Asus announces Poseidon GTX 780, with hybrid air and water cooling

Asus are planning to expand their Republic of Gamers line-up with two new high-end Nvidia cards - The Poseidon GTX 780 and the GTX 780 Ti DirectCU II.

Asus are planning to expand their Republic of Gamers line-up with two new high-end Nvidia cards - The Poseidon GTX 780 and the GTX 780 Ti DirectCU II. The Poseidon will add a hybrid cooling solution to the GK 110 GPU at the core of the standard GTX 780.

The DirectCU H2O cooling array can work as either a standard active air cooler or a full-blown liquid chilling water block. There's a custom-designed vapour chamber in contact with the GPU, with a bunch of fat copper pipes pulling the heat from the core. On its own that air-cooling portion of the setup can keep the GTX 780 some 7ºC cooler than the reference chiller.

The idea of the Poseidon is to give you the option to plumb the card into a proper water-cooling system. The standard fittings on the water block are designed so that they can fit most standard setups allowing you to just plug and play. Well, once you've drained the system and checked for leaks, anyway.

With this water cooling Asus reckons you'll be able to get some 24ºC cooler than the reference design. By my reckoning that would have it running around 56ºC with a fully loaded GPU. That's mighty cool.

But it's not the top-tier Nvidia card that's getting this treatment - though arguably sticking it on the molten R9 290X would be a better shout - Asus are going with the standard DirectCU II active air cooler for its overclocked GTX 780 Ti.

That's the top GK110 card, rocking the full compliment of fifteen SMX modules and 2,880 CUDA cores. The GPU is factory-overclocked out of the box. Running at 1,020MHz, it's a good deal quicker than the reference design. My reference design card runs at 1,019MHz as standard once with GPU Boost 2.0 active. The Asus version then should go pretty significantly past that right from the off.

But obviously neither of these cards are going to be cheap. The Poseidon GTX 780 is going to be retailing for around £500 and the GTX 780 Ti DirectCU II is likely to be around £620.

Resident Evil 6 trailer fails to remove the head or destroy the brain

RPS have dug up the freshly re-animated corpse of some Resident Evil 6 footage.

have dug up the freshly re-animated corpse of some Resident Evil 6 footage. The trailer depicts Leon heading into a subway tunnel to find it full of infected, much like everywhere Leon ever goes. The poor guy can't even nip to the loo without a quick time event trying to bite his face off.

The first thing that stands out is that whoever's playing this can't pull off a headshot to save his life. The second thing is that it doesn't seem to matter much. In days of yore each Resident Evil foe was a formidable threat that could only be dealt with by a precision double tap to the noggin, or in the case of Resident Evil 4 and 5's not-a-zombie-honestly enemies, a swift kneecapping. However this new breed of shambling horrors seem to drop from a couple of rounds to the chest. What are they? Alive?

Of course a lot of live demos like this are played in easy mode, it's embarrassing if your tester dies mid presentation, but even so the zombies here seem far less tough and threatening than previous games, while lacking the speed and ferocity of a faster paced shooter like Left 4 Dead. All in all it's an underwhelming trailer, let's hope things get better by the time the game is released on October 2nd.

Indie Game Trailers For Friday, November 8th

If you have an indie game trailer you’d like to be featured, email Tom at tom@indiegamemag(dot)com.

Featuring: TRAMBO, Blackguards, and Puffington

League of Legends draws more daily players than Zynga's biggest hits

How popular is Riot Games free-to-play PC game League of Legends ?

? It has 12 million daily active players -- that's more than Call of Duty: Modern Warfare 3, World of Warcraft, or any social game on Facebook.

The most popular game on Facebook, Zynga's FarmVille 2 , draws only 8 million daily users, according toAppData. World of Warcraft currently has a little over 10 million subscribers, while Modern Warfare 3 , one of the biggest console releases ever, at its peak hit 3.3 million daily players.

And thanks to microtransactions for purchasing playable characters and items, League of Legends is also likely generating a lot of revenue from those players -- Ngmoco GM and free-to-play expert Ben Cousins estimates that the core-targeted game grosses$5-10 million every day.

Unlike most free-to-play social or casual games, League of Legends is still growing rapidly three years after its launch, too. The game's daily user count was just 4.2 million last November, and its monthly active player numbers also increased from 11.5 million back then to now 32 million.

That's nearing the number of paid subscribers to Xbox Live, which is about 40 million. Riot, a U.S.-based subsidiary of China's Tencent Holdings, also claims that when looking at total hours played per month (1 billion per month on average) by all users, League of Legends is "the most played video game in the world."

The developer shared more stats about League of Legends and its community in an infographicpublished Thursday night.

Resident Evil 6 gets a new trailer and release date

Not to spoil anything, but October 2nd is the release date revealed at the end of the new Resident Evil 6 trailer.

Not to spoil anything, but October 2nd is the release date revealed at the end of the new Resident Evil 6 trailer. More importantly, in that three minutes of undead sizzle you'll find plenty of old friends from across the RE series (Ada Wong!), an introduction to Albert Wekser's kid, a Far East location, and the horrific effects of the all-new C-virus.

In case you missed the first reveal trailer, we've embedded it below since it was pretty badass. It features three distinct playable storylines, but today's video straight out of Capcom's Captivate festivities hints that the globetrotting plot lines intersect with one another occasionally. Because who doesn't love an ensemble reunion!

If you're still confused, our buddies over at GamesRadar have not only provided a thorough breakdown of today's new Resident Evil 6 trailer, they previously stitched together the original trailer to better showcase the POV of playable characters Chris Redfield, Leon Kennedy, and Jack Wesker.

Obviously, PC gamers are aware that Resident Evil won't hit Windows day and date with the console versions (and Capcom's fact sheet says the PC version of RE6 is scheduled "to follow console release"). But if you look at the wait for RE5 on PC (5 months) and RE4 on PC (ALMOST TWO YEARS), we're optimistic that Capcom can close the gap a bit more this time. Or is that just blind hope?

Ronimo Games Heads To Kickstarter For ‘Awesomenauts’ Expansion

Today, Ronimo Games launched a Kickstarter campaign for the first major expansion to their acclaimed 2011 2D MOBA, Awesomenauts.

Entitled, Awesomenauts: Starstorm , the expansion is set to add in three additional characters, new music, and new features like a spectator mode and global chat. With 29 days to go, the campaign has a target goal of $125,000. Since the campaign’s launch earlier today, the campaign has collected nearly $13,000 and is steadily rising.

“…We have done all that can be done within the current confinements of the game,” Ronimo Games says in the Kickstarter campaign pitch. “In order to truly bring Awesomenauts to the next level, we would like to add features that require much more time and effort than we have currently allocated for it. You, our community, have already been so involved in the shaping of Awesomenauts into what it is today, and now you can help us take it to the next step.”

The titular Starstorm is a massive battlestation, a remnant from the first AI war. Ronimo Games is integrating all of the new characters into existing Awesomenauts lore, to keep the game’s universe as cohesive as possible. The new characters will even have in-game taunts, when they come across one another on the battlefield.

Hopeful of being over-funded, Ronimo Games have established some stretch goals. Features like extra maps, customizable games, replays, and a level editor are all features that Ronimo Games plans to implement, if their designated stretch goals are met.

Along with the new content, comes three new additions to the Awesomnauts roster. Ted McPain is a gun-toting brawler, former hero of the AI War, and is ready to take the fight to the enemy…if only he remembered to put his pants on. Sentry X-58 is a deceitful tank-class robot who can transform into things like umbrellas and phone booths. Skree is a delusional shaman who surfs around on a hoverboard. Skree is responsible for accidentally reactivating the derelict robots on Starstorm, believing them to be gods.

The Kickstarter campaign for A wesomenauts: Starstorm runs through September 18th.

Visit the campaign, the official website, and follow Ronimo on Twitter.

Video: Diverse game characters - write them now!

Ubisoft scriptwriter Jill Murray shares practical advice on writing the French Creole female protagonist Aveline de Grandpre from Assassin's Creed III: Liberation in this GDC 2013 lecture.

in this GDC 2013 lecture. The video is now free, courtesy of the GDC Vault.

"The more stereotypical characters we create, the more we write ourselves into corners," warns Murray. To avoid this, she offers several tips and tools for more diverse characters.

Session Name: Diverse Game Characters: Write Them Now!

Speaker(s): Jill Murray

Company Name(s): Ubisoft

Track / Format: Advocacy

Overview: Variety is the spice of life. Games are a playful exploration of life. Clearly the two are made for each other. For writers and narrative designers, this means building diversity into the cast of characters with whom we populate game worlds. This requires research, imagination, consideration, and yes, the risk of getting it wrong. But attention paid to diversity strengthens every aspect of writing, and opens us to new narrative possibilities and gameplay paradigms. This session is a diversity bootcamp covering everything from "sensitive topics" to finding the nugget of commonality we share with each character we invent.
About the GDC VaultIn addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent GDC events, and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to events like GDC, GDC Europe, and GDC China already have full access to GDC Vault, and interested parties can apply for the individual subscriptions via a GDC Vault inquiry form.

Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company. More information on this option is available via an online demonstration, and interested parties can find out more here. In addition, current subscribers with access issues can contact GDC Vault admins.

Be sure to keep an eye on GDC Vault for even more new content, as GDC organizers will also archive videos, audio, and slides from other events like GDC China and GDC 2013. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on the official GDC website, or subscribe to updates via Twitter, Facebook, or RSS.

Gamasutra and GDC are sibling organizations under parent UBM Tech.

Resident Evil 6 screenshots show zombie president, armoured cars and EXPLOSIONS

Capcom have sent over the first set of Resident Evil 6 screenshots.

