South Park: Stick of Truth sequel is Fractured, But Whole

A new South Park game from Ubisoft is on the way, and the gang have all but abandoned the Stick of Truth, opting to play superhero instead of medieval fantasy. The game will be developed by Ubisoft San Francisco instead of South Park: The Stick Of Truth developer Obsidian, and will be titled "South Park: Fractured But Whole." Yes, it's a butt joke. It's South Park, are you surprised? As South Park

Thief won't force you to kill, will (probably) force you to steal

After that moderately alarming but ultimately blown-out-of-proportion business about Garrett being made more "mainstream" for the recently announced Thief reboot, you might be wondering if Thiefourfiaf will break the cardinal rule of the previous games: that you can complete them without harming a living soul.

reboot, you might be wondering if Thiefourfiaf will break the cardinal rule of the previous games: that you can complete them without harming a living soul. It's a justifiable fear, particularly after Deus Ex: Human Revolution's turrrrible boss battles, but thankfully it turns out to be unfounded, ason the Eidos Montreal site makes clear.

Speaking about the game's open level design, Eidos Montreal's Adam Badke explained that "players will have multiple ways to approach their objectives and each objective can be reached using Garrett's various tools, by exploring and by playing with your environment.

"Each path comes with a set of challenges, encounters and looting opportunities. Difficulty options allow the experience to be scaled for hardcore fans of the original series, but to also let newcomers have a lot of fun. And yes, you can complete the game without killing anybody – Garrett is a Master Thief, not a killing machine!"

Which is reassuring news. Now if only we could get some confirmation on whether Stephen Russell will be returning as the voice of Garrett.

Thanks, Joystiq.

Monster Under Your Bed? Boogey Boy Has the Answer

If I had ever come across the Boogeyman like the main character of Goon Studios’ Boogey Boy , the first thing I would have done would not have been to start running and collecting items I needed to scare him off.

, the first thing I would have done would not have been to start running and collecting items I needed to scare him off. No sir. I would have curled up in the corner of my bed and just prayed for a swift death, because I was a total wuss who literally stuck his face into the wall to keep from seeing anything spooky at night. Indeed, an endless runner about my childhood would have been quite boring and short.

Since the main character in Boogey Boy is far braver than me, he takes right off once danger’s near. Running and jumping endlessly through several locations, players have to help him collect enough batteries to scare off the Boogeyman with his flashlight. They’re not his only backup, though, as the character’s sister can join the fray (why does she have a machine gun?), as can his dog. The help is necessary, though, as the Boogeyman seems to have brought several friends with him, giving players lots of different monsters to run away from. These shadow creatures will also be chasing the player across several different environments, dogging the player through his house, the streets, and even into some puffy, friendly clouds. Why are there flying toasters, now?

Boogey Boy is available for $1.99 from the iOS app store, with a sincere promise from the developers that there are no in-app purchases, nor will there be (they don’t seem to care for them, which we found out the last time we saw Boogey Boy a while ago). Players who like their horror with a mixture of cute art and constant fleeing will want to give the game a look.

Although, I’m still really not clear why there are flying toasters. Is it 1991 again?

Even Canabalt 's creator can't explain its success

Adam Saltsman, developer of Canabalt talks to Gamasutra about why the game has been a hit with fans -- though he's "hesitant to give any specific reason," maybe the key lies in one of his workaday fantasies.

"I used to have this fantasy when I worked in an office building with this long, long hallway with this glass window at the end that looked out over a river and a cliff," says Saltsman.

"You'd be in this office and a two story party boat would just creep down the river, filled with people partying. What a beautiful thing to feel -- if you were invincible, how beautiful would it be to take off down the hallway at top speed and physically and metaphorically explode out?"

That, as much as anything, could explain the appeal of Canabalt -- a game which has become not just successful but highly influential in the mobile space, with its one-button approach toward platforming easily executable on smartphones.

"My general sense is that there's a clutch of different things that it does that are good" about Canabalt , says Saltsman. "It's pretty awesome right away. One of the things that doesn't hurt it is that the game turns on, the music gets super creepy, things start shaking, you jump out of a window, barely land on your feet and take off running."

For more on Canabalt -- and the claustrophobic Capsule , which forces players who run out of fuel to wait for death -- check out Gamasutra's talks to Gamasutrafull feature interview with Saltsman
, live now.

Thief 4 screenshots emerge from the darkness

Screenshots of Eidos Montreal's upcoming Thief 4 have been tracked down by the vigilant Grath of NeoGAF .

