fans can enjoy the experience in a variety of languages: English, Spanish, Italian, German, French, and Russian are all supported.

Rise of Balur is the mobile successor to Stormfall: Age of War, which amassed 30 million users on social media platforms. Plarium was recently awarded one of Facebook’s “Best New Games of 2014” for Sparta: War of Empires , also a strategy game.

Those interested in starting their own fantasy empire can get to downloading Stormfall: Rise of Balur now from either Google Playor the iTunes store. Check out Plarium’s websitefor more information on their games.

...

Jump to Section: Best Price Comments Pros Ably borrows the best ideas from great games Respectful use of the property that still feels fresh Multiplayer is more than an afterthought Cons Has occasional but harsh difficulty spikes Doesn't have many original touches Some confusing Trophy requirements Go to page: Page 1 Page 1 Page 2 Page 3 Transformers haven’t had the greatest track record when it comes

Why our Batman: Arkham Knight review is delayed

Reviews are now live for Batman: Arkham Knight, giving people the weekend to decide whether to splurge on Rockseady's latest before its release next Tuesday.

Arkham 8

Reviews are now live for Batman: Arkham Knight, giving people the weekend to decide whether to splurge on Rockseady's latest before its release next Tuesday. Unfortunately, none of the current reviews are for the PC edition, as the copies sent out to press were for PS4. As such, we don't have an Arkham Knight review ready for you, and won't until we're able to get our hands on PC code.

Batman: Arkham Knight's PC performance is far from assured. Arkham City had some significant problemswith DirectX 11 at launch, and Arkham Knight's system requirementsare pretty meaty—recommending a GTX 760 and i7-3770 CPU, with even higher specifications for "Ultra".

Warner Bros hasn't said when PC code will be available, or why it currently isn't, and so we can't say for sure when our review will be ready. Rest assured that we'll be testing every aspect—from swishy cape to interactive paper debris—just as soon as we get access. As with The Witcher 3, we'll be offering first impressions and performance analysis, and flagging up any potential issues the PC version may have.

In the meantime, have a gander at our massive round-up of everything you need to know about Batman: Arkham Knight.

Endless Legend free update lets you build a spaceship

A free update for Endless Legend landed yesterday adding a new victory condition that lets you build a spaceship and flee the planet in a culture-wide mic-drop exit that will make your enemies sad.

A free update for Endless Legend landed yesterday adding a new victory condition that lets you build a spaceship and flee the planet in a culture-wide mic-drop exit that will make your enemies sad. This victory is available to all factions, but only after they've completed "Faction specific Quests".

The update also adds three new map generation presets including New World, which puts everyone on the same island so they can eat each other, Hunger Games style. The Scattered preset gives each faction their own island and Symmetrical does what you'd expect.

A new minor faction called the Dorgeshi have also been included at the community's request and diplomacy has been expanded to let you ask other factions to declare wars on targets of your choice. There's good news for modders, too. They'll now "have access to the game Simulation" which should hopefully enable folks to make deeper rule changes and create more varied scenarios.

Endless Legend was the best strategy game of 2014, earning a commendation for designin our game of the year awards, thanks largely to the way it tries to innovate on staid turn-based strategy principles. It also has amazing, varied factions, like science vikings from space, and people made from soul dust. For more info, check out our Endless Legend review, and the Endless Legend site.

Need Improvements In FPS Games? Practice And ‘Gauge’ Your Reflexes!

The iFamily of touch devices lend themselves well to fast twitch games.

The iFamily of touch devices lend themselves well to fast twitch games. With the lack of buttons to press, those precious 0.01 seconds are never wasted in the travel from the button’s idle to pressed position, however few apps truly make use of this mechanic. The developer of Flying Hamster, The Game Atelier has released a new game that tests player’s reflexes in a crucible of distraction and intensity, it’s called Gauge .

From the makers of the popular Flying Hamster , Gauge pits the player against themselves in a sense, challenging them to keep the game’s central UI piece, the gauge, as fully charged as possible without driving it passed a determined marker. The game times and scores the player based on how well they balance the charge of their gauge against the obstacles set in their way, as well as how quickly they react to changes in restrictions added to the gauge’s possible charge levels. In addition to changes in the bar itself, players will have to adapt to radical changes to the environment surrounding the gauge as well. Music will give way to loud, jolting noises in attempts to draw your concentration all while the background flashes and shakes in brilliantly seizure inducing patterns, all meant to throw you off of your game. Will you crumble under the pressure?

Using a clean, minimal and modern interface, the gameplay is not more complex either. By touching the screen, the gauge is moved towards the lateral sides of the screen (medical pun is intended). Keep it near the edge, scores will be multiplied and go high like crazy, but beyond that and touch the limit, the game is over. Between intervals, a power-up called “2nd gauge” will pop up, which you can optionally attempt to pick up and expand your margin of errors, allowing you to touch the limit without ending the game. Distractions will also come into play, removing HUD and displaying distractive stuff for the hope making you fail.

