Borderlands 2 trailer details GameStop pre-order bonuses, gladiatorial beast combat

Borderlands 2's playground world of Pandora teems with monsters, bandits, psychos, burning psychos, cowardly robots, and the ever-ubiquitous loot, but what if a special retreat existed for the wayward warrior to take a break, dust off his or her feet, and plug a few (thousand) bullets into the slavering maws of bloodthirsty beasts?

Sounds like the kind of vacation only Borderlands 2 achieves, and that's what you'll get if you place your $60 pre-order with GameStop, as the trailer above reveals. The not-so-subtle "Creature Slaughter Dome" throws the nastiest creatures around into the waiting barrels, scopes, and middle-fingers of you and your friends, presumably resulting in hilarious bouts of frantic bunnyhopping and chastisements along the lines of, "I told you not to touch that ominously glowing lever."

Borderlands 2 releases September 18, but in the meantime, check out the addictive official demakeand our rundown of the two available Collector's Editions.

Clockwork Empires gets a major update in Midnight Defence At SkullSwamp Arsenal

The intensely weird Clockwork Empires , a strategy game about building and managing a steampunk colonial outpost in a strange land infested with Cthulhu-esque monsters, has received another substantial update.The changelog is so big it actually won't fit in the official Steam announcement , but highlights include a new building module placement system, control over which workcrew works in a workshop, an ammunition system, and the ability to cook stew without having to watch the pot.

Clockwork Empires

I'm not really sure how that last point fits the "major gameplay changes" list, but there it is nonetheless. The bulk of the Midnight Defence at Skulllswamp Arsenalupdate is actually in fixes and tweaks, and on that front there's an awful lot to look at. I really enjoy how some many of them provide insight into the bizarre nature of Clockwork Empires: "Buried corpses will no longer upset people" is one fix, as is, "Colonists will no longer have conversations with cultist murderers." In the "tweaks" department, meanwhile, there's "Spruced up death descriptions," and what may well be my favorite, "Made upsetting things in general slightly more maddening."

"This month we've focused less on big showy things and more on the player experience," developer Gaslamp Games wrote in the October update notes. "We've made existing gameplay smoother, fixed as many little broken things as possible, and have otherwise started putting together the infrastructure for really getting the game economy working." The update will allow "much stronger economic gameplay" to be implemented next month, it added.

Clockwork Empires is available now through Steam Early Access. Gaslamp also revealed that Mac and Linux-compatible versions of the game will be released by the end of October.

MGS 5 is the bestselling in the series and BOY do people like it on PS4

The charts are in, the sales have been counted and a good few of you didn't get any sleep over the weekend and have a respectable 40 hours on your Metal Gear Solid 5 clock. MGS 5 of course hit the top spot in the UK sales charts. As reported by GfK Chart-Track , the Phantom Pain is the most successful of the series to date, beating the opening week of Metal Gear Solid 2: Sons Of Liberty by just under

Steam Wallet cards are real, in US stores now

US games retailer GameStop has announced in a press release that the rumoured Steam Wallet cards are, in fact, real and in stores now.

Steam voucher1 610x239

Steam Wallet cards are, in fact, real and in stores now. The cards are available in $20 and $50 denominations and those funds can be used for anything on Steam, from games to workshop items.

"Offering Steam Wallet codes at GamesStop extends more options and convenience to gamers around the world" said Valve's Director of Business Development Jason Holtman.

No word yet on whether Steam Wallet cards are coming to the UK. In either case, the move suggests that the relationship between Steam and traditional retail is warming, or at the very least that brick and mortar stores are learning that they can't ignore the digital distribution juggernaut. It was only a few years agothat shops in the UK asked publishers to stop using Steam in their games.

Are you interested in getting your Steam funds from a traditional shop, readers?

Clockwork Empires gets a major update in Midnight Defence At SkullSwamp Arsenal

The intensely weird Clockwork Empires , a strategy game about building and managing a steampunk colonial outpost in a strange land infested with Cthulhu-esque monsters, has received another substantial update.The changelog is so big it actually won't fit in the official Steam announcement , but highlights include a new building module placement system, control over which workcrew works in a workshop, an ammunition system, and the ability to cook stew without having to watch the pot.

Clockwork Empires

I'm not really sure how that last point fits the "major gameplay changes" list, but there it is nonetheless. The bulk of the Midnight Defence at Skulllswamp Arsenalupdate is actually in fixes and tweaks, and on that front there's an awful lot to look at. I really enjoy how some many of them provide insight into the bizarre nature of Clockwork Empires: "Buried corpses will no longer upset people" is one fix, as is, "Colonists will no longer have conversations with cultist murderers." In the "tweaks" department, meanwhile, there's "Spruced up death descriptions," and what may well be my favorite, "Made upsetting things in general slightly more maddening."

"This month we've focused less on big showy things and more on the player experience," developer Gaslamp Games wrote in the October update notes. "We've made existing gameplay smoother, fixed as many little broken things as possible, and have otherwise started putting together the infrastructure for really getting the game economy working." The update will allow "much stronger economic gameplay" to be implemented next month, it added.

Clockwork Empires is available now through Steam Early Access. Gaslamp also revealed that Mac and Linux-compatible versions of the game will be released by the end of October.

iDIG Music Festival Celebrates Video Game Soundtracks

A new and huge celebration of game music composition is on the way.

A new and huge celebration of game music composition is on the way. The 1st Dublin International Game Music Festival will be held in Dublin, Ireland from April 2-4 to celebrate the composers and songs that make video games what they are. Featuring lots of big names in the industry, the iDIG will gather as many musically-inclined folks as possible for a week of talks, roundtable discussions, and workshops, including a special one about the Ableton Live software.

The list of composers and sound designers attending the event includes Jillian Aversa ( Halo, God Of War ), Eimer Noone ( World of Warcraft: Warlords of Draenor ), Grammy award winner Christopher Tin ( Civilization IV ) and Eimear Noone ( Zelda ), and those are just some of the professionals that will be around iDIG for a whole week of debates and discussions. In addition to this, the certified Ableton Live trainer Martin Clancy will be guiding and helping attendees at iDIG to compose their own gaming soundtracks with Ableton Live software.

Such a festival wouldn’t be complete without a noteworthy performance. The indie electronic quartet Classroom Battles will perform a full hour concert at iDIG themed around Sonic The Hedgehog songs. The game’s soundtrack will be re-imagined and remastered by the group, that promises “Sonic’s funkiest interpretation to date.”

For more information on how to attend to the iDIG festival, or to see the full attendee list, check out their official website.

Konami announces new Metal Gear, no sign of Kojima

After yesterday’s flurry of Kojima news, a press release from Konami has confirmed that it’s looking for ‘main staff to lead development’ on a new Metal Gear series after the release of Metal Gear Solid 5 in September. Konami has made clear that Kojima “will remain involved throughout” the release of MGS 5 but has not confirmed that any future development will involve the man himself. This only further

GameStop and the Retail War of 2012

Gamestop's decision to pull free OnLive codes from copies of Deus Ex: Human Revolution is more than simply an unfortunate business decision.

warof2012

is more than simply an unfortunate business decision. It's the first real shot in a war between publishers and retail that's been a long time brewing. Whether or not it has the right, contractually or otherwise, isn't really important in the grand scheme of things. What matters is that it did it, giving up one of the year's biggest PC games to make its point - and that's the kind of decision that ripples and echoes in the wider industry. By this time next year, stories like this won't even be a surprise.

As with all retailers out there, GameStop's problem is a complicated one. All bricks-and-mortar channels have been hit hard in recent years by both digital distribution and online sources like Amazon and Play, where you still get same-day releases, but at much lower cost. The counterattacks in recent years have been store-specific pre-order bonuses to make people come to them specifically (in the case of the forthcoming Batman: Arkham City for instance, buying from Toys R Us gets you a bonus 1970s era Batman skin, while a copy from Best Buy comes with a Red Robin variant of the Boy Wonder), which the industry has generally been happy to support, and putting a heavy focus on game trade-ins and the second-hand market instead of new sales, which has been... rather less popular.

PC games have always suffered on the second-hand market due to the perception that everyone would simply copy the game and return it, with online activation rendering most major titles effectively impossible to sell in this way. However, since regular sales don't provide the high margins a store enjoys from buying a game back cheap and selling it again at a discount, there's increasingly little incentive to stock them at all. PC gaming is still a presence in stores, but has long been the poor cousin.

Now though, with profits falling and stores closing, it's the cousin everyone wants to woo. The PC is the only major gaming platform without an owner, and the only one where anyone can simply set up a stall. Is Microsoft going to give up control of the Xbox Marketplace so that a company like Game can stay relevant as physical media wanes? Is Sony? Nintendo? No, no, and no. On PC, nobody has to. If a service like Steam gains a dominant position, it's because gamers decided to give it one, and we can just as easily take it away. It's a more democratic platform, which is a difficult mental adjustment for anyone who's previously had effectively unlimited power to make. For the last few years, companies have bent over backwards to avoid upsetting traditional retail with everything from pricing to release dates. Why do we have to wait a month to play a game that's gone gold, or a week to play one like Human Revolution in the UK, despite it being out in the US? To tie into retail schedules, and stop retailers throwing a fit.

We're already seeing publishers query the need for this kind of co-operation. Digital greatly reduces the costs of distribution, lets them keep a larger slice of the pie, and offers far more flexibility to run promotions, make a direct connection with the audience, and push extra content like DLC. The results speak for themselves. Earlier this year, Paradox Interactive's CEO Fred Wester told us:"This year we're close to ninety percent of our revenue being digital. Retail sales are like a bonus for us now. We don't really need retailers any more and that is a release because retailers have not been good for the industry."

