Call of Duty: Elite gets 2 million sign-ups. Activision say "More would be even better"

Exact details as to how the new service will work are yet to be announced.

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As reported on Gamasutra, Call of Duty: Elite has already had two million sign-ups. The massive figure was announced on the blogof Activision's Dan Amrich.

Exact details as to how the new service will work are yet to be announced. According to Amrich, the final service will evolve depending on feedback taken from the beta anyway. He also mentions that fans of the series shouldn't be discouraged by the popularity of the service, saying "Two million volunteers among 30 million Call of Duty players is a small amount. More would be even better. Once you've signed up, just watch your email inbox for an invite."

We do know that Elite will let you obsess over your stats to an unhealthy degree, there will be free and paid versions of the service, and that some form of TV showwill be incorporated, featuring "top Hollywood Talent."

As far as we can tell, it's going to be a bit like a Facebook profile, but where every picture, status update, and awkward message will be COD-focussed. Your photos will feature camo, your status updates will be concerned with weapon attachment unlocks, and your messages will be littered with words like n00b t00b and base-rape. It'll support Call of Duty: Black Ops and the upcoming Modern Warfare 3.

Read more about Call of Duty Elite in Activision's latest FAQ, and sign up for the beta here. Amrich has created a handy information hubtoo - what a nice chap.

Steve Jackson's Sorcery! on Steam at last

I always preferred the idea of choose-your-own-adventure books to the reality, mainly because my catastrophic decision making meant countless restarts and scrawled notes (and yes, cheating).

Inkle's Sorcery!, which draws from Steve Jackson's books, streamlines the process, incorporating all the colourful prose without the need for a notepad on hand. After a long stint on mobile, Sorcery! has finally made it to Steam.

The PC version combines parts 1 and 2 for a miniscule £4.19/$6 (increasing come February 9). That's the Shamultani Hills and the Cityport of Kharé, big on traps and corruption. Sorcery! is put together by the same folk who did 80 Days, a safe set of handsfor any narrative adventure.

PennyPop Announces ‘Battle Camp’, The Free Mobile MMO

Although there are many mobile games released every months, there are very few that can be called non-traditional.

Battle Camp is a newly released RPG game for iOS that combines elements of World of Warcraft, Bejeweled and Pokemon. A true, mid-core MMO, Battle Camp has you assemble a fighting team from over 135 unique monsters and battle them utilizing thrilling mechanics such as a match-3 battle system.

Just like in Pokemon, your monsters can level up, evolve, and learn unique skills that can set them apart from the crowd. Unlike Pokemon, however, there’s so much more that you can do with your newfound friends. You can form troops with the other players in the game to take on even tougher challenges as a team. There are raids that you can undergo to battle rare and dangerous monsters, and you can even wage wars against other troops for glory in unique, synchronous PvP.

Battle Camp is planned for release for free on iOS devices later this year. Continued support is planned for the game in the form of weekly promotional events each with unique stories, bosses and rewards. If you like what you see, and want more information on Battle Camp the moment it becomes available, you can head over to the Battle Camp page on the Apple App Store, or keep an eye on the Battle Campwebsite.

Call of Duty: Elite beta invites to land today

Kotaku are reporting that Activision are sending out the first wave of Call of Duty: Elite beta invites today.

Call of Duty Elite beta

are reporting that Activision are sending out the first wave of Call of Duty: Elite beta invites today. Some of the two million Black Ops players who registered for the stat-tracking and community system will receive their invites sometime over the next 24 hours. Those who don't receive anything today are likely to have an invite in their inbox within the next month.

If you get in on the beta, Call of Duty: Elite will allow users to test some of the system's functions with Black Ops. Elite won't be fully available until November with the launch of Modern Warfare 3, but if you're a die-hard CoD fan, you'll be able to get a feel for what Activision are offering with Elite from this trial. The full list of features for the premium service is to be announced at Call of Duty XP this September.

If you get an invite today and try out Elite, let us know what you think in the comments.

Dropsy launches with sing-a-long trailer

I wouldn't say I'm scared of clowns (obviously: I'm not scared of anything), but I definitely don't go out of my way to seek them out, which is why I probably won't be playing point-and-click adventure Dropsy , out now.

, out now. I did, however, watch the launch trailer, because I can't resist a sing-a-long.

All together now!

Dropsy is that clown that the folks around town
Would warn you about
They'd tell you of the monster he became
How he killed his own mother
By sparking that circus tent blaze

To be fair, the way the game is describedI don't think Dropsy was actually responsible for the fire, but it is an uncomfortable premise. As Andy said in his preview, one of the main themes is about loving the unlovable, i.e. this mute clown that people think is a murderer. Dropsy just wants to make friends, which I guess is why he goes around hugging people, but then according to the song his embrace is "warm and damp" (which may have something to do with why he's called "dropsy", an old-fashioned term for oedema) so rather them than me.

If you don't have a problem with clowns, then it does look like an interesting game with a different kind of story than we're used to. I like the way characters speak in pictures from which you draw your own interpretations. He also seems to have a puppy in several of these screenshots, so dog fans might also want to take a look.

Dropsy

Dropsy is available on Steamnow for £6.29.

Take a Trip into Mexican Culture with Viva Sancho Villa

Pancho Villa, an iconic general of the Mexican Revolution, is about to inspire the leader of a new revolution in a game named Viva Sancho Villa, produced by the Mexican studio 2D Nutz.

produced by the Mexican studio 2D Nutz. In it, the hero Sancho Villa will try to save the land of Magico from the hands of the Corrupted Emperor The Undesirable with his machete and several legendary weapons.

Viva Sancho Villa is a colorful hack-and-slash platformer where players will face several enemies while controlling Sancho Villa, such as Alebrijes (artistic, colored sculptures of fantastic creatures), Luchadores (wrestlers) and other colorful creatures. The brave skeleton will also face the generals of the empire, as huge bosses at the end of some stages. Alongside the promise of action, René Hernandez from 2d Nutz also explained the game will be filled with “Mexican humor, urban legends, and mariachi music. This is México.” During the game, players will be able to upgrade their weapons, learn new combos, earn power-ups, and even get pets. Perez also said the game will combine “the best of a platformer with kick-ass combos and power-ups.”

Currently, 2D Nutz is trying to fund their game through Kickstarter, where they’re asking for $20,000 to release a PC version of their game. Pledges starting at $15 guarantee the backers a copy of the game upon release, which is set to Q1 2016. Further information can be found at their official website, and those interested in following future updates can follow the developers on Twitter.

Call of Duty Elite free features detailed, "even haters can play for free"

Activision have updated the official Call of Duty Elite FAQ to include a list of the free features included in the service.

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to include a list of the free features included in the service. Call of Duty Elite is set to launch alongside Modern Warfare 3on November 8, and will be backwards compatible with Call of Duty: Black Ops. You'll find the list of free features below.

Access Elite through the web as well as Elite's free custom iOS and Android applications for smartphones and tablets Communicate any way you want across mobile, console and the web with your friends Track and share thousands of stats with friends - k/d ratios, score-per-minute, win % and loads more, all represented in easy to understand charts and infographics Create your own custom leaderboards to track friendly rivalries - who is moving up and down in your group of friends? Analyze advanced heat maps detailing your match-by-match performance - where you killed or got killed, when it happened, and more Analyze your weapons performance - which weapons you are best with in which situations Upload and share videos of your greatest moments through our exclusive theater mode with the touch of a button After you analyze your performance to your heart's content - Customize your loadout - search through all the weapons, attachments and perks, and push them directly into the game menu from the web or your mobile device with the touch of a button Join dozens of groups and find other players with common interests to play with and compete against - find people who make the game the most fun for you - TDM, Lakers' fans, Weekend Warriors Create a Clan with players who share your interests and taste for competition Bring your Facebook friends right into the game, easily taking your existing network into the Call of Duty experience. Seamlessly be placed into Groups with those who share your affinities and interests based on your Facebook profile. Start tracking your Call of Duty career — everything you wanted to know about your performance across the franchise starting with Black Ops

Activision say that more free features will be added as the service grows after launch. Premium features aren't listed yet because "the service was designed to be deeply integrated with Call of Duty: Modern Warfare 3, and will not be demonstrable until we are closer to the launch of the game." Activision promise full details "by the end of the summer." They're also keen to reinforce the fact that "Elite only adds to the Call of Duty experience ... if you want to continue to play Call of Duty as you always have, you will still be able to do just that," adding that "even haters can play for free."

We do know that subscribers will get access to a Call of Duty web TV showfeaturing "top Hollywood talent." To get an inside look at the service, you can sign up to be part of the closed betatest now.

Gods Will Be Watching adds free epilogue chapter

Are those gods still watching us?

Gods Will Be Watching

Are those gods still watching us? Geez, give it a rest. Give planet Rygel IV a look some time, they're much more interesting. We'll forgive them this last time though, as they're watching over a new, free epilogue chapter to the choice-led adventure that shares their name. That came out yesterday, and the game is having a big old Steam saleto celebrate.

This will be the last you hear from Gods Will Be Watching, as there are no sequels planned for the game Richard Cobbett once describedas "81%".

Gods Will Be Watching: The Automagically Updated Epilogue Bit is "set twenty years after the close of the original game, you will again be tasked with making tough decisions in the tense conflict enveloping the galaxy. Liam, the leader of the fallen freedom fighter organization Xenolifer, gathers the scattered members of Sgt. Burden’s old unit and embarks on a desperate quest to change the past and prevent the oppressive Constellar Federation from ever coming to power".

That sounds suitably conclusiony! And £1.74 seems like a very nice price—it jacks back up to normal on the 2nd of June.

Ludum Dare Announces SharkJam

The folks behind the biggest game jam series in the world have announced that the 46th mini Ludum Dare is entitled “SharkJam”.

The folks behind the biggest game jam series in the world have announced that the 46th mini Ludum Dare is entitled “SharkJam”. The jam will take place this coming weekend (Nov. 2nd/3rd), and all games made for the jam must be about sharks. Yep, sharks.

The rules are very similar to the other Ludum Dare competitions: You are allowed 48 hours to submit a complete game, you can work alone or in a team, and external assets are allowed. They also allow all genres, so those of you who are fans of the rhythm genre, get to work on Shark Shark Revolution .

For those of you who are new to Ludum Dare (or just game jams in general), check out their Rules and Guide, it’s a great outline for what is allowed and what constraints you have during a jam. Since this is a mini Ludum Dare, the rules are less restrictive, giving you a little bit of leeway on what you’re allowed to use.

You can find some more info about the jam here. There’s a few hilarious ideas for you to get your creatives juices flowing. The next jam in the main Ludum Dare series, Ludum Dare 28, is coming in December. Keep an eye on their websitefor more updates on that, and good luck if you’re jamming this weekend!

Call of Duty Elite subscribers to get CoD web TV series featuring "top hollywood talent"

Activision CEO Eric Hirshberg has told The Guardian that subscribers to Call of Duty Elite can expect exclusive access to an upcoming web TV series featuring "top Hollywood talent." Activision are keeping schtum on which characters will be in it, and won't say whether it'll be a live action or CG series.