While the basic game with time mode can be enjoyed for free with the trial version, the in-app purchase of full game promises more game modes, psychedelic soundtracks and lolcats, which predictably intensify your distractions. While I haven’t tried yet, I’m intrigued but I can guess it will look like something in the trailer below.

Available now on the App Store, Gauge is currently available as a trial version, free of charge, with the full game unlockable via a $0.99 in-app purchase. The developer warns that those with epileptic conditions should not play the game, as the patterns it displays may cause seizures. For more information on this and other The Game Atlier products, visit their main website.

...

Jump to Section: Best Price Comments Pros Ably borrows the best ideas from great games Respectful use of the property that still feels fresh Multiplayer is more than an afterthought Cons Has occasional but harsh difficulty spikes Doesn't have many original touches Some confusing Trophy requirements Go to page: Page 1 Page 1 Page 2 Page 3 Transformers haven’t had the greatest track record when it comes

Why our Batman: Arkham Knight review is delayed

Reviews are now live for Batman: Arkham Knight, giving people the weekend to decide whether to splurge on Rockseady's latest before its release next Tuesday.

Arkham 8

Reviews are now live for Batman: Arkham Knight, giving people the weekend to decide whether to splurge on Rockseady's latest before its release next Tuesday. Unfortunately, none of the current reviews are for the PC edition, as the copies sent out to press were for PS4. As such, we don't have an Arkham Knight review ready for you, and won't until we're able to get our hands on PC code.

Batman: Arkham Knight's PC performance is far from assured. Arkham City had some significant problemswith DirectX 11 at launch, and Arkham Knight's system requirementsare pretty meaty—recommending a GTX 760 and i7-3770 CPU, with even higher specifications for "Ultra".

Warner Bros hasn't said when PC code will be available, or why it currently isn't, and so we can't say for sure when our review will be ready. Rest assured that we'll be testing every aspect—from swishy cape to interactive paper debris—just as soon as we get access. As with The Witcher 3, we'll be offering first impressions and performance analysis, and flagging up any potential issues the PC version may have.

In the meantime, have a gander at our massive round-up of everything you need to know about Batman: Arkham Knight.

Jump to Section:Best Price

Comments
Our Verdict
Know someone who's never experienced Fable, or has only played Fable 3?

Know someone who's never experienced Fable, or has only played Fable 3? Get them on this.

need to know

Price: £27 / $35
Release: Out now
Publisher: Microsoft
Developer: Lionhead Studios
Website: Official site
Multiplayer: N/A

By Jordan Erica Webber

"You must be able to get rid of him somehow," says the beggar of the bully, "anything'll do. Use your imagination."

I'm a young warrior fresh out of Hero training, and this is my call of duty. I face the assailant, lift a muscled leg, and let one rip.

When Fable first came out ten years ago, its sense of humour set it apart. Here was an action-RPG with monsters to fight, and weapons and magic with which to fight them, but which also let you give people the finger and unlock Boasts by carrying out a quest naked. It was quintessentially British, from its regional accents to its refusal to take itself too seriously. Sure, the protagonist was a typical hero chosen in boyhood and trained for greatness, but there was no pressure to rush out and fulfil a destiny to save the world. He could use his training however he wanted. He could afford to take some time to fart on bullies.

Ten years later, with an HD facelift and the word 'Anniversary' stuck on the end of its name, Fable is still funny. I still laughed when I came across my first loot and was told "The people of Albion like nothing more than hiding their treasures inside wooden chests," because games haven't moved on enough in the past decade to make that quip irrelevant. We're still fighting nameless bandits, carrying out fetch quests, and finding treasure hidden in plain sight.

One advantage of the relative lack of progress in games this past decade is that it didn't take much adaptation to make Fable Anniversary playable in a way that some remakes of classics just aren't. Baldur's Gate: Enhanced Edition's UI might be... enhanced, but it's still incomprehensible to me. Aside from a few fiddly menus, however, Fable Anniversary feels natural. I favoured mouse and keyboard, particularly when using a bow and arrow to pop an enemy's head off, but you can also play with a controller, and this remake even adds a Fable 2/3-inspired control scheme.

The combat might feel simple, but the ability to switch between Strength (melee), Skill (ranged), and Will (magic, in a range of unlockable forms) keeps things varied, and a combat multiplier that awards bonus experience and abilities encourages more strategic play. Boss battles are a typical cycle of avoidance and gradual damage, but games have hardly left that in the past yet either. My only real frustration was with the targeting system, though that turned out to be most irritating outside of combat, when I was escorting three merchants through a swamp and had to repeatedly target and command each of them in turn.

Many of the side quests are similarly mundane, which is another way games have hardly changed since 2004, but they're most interesting for the part they play in the morality system for which Fable is known. Its polarity - protect the farm or attack it - might seem farcical, but it's part of that self-referential humour as the Hero grows a halo or horns, and unlocks the ability to do a Disco Dance or a Vulgar Thrust. Besides, that binary morality makes it much easier to play through Fable Anniversary again and have an entirely different experience than it is with a game like The Walking Dead. This game's choices are overly simple, but purposefully so.