It's a similar story for 1C Company's publishing director Darryl Still, who shared this anecdote with us in June. "One of our UK publishers came to explain why they had only managed to get 30 copies into the UK's largest retail chain. They told us there was hardly any demand for the title. At that time I had my digital sales reporting tool open, which tracks download sales instantly as they happen. I hit refresh and informed our partner: 'In the few seconds that's it has taken you to explain there is only demand for 30 units in the UK, we have sold twice as many as that digitally.'"

Even so, the industry remains skittish. Square-Enix's response to GameStop pulling out its OnLive coupons wasn't to throw around fire and bluster, but to accept the decision and even point fans to "buy the game at any one of over 4000 GameStop stores in North America or purchase a digital download copy online from www.gamestop.com" - though with GameStop almost immediately deciding to stop selling the game at all , it may have regretted that. We've also seen reports of retailers threatening not to stock games using Steamworks, primarily through fear of promoting a rival, and at least a few games that have vanished from digital distribution sites in mysterious circumstances, like Brinkand Space Marine.

(Game, originally blamed for their absence, recently emphatically denied any involvementin this.)

GameStop's protest against OnLive isn't really about not wanting people to download games though. It's about not having them do it thought its own online services, rather than whatever competitors Square-Enix may have signed a deal with. GameStop has two of them right now, the direct download site Impulse, and its own forthcoming OnLive rival that it bought along with Spawn Labs. The industry has no automatic vested interest in helping new services like these become a success. At best, they're potential partners - competing with the likes of Steam, OnLive, Gaikai. At worst, they're a rival to be starved of games in favour of driving traffic to home-brewed or favoured platforms like Steam and Origin. More likely though, retailers entering the online space will just be more stalls to choose from. Their heritage gives them a name people recognise. It won't make them kingmakers. Not here. Not this late in the game.

At the same time, we shouldn't underestimate the power that retailers do still have, particularly for console games - and by extension, anyone who sells PC versions that they won't be at liberty to break the street date on either. Publishers like 1C and Paradox aren't the exception in not needing sales (though they do target a more niche audience than other publishers) but nor are they the rule. Many people do still buy from shelves, and we shouldn't forget supermarkets and other non-dedicated stores in that equation. That's why publishers have been reluctant to cut stores out of the loop, just as stores don't want to give up the explosive sales of each year's Call of Duty or other headline games.

But that's detente, not peace. As this year's stories have shown, power is primarily in the hands of the retail channel because publishers still grant it to them. The more we see F2P games and DLC and digital distribution and streaming, the less true that becomes, and the more both will try flexing their muscles to be dominant. Right now, smaller companies are bucking the system with things like boxed releases for games that made an internet debut (just this morning, copies of Super Meat Boy and Sam and Max: The Devil's Playhouse arrived in the office). Next, it'll be publishers like EA, wielding weapons like Origin, and the ability to put their games on services they have a vested interest in seeing succeed. When retailers officially become rivals, war is inevitable. And war is coming. Prepare for it in 2012.

Clockwork Empires set for "Earliest Access" launch on July 18

Gaslamp Games is taking Early Access to the next level with an "Earliest Access" release of Clockwork Empires .

. It's pretty much exactly what it sounds like: Buy the game now, get upgraded to the Steam Early Access version when it's ready and then get yet another upgrade to the full version on launch day.

"Earliest Access" may sound like an ironic gag at the expense of the Early Access trend, but as Gaslamp Games explained, there's actually a good reason for it. "Earliest Access is our opportunity to take our testing to a larger scale than our internal testing while retaining as much of our ability to communicate directly with fans as possible. The game needs more hardware compatibility testing, large-scale bug hunting, and some more UI iteration before we're ready for Steam," it wrote. "Also some fun stuff will be added through the process because we can't help ourselves."

Earliest Access is expected to last about a month leading up to the Early Access release, the proper date of which will be announced near the end of July. That will represent Clockwork Empires' "final stage of evolution," which will see regular monthly content updates and a gradual drive toward completion. The hope is to have the game launch-ready within nine to 12 months, but the studio said it "absolutely cannot guarantee a final release date" at this point.

A more detailed look at the state of game can be had via the Clockwork Empires Development Progress page, which details the progress of various aspects of the game and also explains why the team has decided to go ahead with Earliest Access.

"We've hit the point (as of July 2014) where the game is getting very visibly better with each update we send to testers, and the experience is becoming less about basic functionality as it is about playing the game itself," it says. "Hitting this tipping was the most important criterion for us for any form of early access and we're at the point where people who want to participate will be able to watch the project take shape, submit bugs, help us prioritize features, suggest how to resolve design issues, and play the game largely crash-free."

As Evan described in his hands-on preview, Clockwork Empires is a sort of steampunk colony simulator in which players are essentially doomed to fail, as they fall victim to the unearthly horrors of an awakened Cthulhu-esque demon. "We've given characters an incredibly intricate set of tools allowing them to construct a world and unleash cosmic horrors in vast, complex ways," Gaslamp said. "The player is left with their own choices for his or her characters - there are rewards and consequences for each action. Eventually it unravels into a remarkably entertaining character-driven cataclysm filled with incredibly horrifying-yet-delightful possibilities – death, disease, prosperity, science and more - without a true victory condition."

I don't know about you, but that's a game I want to play. The Clockwork Empires Earliest Access releases goes live on July 18.

Deus Ex: Human Revolution pulled from Gamestop shelves over OnLive codes

Yesterday we mentioned that retail copies of Deus Ex: Human Revolution are being sold with a bonus OnLive activation code.

Deus Ex Human Revolution mega muzzle flash

that retail copies of Deus Ex: Human Revolution are being sold with a bonus OnLive activation code. Today, Joystiq reportthat Gamestop HQ has sent a message out to employees telling them to move all stocks of the PC version of Deus Ex: Human Revolution to store back rooms in preparation for shipment back to Square Enix.

This is an escalation from an earlier order, which asked employees to remove the OnLive coupons from copies of Deus Ex: Human Revolution by hand. Now Gamestop are simply refusing to sell PC copies of the game. A Gamestop spokesperson told Ars Technicathat "Square Enix packed the competitor's coupon with our DXHR product without our prior knowledge." It's a remarkable move from Gamestop, and the latest incident in an escalating conflict between digital distributors and traditional retail stores.

In response, Square Enix have released an apologetic official statement. "As part of Deus Ex: Human Revolution's boxed offering on PC, Square Enix included a third party coupon. GameStop was not made aware of this inclusion and Square Enix respects the right of GameStop to have final say over the contents of products it sells and to adjust them where they see fit in accordance with their policies.

"Square Enix invites gamers who want to purchase the PC version of Deus Ex: Human Revolution without additional coupons to buy the game at any one of over 4000 GameStop stores in North America or purchase a digital download copy online from www.gamestop.com,“ the statement grovels.

Gamestop's refusal to sell copies of Deus Ex: Human Revolution comes shortly after their acquisition of Spawn Labs, a streaming service not dissimilar to OnLive. Gamestop seem to be protecting their interests and trying to eliminate potential competitors in the most aggressive way possible. The outright refusal to sell a top rated game is the nuclear option in Gamestop's arsenal, and they're using to protect their online presence.

The battle for control of the PC market has already begun. In the UK, games like Brink and Space Marine are being removed from Steam amid rumours of a conflict with retailers, Game. Last yearthe head of an unnamed major retailer said this to MCV“If we have a digital service, then I don't want to start selling a rival in-store. Publishers are creating a monster – we are telling suppliers to stop using Steam in their games.”

Within the digital arena, EA have this year rebranded and relaunched their online store as Origin, and EA games have recently been disappearing from Steamamid DLC exclusivity conflicts and EA assertions that Steam has "restrictive terms of service."

The competition between rival digital distributors is hotting up, and retailers look to be placing increasing pressure on publishers to keep their games off rival digital services. Anyone who was planning to buy Battlefield 3 on Steam this year will tell you that buyers are already being affected by these escalating arguments. This issue looks set to become the defining issue in PC gaming in 2012. Stay tuned to PCGamer.com. We'll have more on this soon.

Clockwork Empires hits Steam Early Access with handy new "Staving Off Starvation" trailer

It's not easy being a pseudo-Victorian colonist on the Clockwork Empires frontier, especially when that frontier is built upon a nest of Lovecraftian horrors.

frontier, especially when that frontier is built upon a nest of Lovecraftian horrors. Even something as simple as keeping yourself properly fed can be a tremendously complex and taxing effort. Fortunately, the Prudent Bureaucrat's Guide to Colonization is here to help you, and those around you, avoid the specter of starvation.

And yes, it's true: I'm writing about this mainly so I can share the new "Staving Off Starvation" trailer, which marvelously encapsulates what I hope Clockwork Empires will be: Strategic, funny and deeply, intensely weird. But it did go live on Steam Early Accesstoday, and I think that's worth talking about; after all, our March previewdescribes it as "one of the most interesting games in development today," and that's pretty high praise.

To find out more about Clockwork Empires, a game about steampunk colonization in a Cthulhu-esque nightmare, hit up clockworkempires.com.