Call of Duty Elite thumb

that subscribers to Call of Duty Elite can expect exclusive access to an upcoming web TV series featuring "top Hollywood talent." Activision are keeping schtum on which characters will be in it, and won't say whether it'll be a live action or CG series. "We're not going to give much more detail until we have something to show," says Hirshberg, "That'll be later in the year."

Call of Duty Elite will bring a strata of additional features to Call of Duty: Black Ops and Modern Warfare 3 multiplayer, including social networking, video sharing and detailed stat tracking. Some of these will require a monthly subscription to access. Subscription pricing details have not been revealed.

The web series is the first subscriber-only feature that Activision have confirmed. For more details on the sort of services Call of Duty Elite will bring to Black Ops and Modern Warfare 3, check out the recently released Call of Duty Elite trailer. If you'd like to get a sneak peak at the new service, you can sign up for the Call of Duty Elite closed betanow. What kind of Hollywood talent would it take to get you to sign up?

Gods Will Be Watching "Mercy Update" adds kinder, gentler difficulty levels

Gods Will Be Watching scored a healthy 81 in its PC Gamer review , not bad for a game that "demands cold decisions in nightmare situations and then depicts the results with the heartless edge of a rusty scalpel." But apparently not everyone cares for that sort of gut-wrenching intensity in their "entertainment," and so Deconstructeam has decided to show us all a little mercy.

Released yesterday, the Mercy Update adds three new gameplay modes, including two without RNG: Puzzle Mode, which removes random factors from the game; Puzzle Mode Light, which removes random factors and chance for easier puzzles; and Narrative Mode, "a way to enjoy the game as a narrative experience, without a heavy challenge."

A handful of bugs have also been fixed, including one that keeps Claire from coming back to life when you threaten her child. I'm not sure what that means, but I think it really says something about exactly what kind of game Gods Will Be Watching is.

The Gods Will Be Watching "Mercy Update" is live now on Steam.

Dev Links: Palatable Patterns

“On July 15, 1983, Nintendo sold its first Famicom.

nes-color-palette

On today’s Developer Links: 30 years of NES, broken game design and living video games.

The NES turns 30: How it began, worked, and saved an industry(Opposable Thumbs)
“On July 15, 1983, Nintendo sold its first Famicom. Gaming hasn’t been the same since.”

How biotic developers combine microorganisms and video games(Polygon)
“In a few research labs around the world, researchers are combining microscopic organisms and and video games to create living — or “biotic” — video games.”

Video: ‘Broken’ game design – it’s not all bad(IndieGames.com)
“In this free GDC Europe 2011 lecture, the Sportsfriends developer says not to worry about enforcing rules or preventing cheating. Instead, he says to focus on “deputizing” players and shares lessons he has learned from traditional folk games and design research which support this type of play.”

Gentle introduction to Google Analytics in Flash(#AltDevBlogADay)
“Being able to check out how many players play your game, from what countries, for how long, on which levels they have problems, how much points do they score, even do they ever visit your precious Credits screen or the average FPS number – that sounds incredibly useful, doesn’t it? Fortunately, in web browser games, there’s a way to get such informations. In this post I’m going to describe the process for Flash (ActionScript 3), because I’ve recently implemented it in my released game, and can share some experiences.”

An Idea for Making Ailment Abilities Useful in Cosmic Star Heroine(Zeboyd Games)
“In most RPGs, ailment & other forms of non-direct attack abilities are awful. They tend to have a low chance of success that drops even further (or is outright resisted against) when you’re fighting bosses – aka the enemies where ailments would be the most useful. Occasionally, you’ll see a game where these kinds of abilities can be more useful – for example, in some of the Shin Megami Tensei and related games, you can find out which enemies are weak to various ailment elements & then only use those abilities on vulnerable enemies – but in most case it feels like these abilities are a wasted opportunity and everyone just ends up using direct damage & healing spells exclusively (with maybe a buff here and there).”

Giant Robot Game Night Recap(The Behemoth)
“A few of us Behemoth folk drove up to LA on Saturday to check out the Game Night at Giant Robot 2, which featured The Behemoth games on their free-to-play stations: Alien Hominid HD, Castle Crashers XBLA and BattleBlock Theater. We sold some game merchandise in the store for that night only and held a mini BattleBlock Theater ball game tournament outside the store.”

Tutorial: Simple, High-Performance Particles for Mobile(Gamasutra)
“When it comes to game development, is there really a silver bullet? Perhaps, but from what I’ve found, you have to shoot a lot of bullets and shoot ’em fast.”

Black Ops 2 PC will take advantage of DirectX 11. 60 frames per second still a priority

Black Ops 2 will utilise the power of DX 11 on PC.

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Black Ops 2 will utilise the power of DX 11 on PC. As reported on One of Swords, Treyarch's director of online highlighted the graphical upgrades during the recent Black Ops 2 reveal presentation. Despite the technical upgrades, getting the upcoming FPS to run at a 60 frames per second on all platforms is still high on Treyarch's priority list.

Dan showed off the developer's mixture of "tech and technique" during a walkthrough of a level set on Yemen's Socotra Island. HDR lighting, bounce lighting, self shadowing and reveal mapping will all feature. They sound pretty. Treyarch showed off the new features next to footage of the first Black Ops, making it look a bit crummy by comparison.

Expect more identifiable landmarks within multiplayer maps too. Treyarch want to make it as easy as possible for your squad mates to identify your location, promoting more co-ordinated teamplay.

We'll have more on Black Ops 2 soon. Until then, check out the Black Ops 2 Reveal trailerand our Black Ops 2 preview. Evan also got a chance to grill Treyarch with hard questionsafter the presentation.

Jump to Section:Best Price

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Our Verdict
An inspired take on survival, where you get to bring your own horror.

need to know

Price: £7 / $10
Release: Out Now
Publisher: Devolver Digital
Developer: Deconstructeam
Multiplater: None
Website: Official site

Gods Will Be Watching is a game about the fact that you're probably not a psychopath, but that hey, sometimes shit happens. First scenario. You're not terrorists, or at least that's what you say. Your hostages may disagree, but as you tell them, you're not looking to hurt anyone here. They're just there for protection while your team hacks a government server.

Then the timer starts. All you have to do is keep things quiet for your hackers, and the guards outside the door out of flashbang distance—an instant game over. And everything would be fine, if everyone would just sit there and be quiet for a few minutes like good little boys and girls. But will they? No! The shitting little jellies just quiver in fear. Don't they know that they're safe? Shouting at them doesn't calm them down, but—Oh, damn it! The computer feed's been hacked again. Have the hacker fix that, then—what *now?* All the pussy-footing around made the hostages lose respect for your authority to the point of openly rebelling? Well, there's an easy way to fix THAT. Better hope their boss learns to love hopping.

Gods Will Be Watching 2

Needless to say, this is a very unpleasant, very uncomfortable game to play—one that demands cold decisions in nightmare situations and then depicts the results with the heartless edge of a rusty scalpel. In a particularly beautiful little twist of that knife, the game itself stands back from moralising, encouraging you to do it to yourself at the end of each stage, with a The Walking Dead/Catherine style breakdown of how everyone else who played did—an objective, unarguable reminder that you could almost certainly have done better, and that you did in fact have a choice other than kicking the nearest dog over the moon.

Needless to say, this is a very unpleasant, very uncomfortable game to play.

And so, slowly but surely, in a hundred tiny little steps down that road to Hell paved with good intentions, does Gods Will Be Watching make you the bad guy. Or the mad scientist. Or the pragmatic military leader, slowed by a wounded soldier. The second episode sees an immediate shift from being more or less the one in control to the unarguable victim, controlling two soldiers being tortured for information over twenty agonising days. In each case, the rules and stakes shift. Confessing to everything will make the pain stop, yes, but since your life is tied to your psychopathic interrogator not knowing your secrets, it has to be balanced with lying, provoking, remembering prior confessions that won't actually give him anything new to play with, and nastier business like teeth being ripped out and making your partner suffer in your place, all in the name of staying alive until rescue comes.

For the most part, it's extremely effective, looking great and squeezing every drop of life out of its pixels, as well as backing everything with a great atmospheric soundtrack. Where it does struggle though is that to stretch out the handful of stories on offer into a commercial game, each vignette is designed to be challenging, even if you do opt to take the easier, often morally repugnant shortcuts like thumping hostages or using the team dog for medical experiments rather than risking one of the more flexible humans. The resulting repetition after things go wrong badly saps the emotional core of each story, with the characters soon becoming simple puzzle pieces and the horrible things you make them do simply mechanics, like decoding an antidote by injecting it into them and seeing which components flash up as being right and in the right place. (Bring a notepad!) The original Flash game, originally made for Ludum Dare, was a game that could be won, but winning felt less the point—it was how you approached the challenge and how far your morality in the face of adversity lasted that provided the hook. Here, completion rather than the raw experience itself is overtly what matters.

As puzzles though, they're interesting to solve. Occasionally the adherence to arbitrary scenario rules can be frustrating, with each vignette having its own rules—making that antidote for instance has a team working on concurrent tasks, while their survival afterwards only permits five actions and will leave them eating miserably raw food around a burning campfire purely because it wasn't previously cooked during the day. Moments like that are head-banging madness, though in fairness Gods makes no pretence of being a simulation rather than a resource management game where the resources include people, sanity and hunger. The scenarios are also long and can't be saved, which can be a real pain if you screw up on something minor, like letting a campfire run out or stumbling into an enemy base on the fifth, somewhat tedious vignette about leading a squad around a harsh desert planet.

That desert aside though, and even it has its moments, Gods Will Be Watching is a very clever idea well executed; one that opts to avoid the branching and overt morality of most similar games in favour of simply asking you to judge yourself as you see fit. The original Flash gameoffers an excellent taster of how it plays out, with this version upping the production quality and raising the stakes dramatically—a very clever, very different kind of adventure that will make you feel and make you feel bad, but for—hopefully—most of the right reasons.

The Verdict

Gods Will Be Watching

An inspired take on survival, where you get to bring your own horror.

We recommend By Zergnet

Dev Links: Mental Note

“The good people in my life come from all sorts of walks of life.

MentalModelDiagram

Making your game more inclusive, the simulation dream and other riveting topics in today’s Developer Links.

How can I make my games more inclusive?(IndieGames.com)
“The good people in my life come from all sorts of walks of life. Some women, some boys, some rich, some poor, some gay, some transgender, some young, some old, some confused, some depressed, some wildly liberal and some staunchly conservative. Some embrace labels. Some can’t abide labels. They sport different cultures, colors, nose shapes, hair types, sizes and everyone single one of them has a bizarre personal history full of dreams, joys and misery.”

The Simulation Dream(#AltDevBlogADay)
“There’s an old dream in game design. It drives the design of games like SimCity, Dwarf Fortress, Tropico, The Sims, and Prison Architect. I like to call it the Simulation Dream.”

How a Recruiter Got My Phone Number(#AltDevBlogADay)
“This is two part tale. The first is an amusing story of a recruiter who way over stepped their bounds. The second is a public service announcement on how you, yes you, may be unknowingly exposing both your phone number and home address to the entire internet.”

Apocalypse World(Auntie Pixelante)
“D. vincent baker’s apocalypse world is a role-playing game of the sit in a circle with your friends with some paper and pencils kind. it is in fact one of the games of that type that has most resonated with me.”