The whole game seems simple compared to its modern-day equivalents, but because those games have built on its formula and haven't yet replaced it entirely it feels more like a blueprint than a basic alternative. The features added to the series after this first entry go largely unmissed. I resented that I had to be male despite Albion's acceptance of female Heroes, but I didn't once wish I had a dog. There's no royal after-game, but I could buy myself a house and attract a wife or husband (or several). The map is relatively small, but its locations have character, and everything looks a lot nicer under the lights and shadows of Unreal Engine 3.

Fable Anniversary hasn't added much to the original formula save achievements and a harder 'Heroic Mode', but that's OK. Updated graphics, improved controls, and a new save system were all that was really needed to tweak Fable for modern players. I could give this to my brother and sister who were in nappies when the original came out and know that they could still get something out of it. They might just roll their eyes at the echoey voice of the Guildmaster telling them their health was low, but then kids are so good at games these days they probably wouldn't hear it nearly as much as I did.

The Verdict

Fable Anniversary

Know someone who's never experienced Fable, or has only played Fable 3? Get them on this.

We recommend By Zergnet

Froggies’ Review – Hopping For Puzzles

‘Froggies’ Review – Hopping For Puzzles
Reptilian-puzzling filled with lots of lateral and diagnol movement is fun, but is it really worth your time?

Reptilian-puzzling filled with lots of lateral and diagnol movement is fun, but is it really worth your time? During my time with the first 20 levels of Froggies on iOS, I was challenged with difficult and thought-provoking puzzles. Not only is getting a perfect score difficult, on the “easy” levels, it can take many repetitions to achieve. What is experienced may or may not force you to spend the money to unlock the harder levels, but even through the first 20, you can be mentally tested for free.

Classifying Froggies as a free-to-play puzzle game is a bit of a stretch. Just in the sense that the first taste is free, and that small taste is quite generous. If you finish the very easy levels, it will cost you two more dollars to unlock the rest of the 80 levels, which is pretty cheap, especially as these levels promise much greater difficulty. Judge that as you may, but if the very easy ones made my mind hurt, this is the warning.

Aesthetically, Froggies reminds me of a fairy tale. Not a grand one, but one with whimsical characters, even those these Froggies don’t promise to turn into princes. Well, maybe they do if you unlock the later levels. You have a slew of different “enemy” types that move over the grid differently. Some can move only diagonally, others only one spot straight, but you must do what all the frogs do: Jump. Hopping over any character will change the way they act, and some just disappear from the field all together. This is where the conundrums comes in. All of your frogs are place in a specific pattern and it is your job to remove by hopping until you are scored when there are no more moves to be made. From three at the high end to zero stars at the low end, every level is finishable, but you may mess up so bad that you have to retry.

All the standard plugins are here, Game Center support, sharing info about your game via all the major social networks, achievements, nothing to out of the ordinary. The thing that I disliked the most is the music. Bland, boring and repititive. Three things that you never want to use to describe what you will be hearing in game. Thankfully, you can turn it off and listen to your own music using your favorite app. Thank goodness!

What you get for free will swing you either way. Either you are going to spend the extra cash on the rest of the levels or not. But the chunk that the developers give you to try it out. For that I am recommending this app, just not the music. I could definitely see lots of time spent trying to master the jumps to perfection, especially in the 80 percent more game you get for a mere two dollars. What can happen if you try Froggies out? You might be hooked, or you might just delete it. Try it out, and there is a promise for more levels incoming as well.

[review pros=”Very challenging, 20 free levels to try, simple to pickup and play” cons=”Very challenging, poor and repetitive music” score=76]

Batman: Arkham Knight video shows Nvidia Gameworks effects

I don't know about you, but when I'm flying twelve feet across a room to kick some guy up in the head, I tend not to notice interactive paper debris.

I don't know about you, but when I'm flying twelve feet across a room to kick some guy up in the head, I tend not to notice interactive paper debris. Still, before Arkham Knight is released—in this moment of calm before the punching—we can passively appreciate the PC-specific splendour of Rocksteady's latest via this, a new Nvidia video.

The trailer demonstrates the Gameworks effects that are being implemented for Arkham Knight. Most of them fit into the 'impressive but kinda pointless, ultimately' category. Hopefully their inclusion in this game won't result in any performance issues for non-Nvidia users.

Batman: Arkham Knight is out in two weeks, on June 23.

Peter Molyneux warns Microsoft against "over-promising" with Windows Holographic

Peter Molyneux , who told the world that something "truly amazing [and] absolutely unique" was waiting at the center of the Curiosity cube , has some interesting, and seemingly irony-free, advice for Microsoft.