Konami's future Metal Gear Solid plans look pachinko-shaped

It seems that not even legendary soldiers can hide from the pachinko-ization of Konami's franchises - the company's pachinko division has reportedly registered 'Big Boss' as a trademark that covers a wide variety of uses, including card games, mahjong equipment, exercise equipment, and yes, pachinko machines. Konami's relationship with the Metal Gear Solid series has been … shall we say "tenuous" lately

Battlefield 3 pre-order bonuses announced for the US

Residents of the USA can now get a glimpse of the bonuses they'll recieve, should they pre-order the game from specific retailers, reports Joystiq .

Battlefield 3 US Preorder Bonus

. While Europeans have had a chance to survey their best bet for the past month, this is the first time Americans can see what they'll receive should they purchase their game from Gamestop, Amazonor Best Buy.

Come society's eventual collapse, mankind will organise based on which pre-order bonus you received with Battlefield 3. Find out for which tribe you'll be cracking skulls open and drinking the brains inside for below:

GamestopBattlefield 3 pre-order

GameStop's pre-order includes the Physical Warfare pack, in addition to the Back To KarkandDLC. If you are part of their PowerUp Rewards, you'll get a free Prima Battlefield 3 strategy guide as well.

AmazonBattlefield 3 pre-order

If you pre-order on Amazon, you'll receive an exclusive set of dog tags for multiplayer. On top of that, the pre-order includes the Back To Karkand expansion pack.

Best BuyBattlefield 3 pre-order

Best Buy offers the same Limited Edition version with Back To Karkand, plus a set of new multiplayer skins — the SPECACT Kit. You'll receive a code to unlock 8 new multiplayer skins when the game is released.

Via Battlefield 3 Blog.

Clockwork Empires first video released, dev team explains key systems

You may recall our enthusiastic interview , preview , and video coverage of Clockwork Empires.

of Clockwork Empires. The indie project is a Dwarf Fortress-like, Victorian colony sim that we're anticipating with zeal, partly due to its Lovecraftian underpinnings.

After months of heavy development (punctuated by a few dev blogs), Clockwork's Vancouver-based indie creators Gaslamp Games have published the first video of Clockwork Empires. Gaslamp also underlined that it plans to release the game in 2014.

I spoke with Gaslamp about its progress on Clockwork Empires this year and got the studio to clarify its current thinking about the design of some of the sandbox game's key systems, excerpted below.


Gaslamp on citizen relationships in Clockwork Empires

Daniel Jacobsen, CEO: The characters will sit around and talk to each other, and if they find out they have any things in common when they're having their conversations, suddenly they're in a relationship. It's amazing. If only life were this simple.

Nicholas Vining, Technical Director: You like potato chips? I like potato chips. Let's get married!

Jacobsen: Anyway, this a pretty superficial thing. That, in itself, is not particularly uncommon as a level of sophistication for character relationships. But for example, the next step is to have characters recall the conversations they've had with other characters, and based on having a sufficient number of positive experiences with a given character, they might decide to start a relationship in which they'll go through what will probably, initially, be very short courting rituals. Then maybe suddenly they're married, or they're definitely in a relationship.

Vining: Or spurned.

Jacobsen: Or spurned, yeah. Maybe the other person isn't interested, or is previously engaged. What's really cool about this is that the simulation is now working, and we're basically cramming this stuff in as fast as we can. It's leading us to these situations where we're like, we can do anything we want with this. What is the best way to describe these characters?

Vining: We have a lot of good moments in the office where a terrible thing will happen and everyone will cluster around to look at the thing that just happened and see that we're going in the right direction.


On insanity

Vining: Madness is a thing that will trigger cult-like behavior, as well as other behaviors too. Ranging from walking into the sea, never to return, except as a different person than you once were, to just plain old murdering people with a nearby agricultural implement.

David Baumgart, Art Director: Just running a well-ordered colony will sort of dampen these effects. If everyone goes to church on time and has a drink in the evening, everything will probably be okay.

Jacobsen: If you're supplying them with the things that will keep the madness at bay, so to speak.

Vining: Objects have madness, buildings have madness, characters have madness. A mad architect will make mad buildings that make people go mad in them when they work.

Jacobsen: It's an interesting design construct. I think this is one of those things that we're getting really close to needing to test very thoroughly. Madness on a character level can be managed. But once it starts spreading to a higher level, it may be difficult to convey to the player exactly how to deal with it or where it's coming from. At this point, the character-centric madness is something that we're excited to pursue. The other stuff is really interesting, but it has an exponential curve that could be very dangerous. We're going to try a few things and see what people like.


On the Clockwork Empire itself

Jacobsen: The Empire is sort of… Its effect on the player within the game takes the form of prestige that you can gain for various actions, and also quests or missions that you can complete in the game. Most of the effects of these things… The effect is about 50 percent meta-game and 50 percent within the game. It's not something that we've fleshed out enough to really want to talk about at this point. If we were to tell you about it, it would be basically where we were at before, which is that by accomplishing missions for the Empire, for various groups within the empire, or for perhaps different nations altogether, you can gain prestige with which you can basically buy favors from the various groups, as well as getting some insight into their goings-on, their inner workings.


On the animal kingdom

Vining: Let's see. We have a great variety of beetles. Beetle collecting is important.

Jacobsen: Quite large beetles.

Baumgart: There's some naturalist from the 19th century who said that the creator must love beetles, because half the species that exist are beetles. Or something like that. Riffing off of that, we've got tiny beetles, large beetles. They act like livestock or work animals, beasts of burden.

Jacobsen: Beetles of burden.

Baumgart: We just have this whole beetle thing going on. There's this Mongolian… No, it's just a death worm.

Jacobsen: It's based on the Mongolian death worm sort of mythos, though.

Baumgart: That's become our corpse disposal.

Vining: There's the northern vomiting fox.

Baumgart: We have a fox. It's adorable. It doesn't vomit.

Vining: The plan is that it will vomit. And we have an animation for this.

Baumgart: We've talked about it. We'll see. We have a capybara and a tapir. We have all these strange South American mammals. The approach was not to take completely normal animals, but some that are just slightly more obscure, from the Ice Age or something. There are no cows. We have the aurochs, which is a species of cattle that went extinct in like 15-something. A giant cow, basically. It's stuff that's at the fringes of the animal taxonomy from the time.

Deep Space Dive: ‘Astro Drop’ Teaser Trailer

It can get lonely in space.

Gentleman Squid Studio(of Three Dead Zedfame) have announced their second game and this time they’re heading over to iOS and Android devices with Astro Drop .

It can get lonely in space. There’s not much going on, barely any sound and no quick way back to civilisation – at least, there doesn’t seem to be. The astronaut in Astro Drop is determined to not let the vacuum between him and Earth come between him and his baby being born though. So, bravely or stupidly, he leaps out of his space ship and hurtles towards Earth (don’t question the physics) in an attempt to make it down in time to meet his child.

On the way there will be lots of things to dodge which is where you, the player, comes in with your quick reflexes. Yes, this will be a game of twitches and the like, so warm up your wrists in preparation. As well as dodging the many perils on the way down you’ll also want to look our for power ups to collect that will help you out in a number of different ways (some may even be a hindrance for some people).

Astro Drop is expected to, well, drop on to Android and iOS devices by the end of May. Check out the teaser trailer below:

More information on Astro Drop can be found on the game’s official website.

PC Gamer US Podcast #267: IAmA Podcast

Chris leads the team as Logan, Dan, Evan and Lucas discuss Minecraft's profits, GameStop buying Impulse, Logan's scandalous Reddit tell-all , a new spin on Truthiness and Falsity, a major videocard listener question, and much more!

Have a question, comment, complaint or observation? Leave a voicemail: 1-877-404-1337 ext 724 or email the mp3 to pcgamerpodcast@gmail.com.

@logandecker(Logan)

@Havoc06(Chris)

@DanStapleton(Dan)

@ELahti(Evan)

@jaugustine(Josh)

@PlanetValva(Anthony)

@Ljrepresent(Lucas)

Clockwork Empires gameplay video — first-ever footage

Yesterday we ran a world-exclusive first hands-on with Clockwork Empires , Gaslamp Games' steampunk settlement-builder.

, Gaslamp Games' steampunk settlement-builder. Today we're glad to reveal the first-ever, non-trailer gameplay footage of the game, accompanied by some commentary from yours truly.

Mosquito’s Insomnia’ Shows Mosquitoes Don’t Like Us Either!

‘Mosquito’s Insomnia’ Shows Mosquitoes Don’t Like Us Either!

Mean Mob ‘s breaking into the mobile market with their witty new title Mosquito’s Insomnia and on pure wit alone it deserves more than a second look. Although the game was released quite awhile ago, it’s flown reletively under the radar, so we’re here to shed a few more shards of light on Mean Mob’s retro retro throwback.

While the gameplay is a simple touch to pop defense game, in much the same way as Angry Birds is a simple demolition game, the charm of the title lies in the way its presented and it is quite charming. In Mosquito’s Insomnia the roles are reversed, with you squishing tiny little flying humans with your finger as well as nabbing sleeping pills in order to keep a slumbering mosquito complete with adorable little nightcap fast asleep for as long as possible. When a developer manages to get you to sympathize with a mosquito you know they are doing something witty, clever, and new.  To further the charm already packed into the game, it’s all rendered in high quality pixel art reminiscent of the SNES and Sega Genesis late 32 bit era.

Essentially Mean Mob has given us an original, amusing, and somewhat satirical wrapper around a tried and true central gameplay concept that provides fun accessible entertainment all for just under a buck on the iOS App Store. Fans out there should have a change to win a free copy of the game which is now a part of the Summer iOSAPPalooza which we will also be covering here at IGM Mobile.