Reanimated: The story of Vampire: The Masquerade Bloodlines(Eurogamer)
“On November 16, 2004, two games powered by the Source engine were released for the PC. The first was quickly heralded as a modern classic, leading to its creators becoming one of the most influential companies in the games industry. The second was largely ignored, resulting in the closure of its developer and the scattering of its designers to the winds.”

On Leaving University.(Hannardynamite)
“Last night at around 11.55pm, I received an email containing my final year uni results. I don’t feel that my results were all that surprising. Although being really happy with a 2:1 overall, (not bad for someone who couldn’t code prior to starting on a predominantly coding course), I was particularly impressed with the results for my dissertation. Now, for the first time since I was 4 years old, I am no longer in education. I feel somewhat… adrift.”

Staggered Game Release failure(Positech Games)
“One of my plans with the game I’m publishing ‘Redshirt‘ was to have it all set up nicely so that it launches in-between my own game releases. I’d therefore keep the positech games name and website alive in every-bodies minds while I huddled in a corner typing away on my next masterpiece. The thing is, no plan survives contact with the real world, and with some stuff going faster than expected, and other stuff going slower, and ‘events dear boy,events’, it turns out that Democracy 3 and Redshirt are going to be close to shipping at almost exactly the same time.”

Castle Crashers Steam Trading Cards(The Behemoth)
“The Castle Crashers Steam edition just got even better. Not only can you play just for the fun of it, you can now earn Castle Crashers Steam trading cards for playing our 2D side-scrolling adventure!”

Black Ops 2 website reveals name, release date, promises screenshots and video to come

Since publishing this article, there's been a torrent of confirmed Black Ops 2 news, including our Black Ops 2 preview and Black Ops 2 multiplayer cheats, dedicated servers and LAN support FAQ .

Call of Duty Black Ops 2 Website

. There's a Black Ops 2 reveal trailerto watch too. We'll have more information online soon.

The Call of Duty: Black Ops 2 websitehas gone live in the UK, confirming a rumoured release date of the 13th of November. The formal announcement is scheduled for tomorrow morning in Europe, so expect more information then.

It appears that the artworkleaked ahead of the game's announcement was genuine. At present, however, the trailers and screenshots linked to on the website all lead to 'coming soon' pages.

Gods Will Be Watching trailer promises tension, moral ambiguity

"Is eating your friends the best way to stay alive, or just the easier?" That's one question posed in the description of this new Gods Will Be Watching launch trailer.

"Is eating your friends the best way to stay alive, or just the easier?" That's one question posed in the description of this new Gods Will Be Watching launch trailer. It's a tough one to answer... that is, unless you're currently stood in a supermarket, or are within reaching distance of a snack. Gods Will Be Watching is a point 'n click puzzler based around such dilemmas, and the choices you make when faced with them.

For more, head on over to the game's site, where pre-orders are being taken for 10% off. Gods Will Be Watching is out 24 July.

NATA 2013 Seeks Crowd Funding To Dazzle This Year

Many of you know that NewGrounds is one of the major Flash portals online.

is one of the major Flash portals online. It has been going as long as the internet itself (or it at least feels that way) and along with it just hosting all things Flash it also holds an annual animation tournament.

The NATA (NewGrounds Annual Tournament of Animation) is the latest incarnation of its annual event that encourages animators to develop an animation under pressure. It truly is a great way to get the community involved and it fosters creativity which is great news for all.

The event can also give animators the kick they need to get that animation completed and it of course helps them hone their skills greatly. Year on year NATA has been growing and now NewGrounds have turned to IndieGoGo to raise some additional funds to make NATA 2013 something very special.

The crowd funding campaign aims to enhance the prizes for the contestants to hopefully better reflect all of their hard efforts. Along with this they hope to improve the competition generally and even get a physical trophy commissioned for the winner.

But why should you give up your hard earned money? What will you get out of this? Well the campaign actually has some very favourable tiers from the mere $5 credit tier to some of the more creative such as; $40 will net you an animated GIF commissioned for you, $65 to buy an ad spot on the official site; $100 guaranteed entry into the competition; and for just $2,000 you can be a judge.

It does sound a very interesting campaign that offers a variety of great rewards for the backers, and of course all the money raised goes towards helping make NATA 2013 something very special.

To find out more about the NATA 2013 head to IndieGoGoand read up on the proposal, maybe even back it.

EA wants to make "gigantic action games" like Ubisoft and Take Two

It was a coup for Electronic Arts when it announced that Jade Raymond was heading up its new Montreal-based Motive studio.

Mirror s Edge

that Jade Raymond was heading up its new Montreal-based Motive studio. Raymond had previously spent a number of years at Ubisoft, serving as producer or executive producer on the Assassin's Creedseries, Watch Dogs, and Splinter Cell: Blacklist. Motive is helping out with Visceral's new Star Wars game, whatever that turns out to be, but it's also working on something entirely new. In fact, according to Executive Vice President of EA Studios Patrick Soderlund, EA is "building lots of new IPs" as part of an effort to increase its presence in the big-budget action genre.

"If you look at the biggest segment in our industry, which is action, we don't have a lot," Soderlund told IGN. "EA is not known to make gigantic action games like Assassin's Creed or Batman or GTA or those types of games that are really big. The strategic direction that we put in motion is to expand our portfolio more into that segment, to see what can we bring to gamers that maybe hasn't been done before."

Soderlund wouldn't say whether Motive's new game is open-world, although he added that EA isn't looking to "go after GTA and sell 50 million units," as much as it would like to. "What I'm saying is that those types of absolutely triple-A, big productions is what we want to do," he said. It will require both the right people on the job—ergo Raymond—and a willingness to spend money, which EA apparently isn't shy about either. "We're building a lot of new IPs today but we want to invest more money into new IP," Soderlund added.

I'm not entirely convinced that what the world needs now is another blockbuster action franchise, but legitimately new stuff—or even stuff that's not entirely new but still occupies a unique space? That's an idea I can get behind.

Bloody new Gods Will Be Watching trailer heralds July launch date

Devolver Digital has announced that Deconstructeam's Gods Will Be Watching , a "point-and-click thriller" about ethical dilemmas and tough choices in a nasty, brutish world, will be coming later this month.

, a "point-and-click thriller" about ethical dilemmas and tough choices in a nasty, brutish world, will be coming later this month. And for those who doubt the "nasty and brutish" part, it's also released a new gameplay trailerin which a man chops off somebody's arm with an axe.

I suppose the arm-chop is a bit of a spoiler but for what it's worth, it's not the worst thing you'll see in the new Gods Will Be Watching trailer. In case that doesn't sufficiently make the point, here's a tidbit from the YouTube description that illustrates very clearly what you'll be up against in the game: "There's no good or evil, just decisions, with only you as the judge of your actions," it says. "Is eating your friends the best way to stay alive, or just the easier?"

That's not the sort of question that comes up every day and even though everything I know about Gods Will Be Watching, I learned from this press release, I am absolutely intrigued. I also can't help but reflect upon those innocent days of the 1980s, when Leisure Suit Larry in the Land of the Lounge Lizards caused such an uproarwith its lewd suggestiveness. How far we've come!

Gods Will Be Watching will launch on July 24 in two formats, a standard release for $10 and a collector's edition for $20 that will include a soundtrack, a 50-page digital art book and a 40-page digital comic that will dig into the backgrounds of Sgt. Burdern and Xenolifer. If you're still not convinced, you can try the original minigame on which Gods Will Be Watching is based, developed for the Ludum Dare 26 game jam, at godswillbewatching.com.

The Silent Age: Episode 1’ A Frightening Time Traveling Adventure

‘The Silent Age: Episode 1’ A Frightening Time Traveling Adventure
How this game went under my radar for so long baffles me.

How this game went under my radar for so long baffles me. I recently discovered The Silent Age: Episode 1 via The Indie Game Magazine’s forums, and was blown away by what I saw. The Silent Age: Episode 1 is a minimalistic 2-D point-and-click adventure game being developed for smartphones and tablets. Originally announcedback in April 2011 as Future , The Silent Age has gone through much more than just a name change and has a brand new trailer to boot!

The year is 1972 and you play as Joe, an average man with nothing particularly unique about him, outside of how average he truly is.   Joe, satisfied with his dead end attendant job, one day comes across a dying man who essentially appeared out of nowhere. Before dying, he tells Joe that something is about to go wrong and will have catastrophic influences in the future. He hands Joe a portable time travel device before passing away, putting the fate of humanity in Joe’s hands.

The gameplay very much revolves around this time travel device as Joe uses it to travel 40 years into the future, 2012. While Joe uses the device, he stays in the same location, but must solve puzzles in the future and present as he is aided by the ability to transport objects across time with him.

Immediately present is how beautiful the game looks. We often associate post-apocalyptic games with dark browns and grays, but The Silent Ag e manages to keep the desolate atmosphere while additionally providing the player with vibrant, clean colors.

Developer House on Fire, located out of Copenhagen, Denmark, are getting close to submitting The Silent Age to the App Store, all that’s left is some polishing until you’ll be able to help Joe save humanity. Follow House on Fire on Twitter, Facebook, and their personal blogto stay up to date on the development of The Silent Age: Episode 1. For all of House on Fire’s projects visit their websiteand try out some of their previous games such as Neon Zoneand SNOT!Don’t forget to check out the trailer and screenshots for The Silent Age: Episode 1 below.

Jade Raymond's new EA studio is working on Visceral's Star Wars game

Former Ubisoft producer Jade Raymond has announced her new EA studio, called Motive.

Jraymond

Former Ubisoft producer Jade Raymond has announced her new EA studio, called Motive. Raymond, who has previously worked on Assassin's Creed, Watch Dogs and Splinter Cell: Blacklist, will be heading up the studio—which is based in Montreal, Canada.

"Everyone in this industry has a motive, an idea they want to bring to life, a new idea they'd like to see in a game. It’s what’s so great about this industry," wrote Raymond in a post on EA's site.

Motive will be—shudder—"incubating entirely new IP," and also helping with a bunch of projects happening around EA. The first will be working with Visceral on Uncharted director Amy Hennig’s as-yet-untitled Star Wars game.

"[I've] known Amy for years and have admired her work on the Uncharted games!" writes Raymond. "I’m thrilled that the first big project that we will work on in Montreal will have Amy as Creative Director. An opportunity to work with her and the Visceral team, and to play in the Star Wars universe, is once-in-a-lifetime stuff."

Motive is also set to work closely with Bioware. I would say it's a weird name for a game studio, but then that would be accepting a world in which "Visceral" is considered normal.

Gods Will Be Watching trailer shows brutal survival, reveals June release date

Pixels have long been the tool used to create cheerful worlds full of vibrant charm and wholesome challenges.

Pixels have long been the tool used to create cheerful worlds full of vibrant charm and wholesome challenges. Increasingly, that's no longer the case. Subversive indies have defaced the magical squares, having them enact all manner of depravity. Gods Will Be Watching is the upcoming expanded version of a Ludum Dare entry, and further destroys the purity of the pixel through torture, sacrifice and dystopian squalor. It looks pretty great.

"Set against the backdrop of an interstellar struggle," explains a press release from publisher Devolver Digital, "Gods Will Be Watching follows Sgt. Burden and his crew in six tense chapters from hostage situations and wilderness survival to biological weapon prevention and agonizing torture scenarios. Each decision is crucial and players will need to choose between the lives of their team and the saving the world from genocide."