Peter Molyneux

, has some interesting, and seemingly irony-free, advice for Microsoft. In an interview with GamesIndustry International, he warned against promising too much with Windows Holographic, which could leave consumers feeling "oversold" and underwhelmed when they actually get to try the thing.

"You kind of want to scream, 'Don't over promise these things'," Molyneux said. "The thing about the concept videos is they feel so seamless and it just looks like everything's working and actually, as we found with Kinect, it works all fine if you've got the perfect environment and the perfect distance away and you're the right shape human being. But it's very challenging if any of those things don't come together perfectly."

Wise words, no doubt. But the beauty of them is of course that Molyneux is a past master of promising too much. In 2010 he told IGNthat Fable 3 would have "the greatest cast that any computer game has ever had," and a year later he actually apologized for his hype-happy ways, saying that he made up game features off the top of his head just to keep journalists from falling asleep while he talks. That didn't stop him from stating in 2012 that the secret inside the Curiosity cube would be " life-changingly amazing by any definition," although it ultimately proved (by most definitions) to be somewhat less than that.

Despite that history, his point is perfectly valid: If Microsoft sets unreasonable expectations, and then fails to meet them, consumers will be disappointed. That's bad news for any company trying to push widespread adoption of a new, unfamiliar technology.

"It's almost as if they kind of oversold it to me, you know the motorbike and going around - and the motorbike just looked perfect. It made me feel as a consumer like, 'Oh my God, it's going to be incredible'," Molyneux said. "My fear is that when you actually put the device on you're not as blown away as you should be."

Krome Studios Returns with ‘TY the Tasmanian Tiger: Boomerang Blast!’

Independent developers Krome Studios are set to return to the video game world after a near two year absence with their first title for iOS, TY the Tasmanian Tiger: Boomerang Blast!

It’s been some time since we last heard from Krome, former console developers out of Brisbane, Australia. Having created the original series TY the Tasmanian Tiger back in 2002, as well as a number of Star Wars and licensed titles across various home consoles, the studio closed down its Adelaide branch along with major cuts to its Melbourne and Brisbane teams in late 2010.

Thought to be closed for good, the studio suddenly came back from the brink a few months ago, posting the below image on a relaunched official website:

This week, Krome has released more detailed information on the soon to be released game, officially titled TY the Tasmanian Tiger: Boomerang Blast! It forgoes the platforming roots of the older console releases for an arcade style action shooter, with players swiping Ty’s boomerangs towards various targets on screen with the aim to get the highest score possible within a set time limit. A number of upgrades are bonuses are available to improve speed, accuracy and overall score, with full leader boards and achievements included.

No official release date has been confirmed as yet, though though Krome will self publish the title through the Apple App Store for both iPhone and iPad. Krome does have previous experience in mobile gaming too, having ported Full House Poker to Window Phone 7 in 2011, one of its last official projects.

For a full run down on the game, including a number of screenshots and free downloads, check out the official website here. To learn more about Krome Studios , visit their relaunched website here.

Transformers: War for Cybertron – multiplayer hands-on (Horde mode included)

Though due out at the end of the month, it turns out there was a surprising amount of info we didn’t know about Transformers: War for Cybertron and its many game modes. Sure, we knew about the two different storylines, the exclusive characters, a story based around the original cartoon’s lore, and the 3 player co-op in the campaign, but at a recent demo event, as the Transformers Animated Movie soundtrack

Gearbox's loot-heavy sequel (Border)lands on Mac in just two weeks

Mac owners rejoice: your sleek, compact library of games is set to expand once again with Borderlands 2, which is coming to your platform of choice/platform the office makes you use on November 20th, just two months after it came out everywhere else.

Mac owners rejoice: your sleek, compact library of games is set to expand once again with Borderlands 2, which is coming to your platform of choice/platform the office makes you use on November 20th, just two months after it came out everywhere else. There's no word on a price yet, but it will be heading for Steam, along with the two current bits of DLC (which you'll have to buy separately, obviously).

However, the good news for everyone (well, everyone who's a fan of Borderlands 2) is that cross-platform play is included, so the PC game will be getting an injection of fresh blood in a few weeks. Why not help out your new chums by showing them the ropes, donating some choice loot, and convincing them to invest in a mouse with more than one button?

[Thanks to 9to5Mac]

Only 50 layers left on Molyneux's Curiosity cube, dead clown inside starting to smell

It's taken a few months, but we're finally nearing the end of Peter Molyneux's grand experiment - only 50 layers remain on the giant onion that is Curiosity - What's Inside the Cube?

Like a big game of Pass the Parcel (but without any sweets - shame on you Molyneux), players/lab rats have clicked their way through nearly 300 layers since the app launched last November, leaving just 50 to get through until Peter Molyneux himself jumps out in a sexy outfit at the end. Alternative, less terrifying potential contents include: a miniature black hole, a really big Graze box, lots and lots of money. We just don't know - but at the current rate of unwrapping we will on the 21st of May, which is coincidentally the day Microsoft is set to show off its latest console.