From what I have seen already I personally expect some great things from these guys, and intend to be keeping up with them on their official website. If you want more info on Mosquito’s Insomnia or their upcoming project Shooter II head over there!

Might & Magic X Legacy announced, dodge a bunch of cards in the debut trailer

The Heroes of Might and Magic series has always been straightforward.

The Heroes of Might and Magic series has always been straightforward. The games are about might and magic. Heroes are involved. Ampersands are wielded. And now we're getting it all from a first-person view in Might & Magic X Legacy, the next entry in the long-running fantasy franchise from developer Limbic Entertainment and publisher Ubisoft.

"Might & Magic X Legacy is an authentic solo experience in the classic first-person RPG genre," the announcement reads. "Create and lead your group into an exciting world and battle powerful mythical creatures while collecting ancient magical treasures. Through a turn-based gameplay system, defeat creatures and bosses to accomplish unique quests and make your way through dangerous dungeons, cities, and labyrinths full of traps. Dive into vintage Might & Magic and play old school, new rules!"

A few spin-off M&M games used a first-person view in the past—Arkane's Dark Messiah of Might and Magic and the mediocre multiplayer Legends of Might and Magic come to mind—but Legacy looks to closely mirror the party setup and combat pacing of Legend of Grimrock instead of a more action-oriented real-time RPG.

Might & Magic X Legacy doesn't have a release window yet, but it has an official websitefor you to peruse.

New Clockwork Empires dev blog details character behavior, military units

With a wink and a nod to the colossus that is E3, Gaslamp Games has a new about in-progress steampunk city-builder Clockwork Empires .

. Gaslamp technical director Nicholas Vining describes some of the features the team has been busy working on, including character moods, sleeping patterns, and combat.

Because game success in this strategy game looks to be so character-based, keeping those characters happy—with appropriate sleeping arrangements according to their social class—is key, according to Vining. "Character moods are slowly starting to be tracked, where people will be happy but will become less happy as their needs are not met," wrote Vining. "If your subjects are not happy, expect Unwanted Behaviour, including the sort of thing which may warrant a visit from the Anti-Paranormal Invigilators and walking into the sea, never to return."

The one class of character that hopefully stays happy and awake is the military units. "Combat is starting to fall into place. Your military will now shoot encroaching… things. Sadly, we cannot reveal the nature of the things encroaching upon your territory, for fear that your minds are not yet ready to handle the truth. Soon."

Thankfully, military units can now reliably construct defensive features such as fences, walls, and sharpened stakes so as to protect your settlement from the "things" that the developers have in mind to antagonize us.

For more on Clockwork Empires, check out our extensive previewof the upcoming sandbox game.

Mosquito’s Insomnia’ Shows Mosquitoes Don’t Like Us Either!

‘Mosquito’s Insomnia’ Shows Mosquitoes Don’t Like Us Either!

Mean Mob ‘s breaking into the mobile market with their witty new title Mosquito’s Insomnia and on pure wit alone it deserves more than a second look. Although the game was released quite awhile ago, it’s flown reletively under the radar, so we’re here to shed a few more shards of light on Mean Mob’s retro retro throwback.

While the gameplay is a simple touch to pop defense game, in much the same way as Angry Birds is a simple demolition game, the charm of the title lies in the way its presented and it is quite charming. In Mosquito’s Insomnia the roles are reversed, with you squishing tiny little flying humans with your finger as well as nabbing sleeping pills in order to keep a slumbering mosquito complete with adorable little nightcap fast asleep for as long as possible. When a developer manages to get you to sympathize with a mosquito you know they are doing something witty, clever, and new.  To further the charm already packed into the game, it’s all rendered in high quality pixel art reminiscent of the SNES and Sega Genesis late 32 bit era.

Essentially Mean Mob has given us an original, amusing, and somewhat satirical wrapper around a tried and true central gameplay concept that provides fun accessible entertainment all for just under a buck on the iOS App Store. Fans out there should have a change to win a free copy of the game which is now a part of the Summer iOSAPPalooza which we will also be covering here at IGM Mobile.

From what I have seen already I personally expect some great things from these guys, and intend to be keeping up with them on their official website. If you want more info on Mosquito’s Insomnia or their upcoming project Shooter II head over there!

Might & Magic X Legacy announced, dodge a bunch of cards in the debut trailer

The Heroes of Might and Magic series has always been straightforward.

The Heroes of Might and Magic series has always been straightforward. The games are about might and magic. Heroes are involved. Ampersands are wielded. And now we're getting it all from a first-person view in Might & Magic X Legacy, the next entry in the long-running fantasy franchise from developer Limbic Entertainment and publisher Ubisoft.

"Might & Magic X Legacy is an authentic solo experience in the classic first-person RPG genre," the announcement reads. "Create and lead your group into an exciting world and battle powerful mythical creatures while collecting ancient magical treasures. Through a turn-based gameplay system, defeat creatures and bosses to accomplish unique quests and make your way through dangerous dungeons, cities, and labyrinths full of traps. Dive into vintage Might & Magic and play old school, new rules!"

A few spin-off M&M games used a first-person view in the past—Arkane's Dark Messiah of Might and Magic and the mediocre multiplayer Legends of Might and Magic come to mind—but Legacy looks to closely mirror the party setup and combat pacing of Legend of Grimrock instead of a more action-oriented real-time RPG.

Might & Magic X Legacy doesn't have a release window yet, but it has an official websitefor you to peruse.

Gaslamp explains how combat will function in Clockwork Empires

Gaslamp Games continues to enlighten us about how its steampunk city-builder will work.

Clockwork Empires

us about how its steampunk city-builder will work. This week, the Vancouver-based indie is shedding light how it plans to integrate combat into its Dwarf Fortress-style game. The martial matters divulged in the today's dev diaryinclude details on how the personalities of soldiers and officers will affect combat and the consequences we will endure in defeat.

"Clockwork Empires is a game about characters, not just the cold mechanics of supply chains and industry," the blog reads. "Therefore the character of your soldiers must be essential to the outcome of combat." Some examples given include how a squad might behave under a conservative sergeant versus an aggressive and possibly insane one. It's even hinted that the disposition of your major general—the guy at the top of the command structure—will have an effect on all of your military. It goes in both directions, too. The traits of each individual soldier will affect things like how likely they are to flee from combat or disobey orders.

Gaslamp is also designing combat in way that de-emphasizes micromanagement. "Outcome is determined by supply and setup... [it's] a game of strategy over tactics, and tactics over twitch," the blog explains. "Rather than a reflex AWP shot, think of it more like gardening, albeit bristling with barbed wire and Redcoats."

Finally, the devs have expressed their desire for combat not to be a "meat-grinder." Victories will be harder-won, but defeat will be an interesting experience that doesn't leave your entire military dead or crippled just because one battle didn't go their way. In Gaslamp's words: "A player who keeps a stiff upper lip and endures defeat should be rewarded with narrative richness."

There are more details to find in the official post. If you've missed the boat on Clockwork Empires thus far, have a look back at our previous coverageor watch our video interview with Gaslamp embedded above.

Game of Thrones season 6 teaser isn't shy about spoilers

Let's start with the obligatory spoiler / sensational marketing alert. HBO is trolling fans of its fantasy saga with regards to its climactic season five finale. In a new piece of promo artwork for the sixth season of Game of Thrones , the question of Jon Snow's fate appears to be addressed ... to an extent. APRIL. #GoTSeason6 #GameOfThrones pic.twitter.com/DSK2xZi9i9 November 23, 2015 This is the

CS:GO ESL One Championship: watch these two amazing matches

The group stage of the ESL One Cologne 2014 just wrapped up today, whittling down the beginning 16 teams to an elite eight.

just wrapped up today, whittling down the beginning 16 teams to an elite eight. We've already had two incredible matches out of Group D, and both have featured American team Cloud9, which faced Titan(France) and Team Dignitas(Denmark) as an underdog.

Read the full tournament breakdown on the Kniferound wiki.


WEDNESDAY

Cloud9 (USA) vs. Titan (France)

Map: de_dust2


THURSDAY

Cloud9 (USA) vs. Dignitas (Denmark)

Map: de_mirage

[SPOILERS BELOW]

With the quarterfinals beginning tomorrow, there's no clear contender for the tournament win. Cloud9, the remaining American team and "comeback king" of the group stage, faces NiP, the team that dominated 2013 and took second at the EMS One Katowice 2014. Before that, the Katowice 2014 winner Virtus.Pro, who crushed US challenger iBuypower, is matched against Team LDLC from France. Epsilon, who beat out NiP in its group match, will face a rebounding Dignitas. Fnatic is favored in its match with Na'Vi. Check the full tournament bracket for schedule information. All matches can be watched live through CS:GO's in-game client or on the ESL Twitch channel.

Gaslamp Games discusses emergent character traits in Clockwork Empires, head bumps

The dark whimsy Gaslamp Games is piling into Clockwork Empires is delicious.

The dark whimsy Gaslamp Games is piling into Clockwork Empires is delicious. Their dev blog continues to reveal pleasant surprises like creepy plant peopleand " BIRDS, terror of the open skies." The latest glimpse into the strange minds of Gaslampcame earlier this week in another update that breaks down how citizens' personality traits drive their Dwarf Fortress-like, emergent actions.

On the blog, Gaslamp CEO Daniel Jacobsen explains how Clockwork will simulate the brains of its citizens. He titles his write-up "New Breakthroughs In The Field of Reverse Phrenology"—a science that doesn't technically exist, but like many other things in Clockwork, is a reference to the ludicrous ideas of the 18th century. Phrenology, an actual theory that surfaced in the early 1800s, posited a relationship between the shape of a person's skull and the brain matter beneath guiding conduct and disposition. No, I didn't need to look any of that up at all. Wait, why is my liar lobe aching?