Billed as a point 'n click thriller, the game asks players to solve puzzles and make difficult choices that will affect both the wellbeing of their crew and, potentially, the fate of the planet at large.

Gods Will Be Watching will be available in June on Steam, GOG and the Humble Store.

Google using Vulkan to boost 3D performance of Android games

The arrival of Vulkan should make it easier for developers to bring high-end graphics to the vast range of Android devices by eliminating persistent performance issues, thereby " improving the 3D graphics ecosystem as a whole."
"Vulkan is an open standard for 3D graphics and rendering maintained by Khronos, designed from the ground up to minimize CPU overhead in the driver, and allow your application to control GPU operation more directly," read a Google statement .

Google will bring OpenGL successor, Vulkan, to Android in a bid to minimize CPU overhead and boost performance by giving developers more control over rendering.

"Vulkan also enables better parallelization by allowing multiple threads to perform work such as command buffer construction at once."

Though it's "working hard to help create, test, and ship Vulkan," Google has assured developers that it won't be abandoning OpenGL anytime soon.

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Our Verdict
A limp story and weak jokes are worth putting up with for Victor Vrans great combat system.

need to know

What is it? An isometric ARPG
Reviewed on : Windows 8, Core i5, 8GB RAM, GTX 970
Price: $20 / £16
Publisher : EuroVideo Median
Developer: Haemimont Games
Multiplayer: Co-op and PvP
Website: Steam page

I’ve been grinding my way through a haunted graveyard and chugging on health potions every few seconds when I have to admit it: I’m getting my ass kicked by a bunch of skeletons and spiders. The sword I’ve been using for the last few levels seems to have fallen behind the power curve, and I’m taking too much damage while I weakly stab baddies to death.

Just in time, I open a treasure chest and find the preposterously named Zealous Executioner’s Hammer of Luck. I equip the monstrous two-handed warhammer and take aim at a nearby skeleton, the first of an advancing horde. He explodes so violently that the skeleton next to him explodes, setting off the next one, until the entire group has been reduced to a pile of calcium after one hit. Well, well, well. This hammer is a keeper.

Like any ARPG, Victor Vran keeps getting compared to Diablo and Torchlight. It is like those games in some ways: there are levels to grind through and loot to find and weapon skills to chain together. But I think it’s more accurate to imagine it as Bastion strutting around in a campy Van Helsing cosplay. Victor Vran’s combat requires more involvement than click-click-clicking through Torchlight, and its sense of whimsy separates it from the (sometimes) self-serious Diablo. To be clear, Victor Vran is not as great as any of those games, but it’s not bad, either. Played with friends in co-op multiplayer, it’s a damn fine time.


No class

Like in Bastion, Victor Vran is an ARPG with all the classes ripped out. The main character, Victor, can equip any weapon and use its two special attacks at any time. There are no character points or skill trees associated with Victor because each weapon is a self-contained class of skills and strategies. Hammers are slow and powerful with some huge area-of-effect moves. Scythes, on the other hand, reduce mobility while attacking but get more powerful the more they’re used. Since there’s no way to level up as a hammer-wielder, Victor Vran’s progression is in finding a better hammer. Or scythe. There are a lot of weapons, and between rapiers, broadswords, shotguns, mortars, and lightning guns, there’s a lot of skills with which to work through the neighborhoods of Victor Vran’s huge haunted city.

Oh, did I say haunted? It might be cursed. I’m not sure it really matters, but the story lost me early on. It’s not complex, it’s just that there’s no reward for following along, and I didn’t care. There’s a city full of baddies, and it’s Victor’s job as a capital-H Hunter to clear it out. He is an exorcist in a vest. He is pest control in a fedora. Spending more time than this pondering the specifics seems like a waste of time.

Victor’s basic skills can be tweaked and augmented by a selection of two Demon powers—powerful spells with effects that summon meteors, unleash explosive shockwaves, or draw down a roving pillar of fire. Destiny cards modify character stats like increasing ranged damage, increasing health, or making enemies explode on a critical hit. Between weapon skills, throwable grenades, Demon powers, and Destiny cards, there are a lot of tools to fling at the army of the undead. Combining powers with a friend in co-op, wading into a seething pile of nasties and making the whole dungeon go sizzle, is undeniably fun.

Amazingly, all of the skills and spells and boosts and weapons are all nicely balanced. I prefer the sweeping strokes of the broadsword, but I can’t say that it actually kills stuff better than the rapier or scythe. With so many moving pieces, I’m impressed that everything evens out so well. The downside to this system, though, is that it’s heavily dependent on getting a great main weapon. Usually I found my gear through loot drops, but occasionally I had to turn to the incredibly expensive gear vendors in the main castle. If I didn’t have cash reserves and failed to get a lucky drop, the game became a slog with an underleveled weapon.


Omniscient

Victor Vran is reminiscent of Bastion in the way its combat and characters work, but it also attempts something similar to the reactive narrator that made Bastion famous. The posh but obviously evil inner voice narrates Victor’s travels, commenting on his actions and occasionally taunting him. It’s nowhere near as reactive as Bastion’s narrator, speaking much less frequently and referencing on-screen events much more vaguely. Though I mostly enjoyed it, I found that the Voice’s jokes fall pretty flat when they winkingly break the fourth wall.

Though the narrator does most of the comedic heavy lifting, enemies and puzzles in the game are not without a sense of humor. My favorite moment came when I discovered a secret enclave of enchanted dancers, skeletons wearing wigs and sunglasses and dancing to Gangnam Style. It’s a dated joke, sure, but it is achingly sincere and it made me laugh. Eventually, because even cheerfully dancing skeletons are evil, I had to break up 2012’s most irritating viral dance craze with a shotgun.

I never had a crash with Victor Vran, and my PC chewed through dense dungeons and a lot of particle effects without so much as a stutter. I did notice some screen tearing and framerate drops during cutscenes, but these are so brief and rare that it wasn’t much of an issue. Maybe I’ve been swimming too much in the Early Access area of Steam lately, but it was really refreshing to see an indie game with such a high level of polish applied.

Victor Vran would be a real standout if we didn’t already have Bastion’s narrator, Diablo’s combat, or Torchlight’s cartoonishly attractive loot system. It’s good while simultaneously being not as good as the games that dominate this genre. Still: all of those games were released years ago, and fans of dungeon-crawling click-em-ups are always hankering for more. Victor Vran will scratch that itch, and might even become a standby favorite when played with friends.

Image 1 of 6

Victor Vran screenshot1


Thumping skeletons with a hammer never gets old.

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Victor Vran screenshot2


Most skills execute with a flashy animation or two, so every battle turns into a disco.

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Victor Vran screenshot4


The least-fun fights in the game are against bosses. They’re rare, but they’re usually a grind.

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Victor Vran screenshot6


Areas are sprawling and richly detailed, and the rotating camera sometimes reveals secrets.

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Victor Vran screenshot7


You’re not the only one with area-of-effect attacks. Getting caught in a cursed zone will mess up your day.

Image 6 of 6

Victor Vran screenshot8


Some enemies spray environmental hazards.

The Verdict

Victor Vran

A limp story and weak jokes are worth putting up with for Victor Vrans great combat system.

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Gods Will Be Watching lines up Devolver Digital as commercial publisher

I can't be the only one who's grateful for the popularization of game jams.

I can't be the only one who's grateful for the popularization of game jams. Ludum Dare 26 gave us the gorgeous browser game Gods Will Be Watchingfrom indie studio Deconstructeam—and apparently, publishers were just as impressed with it as us gamers. Devolver Digital, who last year brought us the much-loved Hotline Miami, has now confirmed it will publish the commercial release of Gods Will Be Watching, promising to match all funds raised through its already-successful crowdfunding campaign.

At the time of writing, the campaignhas just under a couple of days to go, but has already more than doubled its original goal of €8000 (or roughly $10,608). And, with Devolver's fund-matching support, that number's set to quadruple. Deconstructeam points out on Twitterthat Devolver is only handling digital sales, so if you'd like one of those vintage-style physical games , you'll have to do that during the campaign's final hours.

GWBW has an estimated release date of Spring 2014. It's a bit of a drag to wait, but you can entertain yourself with the original point-and-click browser gamein the mean time.

Wizorb’ Review – This Game Works Magic In The App Store

‘Wizorb’ Review – This Game Works Magic In The App Store
Tribute Games first released Wizorb to the masses via the Xbox Live Arcade back in September of 2011, and since then it’s been ported everywhere from PC to PSP and, most recently, the iOS.

to the masses via the Xbox Live Arcade back in September of 2011, and since then it’s been ported everywhere from PC to PSP and, most recently, the iOS.  The game really is a testament to the growing influence of the indie scene.  However, just because something is all over the place doesn’t necessarily mean it’s perfect (ahem, spiders), and Wizorb is no exception.

In Wizorb , you’ll take on the role of Cyrus , a powerful wizard and Santa Claus lookalike who must defend the land of Gorudo from an evil invasion. Cyrus is a practitioner of an ancient and powerful school of magic that transforms his body into a paddle that can bounce destructive magical orbs with no real accuracy, because practicality be damned.

If you haven’t gathered by now, the core gameplay of Wizorb is, in a word, Breakout .  You’ll move your paddle back and forth across the bottom of the screen, bouncing a ball into various obstacles including crates, colorful blocks and hostile creatures.  Obviously, missing a ball will cost you a life, and when they’re all gone it’s game over.  The game is augmented by a few twists including myriad magical spells and curses, boss battles and a heavy emphasis on old school role playing elements.

You’ll also have the ability to explore the hub town of Tarot , which has been all but utterly destroyed by the encroaching evil.  As the game progresses and you reclaim more of Gorudo , you’ll have the option to donate some of your adventurin’ loot to the townspeople, which in turn restores the city from a smoldering pile of rubble to an idyllic metropolis.  Eventually, you’ll even have the option of building your own shop from which you can purchase all the swag Cyrus will need for any upcoming battles, a feature you’ll be thankful for in the later stages of the game.

All-in-all, the gameplay style that the title pursues is very well-done, if not the most original concept on the market.  Where Wizorb falls short, as have so many otherwise great games, is its controls.  On paper, the interface should be pretty simple.  All you have to do is slide left and right while occasionally tapping a button to launch a spell.  Finger sliding, tilt controls, a virtual D-pad; there are options upon options on the table here, and they should all be easily executable.  Unfortunately, Tribute Games somehow failed to deliver on what should have been an incredibly simple matter.

The Breakout -esque portion of the game will have you sliding your finger back and forth across the bottom of the screen to move the paddle.  The sliding isn’t nearly as smooth as it should be, and a lag in responsiveness led to me occasionally dropping a ball that should have been easy to reach.  Because the two spell buttons are directly in the path of the paddle, I also found myself accidentally flinging fireballs across the map and wasting my preciously limited magic supply.  The game is also plagued by a solid black bar bout the width of your thumb that spans the entire bottom of the screen.  Other reviews have chalked this up to a glitch that the developers are too lazy to fix, but I attribute it to good intentions gone awry.  The space seems to be an area where you can safely slide your finger without blocking your view of the actual gameplay.  The problem is that, while it’s a solid idea, the extra space doesn’t do much at all.  No matter how I positioned my fingers, I wasn’t able to see the paddle one hundred percent of the time.  On top of that, there’s the matter of design choices.  A huge, ugly black bar?  Seriously?  I’m no artist, but I find it hard to believe that this eyesore was the best way to dress up the feature.  At the end of the day, the well-meaning bar is just an exercise in futility.