Molyneux himself has promised that the contents of the cube will change someone's life forever, suggesting that he's either going to shower the successful cube-delver with an amazing gift, or break both their legs or something. I wouldn't be too surprised either way. Developer 22cans recently updated the free app by giving players the ability to buy back parts of the cube - but it seems Molyneux's now ready to bring the experiment to a close. Speaking to Wired, he said that "I think six months is a long time for this to go on. We're on the cusp of it being forgotten about."

To help players along, 22cans dropped a 'virtual bomb' on the cube, reducing it to just 50 layers. As clickers get closer to the end, the team will go into 'Cube Watch' (thanks Eurogamer), meaning someone will be observing the experiment closely for any funny business, 24 hours a day. There will also be a countdown timer added, to make things extra tense.

22cans is currently working on the Kickstarter-funded god game Project Godus, which may sprout an alpha version at around the same time Curiosity comes to a close. So get clicking, people - that dead clown isn't going to discover itself.

Valhalla Hills Climbs Out of Early-Access

Funatics Software just released their strategy game, Valhalla Hills.

Funatics Software just released their strategy game, Valhalla Hills. The game follows a band of Vikings as they try to survive an ascent to the peak of a colossal mountain as scaling the mountain will secure the Vikings a place in Valhalla. The ascent will not be an easy one.

Along their treacherous journey, the Vikings must maintain shelter, food, and clothing. Players are also required to defend themselves from the onslaughts of malevolent creatures lurking in the mountains.

The project, developed in Unreal Engine 4, is heavily inspired by older titles such as Cultures and The Settlers II. The game implements procedural generation and allows players to carry over various achievements and skills for aid in future levels.

Valhalla Hills recently left Early-Access and officially launched through Steam. The time in Early-Access proved to be beneficial as Funatics Software was able to work with the gaming community to shape and improve its title. According to the press release announcing the game’s launch, “This cooperation definitely paid off: Valhalla Hills has been nominated in four categories during the German Developer Awards, among the nominations are Best German Game and Best Game Design.”

Valhalla Hills is now available for Windows, Mac, and Linux and can be purchased for $29.99 through Steamand GOG. For more information on earning a spot among Viking legends, check out Valhalla Hills on Facebook, Twitter, and the official website.

New Transformers: War for Cybertron trailer arrives in time for demo

Just as the Cybertron refugees hurtled towards Earth in the original cartoon, the game itself is fast approaching, and of what we played, we can at least vouch that the multiplayer is worth a try. You’ll be seeing a review in the coming weeks, but until then, see if a taste of the multiplayer grabs your attention like it did ours. Jun 10, 2010 ABOUT THE AUTHOR Henry Gilbert Henry moved from the suburbs of northern Florida to work at GR+, and hasn't looked back once in seven years. When not collecting Mario toys, you can find him constantly checking his Twitter. Topics Action Transformers: War for Cybertron We recommend By Zergnet Load Comments

Men of War: Assault Squad open beta is go

Men of War may be one of the most generic sounding game names ever devised, but this is a unique and challenging RTS series that blends incredibly detailed troop micromanagement with huge battles spanning entire towns.

Men of War assault squad

Men of War may be one of the most generic sounding game names ever devised, but this is a unique and challenging RTS series that blends incredibly detailed troop micromanagement with huge battles spanning entire towns. The latest entry into the series, Assault Squad, is holding an open beta now on Steam, so if you haven't had a chance to try Men of War's intense cocktail of massive tanks, fragile soldiers and extremely questionable voice acting then you're in luck. Read on for the full details.

To get playing simply head to the Men of War: Assault Squad siteand sign up. Once you've fed the site your email address it'll spit out a code. Enter this into the 'Activate product' part of Steam and the cyber gods will furnish you with 2 GBs of Men of War beta code. The open beta will let you play the new skirmish mode as one of two factions on a small selections of maps. Up to four people can play at the same time, making for some tense competitive and co-operative action among the completely destructible scenery of Men of War's battlefields. Not sure it's your cup of tea? Why not have a look at the video below.

games™ Issue 122

games™ Issue 122 FEATURES God Of War: Ascension Kratos returns, in a game that rewinds time to focus on the Ghost of Sparta’s origins and adds multiplayer elements for the first time in the series. Resident Evil 6 With audiences split on Resi 5, we talk to the team behind Capcom’s next zombie-killer, and find out how it is truly bringing the series back to life. Dust 514 We journey to Iceland to talk

Transformers: War for Cybertron pre-order bonuses announced

Based on what we've seen , Transformers: War for Cybertron looks to be better than the surprisingly-decent Revenge of the Fallen. We're intrigued!But we don't actually know how good it is yet, and neither do you. That's why pre-orders are being incentivized with exclusive multiplayer characters. Those who pre-order on Amazon will receivea code to acquire Demolishor, and those who pre-order at GameStop

The Banner Saga soundtrack is getting a vinyl release

The Banner Saga was a very beautiful game, in no small part due to its soundtrack.