Jacobsen hints at some peculiar examples of behavioral traits from a "huge list" created by the team. As a colony leader, you might very well have to satisfy the needs of a Hat Enthusiast or help someone with a Romantic Inclination find some love. Even a Bee Fancier has a chance of showing up. Yes, someone who fancies bees. I have no words.

Just as interesting are the existence of hidden quirks, wildcards that can make a trait even more ridiculous. A character with Fishy Behavior, for example, could simply be obsessed with all things aquatic, or he or she may just simply decide one day to "take a long walk into the water, never to return." A cruel fate, for sure, but also totally hilarious.

"Characters will have the ability to gain or lose traits due to traumatic/ecstatic/sublime experiences, and will also form strong attachments to things that have been important to them in their lives—other characters, other items, or other places," Jacobsen wrote. "This is not good if the place is 'the mysterious statue on the outside of the town' or if the item is 'the mysteriously glowing jar with a skull in it.'"

It sounds horrifying, but who knows? I might like having a Glowing Jar Hoarder around.

Total Defense 3D’ Review – A Gratifying Title With Its Share Of Problems

‘Total Defense 3D’ Review – A Gratifying Title With Its Share Of Problems
You know what really gets my goat?

You know what really gets my goat?  Tower defense games.  I don’t mind the concept.  On paper it’s all very fun: bad guys want to blow up my fortress, so I build towers to keep them away.  But for some reason, developers all too often take a simple idea and turn it into something that’s downright unpleasant to play.  For every Fieldrunners and Toy Soldiers , we get a handful of Warlock Defenses and Total Defense 3Ds .

Right off the bat, let me say that DaSuppa’s latest creation is nothing special. Total Defense 3D is a tower defense title, and while it has its refreshing moments, it doesn’t pretend to be something it isn’t.  You’ve seen the gameplay before: enemy units spawn at a certain point and follow a predetermined path to your base.  Line that path with enough of your own units and your fort will be perfectly safe.  Fail to construct sufficient defenses and you’ll be wishing you’d sprung for that secret escape passage when you had the chance.

Anybody who has experience with tower defense games knows that there are two types: the one where enemies follow a set path to your base and the one where you decide what path they take with the placement of your towers. Total Defense 3D is the former, and that’s an issue.  Tower defense games can have a very strategic edge, but it’s lost when all of the action takes place on a linear path, reducing the number of spots where towers can be placed from “near infinite” to “a handful”.  When this happens, the game becomes less about creating an epic gauntlet that will truly test the mettle of your opponents and more about putting a slowing turret and a rocket turret next to each other on every corner of the map.

Really though, this is a tower defense game with a substantial fan base, and if you’re part of that base then this isn’t actually a negative.  In fact, if that’s your cup of tea, you’ll probably appreciate the variety of missions that Total Defense 3D offers.  From orthodox survival to using your defenses to bring down an opposing fortress, you won’t be hurting for things to do.  What’s most impressive, though, is the fact that the game is able to include myriad missions while keeping the core gameplay mechanics the same.  You won’t need to run through a long tutorial every time you start a new level, which allows the title to be simultaneously simple and exciting.

Unfortunately, for all the nice touches in level design, the game’s artificial intelligence is somewhat archaic.  And by “the game’s AI” I mean only the AI for the units you own.  And by “somewhat archaic” I mean incredibly unreliable.  For example, in one mission I was tasked with simultaneously defending my base and destroying my enemy’s across a small trench.  I decided first to set up my defenses and to focus on the enemy base once I was secure.  However, when I had completed my perimeter and the bad guys started their first run, my towers started attacking the other base while my opponent’s tanks rolled by in droves, unharmed.  The most baffling part wasn’t that all of the towers failed to focus on the more imminent threat (nobody’s perfect, after all), but that the towers with the specific ability to slow enemies down focused on the base.  When I saw this, I just began yelling at the game “No, you stupid morons, that base isn’t going anywhere!  Those tanks!  Shoot those!”  But they refused to comprehend my mad screeching, and so I was forced to fail the mission a handful of times before things fell my way.

I also had to take issue with the Total Defense 3D’s controls.  The scheme is nice and simple, and 90 percent of the time goes off without a hitch. But every so often I found that after going through the process of opening the build menu, selecting a tower and dragging it to the right spot, the game didn’t register my final command to build the structure, forcing me to redo the entire process.  Admittedly, it isn’t all that much of a hassle, and only set me back a few seconds at any given time.  At the same time, though, a few seconds can be a lot of wasted time when an enemy army is only a few seconds from your doorstep.

The title does get points for its overall feel.  It’s clear that DaSuppa has gone out of their way to make you feel like you’re in a real intergalactic struggle, fending off an evilhorde as it tries to ravage various worlds.  When you play, you won’t feel as if you’re just defending one point after another.  Rather, you’ll sense that each stage has a certain gravity, and when you finish defending a world you feel a tangible pride.  Though you’ll know you’re playing a game, you’ll feel that it’s somehow slightly more than just another arcade defense title, which goes a surprisingly long way.

At the end of the day, Total Defense 3D has a handful of things going for it, but it also has just as many working against it.  It’s fun enough to play, but can be hindered by its share of control and AI issues.  Unfortunately, functional issues are often the most difficult to overlook, and while they don’t quite cripple the title, the damage is certainly done.  If you are able to see past these, however, you’ll be left with an enjoyably gratifying iOS title.  If you don’t mind struggling with the game mechanics for a good portion of the time, check it out.  After all, there’s a free demo available with expansions available for purchase only if you like it.

You can pick up Total Defense 3D from the App Storeand learn more about DaSuppa on their official website.

[review pros=”Gratifying gameplay, Great mission variety, Immersive design style” cons=”Artificial intelligence isn’t too intelligent, Controls can be very finicky” score=”65″]

Fortnite will have 10 to 50 hour co-op campaigns, procedurally-generated worlds

True to its name, Game Informer has informed us about a game with an exclusive feature on Epic's cooperative build n' kill, Fortnite, in its latest issue .

. Our friends at CVG have scoured the storyfor details, and there are some surprises.

Rather than joining a persistent server as in DayZ, Rust, or SOE's new zombie survival game, Fortnight is played in campaigns of variable length (as of now, the variations are 10, 20, and 50 hours) with drop-in/drop-out co-op and procedurally generated worlds built of hexagonal tiles. Like Minecraft, the areas are themed with biomes including mountains, suberbs, grasslands, and industrial areas. The components of each "stage" (the hexagonal tiles) have been modeled by hand, and some areas are pre-built to accommodate structures.

Some comparisons to Rust can be made: players start with a board with a nail in it (Rust's rock, but a Simpsons reference) and whack trees, rocks, and cars to gather resources, craft weapons, and build shelters. Fortnite has a clearer cooperative goal, though: move through the world to build and defend forts while closing destructive "portal-like gates."

Building is meant to be quick and practical. Walls, floors, ceilings, and stairs are built of wood, stone, or metal. A 3x3 grid overlay can be used to punch out holes for windows, and according to CVG, traps can be set including "spikes, electric surfaces, land mines, poisonous gas, launch pads, sentry guns, bots that follow your character around, and more."

The threat comes from storms that spawn monsters intent on bashing down your walls. When a storm hits, it sounds like Fortnite becomes similar to Gears of War's Horde mode, with lightning bolts spawning waves of "Husks" to attack your base. The four character classes will each excel at one role: gathering, building, combat, and being a ninja. Here they are via CVG, by way of Game Informer:

Constructor : Geared towards building quickly and requires less resources to do so. They can place a class-specific base device that heals materials in its radius and strengthens them. These devices can be upgraded. Ninja : With a double-jump and an Overdrive melee, the Ninja is the most mobile character. Upgradable katanas make the class versatile in combat, and he/she can use throwing stars and smoke bombs to stun enemies. Commando : Best suited to all-around combat. Upgrades give the Commando better damage, quicker reloads and headshots that debuff enemies. Commandos also have access to grenades and proximity mines. Scavenger : Invaluable when teamed up with the Constructor, as she can harvest resources faster and make supply runs.

Some things are still unclear. Players can run more than one campaign at a time, and along with whatever forts they build, each player will have a home base where they can build structures such as a lumber mill, hospital, armory, command center, and dojo. Putting characters in these buildings will earn them stat bonuses, but I'm not sure how deep this meta game goes or how bases are linked between players.

Epic is also still working out the details of its free-to-play model, and is said to be looking at the way it's handled by League of Legends, Dota 2, and Hearthstone. It must be getting close, though, as it just opened up alpha registrationand says Fortnite will be playable this year. The full story is in the May issue of Game Informer—also check out their video featureto see some of these mechanics in motion.

Humble Indie Bundle 11 contains puzzling, combat and multi-dimensional confusion

There are exactly 72.4 indie games released each day.

There are exactly 72.4 indie games released each day. Okay, so no, there aren't - I made that number up - but it often feels like there are. Certainly new games are being released at a rate that makes it all too easy to miss out on some quality stuff. To the Humble Indie Bundle'scredit, it's consistently one of the most effective ways to catch up on some of the very best indie titles. Now we have the eleventh such bundle, letting you pay what you want for games like Antichamber, The Swapper and Dust: An Elysian Tail.