Resident Evil 6

Capcom have sent over the first set of Resident Evil 6 screenshots. They look to be high res renders taken from the debut trailerwhich means we get a closer look at the zombie president, and other 'orrible creatures afflicted by the latest escaped virus. If it's in keeping with previous Resident Evils, the bioweapon was no doubt created by the least secretive, most evil secret evil organisation ever devised for a videogame, The Umbrella Corporation (and its various malicious subsidiaries).

Most of the shots are the dark brooding sort that you'd expect from a series with Resi's survival horror roots, but it'll almost certainly contain lots of action, a la Resident Evil 5, so let's kick things off with an explosion. BOOM!

Ghost of a Tale’ Funded, Dev Talks IndieGoGo Sucess

‘Ghost of a Tale’ Funded, Dev Talks IndieGoGo Sucess
With his IndieGoGo funding campaign for Ghost of a Tale safely over the goal line, veteran Hollywood animator and first-time game developer, Lionel Gallat talked to IGM a bit about his experience using crowd funding to help complete his game.

safely over the goal line, veteran Hollywood animator and first-time game developer, Lionel Gallat talked to IGM a bit about his experience using crowd funding to help complete his game. Gallat had previously spoken to IGMin the middle of the campaign, shortly after IndieGoGo gave the project additional time to attempt complete funding.

IGM: With the campaign behind you, what are some of the things you wish you had done differently?

Gallat: I wish I had prepared more material to be able to show new things more often during the campaign’s run. As it was I had to take time to create assets (models, textures, etc…) and new visuals at the same time I was managing the campaign. And that was a source of stress of course. On the other hand, besides secretly developing half of the game beforehand (which didn’t seem an entirely valid option somehow) there’s not much more I could have done on my own.

IGM: How did you go about pitching the campaign around?

Gallat: I created the alpha trailer because I thought it would be the only way to convince people to back up the project. And Jeremiah Pena composed a wonderful music for it. So I was fairly confident about the quality of the video. I’ve seen many crowdfunding campaigns along the lines of “hey, look at this color sketch, we’re going to make the most amazing game ever!”. And for some video-game big names that might be enough, but I was well aware that I had no contact with gaming journalists and no game credits. So if I could manage to capture the mere shadow of the game’s spirit within one video, that was the best I could do.

The first step was to gather some email addresses on the web, but only of sites that I thought would be interested. It was hard work, as several sites don’t make themselves readily available, probably to avoid the onslaught of solicitations.

Then I started sending emails. Or rather filling in forms on websites (since I didn’t have that many email addresses to start with). I had prepared a PR release and wrote a simple, short email (about 5 lines) explaining in a couple of words who I was and where to find the project’s page. At that point I knew that if the glimpse offered by the video wasn’t enough to capture people’s imagination, me boasting loudly about my “Hollywood creds” would amount to nothing anyway.

I just sent maybe 5 or 6 emails on the first day. Then almost as much a couple of days later. It definitely was not bulk-spamming or any viral campaign attempt. After that, some of the campaign backers started adding their voices and provided a tremendous amount of help in spreading the word. Which I actually hadn’t anticipated. You need to understand that prior to launching this campaign I had no Facebook page, or Twitter account or any experience with social networks whatsoever. So it definitely was a crash-course.

Then after a while, journalists started asking me for interviews and I became aware that there was a genuine interest for the game. If people were willing to donate their time as well as their money, it meant that they truly believed in the project. And that in itself felt fantastic. I never could have bought or engineered so much genuine good will.

In the end the media coverage was ridiculously generous. I would be hard-pressed to come up with many major sites that did NOT mention “Ghost of a Tale” at all.

Finally of course I can’t overstate the support of my friends and family during the campaign. I’m convinced it was their myriad of little suggestions and nudges in the right direction that led to the campaign’s success.

IGM: What has been going through your head, these past few days?

Gallat: A little anxiety, but a lot of relief. I did what I could in regard to managing the campaign (which is actually far from being an example to follow), but I was also convinced that my control was somewhat limited; at some points I was perfectly aware that I had to trust in the appeal of the project itself. I’m a control freak, so it was a good lesson for me, to take a step back and appreciate the process, however scary it may seem. Surprisingly, it’s a fine line between not doing enough and doing too much.

Ultimately, as I wrote on the latest campaign update, I won’t think of this little success as a heavy pressure weighting down on me as I work on the game, but rather I should think of it as a huge mark of affection for the project. And I can certainly breathe easier when thinking of it this way!

Follow Gallat on Twitter

Resident Evil 6 marketplace listing teases six player co-op

A listing for Resident Evil 6 on the Xbox Marketplace popped up over the weekend.

Resident Evil 6

A listing for Resident Evil 6 on the Xbox Marketplace popped up over the weekend. It's since been removed, but Eurogamerspotted six player co-op as one of the listed features. Last week's Resident Evil 6 debut trailershowed off three pairs of potential protagonists. A co-op mode that has all of them fighting together simultaneously could be bloody marvellous.

Do check out the Resident Evil 6 trailer, if you haven't already. The opening scene shows lone defender of '90s curtain haircuts and treasonous fiend Leon Kennedy shooting dead the President of the United States simply because he happened to be a zombie (they're not zombies they're "infected" - Zombie Ed ). The madness ramps up from there. It's set for November 20 on consoles, and an ambiguous "later" on PC. Here's the debut trailer again in case you missed it.

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Delver’s Drop’ – New Site, New Trailer, New Ways To Support

‘Delver’s Drop’ – New Site, New Trailer, New Ways To Support
With the indie game scene soaring, it is increasingly difficult for developers to get their game to stand out and be remembered by players throughout the game’s development.

With the indie game scene soaring, it is increasingly difficult for developers to get their game to stand out and be remembered by players throughout the game’s development. Luckily for Pixelscopic , their game, Delver’s Drop will have no trouble being remembered. It simply looks too good to forget. Clearly influenced by games such as The Legend of Zelda and The Binding of Issac , Delver’s Drop brings its own cake to the party in the flavor of beautiful visuals,  and a very tactical, albeit fun-looking, gameplay experience.

Delvers Drop

I have been looking forward to Delver’s Drop since it originally caught my eye, when I found it in the IGF listings last year.So I was thrilled to hear from Coby Utter, the CEO of Pixelscopic , about some exciting new developments for Delver’s Drop, after a rather lengthy amount of time with no big news.

“And two months later…” Coby opened the email. He explained that the team has been busy with contract work, and now has the time focus squarely on the development of Delver’s Drop . In their extra time, Pixelscopic setup a full website for the game, as well as a Steam Greenlight page. They have also put together a launch trailer to show off how the game looks in motion, which is, in short, quite exciting.

Apart from the official website, and a brand new trailer (seen below), the biggest news came in the form of a Kickstarter campaign announcement. I was happy to see that within a few days, the campaign has already pulled in over $17,000 with 466 backers at the time of this writing. With a set goal of $75,000… Pixelscopic is nearly 25% there, all within a few days. Clearly the community is as excited about the game as I am. Pixelscopic has done a great job with reward incentives too. For example, pledging just $15 gets the finished game, beta-testing access, the soundtrack, exclusive in-game items, a digital art book, and credit both on the website and in-game.

“Since launch, it’s been incredibly exciting for all of us at Pixelscopic ,” Pixelscopic says in their latest Kickstarter update. “We’ve put a lot of love into Delver’s Drop and are thrilled that so many people are interested in it. Thank you for all of your generosity, support, questions, and suggestions! Keep it all coming, we’re trying to respond to everyone and address all of the feedback we’re getting to make this campaign as transparent and beneficial to our backers as possible.”

Currently, Delver’s Drop is set to release for PC and Mac, with mobile versions coming sometime after. Linux users will have to wait a bit before they can get their hands on the game. “…we are a small team and are developing our own technology,” Pixelscopic says. “Right now, the engine only supports PC, Mac, and iOS; Android is close behind in terms of completion. Since we need to focus on finishing the game, it would not be possible for us to launch the Linux version day-and-date with the PC / Mac versions.”

Readers interested in supporting Delver’s Drop should head to the Kickstarter campaign pageand send their support; if funding financially is not an option, votes on Steam Greenlightcost nothing and help the game get accepted onto Steam faster. Visit Delver’s Drop’s official website, and follow the game on Twitter.

Expect to hear much more about Delver’s Drop , in the coming months.

Just today, Pixelscopic updated the rewards for a number of their Kickstarter reward tiers. Unfortunately, Kickstarter does not allow the re-editing of the sidebar descriptions, but all of the additions are listed in the latest developer update, on the Delver’s Drop Kickstarter page.

Delver's Drop

Resident Evil 6 announced, coming to PC after console release

[VAMS id="MZe60j3Y95q6V"]
Leon Kennedy has fought zombies, parasitic scythe-monsters, and even a few things that couldn't be instantly slain with a spinning back kick to the face.

be instantly slain with a spinning back kick to the face. However, in Resident Evil 6, he may finally meet his match: American politics . Read inside for launch date details.

By "American politics," of course, I mean that he'll be duking it out with a president who's been biochemically "transformed beyond recognition and [making] his hardest ever decision." Series mainstay Chris Redfield, meanwhile, will be sharing top billing by putting his large biceps to use in China. So basically, the outbreak is going global, and globe-trotting is hungry business.

On the upside, the PC version is as existent as most PC ports of major console games are not. However, while RE6 is creeping onto consoles on November 20, the PC launch date is currently a simple "later." But for you impatient types, you can cut three whole minutes off your year-or-so wait time with the above trailer.

Fight To The Finish In ‘Combo Crew’

It stands to reason that as soon as I begin talking about a lack of  diversity in mobile games , that a game would be released that would make me want to take it all back.