Screen Shot 2016 01 21 at 9 56 45 am

was a very beautiful game, in no small part due to its soundtrack. Composed by Grammy award nominated Austin Wintory, it's full of atmospheric, ye olde European folk music, the likes of which would probably sound very good on vinyl. As the image above suggests, you'll soon have the opportunity to hear it that way.

Thanks to iam8bit, Wintory's score will release on double, coloured vinyl later this year. It'll set you back $40, but that comes with a digital version of the album, too. Pre-orders are open tomorrow, and these things tend to sell out pretty quickly, so if you're interested in this I'd suggest snapping it up pronto.

Wintory's work on The Banner Saga didn't please everyone: the American Federation of Musicians union wanted to fine him $50,000 for using musicians not affiliated with the union. The organisation later changed that fine to $2,500, which Wintory wasn't eager to pay, either. You can read a bit more about that spat over here.

In more positive news: The Banner Saga 2 is probably going to happen.

The making of God Of War

The making of God Of War Who would you get behind? An orange marsupial, a hovering space car, or a furious half-naked demigod with chains grafted to his wrists? God Of War director David Jaffe reveals how Kratos was a really angry blessing for PlayStation 2… Mascots come in all shapes and sizes. If there were some perfect creation process, chances are the most successful gaming heroes of all time wouldn

Banner Saga composer faces union expulsion over refusal to pay fine

Austin Wintory's Journey soundtrack earned him a Grammy Award nomination in 2012 for Best Score Soundtrack for Visual Media.

the banner saga

in 2012 for Best Score Soundtrack for Visual Media. But his work on The Banner Sagahas resulted in something not nearly so happy: the threat of expulsion from the American Federation of Musicians, the union that represents him.

Wintory was charged by the musicians' unionover the summer for working with non-union musicians on The Banner Saga soundtrack, something forbidden by the terms of a 2012 contract that Wintory claims AFM members did not vote on. He was initially facing a fine of as much as $50,000, but the final penalty, decided by the AFM International Executive Board, was set at $2500.

Despite the relatively small amount, Wintory is refusing to pay it. "Doing so would be to agree that their failed policies, selective tactics, and threats work," he told Variety. His lawyers are now "dealing with the realities of the board's ability to expel me," he added.

In lieu of paying the fine, Wintory has offered to donate $2500 to Education Through Music—Los Angeles, an organization that seeks to "to provide and promote music in disadvantaged schools as part of the core curriculum for every child to enhance students' academic achievement and creative and overall development." The AFM hasn't indicated whether it will accept his offer, but it has set a deadline of January 19 to pay the fine.

Somewhat surprisingly under the circumstances, the American Federation of Music Local 47, Wintory's local union branch, passed a resolution in October supporting him, and praised him in its in-house newsletter for his "strong support of the use of AFM musicians."

Users Help Dictate The First Update To ‘Bar Fight Live’

Earlier this year, Chris Kempt had invited a variety of users to help the developer make an iOS game go live on the App Store.

had invited a variety of users to help the developer make an iOS game go live on the App Store. Their first experiment was a little rocky, but users are now able to test out phase 1 of Bar Fight Live as the game receives its first user-dictated update. Bar Fight Live originally launched in July, not as a game, but as a pitch to the users that wanted to help Chris Kempt develop the game. The response for the studio has been extraordinary with numerous amounts of users jumping on board.

What’s cool about this game is that it’s essentially driven and created by the surrounding community. Users tell Chris Kempt how the game should be developed, and based on the feedback, Chris Kempt will create the next build of Bar Fight Live . Chris Kempt’s latest launch version had originally asked users to vote on a very important part of the game, Bar Fight Live’s gameplay aspect. There have been developers in the past that have done user driven games, but I personally haven’t seen one that has gone as far as to allowing users to vote on the gameplay, a core aspect of the game. This just proves that Bar Fight Live is extremely a community project. As a result of the community voting on the gameplay though, Chris Kempt released the first demo of the gameplay in which users would use touch control to beat up thugs crowding in the bar.

The game was met with a bit of a bumpy road as Chris Kempt had trouble getting the game up on the App Store, which seemed to be because of the way videos were saved on the device. After fixing this issue, he re-submitted to the App Storeand was able to get it on there. Now that it is on there though, Chris Kempt is looking to get as much feedback on Bar Fight Live as possible. He plans on having the game finished by the time spring hits in 2013, but he also says that it could come sooner due to the excellent enthusiasm coming from the users.

I’m pretty excited to see how this game turns out with users having a say on what goes in the game. What about you?

Transformers: Fall of Cybertron not available on PC in Australia

Neither Autobot nor Decepticon will be rolling out across gaming's entire hardware spectrum, as Activision has announced that Transformers: Fall of Cybertron won't see a release on the PC platform in Australia. A media release sent by Activision heralding the game's launch was sent to outlets, before an updated version was offered minutes later. In its revision, PC was removed from the available platforms

Why I Love: Journeying in The Banner Saga

WHY I LOVE
In Why I Love , PC Gamer writers pick an aspect of PC gaming that they love and write about why it's brilliant.