. The shots come courtesy of Russian site GamesManiac, who refer to the game simply as Thief, noting the lack of a number at the end - or in the middle- of the title. In them we see Garrett cling to walls, hang from ropes, and perform other sneaky eyeball-avoiding moves. It all looks a bit Dishonored, which is apt, given that Dishonored looked a bit Thief.

Up until know, Thief 4 has admirably managed to avoid detection. We knew it was being worked on by Eidos Montreal, last seen successfully rebooting Deus Ex, before moving on to Tomb Raider's multiplayer modes. The last potential sighting was in June last year, when this supposedly leaked trailersurfaced.

We've contacted Square Enix for further details.

Thanks, OXM.

UPDATE: And further details come in, courtesy of Game Informer'stease of their upcoming issue.

"Series hero Garrett returns to the Gothic, industrial metropolis known simply as the City to steal any and everything that will make him richer. Unfortunately, the City is broiling with social tension as it is ravaged by a plague and lorded over by a political tyrant known as the Baron. In order to survive his adventures, Garrett will have to pay attention to his environment and make use of the may possible paths through each of the game's levels."

GI also note that the game will simply be called "Thief", is due out in 2014, and will be available for PC and next-gen consoles.

The No Console Future

The No Console Future Historically, the videogame industry has been characterised by change. Be it new hardware, new forms of distribution, new types of games or new ways to interact, this is not a medium with a habit of standing still. The only thing that is certain about its future, therefore, is uncertainty. What will the games, the hardware, the interactions and the means of consumption look like

Thief 4 will "bring more than just stealth" says dev

Eidos Montreal general manager Stephane D'Astous has been talking to OXM about the pressures of resurrecting a treasured franchise, a trick the studio pulled off last year with Deus Ex: Human Revolution.

Thief 4

about the pressures of resurrecting a treasured franchise, a trick the studio pulled off last year with Deus Ex: Human Revolution. D'Astous said that "Deus Ex was the kick-start of this new series of great games, and Thief will be a part of that."

As with Deus Ex, the challenge for Eidos Montreal of course, is to deliver a new Thief that feels fresh, while also being immediately recognisable to fans of the original games. "We don't want to deliver the same each time," said D'Astous. "Our mandate is to bring new stuff to the table; games that we'll be talking about for years"

D'Astous didn't drop any specifics on how the studio are planning to accomplish this, but he did say that Thief 4 will have "more than just stealth." In addition, the studio has "more international staff working on Thief, which brings a great flavour to the game."

"There are a lot of challenges to bringing back a great cult IP, but we consider it like a new IP and we are going to respect the spirit of the franchise like we did with Deus Ex."

There are still painfully few details out there about the new Thief. A blurry screenshotappeared waaay back in February 2011, and more recently a bunch of images hit the web which appeared to show storyboard art for a new Thief cutscene. We can safely say that it'll probably have a bow, and hopefully a blackjack that makes a comedy "whump" noise when you KO a guard with it. What would you like to see from Thief 4?

Earth Defence Force 2017 Review

Earth Defence Force 2017 Review A cult game, much like its cinematic equivalent, is something that can generally only be enjoyed by those who ‘get it’, who can see past its flaws and appreciate its unconventional charms where others see no value or merit. No current game series exemplifies this more than Earth Defence Force. Built to budget standards and released at a fitting price, the original PS2

Now Playing: The trials of fatherhood in Princess Maker 2

This article was originally published in PC Gamer UK 226.

princessmaker2

My daughter was delivered to me by a deity when she was 10 years old. I named her Mount-Everest Acebomb and sent her to work in a restaurant.

Think football management is hard? Trying manipulating the statistics of a teenaged girl in a fantasy medieval world. Princess Maker 2 has you controlling every aspect of your daughter's life with creepy focus. You set her schedule, choose with whom she socialises, arrange her diet, buy her clothes and have only brief father-daughter chats. "I wonder what my mother was like?" she asks. I say nothing.

In month one, she does terribly at the restaurant. In month two I send her for magic lessons for ten days, but the money runs out after four and she's sent back by the teacher. After three months, food bills have put us into debt. In month four, I ignore the warnings of my winged, horse-legged butler, and watched as Everest becomes a delinquent. By month five, she's run away from home.

She came back the next month, but the following years aren't any easier on either of us. I'd send her on adventures, hoping to shape my progeny into a strong, empowered woman. She'd get beaten up by a giant condor. She'd ask for pocket money, and when I couldn't afford the 100 gold, would call me a cheapskate.