Combo Crew by The Game Bakers (the studio behind the tactical RPG SQUIDS) is a beat ’em up for iOS and Android with fully-integrated touch controls, as opposed to the usual virtual d-pad utilized for similar games.

Inspired by classic beat ’em ups such as Street Fighter and Final Fight, Combo Crew has controls completely designed around touch-based gameplay: one-fingered swipes result in punches and kicks, tapping results in a counter-attack, and two-fingered swipes unleash devastating combo moves upon your opponents. There’s no need to fiddle about with on-screen buttons in order to attack: your fingers do all the fighting.

Another unique aspect among mobile beat ’em ups is the inclusion of asynchronous multiplayer. While the game certainly can be played by yourself, it’s much more fun to fight your through a level to rescue one of your friends from K.O., or to compete for high scores as you smash your way up to the top of the tower. Even better is the fact that none of your friends will be left out of the fun: multiplayer features are compatible between both iOS and Android version, allowing you to brawl together in harmony.

Combo Crew is due for release on the 23rd of May on iPhone, iPad and Android. Until then, you can keep yourself busy by checking out The Game Bakers’ website, Twitterand Facebookpages.

Get your face into CD Projekt Red's next game

The blurring divide between what's virtual and what's real gets all the attention these days, and The Witcher developer CD Projekt Red embraces this concept with a desire to rip your face right off your head and stick it into one of their upcoming games ( Cyberpunk ?).

Before you dive for cover, check out the explanatory video below. Apart from the breath-of-relief usage of a digitized version of your face instead of actual flesh, CD Projekt Red's competition offers two methods of entry. For those Witcher 2-less, purchasing the game between now and the end of the month guarantees entry when you send proof of purchase and an explanation of why you should be in their game.

If buying games isn't your thing, you've probably spent your money on a magnum-opus Witcher costume for those evening walks. You're in luck! Snap a picture of yourself using whatever Witcher 2 props/pose/squibs you need, scribble up an "I'm awesome" essay, and send it in.

Looking to enter? CD Projekt's official competition pagehas the details.

IGM Interviews – John Broomhall (Transport Tycoon)

If you were a PC gamer in the 90’s, even if you weren’t a fan of the various simulation games available at the time, odds are you were consciously aware of a game called Transport Tycoon .

. Created by Chris Sawyer, whose name will also ring a bell for his other Rollercoaster Tycoon part of the series, the original Transport Tycoon went on to be an incredible success. While the business management sim definitely offered a fresh take on game mechanics that set a new bar for others in the genre to follow, another part of that success can be directly attributed to John Broomhall, composer for the Transport Tycoon titles. His mix of old-style blues and jazz made for an incredibly ear-catching soundtrack that is, to this day, highly regarded as among the best video game soundtracks of all time.

I had the pleasure of chatting with John to discuss the definitive remake of Transport Tycoon – now available for iOSand Android– in addition to getting his thoughts on the current state of music in the industry, and how he’s changed as a composer over the years since the game’s original release.  Those with an appreciation or interest in video game music composition won’t want to miss this one.

Indie Game Magazine: The music from the original Transport Tycoon is a mix of blues and jazz. What made you think these two seemingly unfitting styles would mesh so well with a business-sim?

John Broomhall : Great question, but actually I didn’t know they would mesh so well at the beginning. I can remember my boss appearing at the door with a single floppy disc in his hand, saying – “Install this – you’re going to be writing the music for it!” The composition began with the title theme. I both played the game and sat and watched it running in ‘attract mode’ and a profoundly strong sense of tempo and movement came to me, along with this quirky riff, the one you hear right at the beginning of the game. I instantly thought it was a good hook and an interesting motif and in my head. I was a hearing jazzy, funky vibe that would convey a sense of the game being sophisticated and clever and that this Transport Tycoon would be a pretty cool tycoon, so I tried it – and everybody in the office loved it. Then we ran it by Chris Sawyer, the game’s genius creator and he liked it too and that title tune is what sent me down the path of jazz. This is the only game I’ve ever written jazz music for and one of the most enjoyable music projects I ever worked on.

IGM: What was it like coming back to the project after so many years?

John : It was an absolute pleasure and something of a dream come true. In the nineties, I’d spent days on end working with our audio programmer, Andrew Parton, to make the original tunes sound as good as possible on every popular midi sound card of the day. When I wrote the tune really what I heard in my head was real musicians playing all these motifs and riffs and jazz solos. Over the last three or four years, I kind of got my jazz mojo back; brushing up my own piano and organ chops and getting out there to play live music at every opportunity. I’d actually been wondering if there was some way I could reboot the Transport Tycoon music with the latest tech and live players for some time. Maybe even perform some or all of it in live situations, and right around then, this wonderful opportunity to work with Chris again, came up.

IGM: Did remixing the tracks ever feel like playing with fire, or fixing something that wasn’t broken? Was there ever any concern about living up to certain expectations after how well received the original game’s soundtrack was?

John : I never really thought about it that way, but I am very conscious that there is large amount of established support out there for this music in its original form. There are tons of hacked versions all over YouTube, and videos of people playing the music themselves, or just the bass part, which in some cases must have meant some pretty painstaking learning.

I guess I see ‘The 2014 Sessions’ as a fulfillment of my original musical intentions and yet, given the rudimentary technology of the time, I’m still proud of the original version. If people want to listen to something like the original version while they play Transport Tycoon on their iPad there’s no problem with me. Personally, I’ll be tapping my foot to the new versions, and I really hope other folks enjoy hearing them as much as I enjoyed making them.

IGM: Were there any tracks that were cut from the original game that have been worked into the remixed tracks in some form or another?

John : Firstly, I should point out that the new versions are not just remixes in the popular sense of the word. They [the remixes] have been re-imagined, rearranged and re-recorded. In some instances, they closely resemble the originals, in others; they definitely feel like a fresh take. The music set incorporated is, to the best of my knowledge, all of the tunes included in the Transport Tycoon Deluxe release. The only difference being the arrangement of the title tune from the original game, rather than the one I did for Transport Tycoon Deluxe .

IGM: It’s been almost twenty years since the original Transport Tycoon was released. How have you grown as a composer in that time?

John : The entire face of creating music for games has completely changed, and so you really have to change and grow to keep up with the pace. The original Transport Tycoon music was created using what we would now see as very primitive technology. In fact, the technology constraints and issues really inhibited the creative process. At the time, writing music seemed like the easy part, compared to the job of trying to make it sound good on the midi soundcards of the day.

Twenty years ago, I had a hard disc drive of 20 megabytes. Now I have RAM of 64 GIGABYTES! That means you can run extremely powerful software and have something akin to an entire orchestra or an entire jazz/funk/Latin band at your fingertips.

In most cases, technology is no longer constraining composers. In fact, it’s enabling creativity; it deeply effects and develops how you go about writing music for games. It means you learn more about musical arrangement, orchestration and what you do in the world of sound design. Back in the day, you couldn’t do anything that sounded atmospheric due to its sonics; you had to do it through notation. Today, with virtual synthesizers and effects treatments, you constantly have an extremely powerful ‘mood machine’ at your disposal.

I think it’s been very instructive (sometimes in unexpected ways), to spend so much time as an audio director and interviewing other composers for the magazines I write for every month. It’s brilliant to continually get fresh perspectives as you talk to different people about their approach and collaborate on new projects. All this makes you grow as a composer.

Many players crave more authorship and storytelling in games -- until they get an ending they don't like

. That's a challenge for developers focused on strong narratives, and it raises an important question: Is a well-spun tale at odds with the player's natural desire to solve problems and win? Though it's considered niche, the market for traditional point-and-click adventure games remains vocal and patient.

Sad ending: Is good storytelling at odds with 'winning'?

Though it's considered niche, the market for traditional point-and-click adventure games remains vocal and patient. For those folks, there's Wadjet Eye Games, indie label for story-driven puzzlers like Emerald City Confidential and the Blackwell games, among others. The company's known to carry a torch for the genre, and focuses particular effort on writing and voice acting.

Most recently, the company teamed with XII Games on Resonance , an adventure about a mysterious technology disaster, the legacy of a dead physicist and the looming threat of a shadowy corporation. The game unfolds through the perspective of four protagonists -- a scientist, a nurse, a police officer and a journalist -- and the player is eventually free to switch among them (think Day of the Tentacle ) to solve puzzles in teams.

The multiple-character gameplay is also an important tool for the game's storytelling, as the player's information about each character's true motives is often intentionally obscured. As the story builds to its climax, it's often easy to wonder who's really on the right side -- and that's when one can guess at what the "right" side really is.
A careful balanceOne challenge for point-and-click stories is that the difficulty of the puzzles needs to be carefully balanced against the story. The times when these games have needlessly frustrated progress with a disproportionately-complicated obstacle or unintuitive solutions remain legendary tales, perennially-ripe, even though in some cases it's been a decade or more since.

Meanwhile, neither do players like to be made to feel like they're being sent on obvious errands just because the developer wants them to have something to do between one plot point and the next. But Resonance generally manages this balance well with puzzles that are meaty, engaging and feel worth persisting at -- and this is largely because players are invested in finding out the true story within the game's fast-paced events.

What was the late doctor's research really about? Who is the intriguing man seen disappearing behind one of three Roman-numbered doors? How to fool elaborate security systems and unravel sinister databases? There's a sense of genuine and well-paced urgency throughout Resonance that admirably commands the player's attention.

And the promise that each of the four characters knows something the others don't buoys the game mechanic whereby characters use events in their long-term memories to trigger discussions; they can also store short-term memories, images of objects in their environment, to ask other characters about later. In a game that's partially about the terrible power of information and the importance of memories past, this is a fun twist.