The Banner Saga 2

, PC Gamer writers pick an aspect of PC gaming that they love and write about why it's brilliant. Today, Tom goes on a sad road trip in The Banner Saga.

Years ago, in a less blobby physical state, I walked forty miles in a day across some mild English countryside*—an ordeal that redefined my notion of distance and destroyed my ability to enjoy travelling in video games. Movement in game worlds is fundamentally stupid, and I just can't let it go. I get stuck on trees, I spend ages incrementally humping my way up slopes the game doesn't want me to climb, I hop harmlessly down sheer cliff faces that should break bones. I scoff at "overencumbered!" warnings and sigh at stamina bars. These throwaway nods to realism cause momentary irritation when the effect should be something resembling a slow wearying of the soul.

Fast-travel is even worse. The screen fades to black and your avatar reappears hundreds of miles away in the same clean clothes, untouched by the road. I'm tickled by the idea that—even in war-torn fantasy worlds—nothing happens to you during those long hard walks. Nobody argues or jokes or hunts or fends off bears. Your party marches in a fugue state. What happens on the road stays on the road.

Not so in the Banner Saga. Between fights and story events you watch your caravan of fighters and families march through exquisitely drawn arctic landscapes. In these journeying phases you step away from the individuals you roleplay in conversation and combat sections to play as the entire caravan, which functionally behaves like a long straggly body. It has wants and needs and can be wounded and killed. It can grow tired and unwieldy and slow. There's a morale icon at the top of the screen which gets sad when your people face death and dwindling supplies, but that's just a UI flourish that represents another bodily need. The collective weight of these needs grows as you travel between towns and godstones.

The Banner Saga

The mechanisms for this are clearly exposed in an information panel listing your group's numbers and supply stores at the top of the screen. With these simple stats The Banner Saga creates a better sense of arduous trekking than most big-budget open worlds. They translate decisions made during conversations and story events into cold numeric consequence and collectively, over time, create a worsening fatigue. That's perfect. My clan is crossing wild mountains with limited food. I want to feel that struggle.

It works because those numbers are so responsive. When I invite a group of disenfranchised fighters into my caravan and they steal my stuff and run, the supplies number holds me to account. When I lose my best fighters to injury for a few days and have to sacrifice warriors taking a more defensive posture in my next battle, that diminished tally of fighters reminds me of my mistakes. Errors on the battlefield tumble down through each resource system and become quantified and then magnified with each step. An injured warmaster becomes fifty lost men, and the camp's spirits falter. It's a steady emotional battle of attrition—an effective substitute for the physical exhaustion the game can't create.

I've seen players ask for the option to speed up or skip these sections, which would be a loss. Those quiet phases of non-interaction force me to reflect. They give my brain space to contextualise those stats and read drama into their changing values. They give me time to absorb the scale of the gorgeous landscapes. You can zoom out so far that your caravan becomes almost insignificant—a trickle of ants marching through mountains of sugar. Pull out further and only the banner is visible. This too grows over time as your caravan's scribes add extra cloth and new verses to the saga of your people, who literally carry the weight of your actions through the world. The effect is beautiful, lonely and slightly sad, like the quiet old dales of the English north west—minus the snow and death and rampaging killer dredge Dredge hordes.

* This killed me. I am dead now.

Get Revenge on Careless Bar Patrons in Wasteland Bar Fight

Kybernesis, a development team hailing from Norway, recently released their new game Wasteland Bar Fight for Beta testing on iTunes (registration required), Google Play , and Windows Phone .

. The game is free with in-game ads, and some changes are to come, depending on the results of the Beta test. The premise is that you’re a guy drinking in a bar, when you get into an altercation with another patron. This patron spills your beer, and the fight is on. You manage to attract the attention of every (shirtless) guy in the place, all of whom decide that they hate you now. Fight them off, beat the mini-bosses and main bosses, and keep your dignity. Well, as much as you can be dignified in a bar brawl.

On mobile, simply tap to deliver punches, and swipe to deliver kicks. While kicks are more powerful, they are slower, so saving them for smaller numbers of enemies is often a good plan. If you get injured or tired, you can heal up by drinking more beer. But drink too much, and you vomit. Drink moonshine, and your health goes down and you vomit, which isn’t exactly a winning combination. Players deal more damage with rage, and use combinations of taps and swipes to deliver devastating combos. Achievements can also be unlocked for even more brutal takedowns. Basically, you get to drink booze and break faces. If that’s your thing, follow the links above to download the newest versions, and get to fighting.

Don’t forget to follow Kybernesis on Facebookand Twitterfor more information about this and other projects. (Be sure to give them feedback for further improvement!) Simply leave comments on the app page for whatever platform you’ve downloaded it for, and look for updates in the weeks to come.