Things start to look up again when you consider the artistic direction Wizorb takes.  Admittedly, nothing will wow you to the point of jaw-droppery, but the 8-bit graphicsand chip tunes will surely throw you back to the glory days of the adventure RPG on the SNES.  If you’ve read any of my reviews before, you’ll know that I have a serious problem with games adopting a retro persona just for the sake of being retro.  Fortunately, that isn’t an issue for Wizorb , which is clearly homage to a bygone era.  Its essence is that of sweet nostalgia, and it’s an incredible feeling.

At the end of the day, Wizorb is a great port of a retro console throwback.  It has the right gameplay, artistic style and atmosphere to transport you back to a simpler, better time.  The game’s controls are frustratingly slow and unresponsive, which, in a title in which timing is so important, borders on game-breaking.  Eventually you’ll find ways of counteracting the sluggish interface, and when you do, you’ll be glad, even though it should never have been an issue in the first place.

If the game carried the average $0.99 price tag, or even a slightly higher $1.99, I would have no problem recommending it.  However, Wizorb weighs in at a whopping $2.99, so I’m hesitant to tell you to go out and buy it right away.  There isn’t a lite version available to take the game for a spin, so if you aren’t absolutely sure you’ll be a fan from the get go, you’ll be making quite a gamble.

Wizorb is available on the App Storenow, and you can learn more about Tribute Games on their official website.

[review pros=”Solid gameplay, Brings back the 8-bit glory days, Offers a considerable challenge” cons=”Unresponsive controls, That black bar…, May be too pricey for some” score=”72″]

Half-Life 2 mod Minerva getting Director's Cut, Steam release

Adam Foster, creator of the brilliant Episode One mod Minerva , works for Valve now.

, works for Valve now. Clearly then, the temptation for this Director's Cut news is to lead with the implication that Valve are releasing a new Half-Life game on Steam. I'm not that mean - plus, it's early in the morning, and I'm worried the shock and subsequent disappointment would be too much for you all. Admittedly, then, it's not new , or even particularly official, but the Steam release of Minerva does promise to be the definitive version.

Foster explains that, while the Director's Cut won't contain additional content, it's still a significant overhaul, including "tweaked visuals, bug fixes, better puzzles and all kinds of subtle improvements. Nothing majorly new, just old stuff tidied and polished for this re-release."

If you're yet to play it, Minerva is one of those rare "Valve quality" mods, that in some areas surpasses the game its based on. Its cleverest trick is map design - Foster creates seemingly huge levels in surprisingly tight spaces, thanks to his talent at creating realistically proportioned, interestingly vertical game spaces.

Here's a short preview of what to expect, courtesy of ValveTime:

Minerva should release for free later today. You're now free to wildly speculate about this being the beginning of an Episode 3 ARG.

Murdered: Soul Suspect haunts Gamescom with spooky new trailer

"Most people think that death is the end, but for me it was only the beginning." So narrates the unlikely named Ronan O'Connor in the latest Murdered: Soul Suspect trailer, proving that cliche exists in the spectral realm too.

"Most people think that death is the end, but for me it was only the beginning." So narrates the unlikely named Ronan O'Connor in the latest Murdered: Soul Suspect trailer, proving that cliche exists in the spectral realm too. To recap: you're a dead detective, and you're trying to solve your own murder. You also battle demons because, hey, why not - your day's not likely to get any worse.

The first part of the video is pretty much a recap of the 25-minute E3 walkthroughfrom the other month, but a bit of new footage appears towards the end, including a scene where Hopkins (Deceased)Ronan O'Connor badgers a witness to his untimely demise - hence why this trailer is called 'The Witness'. (Alternatively, Jon Blow's latest game has dramatically changed direction since we last saw it.)

Murder and demons aside, I'm hoping the realm of the dead is - excuse the pun - fleshed out, as I like the idea of hanging out and chewing the non-existent fat with the many ghosts that must be packed into the average modern city, watching us go to the bathroom and standing over our shoulders while we type artic- OK I'll stop before I give myself nightmares.

Murdered: Soul Suspect is out "Early 2014". For more Gamescom news, check out our complete coverage.

Red Game Without a Great Name Seems Pretty Self-critical

Red Game Without a Great Name is a new 2D puzzle arcade game from Poland-based indie developer iFun4all.

is a new 2D puzzle arcade game from Poland-based indie developer iFun4all. The game takes place in a dangerous Steampunk-themed world with an art style that is dominated by the color red. For some reason, the world has become a hostile environment and humans don’t typically venture outside.

To combat this communication-prohibiting dillema, inhabitants deisgned a mechanical bird to serve as a postman of sorts. Players take control of the mechanical bird, and are then tasked with delivering secret messages throughout the game’s 60 levels. The goal is to deliver all the letters to recipients by placing them in specified cages while collecting gears.

Additionally, players must navigate throughout levels by teleporting, while enhancing their abilities along the way by picking up power-ups like invulnerability and the ability to smash walls. Hindering the makeshift postal service are dangerous obstacles like barbed wire, spikes, windmill blades, and other various traps.

Red Game Without a Great Name has no specific launch date or price as of yet, but the game will be available for all iOS enabled devices. To learn more about the game, follow iFun4all on Twitteror check out the game’s official website.

Test Chamber – Even More 8-Player Smash Bros. Wii U

The Game Informer 8-Player Super Smash Bros.

The Game Informer 8-Player Super Smash Bros. for Wii U saga continues in a free-for-all match featuring Wade Wojcik, Mike Futter, Andrew Reiner, Ben Reeves, Dan Tack, Tim Turi, myself, and special guest Andy Salisbury from Monolith Productions. We unlocked all of the characters prior to firing up this match, so you'll see plenty of new characters in action. Be sure to stick around for our special second round showcasing another one of the game's biggest stages.

If you missed the original trilogy, you can find our first three 8-Player Smash Bros. Test Chambers here, here, and here.

Also be sure to check out our review of the spectacular 3DS Smash Bros.

For more Test Chamber, click the banner below, or check out our hub.

Murdered: Soul Suspect trailer reminds you that Murdered: Soul Suspect exists

Airtight's Murdered: Soul Suspect is the one that's a bit like the Blackwell games, a bit like haunted pottery film Ghost, and a lot like Ghost Trick.

like Ghost Trick. You're a cop trying to solve his own murder, and while you don't have Whoopi Goldberg around to help you out, you do have a young girl who appears to be next on your killer's People To Off list. How can you help the living when you can't touch, talk or change into a less bullet-riddled set of clothes? Possession, my friend, which may or may not be shown off in this new, incredibly fast-paced trailer.

Murdered: Soul Suspect - which, despite the serious tone, has a deliciously punny name - is out June 3rd, and I'm hoping it will be pretty good so it can help stave off the traditional summer drought. Have a watch of this lengthy walkthrough videofor more info, or catch up on the rest of our coverage here.

For one brief weekend every year, we are all fighting game fans, mesmerized by the spectacle that is

the Evolution Championship Series . Players new and old come together to compete and watch the world's best prove themselves in an open tournament of thousands of players. For game developers, however, Evo offers a different opportunity -- the chance to see how various fighting games try to create a rich, rewarding, and diverse competitive play space that holds up from the newest player to the most dedicated veteran. If you're looking to make your own competitive game, it's certainly worth your time to devour whatever Evo tournament footage you can find to see how fighting game players try to break the heck out of every game for honor (and profit). But parsing high-level play is hard.

Street Fighter for Designers: Top 8 Lessons from Evo 2015

But parsing high-level play is hard. Fighting games are built on decades of iteration, and understanding them takes time and experience. Fortunately for you, I've been actively competing in fighting games for 14 years, so I'm going to walk you through the Evo 2015 Ultra Street Fighter IV Top 8 matches with a special focus on takeaways that are more broadly applicable to designing competitive games. I even wrote a free primer for people interested in learning to play fighting games called From Masher to Master -- check it out here. [And full disclosure: I occasionally help out with stuff for Evo and its affiliated fighting game website Shoryuken.com.]

Note that I'll only be covering the Ultra Street Fighter IV Top 8 in this article, as it's the game I know best. If you want similar breakdowns for the rest of the Evo 2015 lineup (including Super Smash Bros.: Melee, Guilty Gear Xrd, Ultimate Marvel vs. Capcom 3, and Mortal Kombat 10 ), let the Gamasutra editors know in the comments. (Be sure to make your demands IN ALL CAPS, WITH LOTS OF EXCLAMATION POINTS!!!1! They love that.)


" For game developers, Evo offers  the chance to see how various fighting games try to create a rich, rewarding, and diverse competitive play space that holds up from the newest player to the most dedicated veteran. "

Let's jump in! You can watch the matches yourself on this YouTube playlist here; if you want the best experience, I'd recommend watching through them once before reading this article, so you don't spoil anything and can focus on dissecting the design afterwards.


Infiltration vs. r/Kappa Ai Ai (Winners Bracket Quarterfinals)
The Matchup: Decapre vs. Juri

Video: here

Infiltration is not only one of the most consistent Street Fighter IV players, he's also the Evo 2012 champion. He stands out among world-class players due to his attention to detail and relentless work ethic. Where most competitive players concentrate their time on mastering a single character, and many top players have only just added secondary picks to cover their main's hardest matchups, Infiltration has the widest character variety we've seen in competitive Street Fighter yet (he used eight different characters in his Evo 2015 run! That's the whole roster of SF2 !).

Ai Ai is far less well-known -- Evo commentator Seth Killian notes in the clip that he's primarily an online-only player who lives outside Tokyo -- but he earned plenty of notoriety by taking out fighting game legend Daigo "The Beast" Umehara earlier in the tournament.

In this set, Infiltration picks USF4 newcomer Decapre into Ai Ai's main character, Juri. Both characters are most dangerous when they're in close against a cornered opponent, but they have different methods of achieving this -- Decapre relies largely on her variety of highly controllable special dashes that let her zoom around the screen and feint if she's running into a counterattack, while Juri's goal is to bully Decapre from a distance with well-placed fireballs to shut down Decapre's mobility options, then gradually push Decapre into the corner where she can deal her damage with hard-to-guard mixups.

The Moments: Decapre's Ultra 2, every single time

Despite the 3-0 win by Infiltration, the match was very competitive when you look at it round-by-round -- neither player had an overwhelming advantage over the other when it came to reactions, execution, timing, defense, etc. However, each player's choice of Ultra Combo had a defining effect on the outcome of the match.

Ultra Combos are high-damaging moves that can only be used once the player has filled their Ultra Meter at least halfway -- and you can only fill that meter by taking damage. This effectively functions as a comeback mechanic of sorts: once you've taken about 45% of your health bar in damage, you can spend that Ultra Meter to perform your Ultra Combo, and if it hits, get yourself back in the game (though, if it hits, you now have a pissed-off opponent that probably has taken enough damage to get access to her own Ultra Combo).