Based on what players learn about the larger stakes and the motivations of the enemy, there are two possible endings, a degree of agency that feels appropriate for the story. Without spoiling specifics, though, neither ending is particularly happy. One, called the "lesser of two evils" ending, has the glimmer of a silver lining, but in both cases the characters we've come to like and root for experience Pyrrhic victories.

And the game affords players so much agency (even allowing them to experience the game's expository chapters in any order they like), that it's easy to finish Resonance , and conclude that now that we've got all the information, we should be able to go back and prevent some of the disasters we didn't have the clarity to prevent when we first encountered them. What would have happened if you declined to follow a certain instruction now revealed to have been sinister, or had you made a different choice? Would the outcome have been different if you'd let a different character take the lead at a crucial juncture, or tried to trigger a key conversation earlier?

These are natural questions for a player who's done all a game's requisite problem-solving -- but who is still told there are some problems that just aren't solvable. Of course, that's the way of the world, and if our interest is in sophisticated storytelling, that clearly means there isn't always a happy ending. There may be a thought-provoking ending, or a tragic one, but to refuse to allow the player to complete all possible tidy heroics is a valid narrative choice.
Emotional impactIn the history of games, a "bad," unhappy or unsatisfying ending has been the player's penalty for failing to be thorough enough, to take enough care of other characters, for avoiding avenues to key story arcs. Past-gen games -- particularly horror titles from Japan -- would often provide different endings based on subtle elements like how much damage the player sustained or how many supplies they consumed.

Receiving an ambivalent ending has often been a way for the developer to gently let the player know they should go back and give it another try. And because players want to succeed at all the available challenges and scratch that itch for sorting chaos and solving problems, they almost always would, learning their way through the guts of a game until they had figured out how to attain the conditions they felt were optimal.

Frustrating the player's wishes can be a way to create emotional impact. JRPG fans will always remember there was no way to save Aeris, although cult stories about secret methods to do so persist in some internet corners even today. Shadow of the Colossus wouldn't be as indelible if there were ways to dodge the sad bits.

When Silent Hill 2 's protagonist at last arrives at the hotel where he's to rejoin his supposedly-late wife Mary, the game knows the player will charge up to the third floor where she's said to be waiting -- and intentionally blocks off this easiest of avenues. The player will hear the rattle of a locked gate and the sound of her calling from down the hall, and there is hardly a more incredible device in the entire franchise.

Games that know how and when to deny the player power are permanently memorable, and sad stories have as much a place in gaming's lexicon as happy ones. But when endings make us feel like we can't win, suddenly those of us that said we cared the most about storytelling are upset.

The clearest example of this kind of fan ire is the Mass Effect 3 controversy, only to be salved by BioWare's agreeing to release a different conclusion to the expansive trilogy. Good storytelling means your fans get invested in the characters you've made -- and it also makes them less willing to accept the fate you've decided for them and their world.

Does that mean developers interested in good stories have to make sure players have a way to save the world, even if it's hard? Not necessarily, but it raises important questions about the role an ending plays in one's overall satisfaction with a game experience.

Just a few years ago, the commercial trend seemed to favor less effort and investment in a game's ending. Many bigger studios were pointing to studies about how few players actually finish games as evidence of the idea that the journey matters much more than the destination. But I continue to believe we're in a renaissance for story-driven games, with audience interest in new and classic forms alike quickly ramping up.

Clever game designers and writers will continue seeking smart ways to tackle the problem of creating strong tragedies or complex outcomes without making players feel like they're being forced to fail.

No More Room in Hell update adds new maps, characters and difficulty mode

Originally a Half-Life 2 mod (and the winner of our 2012 'Mod of the Year' gong), No More Room in Hell 's standalone edition has just had a major update.

's standalone edition has just had a major update. The eight-player coop horror is now expanded with four new maps, three new characters, a new gun and a new 'casual' game mode.

Three new objective-based maps have been introduced in the form of 'Brooklyn', 'Cleopas' and 'Zephyr', while a new Survival map entitled 'Midwest' is also available. Three new playable characters are also new, with intimidating names like Butcher, Badass and Roje. A new weapon, the FN FAL, is also unlocked.

Most interesting is the introduction of a new 'casual' game mode. Casual mode makes limits on respawning more lenient, while each player will spawn with a melee weapon. Players can drop in and out of a game at any time, while respawns occur close to team members, removing some of the stress of reuniting after death.

Full details on the 1.08 update are on the No More Room in Hell site.

1849: Nevada Silver – Join The Silver Rush This Month

We’re here with some early news about an upcoming expansion for 1849 ,  simulator game about the gold rush .

SomaSim has just announced 1849: Nevada Silver , an expansion to the game which originally released in May. The expansion is set during a rush for silver in the Comstock Lode, set 10 years after the original game.

SomaSim intends to build on the original gameplay by using more complex scenarios and challenges. The expansion will be set in six Northern Nevada towns, and will feature many technological advances, such as trains and steam-powered mills, to add a new level of difficulty and overall depth to the game. All the while, players will need to work to create a steady flow of mined silver in order to earn enough money to support and expand their operations.

1849: Nevada Silver will be available for iPad as an in-app purchase for $1.99, as well as on Steam for PC and Mac as a DLC upgrade for $3.99. The expansion is set to be released sometime this month, so stay tuned for more information! Additionally, gamers can follow SomaSim on Facebookor Twitter.

What improvements or features do you hope to see added to 1849 ? Leave your comments below!

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Our Verdict
This is yesterdays MMO by the merits of its own content, but compensates by potentially ushering in a DIY revolution.

Somehow, I suspect that if you sneaked into the office where Neverwinterwas developed, you'd be less likely to find a design document than a very, very big roll of free bubblewrap. Neverwinter is a free-to-play RPG that somehow nails that sense of second-by-second popping satisfaction, often despite itself. Pop, a monster goes down. Pop, a sparkling light trail to get you straight to the next one. Pop, the chime of a new level earned. Neverwinter is a game of cold proficiency, built with experience and understanding of these moments and how to create them.

Too bad it's also one of the least creative games ever to waste the chance to do something interesting with them.

Where Dungeons & Dragons Online at least attempted to offer a more in-depth dungeoneering experience, Neverwinter follows the standard genre template to the letter (except for those letters it's discarded). It's a game where I swapped armour pieces a thousand times only to look exactly the same, and one that has nearly as many currencies as it has character classes – three and five respectively. As a tiefling Control Wizard, I spent my time hurling a very limited set of elemental attacks at enemies, while trying not to mind sounding like the Captain Planet 'heart' ring owner of fantasy gaming. “I'm a Fire Wizard, I mastered fire!” I imagine one of my arcane rivals boasting with pride wherever it is that mages gather. “I'm a Control Wizard,” I awkwardly reply. “I can leave half a Pringles can un-eaten!”

Even with that name, Control Wizards do the business. They don't have many tricks, but the ones they've got are good, including turning an enemy into a walking area attack spell, freezing foes on the spot, smashing everything in sight with a 'Daily' super attack (which is actually charged by kills and can be used every few minutes), and my favourite, a rapidly recharging Force Push attack for knocking foes out of melee range. As with the rest of the bubblewrap, all these feel good – even magic missiles feel like they have some weight behind them. Neverwinter also provides a companion after a few zones, to help counter your class's weaknesses. They have exactly zero personality, but you get to choose who you want. I still went with a tank, obviously, but could have hired another mage.

Sadly, what Neverwinter mostly does with this potential is waste it. Never have the Forgotten Realms been quite so forgettable. The main questline could be largely replaced by a box that says “Watch Netflix for 30 hours, then click here for a free hat.” The characters are personality vacuums with little to note but their awful accents. Competitors like Pandaria and Guild Wars 2 have advanced MMO questing to the point that even bits of Neverwinter that actually try to offer some spark can barely gaze upon them without being instantly struck blind. At times, it seems wilfully unimaginative, most notably with the constant repetition of the same basic boss template: a tank who spawns minions to mildly inconvenience adventurers who just want their damn quest rewards.

Attempts to jazz things up usually lose steam quickly. Early on, for instance, you're exploring a tower when it looks like Neverwinter is about to pull the old combinationlock routine with three turnable statues. I'm not complaining that it doesn't do so – that yawner is by far the most pointless of all the Elder Puzzles. It's just strange that instead, the game merely has you turn them one by one until they light up, at which point the nearby secret door opens with an almost audible embarrassed cough. This is not an isolated incident, either. Granted, bubblewrap would be less relaxing if you had to pause to think between bubbles rather than going effortlessly on. But there's a reason that most of us don't spend hour after hour popping the damn stuff, and those who do don't normally get to cut up their own food.

What really stands out is how much better the community is at content creation than the designers. Like City of Heroes and Star Trek Online before it, Neverwinter offers player-created missions through the Foundry. These are scattered around the world and offer rewards just like regular quests, and while their creators don't have remotely the same access to scripting and world design as Neverwinter's actual designers, the best of these playerbuilt missions utterly humiliate the official stuff. Two in particular stand out: Bored of Being the Hero, in which you get help from a mysterious source to turn to the dark side, with your choice of mystical item and potential backup of an army of shades, and Whispers from the Void, which stretches the tools to the max to create a spooky, well-framed little Lovecraftian tale.

These examples excel despite the limitations of the editing tools used to create them. Granted, these tools are staggeringly freeform and integrated into the game by MMO standards, but there's a sense that Neverwinter doesn't quite trust its players enough to let them play with the whole toybox. Given that this is Cryptic's third attempt at enabling players, and Neverwinter's lineage as the RPG you could host your own games on, it's hard not to notice the restrictions placed on what ordinary players can create compared to the official stuff. Neverwinter Nights this is not, though it would like to be, and will hopefully get closer over time.