Transformers: Fall of Cybertron audio logs & blueprints locations guide

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Veteran Square designer Akihiko Yoshida leaves after 18 years

Newsbrief : Akihiko Yoshida, the veteran video game artist who has designed characters for Square Enix for nearly two decades, has announced his departure from the company in a rather unique manner.

The designer, who joined Square Soft back in 1995 and has worked on titles like Final Fantasy Tactics, Tactics Ogre and Final Fantasy XIV: A Realm Reborn , announced he is leaving the company via an art book that came with the recently released Bravely Default: For the Sequel in Japan.

'The Art of Bravely' art book features a message from Yoshida, as reported by Siliconera, that explains, "This is a personal message of mine, but I'd like to say thank you for all the support these past 18 years. I have decided to leave Square Enix, but I believe our relationship will continue going on."

12 ways Xbox 360 changed gaming

12 ways Xbox 360 changed gaming The innovations the console introduced and popularised that remain vital today HD Graphics The Xbox 360 ushered in the era of HD gaming and helped pave the way for HDTVs. Suddenly we became obsessed with interlaced and progressive scan resolutions, and whether we could get the same imagine quality from an HDMI, VGA or Component cable. Achievements Who would have thought

Show Us Your Rig: The Banner Saga's John Watson

Show us your rig
John Watson is the Technical Director and Co-Owner of Stoic Games , developers of The Banner Saga .

Show Us Your Rig John Watson

Each week on Show Us Your Rig, we feature the PC game industry's best and brightest as they show us the systems they use to work and play.

. Sporting an iMac (with Bootcamp) and a standing desk, John's rig and work space are fine tuned for a minimal footprint. I can only assume he wanted the extra room to store all of the different keyboards he uses. John was kind enough to take some time and tell us about his setup, including why he uses a Mac and how "What's your favorite game?" isn't such a simple question.


What's in your PC? Model: iMac14,2 CPU: Intel i7 3.5GHz Quad Core RAM: 32GB Video: NVIDIA GeForce GTX 780M, 4GB VRAM Pixels: 2560x1440 Keyboard: Microsoft Sculpt Ergonomic Desk: UpDesk
What's the most interesting/unique part of your setup?

The ergonomics are pretty good. This Sculpt keyboard is overall the best thing out there, and I’ve tried a lot of ergonomic keyboards. The downside is that they aren’t very durable. I’ve already killed one within a year of purchase. The standing deskcan be raised and lowered, so I spend about half of each day standing, to break the physiological monotony of sitting.

I have several keyboards around, one for main use, one as a backup Mac keyboard to access the bootloader and restore menus if needed, and one as a bluetooth keyboard for my various mobile devices.

The iMac is fantastic for development. Extremely performant and,more importantly compact and elegant. Most importantly silent. I cannot stand the hums, buzzes, moans, and screeches of poorly designed computers with low tech brute force cooling systems. I allocate half of the fusion drive for Windows via Bootcamp, and the other half for Mac OS X, which I spend most of my time in. I used to run Windows under VMWare, but these modern hard drives are so fast that it’s not a problem to reboot into a different OS from time to time.

Show Us Your Rig John Watson

I attached my second monitor to a mounting arm to clear up desk space. I got a pretty small desk because I’m trying to take up less space geometrically in general, and I didn’t want a sprawling desk taking up half the room.


What's always within arm's reach on your desk?

Stuff required for getting up and taking a walk: keys, shades, wallet, phone. I try not to answer the phone unless it is clearly important, but I keep my phone nearby anyway. There is usually a coffee in arms reach as well. Love that stuff. I’m a big fan of indirect lighting so I have several lamps nearby that are pointed at the adjacent walls to give me a nice flood without getting blinded or washed out.


What are you playing right now?

I recently went on quite a tear playing Banished, which is right up my alley. Lately I’ve been enjoying LUFTRAUSERS and I can’t wait to dig into the next act of Kentucky Route Zero. I’ve also been enjoying a bit of a StarCraft 2 playing resurgence as well, now that I finally got Heart of the Swarm. Frankly I stay pretty busy programming The Banner Saga and I really savor those precious moments when I’m able to sit down enjoy a good game.

Show Us Your Rig John Watson


What's your favorite game and why?

It's really hard to pick a favorite, because I have many favorites, for different reasons. Some games were revolutionary for their time, evoked an unforgettable atmosphere, made me laugh, made me think, were visually beautiful, sounded great, or represent some other memory or experience. So any favorite that I pick is going to be totally dependent upon its context, and omission of other games will necessarily omit the contexts by which they are judged and remembered. By what metric out of many do I measure and choose my favorite game? If I consider the game that is most indelibly burned into my memory, it would have to be the original Quake. The countless hours of running, jumping, navigating, shooting, and hunting were a transformative experience. I can clearly remember more of that game than any other. I had played many unforgettable games before, and have played many since, but it stands above the crowd in certain ways that are impossible to deny.

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