Each character has two different Ultra Combos, and in the character select menu a player can choose which one he'd like to use (or instead opt for Ultra Combo Double, which gives you access to both, but with a significant damage penalty). Ai Ai chose Juri's "Feng Shui Engine", which gives her a short buff period where her moves' combo properties change to allow longer, higher-damaging strings. Infiltration chose Decapre's "DCM", a lightning-fast dash attack that can hit from across the screen for heavy damage and leaves Decapre close to her opponent to continue her mixups up close.

While the damage potential for both Ultras is roughly equal, Infiltration's choice offered more strategic utility than Ai Ai's did. Ai Ai was mostly only able to use Juri's Ultra to get more damage out of situations where he already had the momentum -- typically after he knocked Infiltration down and pushed him into the corner. With DCM, Infiltration gets an opportunity to punish Ai Ai for being predictable and turn the round in his favor -- and he lands it six times in the seven-round set ( the only round where he didn't land it is the round he won before taking enough damage to charge his Ultra Meter enough to get access to the move).

Count 'em. Infiltration uses it in Match 1, Round 1 to punish a fireball (); Match 2, Round 1 to tack on extra damage to a combo (); Match 2, Round 2 to punish another fireball (); Match 2, Round 3 to punish Juri from jumping backwards (); Match 3, Round 1 to add damage after an anti-air counter to Juri's jump-in mixup attempt (); and closes it out in Match 3, Round 2 to catch Juri as she jumps backward ().

By the end of the set, Infiltration has shown Ai Ai that once Decapre has her Ultra, Ai Ai can't safely throw fireballs or jump without risking the loss of the whole round, which means her main options are simply to walk forward, attack, and hope for the best.

The Takeaway: Great players will make your game look broken even when it's not

After dissecting this set, you might get the impression that Decapre is hugely overpowered due to her high-damage mixups, high mobility, and the incredible utility her U2 gives her, especially in this particular matchup.

It's worth noting here that Decapre's DCM is not a particularly easy move to perform, as the motion requires the player to hold back or down-back on the controller for a short period to "charge" the move -- which inhibits the player's ability to walk freely. Infiltration covers this up by using her dashes to try to mask the "charging", which telegraphed his intent -- something Ai Ai either didn't notice in the moment or couldn't adapt to.

At lower levels of play, I'd expect the matchup to skew slightly in Juri's favor, since her Ultra's power is far easier to access than DCM is. Yes, Infiltration is dominant in this set, but if you ask yourself whether the reason for his dominance is reflective of a healthy competitive state, I'd argue the answer is yes: He wins because he knows how the matchup goes when he can bully Juri with DCM, and Ai Ai was unable to fake out, bait, counter-pick, or otherwise adapt. Infiltration wins because he did the work.


EG|Momochi vs. MCZ|Tokido (Winners Bracket Quarterfinals)
The Matchup: Ken vs. Akuma

Video: here

Momochi and Tokido are both highly-accomplished SF4 tournament veterans; Tokido placed second in 2013, while Momochi won last year's prestigious Capcom Cup. Momochi is known mostly for his Ken, and Tokido his Akuma; both players stuck with their signature picks for this set.

Both Ken and Akuma belong to the same classic Street Fighter character design family as Ryu: They each have fireballs ( Hadoken !), invincible anti-air uppercuts ( Shoryuken !), and a spinning kick that moves them forward ( Tatsumaki Senpuu Kyaku -- yes, that's what they actually say). Akuma also has several moves that Ken doesn't, including a teleport that helps escape dangerous situations and an air fireball to control screen space at a variety of diagonal vectors, but he can't take as much damage as Ken can. Ken has an additional move as well; it's called the "step kick" because he takes a big step forward before performing a karate-style front push kick. While the step kick isn't nearly as flashy as Akuma's extra moves, it's at the core of Momochi's Ken play: He uses it to punish Tokido for poor spacing, close the distance and create opportunities for big-damage combos, and even quickly cancel it to extend the range of Ken's throw.

In this matchup, both players are mostly trying to fish for an advantage from roughly half-screen range -- Akuma with his quick sweep and his ground/air fireballs, and Ken with his step kick and ground fireball. Once one player lands a hit, they get an opportunity to get close and attack with hard-to-defend setups, but if their attacks are predictable, they risk getting countered by an invincible uppercut and placed on the defensive.

The Moments: Momochi runs hot and cold

[Ken's step kick is a core element of Momochi's game.]

Momochi shows in this match that he's really good at tracking how Tokido responds to his attacks and varying his aggression levels accordingly. He wins the first match "going hot" with lots of risky uppercuts () early on; calls Tokido's bluff by standing up from a knockdown and immediately attacking with a slow medium punch () and even goes for several step kicks after Tokido predicts and punishes one with a big combo (). Momochi takes the first match -- and discovers in the process that his uppercuts are working, but Tokido is predicting his throw attempts.

In the second match, Momochi stays hot, with several aggressive uppercuts. This time Tokido sees them coming and punishes Momochi severely (seeas well as pretty much all of round 2) to take the match. Momochi responds by "going cold" in the next set, attacking much less early on, uppercutting much less, and landing three throws in the first round (), and getting most of his damage from step kicks in the second round.

Rather than let Tokido adapt again, Momochi flips back to hot for the fourth match; lots of early attacks () and big damage off a risky uppercut in round 1, and another relentless string of wild attacks to come back in round 3 ().

T he Takeaway: Winning one round of Rock-Paper-Scissors is random; winning 20 rounds is skillful

This match highlights the centrality of Rock-Paper-Scissors in Street Fighter's design: Uppercut beats throw beats block beats uppercut. Momochi wins by using the step kick to force Tokido to play Uppercut-Block-Throw, and then adjusts to Tokido's behavior patterns more effectively than Tokido can mix them up. While a single instance is basically luck, Momochi won this match due to his ability to create opportunities to understand Tokido, empathize with him, and read his patterns.

Fighting games reward many different forms of skill -- execution, research, and reactions, for example -- but I personally consider the skills connected to observing, understanding, and predicting your opponents to be the ones most satisfying in any competitive game.


BE|Nemo vs. EG|PR Balrog (Losers Bracket Top 8)
The Matchup: Rolento vs. Balrog

Video: here

PR Balrog is consistently one of the U.S.'s best Street Fighter players, and his results typically come from marrying excellent execution and highly technical play with just the right amount of wild aggression to throw his opponents off. Nemo is a high-level Japanese player known for innovating in any game he plays; in Ultra SF4 , he left his mark by showing just how powerful Rolento can be in the right hands.

PR Balrog chose Balrog against Nemo's Rolento, which is an awesome match to watch from a design perspective because the two characters are polar opposites. Rolento will constantly roll and hop and dance in and out of reach to try to control the screen and create openings; Balrog has a far more simple moveset mostly designed to get him in your face...so he can punch it. Pay particular attention to Nemo's masterful use of Rolento's knives, as he's constantly using them to harass Balrog.

The Moments: Watching PR Balrog adapt

[Much of this matchup comes down to whether Balrog's dash punch can contain Rolento.]

To be honest, this entire set is a straight-up dogfight that's a heck of a lot of fun to watch but tough to analyze. Instead of focusing on the technical perspective, I think it's worth highlighting the mental strength that goes into a scrap like this. Right from the first round, Nemo comes back from  a disadvantage to hit some tricky mixups on PR Balrog (), and continues in the second with clever use of Rolento's forward roll (). In both situations, he's not just beating PR Balrog, he's doing so with combos that intentionally leave gaps between them in order to reset Ultra SF4's damage proration system (called "resets"). This is risky -- Nemo's leaving guaranteed damage on the table in exchange for a shot at bigger damage -- but it works not only to win the first match but also to signify to PR Balrog that Nemo is willing to play aggressively. Unfazed, PR Balrog corners Nemo and reads his backwards hop, and reacts with a full Ultra Combo, sending a similar message in return ().

PR Balrog does make a notable adjustment after losing the first two matches; starting in the third () he is far more comfortable with Rolento's ranges and patient with his blocking -- most likely because Balrog's options for breaking the momentum of an attacking enemy are a bit more limited than other characters'. He also finds a hole in one of Nemo's mixups and jumps back with a heavy punch to stuff it (), which forces Nemo to be a bit more careful. By the time the fourth match starts, PR Balrog is pushing the action the way he normally does (), but this time Nemo has to respect it.

One other notable moment comes in the second round of the fifth match. By now, PR Balrog has tied the score up 2-2, but Nemo took the first round convincingly and uses that lead to slow the pace for quite some time (). After four games of nonstop aggression, the change seems to catch PR Balrog off guard and give Nemo an opening to win it.

The Takeaway: Simple vs. complex should be avenues for different kinds of players to succeed

It can be tempting to design competitive options in a game in a way that rewards a specific kind of mastery. Nemo succeeds with Rolento because he's able to consistently pull out the right tool for the job among a very deep, specialized toolbox; this typically means lots of rigorous matchup study, thoughtful observation, execution practice, and exposure with a wide range of opponent types. With Balrog, PR Balrog has fewer tools to work with, meaning fewer opportunities to win -- and so he has to be more vigilant about reading and reacting to take advantage of the opportunities he gets.

Each character offers their own respective challenges and advantages that stem from their relative complexity; you can design to reward in-depth matchup study, execution consistency, opponent prediction, mental stability under stress, and all kinds of other factors. The important thing that this match stresses is that a rich competitive environment ensures that players can choose the path to mastery that feels right for them -- which means paying attention to a lot of design and balance factors that you won't see on a spreadsheet.


AVM|GamerBee vs. Liquid|Nuckledu (Losers Bracket Top 8)
The Matchup: Adon vs. Guile
Video: here

Nuckledu has made waves in the US Street Fighter competitive scene for two reasons: First, he has won several major American tournaments with an aggressive, in-your-face Guile, where most Guile players are more defensive; second, he's only 19 years old and has shown incredible growth year over year. GamerBee is another character specialist; he put his Adon on the map during Evo 2010 by beating American favorite Justin Wong in the semifinals.

Adon's goal is to get in close to land damaging mixups; he usually does this by pressuring with a standing roundhouse kick to establish his comfort zone, then using his quick dash, his arcing Jaguar Kick, or his cross-screen darting Jaguar Tooth to catch his opponent off guard and create an opening. Guile is almost identical to his SF2 incarnation; he can charge back for a projectile attack (Sonic Boom) or down for an anti-air somersault kick (Flash Kick), and he wins by using the the two moves to shut down an attacking opponent or cover his approach for suffocating pressure. Since Guile doesn't mind playing defense and Adon wants to attack, most of this matchup comes down to whether Guile can punish Adon's approach harder than Adon can hurt Guile once he gets in.

The Moments: GamerBee exploiting Nuckledu's weakness Just Enough


[Adon's Jaguar Tooth was critical for keeping the pressure on Nuckledu's Guile.]

There is a lot going on in this set, but the first match should give you a pretty good idea of what each player is trying to do in this set: In round 1, Adon pushes Guile into the corner but gets hit too much (); in round 2, Adon gets in and does his damage before Guile can shake him off (); and so on.