Despite those limitations, player designers are already achieving cool things, such as the evil artefact that turns the world monochrome in Bored of Being the Hero, and Whispers from the Void's clever framing story and very effective chaos once Cthulhu shows up.

All of this can be enjoyed for free. Neverwinter takes about 20 levels before starting to cough and hold out a bowl. Along with regular gold, there are two main currencies: Astral Diamonds and Zen. Astral Diamonds can be earned to some degree in-game by such acts as running dailies and being tipped by other players for making interesting missions in-game. They can also be traded for Zen. Astral Diamonds are the 'service' currency, used by NPCs. Zen is the cash-shop one, used to buy things like the now inevitable lockbox keys, advanced companions and fancy mounts.

Both are kept out of the way for a while, but there's a switchover time when Neverwinter starts doing things like giving out a token for five hours' mount rental and putting a cash shop vendor next to the goldbased shop that sells the expensive beasts. Or when the time it takes your Companion to go away and level up without a few thousand AD to grease the wheels first hits half an hour. This is also the time when a smart adventurer will realise how reliant they are on Neverwinter's generosity with Identify scrolls, and that the Coalescent Ward consumable that guarantees late game gear upgrades work is suspiciously expensive. Still, the only things you need can be bought with gold and/or AD, and plenty of both is available in-game if you're willing to sit around for a while now and then and earn it.

By this point, however, I'd popped enough bandit-shaped bubblewrap that the thought of tearing into yet another roll had lost all appeal – free or not. In that time, over ten hours, exactly one official quest had offered a genuinely interesting experience. The mission was to investigate a mysterious figure abusing the city's trust in order to use sufferers of something called the Spellplague to build him a path to godhood. Godhood inevitably translating as 'turning into a crap boss who spawns minions'. After that mildly intriguing interlude, normal boring service immediately resumed.

Ordinarily, this emptiness would be a killer. Mechanically, Neverwinter is solid, but its content is painfully behind the times and far too dull to stand up against the competition – especially when that includes (shudder) buy-to-play games rather than simply other free ones. Factor-in the chance for playercreated content to fill that gap, however, and for improved design features to enable that player creativity, and it seems likely things will feel much fresher in a few months' time. Being this reliant on players to compensate for its lack of creativity isn't exactly a point in Neverwinter's favour. Giving them the power to do so, however, is. And that's something other MMOs need to copy.

Expect to pay: Free to play Release: Out now Developer: Cryptic Publisher: Perfect World Multiplayer MMO Link nw.perfectworld.com

The Verdict

Neverwinter

This is yesterdays MMO by the merits of its own content, but compensates by potentially ushering in a DIY revolution.

We recommend By Zergnet

This Halloween, there's No More Room in Hell—as a free standalone game on Steam

Take Left 4 Dead, add four more co-op partners, and make it so that one bite brings down a player.

Take Left 4 Dead, add four more co-op partners, and make it so that one bite brings down a player. That's the gist of No More Room in Hell. The brutally challenging Half-Life 2 mod that won our 2012 Mod of the Year awardhas grown into a standalone game, and now it has a final Steam release date.

On October 31, two years after the original mod's release, you'll be able to partake in the expanded, cooperative, zombie-murdering tension for free, without any "pay to win" items, as the Greenlight pageproudly declares. No More Room in Hell features proximity-based voice chat, meaning only teammates and zombies near you can hear you, a stripped-down HUD, limited ammo, and a bunch more that you can see on the Greenlight page.

Oh, also zombie children that you can blow away.

The Dark Man’ Now On Google Play

‘The Dark Man’ Now On Google Play
Indian game developer, 7Seas Entertainment, has recently launched one of their browser based games for Android called The Dark Man.

The web version of The Dark Man has been quite popular in the browser based market and has popped up on social networking sites netting 15 million game players so far with its launch a year ago.

The Dark Man has won multiple awards including the 24FPS 2011 MAAC International Animation Award under ‘Best Game Design’, as well as the FICCI 2011 Award, and the CSI (Computer Society of India) 2011 Appreciation Award.

The Dark Man is a physics-based puzzle game which puts the player into the role of an archer who has to shoot apples off of characters’ heads. The game offers thirty levels with each one becoming progressingly harder. You have a limited amount of arrows and will have to start over if any of those hits the character carrying the apple. Currently you can play up to 10 levels for free.

I played The Dark Man for a little while with my sole goal being to get some head shots on these poor apple carriers, only to find myself nailing apple after apple. When I finally did nail a poor guy in the neck, the death animation was so hilarious I had to try and hit every body part. Hey, we all play games differently now, don’t judge me.

If you’d like to keep up with 7 Seas future games and check out some of their past projects be sure to visit their official website. Don’t forget to pick up The Dark Man in the Google Play store today where you can get the full versionfor only $0.99 or take it on a test drive for free.

Neverwinter makes its debut as an MMO with action combat and gorgeous graphics

It's been almost a year since I've played Neverwinter.

It's been almost a year since I've played Neverwinter. Of course, back at last year's E3, it was still being designed as a small-scale co-op RPG and Cryptic was showing off their trademark Foundry tools for the game. Fast forward to 2012and I'm looking at a totally different game. Those content-creation tools are all still there, but the game's expanded way beyond them being the most exciting part of the game.

More importantly, this first hands-on session made it apparent that Neverwinter is making the transition into full MMO very nicely. Its beautiful visuals, active combat, and a well-crafted world were enough to convince me that it's the dark horse candidate for best MMO of 2012.

Lead Producer Andy Velasquez kicks off the demo by showing me how the game works. He quickly creates a TieflingControl Wizard, briefly noting that most of the races players expect from a D&D game will be there at launch. The release of classes will be a bit more spread out: a solid core that make up the D&D roles of Strikers (DPS), Controllers (CC), Defenders (tank), and Leaders (support) will be available at launch, and many more added regularly afterwards. Neverwinter will be free-to-play, and Velasquez mentions League of Legends as an inspiration for this style of class release, but he refuses to specify if the classes will be monetized similarly.

The Control Wizard he's using to run around the Tower District, one of the many open world zones that make up the majority of the game world, looks really fun. Based loosely on 4th-edition D&D rules, the character has two At-Will powers: Arcane Missiles and Ray of Frost. These are activated with left and right mouse clicks and fly wherever the aiming reticule in the center of the screen is pointing, similar to the combat in TERA and Guild Wars 2. Arcane Missiles is a classic DPS ability, although having the little bolts fire from the orb floating alongside you is a cool touch. The spell effects are very detailed and the ruffians scavenging the ruined buildings all around us react to being hit in pretty realistic ways.

I was impressed even before I saw the Ray of Frost, which totally stole the show. Holding down the right mouse button channels out a beam of ice, and you have to track your target's movement to keep it on them. Initially it just slows them, but then ice slowly grows up over their body as they progressively get slower until you've fully encased them and they're trapped like helpless little popsicles.

In addition to two At-Will powers, every class has a Utility power (Shift key) that lets you avoid damage with a move like the Wizard's Shift which jumps the character to the side. Q and E keys will activate your two Encounter powers, stronger abilities that have a cooldown of around 10 seconds each. D&D players are waiting to hear about the Daily power, though: that ultra ability that lets you bring out the big dice for the damage rolls. Thankfully these abilities are not limited to once per day, as the name suggests. Instead, a fairly large D20rests in the center of the actionbar UI, slowly filling orange as combat progresses. When it's full, you can unleash your mega move. I wasn't able to see the Wizard's, but Velasquez told me that it pulls the weapons off of every enemy in the vicinity and hurls them back at their previous owners for huge damage.

Getting a little more sneaky

Enough teasing. It's time to let me jump into the driver's seat and I opt to go with the Trickster Rogue class, which is all about sneak attacks. Velasquez drops me into one of the game's solo dungeons (Neverwinter will feature plenty of large 5-person group instances as well). The setting is a fairly generic crypt with risen skeletons and guardian spirits to take out, but I'm not too concerned with how the enemies look at the moment--I'm more interested in seeing how I can stab them.

While the Control Wizard's combat reminded me more of TERA or Guild Wars 2, the Trickster Rogue reminds me more of Dragon Age 2's fast-moving, mobile Rogue design--a very good thing. My left click is a basic stabby attack, but my right click teleports me behind the enemy I point at, within a reasonable range (probably close to the equivalent of a 20-yard spell in WoW). Having this ability as an At-Will makes me incredibly nimble, able to jump between targets as fast as I can skillfully pick them out while bouncing around. One of my Encounter abilities lets me slip into stealth, but I never actually use it--teleporting in is way too fun.

The other Encounter power I have is a godsend, however, creating a clone of my character and teleporting my character 10 yards away to safety. Enemies tricked by the clone start attacking it and a "Tricked!" banner zooms over them to let me know they're exposed to attack. As a Trickster Rogue, using abilities like this or attacking an enemy from behind puts your enemy in a "tricked" state that lets you deal bonus damage to them. My dagger swipes are given an extra wind blast behind it to let me know visually that I'm currently owning face. Oh, I already know, little wind gust. I can tell by the pile of bodies I just dropped in a matter of seconds.

I work my way through the stone corridors taking out these packs of baddies until my D20 is full. I'm not sure what my Daily power will do (less reading = more stabbing), but I go ahead and activate it as soon as it's ready. My character whirls around the pack of skeletons he's fighting, stabbing every single one of them. Two immediately crumple to dust and those still standing require the tiniest poke to topple. It felt incredibly powerful and it was flashy enough to be a good reward for filling up that meter over several fights.