In the regular bundle you'll find the 2D brawler, Guacamelee! Gold Edition; the anthropomorphic 2D RPG, Dust: An Elysian Tail; the world-warping 2D platformer, Giana Sisters: Twisted Dreams; and the atmospheric 2D puzzler, The Swapper. If you donate above the average price, you'll also get first-person dimensional puzzler Antichamber, and top-down co-op heist game Monaco: What's Yours Is Mine.

While I'm personally not a fan of Monaco or Giana Sisters, the inclusion of The Swapper and Antichamber easily make it a worthwhile buy. And as always, you can expect more games to be added to the bundle at some point during its remaining thirteen-and-a-bit days.

As with other bundles, you can personalise how your money is split between the developers, the Humble organisers, and the EFF and Child's Play charities.

Eerie Estate Agent’ Bringing Horror To The Real Estate Indsutry

‘Eerie Estate Agent’ Bringing Horror To The Real Estate Indsutry
Choice of Games, developers behind a popular line of multiple-choice interactive-fiction games such as Heroes Rise and Choice of Zombies, announced their latest game Eerie Estate Agent today.

today. Announced for iOS, Android, and via the Chrome Web Store, Windows, OS X, and Linux, Choice of Games is looking to bring Eerie Estate Agent to a mass audience.

In Eerie Estate Agent, you work at a real estate agency with a beautiful view and have conquered this hard economic time. Things could be great if it wasn’t for your tyrannical boss that is about to fire you if you don’t succeed in renting out a haunted house.

If you’ve never played an interactive novel before, your choices determine how the story proceeds. For example, when your tenants, who haven’t slept in days due to bone-chilling whispers emanating from the walls, ask to break their lease, will you:

A) Let them transfer their lease to another property?
B) Allow them to break the lease, but keep their security deposit?
C) Insist on sticking to the terms of the lease?
D) Boldly investigate, like all the victims in bad horror films?

Will you ignore the supernatural phenomena, or will you use it to your advantage and build up publicity? How will you handle ghost hunters, squatters and celebrity tenants? You can emerge as a top agent, stage on office coup, or possibly end up becoming a permanent resident of the frightening 57 Crowther Terrace yourself.

I thoroughly enjoyed the time I had with the game; it is so well written that as I played I developed a sense of what your horrid boss looks like without looking at any promotional material. Then I saw the official screenshot and my rendition was strangely similar. The writing is top notch to say the least.

Choice of Games is looking to have Eerie Estate Agent out by the end of the month. To keep up with Choice of Games and any news on Eerie Estate Agent follow them on Twitter, Facebook, and their personal websitewhere you can check out their other projects.

GDC 2013: Epic show off Unreal Engine 4 with astounding "Infiltrator" tech demo

This is more like it!

This is more like it! All this messing about with old men's faceshas been great and all, but it's not really what games are about. Games are about grey corridors, faintly futuristic military hardware and hovering robots that go "WOOWOOWOOWOOooooooooooh" as they fly by. Epic have given us all of that and more with their Unreal Engine 4 tech demo, Infiltrator, unveiled at GDC.

I know, right? When Ghosty McSkullface looked out over that cityscape, I had to pick my jaw up off the floor too. The demo was built to show off the engine's capabilities for next-gen development. Epic even proved it was real-time at the event, dropping out the real-time lighting and showing wireframe only versions of the demo's assets.

Thanks, Polygon.

Antichamber sells 100K copies after two months on Steam

Antichamber tied our brains into painful knots back in January, and its clever puzzles both drained our sanity and pulled a positive review out of our confusion.

out of our confusion. Since then, the indie head-scratcher has pulled some impressive initial sales— Polygonreports that it has sold over 100,000 copies on Steam.

Creator Alexander Bruce says Antichamber's initial success "blew some people's expectations out of the water" as a predictor of total sales, but he kept his hopes reserved because its complexity made it difficult to market, by which he must have meant its tendency to cause players to karate kick the nearest teddy bear in frustration. (What, only me?)

"I've been burned by expectations before," Bruce tells Polygon. "I did that to myself with all of the competitions I was entering in. Several times, I entered competitions, I had all my hopes and dreams pinned on them, I thought it was a sure shot, and then I missed them. And that sucked. And as I went through later competitions, I made sure I didn't do that. I said back in 2010 that sales are just another competition to me. And if I can win all these other ones, I'm testing the waters for how it sells."

Bruce's gamble evidently worked out, and Antichamber is probably the best chance on Steam to make your brain do a somersault within your skull. You can grab it for $20.

IGM at EGX 2015: Iron Fish Preview

Just when I thought I wasn’t going to be able to go to EGX, I found myself in a three-hour queue to play Star Wars: Battlefront .

. Despite being worth every second – and it really was – I left myself little time for all of the indie titles on display. Don’t worry, a few laps of Rezzed and the Indie Megabooth later, and I was deep in an ocean of indies. Then I swam a little deeper and found, a “psychological deep-sea thriller” being developed by BeefJack Studiosand Dean Edwards.

IF4

In Iron Fish , gamers will step into the scuba flippers of Cerys, a deep-sea investigator working for an elite British Naval group, as she responds to a mayday call. What follows is a journey into the unexplored, where Cerys will face the harsh realities of the ocean – an ocean that hides many creatures living in its depths, and a few of Cerys’ own secrets, too.

The section of the game I played was quite early on, and gameplay was focused more on exploration than horror, which apparently becomes more intense as players progress. After a quick guide of how to play, I was given control of a deep-sea submarine, and began piloting it towards an objective marker in the distance. I found myself speeding along underneath a whale of some kind, which was pretty nice.

When I reached the objective, though, and I had to depart the safety of my nifty sub, I was at the mercy of circling sharks. Despite this being a less horror-driven portion of the game, I was still quite tense as I watched the sharks getting closer. I can’t have been the only one. With a little direction from a companion, who I assume was safe and dry above water, I headed for cover. I’d be lying if I said that the sharks didn’t get a few good bites in first. Sorry, Cerys…

While doing my best to avoid being bitten again, I swam around a number of shipwrecks and containers, searching for items with a scanner. Some of these items were part of the objective, and for others, interaction seemed entirely optional. Either way, it sometimes involved swimming through unexplained body parts. I’m not sure if anything is worth that.

Before long, I died, and made the most of it by having a quick chat with Edwards. He said that Iron Fish can actually be played through in around two hours, if someone only wants the bare bones of the narrative. However, the game could be much longer if players take the time to collect the optional items – such as data recordings – which provide insight into Cerys’s backstory and leave gamers with a much deeper experience.

To ensure that gamers get the best version of this experience, though, there’s a couple of small improvements that I think could be made before a full release.

For starters, Cerys seems to swim quite slowly. When exploring the wide-open, relaxing areas of the ocean and sunken ships, this isn’t such a problem, but when a shark (or two) is coming in for the kill, the pace of Cerys’ swimming seems almost leisurely. Being able to swim a little faster in these moments would have made sense, and maybe even add a bit of fast-paced terror to the occasion. Combine this with that the fact that swimming occasionally causes the water in front of you to blur, and it seems like the sharks may have had a few easy meals at EGX. Not me, though: I ran out of oxygen while wading through body parts at the bottom of a shipwreck. Ryan, 1. Sharks, 0.

Iron Fish may be in early development, but it seems to be aiming for a similar experience to Frictional Games’ SOMA ; undersea exploration that brings moments of discovery, fear, and even beauty. If any of those things sound like something you’d enjoy, it just might be worth keeping your periscope on this one. It will be released on PC, Mac and Linux, although no firm release date has yet been confirmed. In the meantime, why not get in touch on their Twitterand Facebook, or even head to the game’s Steam pagefor more information.

Make Something Unreal Live: a look at the contestants as the final heat begins

Make Something Unreal Live is Epic Games' yearly talent competition, challenging European students to cobble together a prototype using the free Unreal Development Kit.

is Epic Games' yearly talent competition, challenging European students to cobble together a prototype using the free Unreal Development Kit. Victorious entrants get more than a pat on the head: this year, they scoop an Unreal Engine 4 licence, among other prizes yet to be announced. Needless to say, competition is fierce. I popped along to the final heat of the competition yesterday at the Birmingham National Exhibition Centre, in which four student teams are currently ensconced, scrabbling to put the finishing touches to their games before judging begins on Sunday.

The Wellcome Trusthave provided this year's theme of Mendelian inheritance- the process by which genes are passed on between successive generations. Communicating that idea through game mechanics is an intimidating challenge, but the teams have had help, both from science advisors courtesy of the Sanger Instituteand from game industry veterans at Splash Damage, Climax Studios, Ninja Theory and Lucid Games. The four finalists have gone in very different directions: shooters, platformers and sims, each with their own distinct take on the idea of genetic inheritance.


Polymorph

by Kairos Games, Staffordshire University

Polymorph's cutesy protagonist can merge his DNA with that of the wildlife around him, growing new adaptations that allow him to traverse the floating rockscapes in different ways. The art team has done a sterling job crafting a vibrant, cheerful world, with obstacles that offer a well-considered dexterity challenge. If there's one clear area for improvement, it's in the protagonist's sense of movement and connection with the environment - both vital things for a platformer. The current animations don't quite sell the required sense of weight or precision, but if the team's efforts are focussed on making this most basic action joyous, they could well sweep the top gong.