I'm going to focus on one thing in particular: GamerBee figures out early on that Nuckledu is not punishing one of his moves (Jaguar Tooth) and takes advantage of that -- but he's smart enough to use it just often enough to get the lead without forcing Nuckledu to address it directly until it's too late. Jaguar Tooth is a tricky move that briefly exposes Adon to big damage, but if it's not punished, it leaves Adon right next to his opponent and ready to start his in-close shenanigans.

In the first match, GamerBee uses Jaguar Tooth once per round, and he learns that Nuckledu will react with a Flash Kick to beat it cleanly () -- but that means Nuckledu has to charge down to keep it ready. If GamerBee sees Nuckledu walking backwards, however, it means Nuckledu won't have a Flash Kick charged -- instead, he just blocks it (and). It costs GamerBee 1 stock of Super Meter to perform the EX Jaguar Tooth (the yellow-flashing version), which goes through Guile's Sonic Boom, but it's worth it because it gets him close to Guile without losing any health.

GamerBee turns it up a bit in the second match, continuing to use Jaguar Tooth to put pressure on Du's Guile when he sees him backing up (and) as well as using it after certain normal attacks to keep up his pressure (and). Du actually tries to punish it once but ends up losing (), which just makes the threat of the Tooth that much more credible. Rather than keep milking it, though, GamerBee uses it only once in the third match to shut down Du's Sonic Boom pressure () and then three times in the fourth match -- only one of which is punished (,, and)

By itself, the Jaguar Tooth doesn't actually do that much damage in this match, since Nuckledu blocks most of them. But GamerBee uses it as a low-risk way of getting close to Guile, and it stays low-risk because he quickly identifies the safest times to use it (when Guile is telegraphing a Sonic Boom) -- which also has the perk of making Nuckledu hesitate before throwing Sonic Booms. Whenever GamerBee's Adon gets in close, he has a very good shot at taking the round, and Nuckledu just can't adapt in time.

The Takeaway: In complex systems, players adapt to each other -- and that's the fun part

Much of the thrill of competitive fighting games comes from learning with your opponent as you play them. This is in part due to the fact that competitive fighting games have a huge variety of game factors (dozens of characters, each with dozens of moves), meaning that the play space is so wide that each player has room to play a character with their own personal touch. So while many competitive game devs are opting to produce relatively simple games ( TowerFall , for example), keep in mind that oversimplifying does lose something as well.

GamerBee wasn't fighting Guile as he exists in-game as an array of variables, he was fighting Guile as played by fellow human being Nuckledu. GamerBee must have known that Jaguar Tooth would be useful in the matchup because it's fast and hard for charge characters like Guile to punish, but he had to learn in the match that Nuckledu's response was not to improvise a response, like PR Balrog did against Nemo's Rolento mixups, but to block it and hope his defensive skills would hold up. Had Nuckledu managed to bait a Jaguar Tooth and punish it with a big combo even once, GamerBee might have had to use it more sparingly, but he didn't -- which, in turn, makes it harder for Nuckledu to control horizontal space with his Sonic Booms, thereby making GamerBee's other tools more effective as well.


BE|Nemo vs. r/Kappa Ai Ai (Losers Bracket Quarterfinals)
The Matchup: Rolento vs. Juri
Video: here

Nemo's win over PR Balrog takes him to the next round in the Loser's Bracket, where he goes up against Ai Ai's Juri. Both characters rely on their high mobility and midscreen projectiles (Juri's fireballs and Rolento's knives) to create opportunities to attack. Also, neither of them have very strong anti-air options, so they're both free to jump as often as they like -- which turns the match into a fast-paced slugfest.

The Moments: Nemo's nasty mixups

[Rolento's jumping heavy punch starts many of Nemo's pressure strings -- depending on the range he jumps from, he can land on one side of you or the other, making it hard to block the followup attack.]

The main thing you learn after watching this set is just how good PR Balrog is at blocking Nemo's attacks -- because Ai Ai unfortunately isn't quite as good at it. From very early on () it's clear that Nemo's mixups are far scarier against Ai Ai, which is the main reason why he wins the first two matches relatively easily. Of particular interest is Nemo's use of Rolento's jumping heavy punch, which is hard for Juri to punish and leads to some pretty confusing left/right mixups if timed and spaced correctly ().

Finally, Ai Ai shows us just how dangerous Juri can be with Feng Shui Engine against a cornered Rolento (), taking the first round and then the second by staying airborne and minimizing Nemo's opportunities to go for jumping heavy punch tricks. He also finds that he can crouch under Nemo's jumping heavy punch at certain ranges (and), tying it up in the fourth set. At this point, the matchup is pretty clearly defined: Corner your opponent, quickly land a big combo or two to stun him, then finish him off. In the final set, Nemo manages to clutch it out to a narrow win in round 1; Ai Ai wins round 2 decisively, but gets cornered and pressured in round 3 to lose it.

The Takeaway: Not every move needs a "counter", just an "answer"

Competitors are often preoccupied with finding the right option to "counter" an enemy's option; she does A, I know she is going to do A so I do B, which beats A, so I win . But when you're not playing a simultaneous instant game like Rock-Paper-Scissors, not everything needs to be a hard counter; just the fact that you're not getting hit by something can be a sufficiently effective option for the sake of balance.

In the Juri/Rolento matchup, Juri can beat Rolento's jumping heavy punch -- I believe her options are EX Pinwheel, which costs one Super Meter stock and does reduced damage as an anti-air; crouching medium punch, though I believe this has to be spaced immaculately or else she risks eating the jumping heavy punch completely; and jumping straight up with a jump attack before Rolento gets to the attacking part of his heavy punch animation. All of these are "counters" in the sense that, if executed properly, they'll beat Rolento's attack -- the problem is that none of them are worth the risk of messing up. Instead, Ai Ai answers Nemo's jumping fierce punch by simply Not Being There To Get Hit, and that's good enough.


AVM|GamerBee vs. MCZ|Tokido (Losers Bracket Quarterfinals)
The Matchup: Elena vs. Akuma
Video: here

[This kick is burned into Tokido's nightmares.]

On the other side of the Losers Bracket, Tokido sticks with his signature Akuma pick; GamerBee counters with Elena -- likely because Akuma's air fireballs shut down a lot of Adon's ability to easily close the gap, and Akuma's teleport makes it harder for Adon to convert up-close pressure into damage. Additionally, Elena's Ultra 1 ("Brave Dance") can go through fireballs up close, which is scary.

Akuma's goal in this match is to wear down Elena at a distance with fireballs and quick long-range attacks, then find an opening to land a big combo or two. Elena wins by fishing for a knockdown with her slide attack and then forcing Akuma to block high or low -- either option leads to big damage for Elena if he misses -- and if Akuma tries to get in close for his combo setups, she can use her crouching light attacks to stop him and land her own combos.

The Moments: Elena's slide, crouching light punch, and Mallet Smash

Tokido's Akuma is a fearsome opponent, but GamerBee made a good call in picking Elena, since she pretty much focuses on three things in this matchup: Hitting Akuma with a slide when he tries to throw a ground fireball, hitting Akuma with her crouching light punch whenever he tries to walk up to her (and then using that kick to start a combo), and tagging Akuma with a quick medium-ranged special that must be blocked standing and leads to a combo that knocks down.

Tokido plays the match fairly well -- he spaces his fireballs so as to beat GamerBee's anti-fireball Ultra Combo perfectly (and) but he loses to GamerBee's pure and simple focus. I'm not going to timecode every single instance for you this time, but watch the set and pay attention to how many times GamerBee lands Elena's slide to start pressure or starts a combo with crouching light punch or EX Mallet Smash.

The Takeaway: Simple options can have complicated power

Elena is a rather fascinating study of a relatively "simple" character with unexpectedly complicated power that can be tricky to balance. As GamerBee shows in this match, most of Elena's strength comes from the fact that she has three moves which are kind of tricky to block properly on reaction and lead to more damaging followups. She can't fill the screen with fireballs like Akuma can, and her combos generally aren't as damaging, but she gets a moderate amount of damage off of a few simple moves that complement each other nicely, and that's enough to give her a solid shot against just about any other character.

I wouldn't be surprised if Tokido's Akuma ought to win that matchup in theory, but he has to do much more mental work to leverage those advantages than GamerBee does with Elena. And since Elena's moves and matchups are comparatively simple, she's starting to be very popular as a backup character for those tough-to-win matchups you run into with your main character (like GamerBee's Adon vs. Akuma).

On paper, Elena doesn't look so tough. When you consider the sheer amount of time and practice it takes to play a Street Fighter character at the highest level of competition, though, Elena starts to look like a pretty good secondary pick.


Infiltration vs. EG|Momochi (Winners Bracket Finals)
The Matchup: Evil Ryu/Abel vs. Ken/Elena
Video: here

Aha! Once we hit Winners Finals, we start to see multiple counter-characters come out. Infiltration leads with Evil Ryu vs. Momochi's Ken. Both of them are fireball/uppercut characters; Evil Ryu's advantage lies in raw damage output through extended combos, while Ken is stronger in ranged pokes (remember the step kick?) and can sustain more damage than Evil Ryu. However, Infiltration counterpicks Ken with Abel -- a very different brawler-type character who can shut down Ken's ranged games with the right reads -- and Momochi counters the counter with Elena.

The Moments: Counter-counterpicks


[This is the face of someone trying to decide if it's worth trying a counterpick on opponent's match point.]

The most educational (and fun!) parts of this set are the back-and-forth counterpicks, so we'll focus on those. They stick with Evil Ryu and Ken for the first three sets, and it mostly looks like this: They poke at each other from roughly mid-screen, with Evil Ryu more comfortable in close and Ken preferring to be slightly further. Ken can lure Evil Ryu into going for an attack, dodge backwards out of range, and use his step kick to catch Evil Ryu at the end of the attack (called "whiff punishing" -), which puts Ken in close range and ready to start his sequence of attacks; Evil Ryu can anticipate the step kick and beat it with a faster attack which can lead to combos that do upwards of 40% damage ().

Momochi pulls ahead over the first three sets; Infiltration makes some critical mistakes while performing his Evil Ryu combos (, for example), which drastically undercuts his effectiveness, while Momochi largely wins the poking wars with Ken's step kick. So Infiltration decides to pick Abel instead, and immediately shows Momochi why -- Abel's standing light kick beats Ken's step kick cleanly, taking away a critical tool. You can see him start to mash standing light kick at the beginning of the first round with Abel (), as it's so quick he can throw it out willy-nilly without fear of getting caught.

Momochi's Ken is still competitive without the step kick, but it's clear that Infiltration's Abel has the edge in this matchup, so Momochi counterpicks in the final match with Elena. This is the danger of Infiltration counterpicking when he's already down two games -- in Street Fighter tournament rules, you can only change your character if you lost the previous match, so Infiltration has to pick Abel for the final game. By picking Elena, Momochi is essentially betting that Infiltration's Abel is mostly meant to counter Ken (and possibly a few other matchups), and therefore he's not quite as accustomed to the Abel/Elena matchup. And he's right. Infiltration puts up a good fight but basically doesn't know how to deal with Elena's crouching light punch and gets sent to the Losers Bracket to play the winner of GamerBee vs. Nemo. (Shoutouts to crouching light punch.)