As I run towards the first of three large rooms that house the dungeon's main bosses, I spot a treasure chest in a small room off to the side of the path. My greed gets the better of me and I sprint at it. In classic D&D fashion it's a trap and skeletons burst through the wall all around me. Doh. I ask Velasquez if I could've avoided the trap by moving in slower or doing a skill check like I would in the tabletop game or Dungeons & Dragons Online (which is based on D&D's 3.5 ruleset and significantly more rigid than Neverwinter, which plays much more like an action game). Not right now, he tells me, but they do plan to make traps based on passive skill-checks before launch.

I take out the skeletons and take a peek inside the chest with a very detailed animation that has my character crouch down, push up the lid and peak his head inside. Velasquez laughs and reminds me that looting is a very big deal in D&D, so they wanted to make a worthwhile animation for it. It's a small touch, but it does add to the feeling of your character being in an interactive world, rather than simply kneeling down and the chest popping open two feet away like in other MMOs. I loot Infiltrator's Armor, which the helpful tooltip indicates is a recommended upgrade for my character. I toss it on and head for the first boss fight.

I enter the cavernous crypt room to fin a floating skeleton crypt-lord, holding out incense pots on rope like a creepy priest performing rites. The fight is fairly straightforward: I wear down the ghoul and kill the spirits he summons before they can become too numerous and overwhelm me. What keeps the fight interesting is my arsenal of abilities that I use to teleport to adds, decimate them and hop back on the boss. Velasquez tells me that the dev team believes that the most important part about designing an MMO is making the combat fun to play.

But they're not ignoring the rest either. The game will launch with the usual MMORPG features like auction houses, crafting, armor sets, capital cities, and bars and other social hangouts for players to congregate in. Players will all be a part of the same faction working to help restore Neverwinter to its former glory after a volcano erupted and wiped out the city 35 years before the game starts.

Neverwinter is still on track for a late 2012 release, with a closed beta starting up fairly soon. You can find more info on the game's official site.

When the player's screen is the game's screen

Selling the player on the fiction of your game can be a difficult thing.

There’s a healthy amount of benefit of the doubt, with the player’s mind vaulting the hurdles required to convert WASD into ambulation, or the click of a mouse into the pull of a trigger.

But still, there’s a disconnect present between the player’s experience and that of their avatar. Nathan Drake might leap a dozen feet across a sandswept ruin, but you’re just vicariously perched over his right shoulder, watching it unfold. Thrilling, yes, but pretty far from the actuality of it.

What you are doing--if you’re on a PC--is sitting at a desk and interacting with a screen with a keyboard. Not the most exciting of positions, but one that can be leveraged by a game designer for a specific kind of game, putting the player close to the fiction of the game, rather than disconnected from it. As Tim Keenan, developer of Duskers , puts it, “Every PC player is on a computer, so how can you use that fact?”

Duskers does it by making you a drone operator exploring abandoned space ships from your isolated terminal. Using command-line prompts and a very incomplete view of the proceedings, you selectively power parts of the derelicts to strip them of useful materials, all the while avoiding enemies that are as indistinct as they are terrifying.

More often than not, they’re simply a red reticule moving spasmodically around a room that you keep safely locked, like a trapped and very angry insect. It's minimalistic, but that alone is enough to create a constant state of dread, knowing that if you open the wrong door your drones could end up like the very obviously deceased crew of whatever ship you’re exploring.

“We give you less information, and make it harder to perceive, and that makes the player more uncomfortable,” Keenan continues. “The camera is also too close, which gives you a sensation of claustrophobia. All of these things make it so you can’t get a clear picture of things, enabling the player’s imagination to run wild.”


Leveraging what you already have
"All of these things make it so you can't get a clear picture of things, enabling the player's imagination to run wild."

A screen and keyboard only allow you so much interaction. This is true of Her Story , another game in which your screen is the game’s screen, a terminal representing a terminal. You can only watch the entries of its murder mystery using its limited search function, and you can’t help but feel the intentional obfuscation between you and the fiction of the world. However instead of feeling frustrating and limited, it instead pulls yo into the game world that much more, as there's no UI trying to bridge the gap between you and the actions of the world. You point, and you click, and it behaves exactly as you'd expect.

Another example is the recently released Hacknet , a game which takes the ideas of Introversion’s Uplink and runs wild with them, putting you in the role of a hacker in the world of pervasive technology and apps, jumping from a person’s personal computer to their tablet to their smart phone. It’s like seeing people’s lives from backstage, with all the wiring exposed.

“I was always reinforcing the idea that the player is the one making decisions,” Matt Trobbiani of Team Fractal Alligator, who made Hacknet , tells me. “There’s no avatar separating them from their actions.” The result of this is a sense of detachment that strongly divorces you from the proceedings of the game, as you edit death certificates, company records and medical documents. “I tried to abuse this detachment with a few moments that would ‘remind’ the player of the humans and reality that this data represents, and have them reflect on their actions and detachment.”

Something that ties all three of these games together is a sense of verisimilitude, an old idea in the literary and cinematic mediums, but one that is less pervasive within games. The idea being to use the medium itself as a strength. Turn a novel into a diary, the film into a found recording of events that are presented as ‘real’, even though we, as the audience, know that they’re fiction. By positioning the audience, or the player, that much closer to the fiction their suspension of disbelief is that much less tested.


The advantages of less
"The more you don't see, the more you dread it. We don't even have proper animation for the enemies."

The flip side of this, however, is that you’re then afforded more space to maneuver when it comes to creating an atmosphere or hitting the player with an emotional payoff. In Duskers , the horror elements are a much easier sell because you rarely, if ever, actually have contact with the enemies, instead attempting to quarantine them in parts of the ship you don’t need to visit or can afford not to. The drone’s view itself is also fuzzy and indistinct, shapes hinting at a few different things rather than anything specific.

“The more you don’t see, the more you dread it.” Keenan elaborates. “We don’t even have proper animation for the enemies. We just have them move and twitch, and it’s amazing to see how many people when I watch them play on stream, as soon as they see that red reticule come up, meaning that the drone has identified a threat, that’s enough to freak them out.”

Her Story is extremely economic with its assets, too, with only the terminal interface and the real footage of each snippet making up the entire game. Hacknet only needs to present you with a few icons, a command line interface and occasionally a bit of art for one of its fake websites. But what it’s able to achieve with this is quite astonishing, especially at one particular moment (that is a large spoiler for the game).

“For a long time before even touching the code I was debating if it had a place in the game,” Trobbiani tells me when I ask him about the specific instance, where an optional job comes up to hack into a man’s pacemaker.  “If it would work, if I could build the gravity of the situation so it wasn’t trivial, if it was even thematically appropriate. I read an article on games a long time ago that discussed the idea of taking a life as a powerful, intensely personal, traumatic experience, and how games trivialize that. It had some really interesting ideas – around the idea of pulling a trigger in a game being something disturbing and unforgettable.”


Creating emotional impact out of minimal assets

“I want to some lengths to design the monitor UI in a realistic way.” Trobbiani continues. “The code behind it was really interesting to develop – the Hacknet UI is essentially a functional heart monitor, that just accepts inputs from a simulated organ – it was designed so that I could plug in real, live data, and it should look very similar – ideally even be useful in a hospital situation.


"I couldn't find a good way for players to feel respectful before taking a life, but I did my best to find a way to make them feel it while it was happening."

"The mission itself was designed to lead the player into a few ways of thinking. The complexity of the network behind the chip was designed to put the player in the mindset of ‘doing a job’ – solving a complex problem. Only once they complete it, with the very slow, un-cancelable chip update sequence already slowly ticking down the screen, were they supposed to stop and think about what’s really happening. I wanted players to actively make that decision to ‘investigate’ it, feel like they’d gone too far, just playing around, then be reminded of the consequences of their actions in full. The slow update on the chip, once the player solves the mission, and the very visual cardiac arrest sequence played out on the monitor were very deliberate. I couldn’t find a good way for players to feel respectful before taking a life, but I did my best to find a way to make them feel it while it was happening.”

It’s a testament to Hacknet that all this is achieved without ever modeling the character or even having them represented as more than a heartbeat on a monitor. It still achieves a much greater impact than the well-rendered but ultimately trivial deaths of hundreds of goons die in any given shooter.

This idea of putting the player close to the metal, so to speak, is only going to work in very specific circumstances. But both Trobbiani and Keenan espouse how much it helped guide their development and design process, while also making it incredibly easy to avoid expensive bottlenecks during the creation of their games. The art requirements are lower, and Duskers doesn’t even have a soundtrack, which eliminates an entire avenue of development completely. This is entirely to the game’s advantage, as it allows the minimal sound design to punctuate terrifying silence.

“When making a game, it really helps to put your stake in the ground, and then revolve everything around that,” Keenan explains. “One of my stakes was realism. Not photo-realism, just realism. Everything in the game, even though no one would play Duskers and think it was real, there’s this suspension of disbelief that comes when I don’t do anything to break reality. Things like the way someone moves, the camera, or the music. All of those things don’t happen to me when I do things in real life, so what I’m trying to do is not give you an excuse to decouple. What you’re doing is leveraging the medium itself, rather than building the fiction.”

Fighting Game ‘Yatagarasu’ Coming To 3DS eShop

Publisher of Cave Story , Nicalis , is bringing a new fighter to the 3DS eShop named Yatagarasu.

Don’t memorize that name just yet as it may or may not end up getting changed here in the states as that was the name it was given in the 2011 PC release in Japan. Developed by Circle Edge, a three person team comprised of former SNK geniuses, Yatagarasu features solid classic 2D fighting.

For our fighting purists out there you’ll be happy to know that fan favorite art director Styleos worked on the game along with Umezono who designed and balanced the game, and Shiza who developed the game engine.