Epigenesis

by Dead Shark Triplepunch, Blekinge Institute of Technology

Perhaps the most complete and instantly gratifying of all the games in the competition, Epigenesis is a twitchy team shooter partly inspired by the Bombing Run gametype first introduced in Unreal Tournament 2003. Teams vie for dominance on a series of floating platforms, scrapping over a single ball and hurling it through the hoop at their opponent's end. Scoring gives you the chance to claim territory by planting a seed on a platform of your choice. Link a chain of platforms to your competitor's endzone and it's game over. Further complications come in the form of power-ups commuted by the plants grown on each platform - which definitely have something to do with genomics, honest. This feature wasn't in the build I played, and the way it was explained to me didn't sound entirely convincing - but luckily the game is a good deal of fun without it. It would certainly benefit from some sort of hook, but the basics are there: from the unusual but quickly intuitive way you charge up jumps, to the aerobatic movement and the acutely balanced projectile weaponry.


Mendel's Farm

by Static Games, Bournemouth University

Definitely the most direct and thorough evocation of the theme, Mendel's Farm is a sim game in which you breed chickens, and eventually other animals, cultivating startling and lucrative mutations to build your farm's cash. It certainly has a fair bit in common with casual games like FarmVille, but the way it allows you to play directly with ideas of genetics is a thoughtful and enticing addition. It could certainly be a success with a certain crowd, but it's also the entrant with the furthest to go visually.


Beings

by Team Summit, University of Abertay, Dundee

Geared towards an extremely young audience, Beings hopes to sow the seeds of scientific understanding through its extremely light puzzle-platforming. I may not be the target audience, but it's certainly a delight to behold - a world of rainbow colours and lush grass, populated by adorable floppy-eared creatures with wobbling jellies on their backs. Collect all the stars in one area and you may become attractive enough to breed with a female floppy-eared-jelly-backed-thing. You can then switch control to one of your offspring, who may have inherited traits, like fire-resistance, from their mother. The obstacles didn't seem particularly interesting, but then I'm not a four year old. But then again, an intentionally simplistic game may not be the best showcase for the team's design talents either. All the same, it's a cute and surprisingly witty endeavour.

I wouldn't like to call a winner at this stage. Epigenesis is certainly the most immediately thrilling, but its relationship to the competition's theme seems shaky. Polymorph meanwhile could come out swinging if its fundamentals get the attention they deserve over the remaining days of coding. We'll be following the competition closely, with its winner announced on Sunday.

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Our Verdict
Clever, but sometimes a little cold, this is an accomplished headscratcher of unusually philosophical ambition.

Review by David Valjalo

Unlike Portal, there's no test-subject narrative behind Antichamber, an austerely intellectual first-person puzzler from indie dev Alexander Bruce - but that doesn't mean you aren't under the microscope. As you wander the blinding white corridors of a space-bending facility, unpicking the cryptic clues within, you're encouraged to think that your own psychological state is the real barrier to progress in the game's interweaving, claustrophobic tunnels.

Wall-mounted plaques punctuate each new area and challenge, delivering existential wisdom of a seemingly glib kind. "The path of least resistance is a valid option," says one. Another reads: "A few steps backwards may keep you moving forwards." But these are also crucial hints, some a good deal more opaque than they first appear, to puzzles which intentionally avoid conformity. One challenge might simply task you with following signs to the exit, another may secretly encourage you to ignore them, while others play with space and perspective in ways which defy traditional game logic: walk up to a window, fill your monitor with the world inside and, like magic, you're in it.

The first section of the game is a breathless parade of new ideas that approach puzzling laterally, forcing you to muddle your way past non-euclidian geometry and other brain-bending architecture. The latter half introduces more traditional mechanics in the form of four handheld gun-things that fill in voids, pick up and shoot blocks, and clear matter out of your way. Even though these tools offer new methods of traversing earlier environments, it's a somewhat anticlimactic transition from the relentless invention of the game's opening - but that doesn't make the tests here any less agonising to fathom or a triumph to conquer.

When you nail a solution - often best achieved by taking a time-out and drinking a cup of tea, very calmly, as your nails grow back - you feel like a cross between Hercule Poirot and Socrates. Hercules, if you will. That said, there are some puzzles in here guilty of simple obscurity, and this undermines the satisfaction of their completion as well as throwing off the pace of the game. Luckily a hub room (instantly accessible by a tap of ESC) allows re-entry to any of the game's main areas, alleviating the need to pummel yourself against the same puzzle, and allowing you to re-evaluate the messages you've encountered so far.

For some, Antichamber may prove a little draining. It's a title that aspires to challenge your way of thinking and problem-solving and it's a slightly chilly and solitary experience with it. If that doesn't sound like much fun - there are certainly times it isn't - that's likely part of Bruce's point, suggesting life is a struggle in which you get out what you put in. But Antichamber isn't all earnest chin-stroking theory - it also hosts moments of transcendent beauty and vignettes that engage your brain on a level few games attempt.

Price: $20 / £12.50

Release: Out Now

Publisher: Alexander Bruce

Developer: Alexander Bruce

Website: http://www.antichamber-game.com/

The Verdict

Antichamber

Clever, but sometimes a little cold, this is an accomplished headscratcher of unusually philosophical ambition.

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True Skate’ Review – The Best Mobile Skating Game To Date

‘True Skate’ Review – The Best Mobile Skating Game To Date
I love skateboarding.

I love skateboarding. While I’m terrible at it, I can pretend to be good virtually. I’ve always had a soft spot for skateboarding games ever since I experienced the first Tony Hawk’s Pro Skater. As a writer for a mobile gaming website, I haven’t had the opportunity to go hands-on with a skateboarding game that really captured that same experience on a portable device. That is until now.

Developed by True Axis , the makers of other hit iOS titles such as Jet Car Stunts and Space Tripper , True Skate is a skateboarding simulation game that brings the best aspects of games such as EA’s Skate and Tony Hawk’s Pro Skater , all while being something entirely different.

From the beginning of the game you are placed in a sandbox world where you control a single skateboard. That’s right, instead of controlling a human who controls a skateboard; you will be using your fingers as your feet.

The camera angle is third person, giving you a perfect view of everything ahead. Many problems that simulation skateboarding games such as Skate. had were the low camera angles that limited your view of the world. With the removal of an actual skater though, you don’t need to have that up-close view to see the board. Of course there are many other camera angles you can try out, including a fisheye lens, perfect if you’d like to make a compilation video of your tricks.

Even with the pulled back viewing angle, the game is very easy to control as its just basic swiping. Sliding down on the screen will push the board forward, while moving your finger left or right controls the direction you’ll go. To initiate a trick all you have to do is swipe down on the tail to ollie and from here the possibilities are endless.  You can pull off a wide variety of flip tricks such as a simple pop shove-it, all the way to something more complicated such as a 360 varial heelflip.  While it will take some skill to pull off combo tricks, doing something simple like a kickflip you’ll have down in no time.

Grinding works much the same way except here you’ll be ollieing and then working to position your board properly on the rail. And of course, just like the flip tricks, there’s a wide variety of grinds you can do, including more complicated tricks like a dark slide.

True Skate tends to focus more on street skating rather than vert skating. So while there’s no way to pull off grab tricks like benihanas or rocket airs, there’s still many vert ramps and bowls which tend to go unused. I understand that the goal was to create a true skatepark, but I haven’t found any uses for many of these objects besides grinding and rolling around in.

Despite this, True Skate’s gameplay is solid. I haven’t had this much fun in a skateboarding game in years. Every trick feels so satisfying once you complete it. One feature that developer True Axis put into the game is the rewind feature. If you’re focusing on a single trick and fail to land it, you can simply press down on the rewind button to bring you back to where you were. This lets you focus more on pulling off tricks, and less skating back to the area you were in.

If you’re more for the mission based aspect of True Skate , there’s quite a few of those as well. They mainly revolve around getting high scores, following a ghost skateboard on a specified route, and more tutorial based missions. While it’s a nice addition, they’re mainly there to make you a better player rather than add a different aspect to the game.

While True Skate lacks unlockables and a variety of levels found in many other games, the base gameplay of True Skate is so fun and console-like that at $1.99, you’re getting a bargain.

I’ve topped the leaderboards and have unlocked every achievement. I’ve put hours into this game and now that I’m done reviewing it, guess what I’m going to do next? Play some more. Whether you’re a fan of skateboarding or not, True Skate is simply a blast to play.

To pick up True Skate visit the App Storetoday. If you’d like to see more on True Skate before buying it, be sure to check out our episode of IGM Plays: True Skate.

[review pros=”Amazing Gameplay, Easy To Control, Great Presentation” cons=”Vert Ramps Tend To Go Unused” score=95]

GDC 2013: Epic and Mozilla working to port Unreal Engine 3 to browsers

Firefox creators Mozilla have teamed up with Epic to bring the Unreal Engine to web browsers.

Firefox creators Mozilla have teamed up with Epic to bring the Unreal Engine to web browsers. Announced at GDC, the two companies aren't just looking to give casual and indie developers a web-enabled Unity alternative - their ultimate plan is to make it a viable platform for AAA games. It's going to be a right pain if you accidentally close the tab while waiting for Bioshock Infinite's 17GB of data to load.

In fact, Ars Technicareport that the Khronos Group - the organisation behind development on OpenGL and WebGL - are working on that very problem. A common set of data formats covering 3D models and textures could be used to let a remote asset server pipe through the necessary assets to cover a user's screen resolution and bandwidth.

Back to Mozilla, who say: "By leveraging this new JavaScript optimization technology, Mozilla has been able to bring Epic's Unreal Engine 3 to the Web. With this port, developers will soon be able to explore limitless possibilities when it comes to porting their popular gaming titles to the Web." In case you don't believe them, they've also posted a video showing the engine in action.