The Takeaway: Balancing the meta-game is a whole different (and fun) can of worms

So far, I've mostly been sticking to talking about Ultra SF4's design and balance at the level of how individual moves or attributes inform character matchups, and how those character matchups then inform player matchups. Momochi vs. Infiltration was a fascinating set because it took place at a higher level, mostly dependent on how each player used their training time to prepare themselves for Evo 2015. If Infiltration had spent more time on Evil Ryu, he might not have dropped those combos, meaning he could have won the first or third match and eventually won the set with the Abel counterpick. Perhaps if he had spent more time studying Abel's matchups, he could have predicted and practiced the Elena counterpick more.

Also, if it weren't for the way character changes work in American tournaments, this might not have been a factor at all -- some Japanese tournaments use a "character lock" format, where you register with a character and can play only that character for the whole tournament! Different formats and community conventions change the way players practice and prepare just as much, if not more, as the design of the game itself. Who knows? Maybe your game is just waiting for the right format to flourish, like the pick/ban system in MOBAs or draft tournaments in Magic: the Gathering.


BE|Nemo vs. AVM|Gamerbee (Losers Bracket Semifinals)
The Matchup: Rolento vs. Adon
Video: here

Now that you've seen both players in action quite a bit, you might already have an idea of how this matchup goes. Rolento's mobility options and knife-throwing space control are still very useful against Adon, but he runs into problems because 1) like Juri, Adon can take advantage of Rolento's relatively weak anti-air options to get close and hurt him, and 2) unlike Juri, Adon has a really good anti-air option himself (Rising Jaguar), so Rolento risks getting knocked down and pressured if he's too aggressive.

It's worth noting that Nemo actually listed his opinions of Rolento's overall matchups earlier in the year, and Adon came in as his third worst matchup, so Nemo knows he has some work to do there.

The Moments: Rising Jaguar > Rolento


[GamerBee uses Adon's Rising Jaguar to stop a lot of Nemo's mixup attempts and turn the momentum in his favor.]

Nemo takes an early match from GamerBee's Adon, but he quickly shows that he has a much harder time dealing with Adon than he did Juri or Balrog, mostly because Adon is quick enough to deal with Rolento's movement options, can deal more damage off a jumping attack than Rolento can get from hitting him with an anti-air, and has a fast invincibile anti-air to deal with Rolento if he gets too aggressive. Early on, GamerBee beats Nemo's jumping fierce punch with a Rising Jaguar (), which is way easier a solution than any of Nemo's other Top 8 matchups had.

The story of this matchup is told best in GamerBee's first perfect round against Nemo (): Adon's Jaguar Tooth goes unpunished, getting Adon up close at no cost, he pressures Nemo, beats his jump-in with a Rising Jaguar , catches him with a jumping kick, punishes Nemo for trying to roll away, beats another jump-in with Rising Jaguar , punishes more escape attempts, then hits a standing heavy kick to finish. While the character matchup isn't necessarily quite so lopsided (Nemo took the first match fairly convincingly), it certainly seems like Nemo simply wasn't ready for the Adon matchup and didn't have a counterpick ready to go.

The Takeaway: Bad matchups are often worse at high levels

I've heard some people in competitive fighting games say that a 6-4 matchup (that is, a character matchup where one character wins 60% of the time) is just as bad as a 10-0 matchup -- the idea being that at the highest level of play, any significant character-based advantage will be mercilessly exploited, and an advantage that seems small for most players will be leveraged far more effectively by the best of the best. I wouldn't say this is absolutely true -- some games and bad matchups allow for upsets better than others -- but it's certainly worth thinking about how advantages can scale up or down along the experience spectrum, and more importantly, how the perception of those imbalances can affect the player's experience.

If I were a Rolento player watching this matchup, I'd probably be pretty frustrated. After all, the best Rolento in the world got perfected twice by an Adon. They're both good enough to make the final rounds at Evo, so it stands to reason that the only reason Nemo got beaten so badly is because the game is imbalanced garbage created by hack game designers.

Of course, that's obviously not true -- just look at how many different characters are represented in top 8 alone. But it's not easy to manage that perception, especially in fighting games, where the cost in time and focus of getting good with a secondary character for a counterpick is so high.


Infiltration vs. AVM|GamerBee (Losers Finals)
The Matchup: Chun-Li/Juri vs. Elena/Adon
Video: here

Another great counterpick match, this time combined with some of the smartest and most hilarious play I've ever seen in competitive fighting games. Infiltration starts by picking Chun-Li into GamerBee's Elena. This was generally considered a bad matchup for Elena, as most of the stuff Elena wins with (slide, crouching light punch, and EX Mallet Smash) loses to Chun-Li's fireball pressure, and Chun-Li's fireball recovers quickly enough that Elena has a hard time using her Brave Dance Ultra Combo to cover that option. In fact, it was Infiltration that sent GamerBee to the Losers Bracket earlier in the tournament with this very matchup.

It was considered a bad matchup for Elena until everyone saw this set, which took about twice as long as the other sets -- all thanks to Elena's other Ultra, "Healing". As expected, Infiltration brought heavy fireball pressure, but GamerBee took advantage of the Focus Attack system to absorb those fireballs as temporary damage, which had the side perk of charging his Ultra Combo meter so he could heal a chunk of his damage right back. Infiltration ends up successfully counterpicking Elena with Juri, who plays the matchup similarly to Chun-Li but wins thanks to her higher damage output from Feng Shui Engine, but as with his match against Momochi, that leaves GamerBee free to counter-counterpick with Adon, who ekes out the most stressful win in Evo 2015 thus far.

The Moments: HEALING


[HEALING]

The nightmare begins not 20 seconds into the first round (), as GamerBee soaks up enough fireballs to perform his first Healing. He gets two more in that round alone. You see, Healing is part of this weird feedback loop with the Ultra Meter; as Elena takes damage, she builds Ultra Meter, which she can use to heal her health back, and when she loses that health, she builds Ultra Meter. It's not lossless (her opponents can punish her Healing for more damage than she recovers) but it sure is annoying.

The real danger comes in when you factor the endless Healing with GamerBee's relatively patient, low-risk Elena. GamerBee doesn't have to take big risks to gradually whittle at Infiltration's health, and Elena's constantly-regenerating health enables GamerBee to take advantage of an alternate win condition: Whoever has the most health when the timer expires wins the round.

This pushes Infiltration well outside of his comfort zone: Elena suddenly becomes Raid Boss Elena, and if he can't hit her hard, she'll end up gradually stalling out, but as long as the onus is on Infiltration to keep attacking, GamerBee can play a smart defensive game to wear him down. Even if Infiltration has a lead, he can't be assured he'll win; see the first round of the second match, where GamerBee actually comes from a significant life deficit () to land a few hits and then quickly activate Healing right before the timer expires to take the round. It's smart stuff.

After losing two and winning one, Infiltration agonizes over a counterpick before eventually picking Juri, who works out well thanks to higher-damage Healing punishes () and high-damaging Feng Shui Engine combos (and) to tie the set 2-2 -- but give GamerBee the chance to counterpick with Adon. Infiltration wins the first round by playing defensively and making GamerBee pay for his pressure (26:22); GamerBee ties it up by adapting to Infiltration's defensive movement patterns and landing a few clutch Rising Jaguars .

Finally, the last round comes down to a special technique called the "Timer Scam" (): with three seconds left in the round, GamerBee performs his Ultra Combo even though it has no chance of hitting, because the timer continues to count down during the initial cutscene segment of the Ultra Combo. Infiltration tries to punish it but is unable to do enough damage to win before the timer expires.

The Takeaway: Playing to win can be hype in completely unexpected ways

Honestly, I'd be surprised if anyone at Capcom ever expected that one of the craziest sets of Street Fighter would be connected to Elena's Healing, the time-out win mechanic, and the fact that Ultra Combo cutscenes don't stop the timer, but there you have it. People who love your game will take advantage of every single thing they possibly can in order to win -- engine features, unorthodox stick modifications, whatever it is, they'll use it. Take it as a compliment. (Also, be very, very careful of potentially abusable quirks you might be inclined to dismiss as 'edge cases', lest that 'edge' be 'the top 1% of players in the world, playing for tens of thousands of dollars'.)


EG|Momochi vs. AVM|GamerBee (Grand Finals)
The Matchup: Ken/Evil Ryu vs. Adon
Video: here

From a field of over 2200 competitors, we have only two left, and they're fighting for the championship title. As Momochi made it through the bracket thus far without dropping a set, GamerBee has to beat him in two first-to-three sets in order to win the title, while Momochi only needs to win one.

Momochi starts with Ken against GamerBee's Adon; the two will clash over mid-screen control with Ken's fireball and step kick against Adon's standing heavy kick and airborne arcing Jaguar Kick. More than anything, this matchup emphasizes the back-and-forth midrange dancing and poking game fighting game enthusiasts call "footsies".

The Moments: "No. Not like this."

There's no gimmick to this set; they're playing Real Honest Street Fighter . GamerBee's Adon is great at controlling space with the standing heavy kick (), neatly evading Momochi's pressure strings () and beating predictable fireballs with EX Jaguar Kick (). Momochi has the luxury of an extra win, which lets him play patiently and safely with step kicks and fireballs (even when at a disadvantage -- see) and buys him time to dissect GamerBee's playstyle. But GamerBee outplays Momochi solidly in the fifth match to take the set, meaning they have one more set to play for keeps -- and Momochi picks Evil Ryu ().

Evil Ryu isn't quite as good as Ken when it comes to playing footsies, but he's able to convert each poke into more damage than Ken thanks to his higher combo potential. In practice, this means that GamerBee's Adon is more dominant in the footsies game, but Momochi only needs to make one or two openings per round to win, while Adon needs to open Momochi up 4-5 times on average. They trade matches back and forth, taking it to a final set to decide it all. No counterpicks, no Ultra swaps, just a culmination to an epic duel. Momochi wins the first round fairly handily, bullying GamerBee with fireballs and a key combo.

And then the unthinkable happens at the beginning of the second round ().


[No one wants to win Evo by accidental pause forfeit.]

Evo tournament rules (which are generally standardized across all major tournaments) state that in the event of a pause, the player committing the pause must forfeit the round. (This is to prevent people from 'accidentally' pausing while their opponent is in the middle of performing a complex combo to interfere with their timing, and other similar shenanigans.) In this case, the pause was due to Momochi's arcade stick failing. Momochi replaced the stick, but was still forced to take the loss of the round, tying it up and taking it to the last round (). (If you haven't watched the ending yet, I won't spoil it for you.)

The Takeaway: You know a game is good when the best players are having fun


[GG.]

Competing isn't easy. Even in video games. Getting good at a fighting game often means paring your gaming time down to just practice; driving all over the place looking for new competition whenever you have a spare moment; alienating friends who want to move onto something else;  spending hours studying match footage; constantly worrying about your execution or your practice habits or am I getting enough practice against X matchup or maybe I should switch characters . Competitors replace the fun of casual discovery with the thrill and validation of winning. Personally, I've competed in grappling and boxing matches before, and competitive Street Fighter can be every bit as soul-crushing as actual fighting.

So you know you did really well when even the people who treat your game as a job still have fun playing it. And when you catch those shots from the videos of the players' faces, it's hard to look at them without seeing that despite the seriousness and the high stakes, they're still having fun.

***

Patrick Miller spends too much time thinking about fighting games. Follow him on Twitter @pattheflip.

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