Yatagarasu will feature eight playable characters, single and two-player versus modes, training and replay modes, four-button attack system with parry, and classic 2D hand drawn sprites complete with an original soundtrack. Nicalis is also heavily touting the “unique optional commentator system that mimics the tournament trash talk experience.” I personally would like to see a trailer of this feature myself as it sounds pretty cool.

If you’re looking to get a little hands-on time with the game then you’re in luck as Yatagarasu will be on display next week at PAX Prime in Seattle Washington.

To keep up with the latest news on Yatagarasu be sure to follow Nicalis On Twitter, Facebook, and YouTube

Torchlight 2 preview

This article originally appeared in PC Gamer UK Issue 231.

Torchlight 2 preview thumb

When news of Diablo 3's real money auction house broke, gamers responded with the inevitable arguing and outrage, but amongst it was one shared opinion: if it did cause a problem, people would simply play its action-RPG cousin Torchlight 2 instead.

Max Schaefer, CEO of Torchlight developers Runic and co-designer of Diablo and Diablo II, explains their philosophy. “We want to establish that you can have a great, compelling, fun game to which you don't need to make a long term financial commitment,” he says. “We also want to be able to move onwards – if you charge subscriptions and micropayments you commit to years of support and development on the game.”

Torchlight II is the uneasy adolescence between the fast-paced, loot-crazed Torchlight and the plans for an MMO set within the same world. “It makes an excellent stepping stone to MMO development,” says Schaefer. The original Torchlight was beloved enough that players begged for a multiplayer component, so this time around you'll be able to fight with friends, either online or over a LAN.

But that's not the only difference between the two games. “We didn't want to make it seem like we were simply tacking multiplayer onto Torchlight,” says Schaefer, “so we made the decision to start from scratch on characters”.

In Torchlight II, there'll be four new classes to choose from – the ranged, “lowmagic” nomad Outlander, the meleefocused, engineering-themed Railman, the fast-attacking Berserker, who'll come with a selection of animal powers, and a mystery fourth character. Runic wouldn't reveal too much about this one, but fantasy RPG tradition dictates that some form of mana-guzzling sorceress would fit nicely into that lineup. Each will have customisable male and female variants.

Rather than simply giving players a new set of dungeons to explore, Torchlight II is expanding above ground. The linear, claustrophobic caverns of the first title are being augmented by overworld environments that'll include deserts, snowy temples, dwarven battlefields, and haunted forests and swamps. Each has a full day/night cycle and random weather.

Those environments are far larger than in Torchlight. The largest levels in the first game were comprised of six to seven 'chunks' in a random linear order, but in Torchlight II a typical area will be comprised of as many as 23 'chunks' in a grid. There'll still be an entrance and an exit, but there'll also be hidden corners to explore, rivers to navigate and landmarks to investigate. “The world is bigger and deeper,” Schaefer says.

That world is split into three major sections, each with its own different hub town. Random events and tasks will pop up for your character to deal with in whatever way they see fit. Those will range from a broken down wagon beset by monsters to a slave camp that you have to burn down to free those trapped within. Each landmark in the game will have some form of mini-boss tied to it, marking a major increase in the number of boss fights that you'll need to deal with.

Guiding you will be a bulked-out plot. Whereas the first game's story was largely incidental to the action, its sequel aims for a more balanced approach. “We don't want to change the action-oriented nature of the game, but we want the story to feel more immersive and compelling,” Schaefer says. “This time we even hired a real writer!”

The sequel has been delayed a little by the process of getting the first Torchlight out on the Xbox 360, but PC gamers shouldn't feel left out. “It gave our artists and level designers a bit more time to make cool stuff,” says Schaefer. “Also, we made some technological optimisations based on the necessities of porting to the Xbox.” That should mean that Torchlight II will have the same low system requirements of its predecessor, despite an increased polygon count and larger environments. Schaefer won't commit to whether it would come with the much-loved netbook mode of the first game though. “We'll wait till its done before saying anything about netbooks, just to be on the safe side.”

By starting with the same basic technology and tools as the original game, the focus this time around can be placed more squarely on more and better content. “We've got a great running start. The development cycle will be around two years, which is almost twice as long as we took on Torchlight,” Schaefer says.

Don't dismiss Torchlight II as a mere stepping stone between the purity of Torchlight and the endgame of an eventual MMO. The first game distilled the action-RPG genre into a simple easy-tounderstand package, but Torchlight II promises to perfect that package with the addition of multiplayer, more compelling environments, and a storyline worth paying attention to. If Runic can pull it off, that long wait for Diablo III might not seem so bad after all.

The first time I met Shahid Ahmad, we were on a train about to depart from Chicago’s Union Station to

head to Emeryville, California for the inaugural make-a-game-on-a-train event, Train Jam. I was there to observe, report , and eat the huge bag of raw almonds that I brought. He was there to make a video game, along with a few dozen indie devs. Ahmad doesn't actually make games for a living anymore -- Train Jam was something to reacquaint himself with his own game development roots.

How the Vita led PlayStation's fight for relevance

games for a living anymore -- Train Jam was something to reacquaint himself with his own game development roots. His day job is business development for PlayStation, working mainly on PS Vita-related initiatives. Over the course of the last couple of years, he's given the handheld an identity, making it a must-have for people who want to play indie games on the go.

The Vita is a device worth paying attention to, because in some ways it has been a testbed for PlayStation 4 biz dev policies and practices, which have lately been about lowering the barriers for game development and distribution. The way Ahmad deals with developers on Vita -- making development and distribution friendlier -- reflects a broader strategy at PlayStation.

“That’s an interesting way of putting it, [a ‘testbed,’] and probably not a million miles away from the truth,” he told me at GDC last week.

Game consoles of both the handheld and stationary variety have all kinds of pressure coming down on them from newer more agile platforms that aren't bound by dedicated hardware. Sony, Microsoft and Nintendo still have their loyal fanbases, but other platforms are vying for players’ time and money.



"If we’re not careful, we’re going to become irrelevant. There’s going to be a generation of developers who feel that PlayStation is really not important to them." And competition isn’t just about consumers’ time and money — it’s also about the mindshare among the content creators, i.e. game developers. For Ahmad, Sony’s fight for relevance in such market upheaval begins with the people who make games.

“I came to GDC two years ago, and I brought a Vita with me,” Ahmad said. “I went to the IGF [Independent Games Festival] Pavilion and I showed it to a few of the developers, and a couple of them didn’t even know what the Vita was, which was really scary.

“If this generation of developers, who are really capable in targeting other platforms — at that time it was mostly PC for the indies — if we’re not careful, we’re going to become irrelevant,” he said. “There’s going to be a generation of developers who feel that PlayStation is really not important to them. They have a choice — a massive choice of platforms they can target.”

He said he went back to Sony and explained the experience to his management team, outlining what needed to be done to fix the situation, which needed to be turned around fast.

“We need to first of all communicate that we are a lot more open," he told them. "At that time, we were beginning to open up, but we weren’t communicating it very widely." Sony also needed to not only bring down the barriers of development and distribution, but also proactively help developers come on board to PlayStation, he said.

The results, not just on Ahmad’s part but on PlayStation’s part overall, were obvious at E3 2013, when small teams and their games, from Young Horses’ Octodad to Supergiant’s Transistor , were shown right alongside triple-A games like Beyond and Infamous Second Son .

As many developers realize, the trend towards more openness is being adopted to varying degrees at Microsoft and Nintendo as well. ID@Xbox is the self-publishing initiative on Xbox One, and Nintendo has allowed for self-publishing on eShop for years. The widely-used Unity engine is native on all three platforms for easier porting, Sony recently announced Game Maker support and now offers its Authoring Tools Framework for free. Microsoft also has its game creation-focused Project Spark.



"Our philosophy with these games is ‘support, steer, don’t interfere.'" But as far as the console space goes, it's been Sony that's been shouting the loudest and longest about making its platforms friendlier for smaller development teams. PlayStation has embraced that identity and is winning the PR battle both with consumers and, it seems, developers.

“The rules are now significantly relaxed,” he said regarding getting a game on PlayStation. Concept submissions, for example, are out the window. “At the moment, there is a simple checkbox system, and you just fill in the checkboxes, and basically you’re good to go. It’s a very, very simple system. It’s not really gating as such. If you want to self-publish on PlayStation, it’s really straightforward. There’s nothing stopping you.”

Sony does add support to games that it finds particularly compelling. This support can come in the form of loaner dev kits, Unity licenses, funding, storefront and PlayStation blog promotions. “Vita’s probably our easiest system to make games for. It’s really easy to use," he said. "I’ve got no issues with [developers’] technical competence on the system. It’s a really relaxed process.”

Ahmad’s guidelines these days are to support developers in important ways, but basically to get out of the way, when it comes to the creative process. “Our philosophy with these games is ‘support, steer, don’t interfere,'” Ahmad said. “Give them as much space as possible to experiment, and gently steer developers away from potential trouble spots. Really, [we’re about] educating developers in the ways of our audience, what our audience expects, what PlayStation fans like, what they don’t like, but respecting the vision of the game, and making sure the vision comes through.

“It’s not a typical publisher-type relationship where the publisher is the client and the publisher says ‘you gotta do this, you gotta do that, you gotta do this otherwise you ain’t gonna make the payments.’ It’s nothing like that at all.”



"For some developers we’ve worked with, and still work with, it’s very important to them that we don’t become too open, and for other developers, they want us to be more open. So there is this tension." While PlayStation and its competitors are making strides in simply becoming less invasive to creatives, they still rely on selling specialized hardware that cost hundreds of dollars, and they are still closed platforms. These traits limit the audience, as well as the kinds of developers and games that can get onto those platforms.