It's an interesting advancement of web streaming, but I'm yet to be convinced of the practical applications in the AAA space. Whatever WebGL enhancements are in the works, I can't imagine they're close to providing an experience that rivals what players can already conveniently get on their hard drives. Nonetheless, it raises some interesting questions about the role of the browser in the indie and free-to-play space.

Thanks, VG247.

Antichamber's launch trailer throws convention out the window

Antichamber is released tomorrow, which is handy, because I'd quite like to know what the hell's going on in this trailer.

Antichamber is released tomorrow, which is handy, because I'd quite like to know what the hell's going on in this trailer. There's some serious stairway indecision, followed by lots of mind-melting matter manipulation. Aren't launch trailers supposed to explain things?

That, however, is Antichamber's hook. It's deceptively simple, but delights in turning your perception of the world against you. That's a brilliant concept, and one its great to see being explored in a place where time and space can be absolutely anything .

With physics turned on its head, you're left to experiment with reality and reconstruct the game's rules. According to the game's description, "hallways wrap around upon each other, spaces reconfigure themselves, and accomplishing the impossible may just be the only way forward." Sounds ace.

Thanks, Polygon.

Game of Thrones asks which House you'll support with season 6 teasers

With season 6 of Game of Thrones mere months away, it's time to pick a side. And to help you decide, HBO has released three new 'Battle Banner' teaser trailers for Houses Stark, Lannister and Targaryen. Watch them below... As you can see, each of the teasers focuses on one of the three main Houses and the official Game of Thrones Twitter account is asking fans to choose their allegiance... Choose your

Epic closes Impossible Studios, the company formed with staff from Big Huge Games

Well this is awful.

Well this is awful. You might recall that, around eight months ago, Epic Games snapped up many of the developers left joblessafter the collapse of Kingdom of Amalur's 38 Studios and Big Huge Games. This new company, Impossible Studios, seemed like the light at the end of a particularly dark tunnel - but it's just a few months later and the developers have been fired all over again. Epic founder Tim Sweeney made the announcement on their community site, stating that "ultimately it wasn't working out for Epic."

"We're closing Impossible Studios.

When former members of Big Huge Games approached Epic last year, we saw the opportunity to help a great group of people while putting them to work on a project that needed a team. It was a bold initiative and the Impossible folks made a gallant effort, but ultimately it wasn't working out for Epic.

In addition to providing Impossible Studios employees with 3 months of severance pay, we'll be giving the team the opportunity to form a new company with the Impossible Studios name and the awesome Impossibear logo.

This means that Infinity Blade: Dungeons is now on hold as we figure out the future of the project."

Still, at least they get to keep that logo. Eurogamerare reporting that Ken Levine has since expressed an interest in Irrational Games acquiring some of the laid off staff, noting in a Facebook status update that he's a "huge fan of everything Big Huge ever did" - a comment accompanied by a link to Irrational's hiring page. Hopefully those affected will land on their feet, whether they decide to reform the studio or not.

We'll keep you updated as soon we know more.

Antichamber will confuse your mind on January 31

From what we've gathered so far of Alexander Bruce's psychedelic puzzler Antichamber , a number of recurring terms pop up: Brain-bending.

, a number of recurring terms pop up: Brain-bending. Escher-like. Non-Euclidean. WTF JUST HAPPENED ARGGHH. They all properly illustrate Antichamber's wonderful abandonment of logic, but as a certain bald Matrix freedom fighter intoned, true understanding arrives after "seeing it for yourself." That becomes a reality on January 31 when Antichamber becomes available on Steam for a yet-undetermined price.

Like riding the inner-city bus route, nothing is taken for granted in Antichamber. Seemingly impossible puzzles and unimaginable jumps dance beyond comprehension, but the trick is to join that dance by breaking down your brain's barriers governing problem-solving. You'll carry a gun with the power to change, add, and remove matter as needed, and solutions carry a Portal-like rush of epiphany.

Such a strong subversion of how the world works excites us. It terrifies us. It makes us want to ponder the perceptions of our reality under a cold shower. But we definitely look forward to finally playing Antichamber in full at the end of the month.

Watch the first footage from Sunday's Game of Thrones season 6 teaser

Game Of Thrones fans have been a little spoiled today when the show dropped a gallery of new images from season 6. Now there's a couple of extra goodies to make your Friday - we've got word on when the first proper season 6 trailer is due to land and a sneak peek at that upcoming footage. The news hails from the show's official Twitter, where it was announced that the teaser is scheduled to air on

Octodad: Dadliest Catch gets new levels and two mouse co-op support

The problem with Octodad: Dadliest Catch is that once you've finished it, there aren't any similar games to sate your newfound appetite for flailing around like an idiot.

Octodad

is that once you've finished it, there aren't any similar games to sate your newfound appetite for flailing around like an idiot. Never mind though, because studio Young Horseshas released a new patch which adds two new "self-contained adventures" (known as 'shorts' in-game) as well as a list of new gameplay improvements and fixes.

Among the major fixes are a new story mode timer for speedrunners, multiple mice support for cooperative play and new ghost ties, which replace collected ties. The studio has also fixed a bug which wiped save files, while freeplay and shorts levels now have new temporary checkpoints.

Elsewhere, the UI now indicates if a level has no collectible ties, and an Italian fan translation has been added. There's a bunch of minor improvements which can be perused on the Steam Community page.

According to our reviewer Andy Kelly, Octodad " starts out funny, but quickly becomes frustrating." The game has a strong niche following nonetheless because Young Horses has been supporting it with post-launch updates pretty regularly. Personally, I'm glad Octodad has found its niche. I'm proud of Octodad. Well done, Octodad.

Duckers’ Hits App Store

‘Duckers’ Hits App Store
Prepare yourselves, iOS gamers!

Duckers has hit the App Store! Now, before you begin quaking with excitement over my very generic opening, allow me to explain to you exactly what this little indie title is.

Duckers is, as aforementioned, an iOS game, available on the iPhone, iPod Touch, and iPad. Now that we have the obvious out of the way, I can proceed to cut to the chase. In this game, you will play as one of several cutesy critters, only two of which appear to be ducks. An easy way to describe it would be a reverse Doodle Jump. Rather than jumping up for the high score, you are digging downwards into the earth in search of treasure, gems, and secret hidden items. There are, of course, your standard arrays of death-causing obstacles—it wouldn’t be much of a game without them. And for those of you with a competitive streak, (*cough*like me*cough*) Duckers supports Game Center and has its own set of achievements for you to uncover and enjoy.

Duckers is brought to you by Retro Dreamer . The game is free, but it supports in-app micro-purchases. More information about this game can be found on its official iTunes pageor on the developers’ official website.

Blacklight studio has licensed Unreal Engine 4; is developing "psychological thriller game"

Seattle-based developer Zombie Studios - the folk responsible for Blacklight: Retribution - has licensed Unreal Engine 4 for a forthcoming PC-only "psychological thriller game". Due in the second quarter of 2013, no other details are confirmed on the as-yet-untitled game, though we do know that it will be thrillingly psychological.

In a statement, Zombie Studios' creative studio head Jared Gerrtizen said the developer's interest was piqued at the 2012 Game Developers Conference, which saw the first unveiling of the engine to selected studios. "We've been able to work in ways we have only dreamed about with UE4, which will be a fundamental benefit to our studio as we move into the next generation of games and take our studio to the next level."

The ghost of Cliff Bleszinski talks up Unreal Engine 4, Mark Rein shows off Kismet system

As we noted yesterday, Epic veteran Cliff Bleszinski has left Epic , but you don't last that long in this business without learning to psychically project yourself into several places at once.

, but you don't last that long in this business without learning to psychically project yourself into several places at once. Even as Cliff walked into the sunset with a bundle of Lancer Assault rifles slung over his shoulder, his ghost was over in the Game Informeroffices talking up Unreal Engine 4.

"When you ask me what next generation is, it's really the sum of all its parts," says ghost Bleszinski, lounging on the couch like psychic projection ain't no thing. Advanced particle effects, destructibility, light refraction and shinier shininess will bring the next generation closer to visual realism, but Bleszinski highlights Unreal Engine 4's Kismet systemas an especially big step forward for developers.

Kismet lets developers code game behaviours without having to write scripts. Logic sequences are displayed as a series of linked boxes that let devs quickly combine sounds, animations and particle effects to quickly build a working set of rules. A lot of the footage below comes from the Unreal Engine 4 tech demo that Epic put out earlier this year, but it looks like there are some additional Kismet bits in there, and watching those glowing particles whoosh around doesn't really get old.

And here's Mark Rein demonstrating some games he's built with the new Kismet system.

Octodad to get new levels in free Shorts DLC

Harrowing documentary series Octodad: Dadliest Catch will soon be supplemented by further glimpses into the life of the cephalopodic imposter.

Harrowing documentary series Octodad: Dadliest Catch will soon be supplemented by further glimpses into the life of the cephalopodic imposter. Octodad Shorts is a free DLC pack that will add new levels—providing additional scenarios for your many-flailing limbs to awkwardly navigate.

Screenshots on the DLC's announcement pageshow Octodad eating out with his wife, and taking part in a medical drama (as envisioned by his children). The developers are promising over 40 new objectives, suggesting this will be a significant addition to the life of the undercover octopus.

These self-contained episodes could also potentially solve one of the main problems of the original game. As Andy noted in his review, the need for escalation of difficulty spoilt the simple charm of Octodad's earlier levels; the frustration of stealth sections and infuriating mini-games ultimately spoiling the joke.

Octodad Shorts is due out in the coming weeks.

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