The question is, particularly with Valve poised to make Steam an open, user-curated system, how open is Sony really willing to make the PlayStation ecosystem?

“It really depends on a number of factors,” he replied. “For some developers we’ve worked with, and still work with, it’s very important to them that we don’t become too open, and for other developers, they want us to be more open. So there is this tension.

“Personally, I don’t think there’s a huge danger of [a deluge of PlayStation games hitting the store] in any case, because console development brings with it its own set of challenges," he said. "But ... [more openness] is still under discussion.”

Repositioning PlayStation as an developer-friendly brand has been key to the platform’s identity thus far, and will likely continue. While Ahmad’s “baby” has been the Vita in recent years, he’s beginning to work more with PS4, he said, giving more credence to the idea that Vita is a testbed for wider PlayStation platform strategies.



"I consider the independent space to be where the lifeblood of creativity is right now." Being around Ahmad during the Train Jam showed me that he actually does care about not just games, but game development. He had holed up in a tiny cabin on a train for two-and-a-half days, not striking development deals, but coding an original, inspired game from scratch. He wanted to get back in touch with his inner game developer, the one who made games in assembly in the 1980s. That passion is hard to fake, and should be encouraging to developers who want to work with PlayStation. Console makers will live or die by the amount of recognition and support that they give to the people who are actually making the games.

“What [the Train Jam] did do was leave me with a more profound respect for independent game developers — how amazingly capable they are, how creative they are under pressure, how well they deliver — their excitement," he said. “It was just insane the amount of creativity there. I consider the independent space to be where the lifeblood of creativity is right now.”

Dev Links: Inside the Box

In today’s Developer Links , learn about strategy gameplay from Skulls of the Shogun , about stealth from Mark of the Ninja , and about the problems with Linux development from Braid developer Jonathan Blow.

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Accessible Strategy Is Not An Oxymoron: Design Pillars For Skulls of the Shogun (Gamasutra)
Skulls of the Shogun is 17-Bit’s first game as an independent developer, just launched on Xbox Live Arcade, Windows Phone, and Windows 8 (including the Surface tablet). When we left our jobs working at EA over three and a half years ago, we set out to revitalize one of our favorite genres, the turn-based strategy game (and specifically squad-based strategy games).”

Stealth in 2D: Design Lessons From Mark of the Ninja (Gamasutra)
“How do you make a 2D stealth game? In the postmortem for the February 2013 issue of Game Developer magazine, Klei devs explain how they adapted core stealth principles to work in a new environment — and some of the design challenges that came up in the process.”

Good Morning Gato # 108 – Soft Kitty(Ska Studios)
“It’s February…Whaaattt!? When did it get to be the second month of the year already?! It appears this year is rushing by as quickly as the last. It has already worn poor little Gato clean out.”

The Video Game Kickstarter Report – Week of February 1(Zeboyd Games)
“A kickstarter that is rather relevant to our interests went up soon after I posted last week’s kickstarter report. Cryamoreis an Action/RPG featuring beautiful hand drawn art & wonderful music. They did a good job setting their kickstarter up with a well designed page, a nice variety of reward tiers, and a good buildup among their fanbase before the kickstarter started so it should come as little surprise that it’s already passed its goal of $60k with $98k raised and 24 days to go.”

Interview About The Witness And Related Design Topics(The Witness)
“On January 31, 2013, Tom McShea of Gamespot interviewed me as part of their Break Room Interview series. It was an interesting conversation!”

Mew-Genics Teaser Week 15, STEAM!(Team Meat Blog)
“We announced a few weeks back that Mew-Genics would be released on iPad and other platforms as well. Well one of those other platforms is going to be Steam, obviously! And now a bit of history on this project…”

OUYA Developers Sound Off: Successes and Failures of the Dev Kit, One Month Out(Engadget)
“You still can’t touch an OUYA. Not until March, at the earliest, and that’s only if you’re a Kickstarter backer. However, one lucky group of folks already has access: game developers. Those among us who shelled out $700 — as well as the 10 lucky studios who won that contest— got an early jump on a pre-rooted OUYA dev kit, while those of us who dropped $95 (or more) are left in the lurch. Of course, those early units aren’t exactly the couch-friendly consoles we expect to arrive in a few months, but they are representative of the final hardware.”

Jonathan Blow Criticizes Linux Dev Tools(Develop)
“Linux as a games platform is being held back by chronic shortcomings with IDEs and debuggers, says Braid developer Jonathan Blow. The award-winning developer of the time-bending platformer has tried Linux development in the past, but said he found the experience frustrating.”

Giveaway: Beat up baddies with a Rusty Hearts beta key

Final Fight.

vagabond

Final Fight. Streets of Rage. Turtles in Time. These are games that many of us hold dear to our hearts, filling us with fond memories of roughing up thugs, beating on bosses with our buddies, and picking up loot that just happened to be stashed in random barrels. Perfect World knows the appeal of a good old beat-'em-up, and the addictive combo you get when you mix RPG elements with arcade-style combat. If you like fighting-game MMOs, like Dungeon Fighter Online, you'll love Perfect World's upcoming action MMO, Rusty Hearts. Want to play it before everyone else? Read on to see how you can win a closed beta key!

To enter, simply email contests@pcgamer.com with the subject line "I love arcade action and I'm not afraid to admit it" We'll randomly choose 100 lucky winners by this Friday, May 27th. If you love combat that's based more on twitch-reflexes and cool combos than random number generators, Rusty Hearts will be right up your alley. And who doesn't love cel-shaded graphics? If you answered "Me," I command you to go play Jet Grind Radio right this instant. RIGHT. THIS. INSTANT.

Winners have been selected and the codes have been sent out! Thanks to everyone that entered.

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The Curse’ Is Out Now!

‘The Curse’ Is Out Now!

What happens when two independent game studios combine to develop a game? Something awesome called The Curse. Mojo Bones and Toy Studio have teamed up together to bring you a book of mysterious puzzles in which you must solve to fix an ancient curse you’ve unleashed in the Mannequin, a mischevious advesary whom you’ve granted freedom.

The Curse will feature over 100 unique puzzles from 10 different puzzle categories. That’s right, long gone are the days of Apps featuring one type of puzzle you must solve over and over again. The Curse’s puzzles range from simplistic cipher riddles to mind-bending trials of logic. The more puzzles you complete the more you will learn about the mysterious Mannequin figure who appears in fully voiced cut scenes and interacts with the player. The Curse looks like a unique game for the puzzle genre and I’m genuinely interested!

To keep up withandbe sure to follow them on Twitter @MojoBoneStudiosand @ToyStudioGamesas well as there respective Facebook  pages: Toy Studio, Mojo Bones. Don’t forget to pick up The Curse on the App Storetoday, it’s only $0.99! For our fellow Android users, don’t worry, The Curse will be hitting the Google Play store soon! If you get in on the game early you may even have a change for the Mannequin to mock you on Twitter! Be sure to check out the gallery and trailer for The Curse below to get an even better look at the game.

Moving pictures prove existence of Torchlight 2 co-op

Runic Games heard fans of Torchlight complaining about lack of multiplayer, and then went and made Torchlight 2.

Runic Games heard fans of Torchlight complaining about lack of multiplayer, and then went and made Torchlight 2. Check out the trailer below for footage of Torchlight 2's multiplayer in action.

We know they're doing all-new classes, but come on - four alchemists each with ten imps and a pet that can summon zombies? Please?

...

Jump to Section: Best Price Comments Pros Risky drifting Fantastic online play Wheel or joystick - both work Cons Weak offline multiplayer Still dumb cheap AI Imperfect vehicle balance Go to page: Page 1 Page 1 Page 2 Page 3 Page 4 Page 5 The brothers Mario clash on the racetrack. As their karts grind together, the combined mach speed threatens to tear the lip warmers from their very faces. The scene

Become a Part of the Adorable Fantastic Witch Collective Today!

I love RPGs, but for some reason it’s the diversions I seem to like best.

I love RPGs, but for some reason it’s the diversions I seem to like best. Not the combat sidequests, but the odd things like Triple Triad in Final Fantasy VIII or the cooking game in Suikoden II . Those kinds of things always made those worlds feel so much more real and fun. Fantastic Witch Collective is looking to do much more than just throw a fun minigame into a combat-oriented RPG, though; it is looking to create a world where the diversions are what the game is about. Also, one of your default commands in the game is ‘Kiss’. How cute is that? Would I have kissed the Dragonlord in Dragon Quest if I’d thought it would have fixed things ? Maybe I would have. Maybe I would.

Want to take up gardening or cooking? The game has options for that. Maybe you’d like to bone up on those fantastic witch skills you’ve been using. Why not go back to school? Want to go fishing to break up the constant magical dueling? Go for it. Even if you want to get involved in local city politics in the game, you have the option to go to the mayor and try to get things done right. The game is striving to do a whole lot, really opening itself up to however the player would like to explore and interact with its world. Developer Lulu Blue, in her own words, wants to create a world that is “ …charming, accessible, and queer-friendly, one that reaches out to tell stories connected to everyday life experiences and uses its mechanics to further connect that story.

Fantastic Witch Collective needs some help if it’s going to accomplish all of its goals. Having this much interactivity with the game world means a lot of code, and Lulu Blue could use some funding to keep her mind on the game instead of her bills. A preorder of the game helps, and also grants access to monthly demos that will show how the game is coming along and some of how it works. If cute, fun witch stories sound like they’re worth your money, then you’re in luck. Help Lulu Blue out and she’ll have you covered!

For more information on Fantastic Witch Collective, you can look at Lulu Blue’s site, her Patreon, the game’s itch.io page, or follow her on Twitter.

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