The only way to satisfy her need for money - and food - was to send her to work. I can't get a job; I'm far too busy standing in her bedroom all day, staring at her. But after a year, Everest found her niche in that restaurant. She's 13 now, and her cooking skill is 103. A fortune teller predicts she'll grow up to be a housewife.

But I still hold out hope for a more exciting life, pouring the money she earns into more magic lessons. When I ask her about her studies, she responds with, "I'm pretty good at cleaning!". I say nothing.

More: Now Playing

Crime Coast mixes Raids with Tower Defense

While some crime games are only about killing and stealing, Crime Coast , by Pixel Squad, will give players a little more brain with their brawn when it releases on June 11th on iOS, Android and Windows mobile devices.

, by Pixel Squad, will give players a little more brain with their brawn when it releases on June 11th on iOS, Android and Windows mobile devices. This game lets players become a leader of a gang that must protect their territory and eliminate the enemy groups, while also controlling the drug and weapons economics.

Leading their own city and crime syndicate, players must launch raids at their enemies’ bases in order to steal their loot and destroy their gangs, all played out in a tower-defense style. Of course, they will also have to defend against counter-attacks and other raids. The game features 8 units for these battles and 10 henchman to lead the squads. Locations like clubs, mansions and prisons will set the mood for the confrontations, along with luxurious cities constructed by players as they develop their gang.

Crime Coast features a single player mode with 27 missions and a multiplayer mode where players can help their friends or snitch on them. Gamers can also prepare themselves for challenges filled with guns, cars and intended crime puns. The game will be free to play and available for iOS, Android and Windows Phone devices on June 11th. For further information on characters, units or general help, visit the game’s official website.

Tron 2.0 is re-rezzed on Steam

Tron 2.0 was not a hit by any stretch of the imagination.

Tron 2 0

Tron 2.0 was not a hit by any stretch of the imagination. Released in 2003, it was well-reviewed, but didn't catch on with gamers; Tron fans in particular, at least those that I know, seemed to have a particular dislike for it. I, on the other hand, was a big fan, and so I'm very pleased to see that it's taken its rightful place in Disney's recently-launched Steam stable.

The game is really only loosely connected to the movie: Bruce Boxleitner reprises his role as Alan Bradley, but the action focuses on his son Jethro, aka Jet, who is digitized by his father's AI to aid in the fight against the runaway virus Thorne. It's a fairly conventional shooter, but the expected Tron elements are all here too; the disc weapon made famous by the movie is present and actually quite useful, and you will also race light cycles—although you'll be forgiven if you choose to skip those bits, since they're almost impossible to beat.(Monolith, the developer, actually patched in an option allowing players to get past the light cycle segments without winning them, because of all the complaints from players.)

Despite not having much to do with the film, it's all wonderfully Tron, with clever dialog and everything rendered in neon, including your stretchy duds. And the gameplay, light cycles notwithstanding, really is quite fantastic; as far as I'm concerned, it's a shamefully underrated game. Fortunately, it's also really cheap: Tron 2.0 goes for $10 on Steam, and for the next couple of days is can be had for ten percent off.

Survarium interview: the devs talk about Stalker's spiritual MMO sequel

When GSC Game World went nuclear last year, it was feared that the Stalker series would be buried in the irradiated rubble.

When GSC Game World went nuclear last year, it was feared that the Stalker series would be buried in the irradiated rubble. Instead, the ensuing months have seen no shortage of scavengers attempt to lay claim to the ownership of the gloomy open-world shooter. Meanwhile, the actual developers responsible for building its aborted sequel have dusted themselves off and set up on their own. Though their new project doesn't have the Stalker name, it shares a lot of its DNA - albeit mutated into a new free-to-play MMO form. Alexei Sytyanov, lead designer at the newly minted Vostok Games, tells us all about survival in their online wilderness.

Can you talk about why GSС broke up and why Stalker 2 was cancelled? What were the management's worries about the game?

The reasons are still mainly unknown to us. The development of Stalker 2 was going full throttle, nothing bad whatsoever was looming in the air.

How different is Survarium from the aborted Stalker 2 in terms of technology and design?

First off, Survarium is an MMOFPS, while Stalker 2 is a single-player game. Those are very different technologies – Survarium requires a server, player lobby and a bunch of other things on top that a singleplayer game wouldn't need.

In terms of design, there are major differences too – firstly, this is a focus on massive multiplayer. In this context, you expect entire systems like chat, forums, stores etc. On top of the story and game tasks, there is communication and competition between the players, all to add dynamics and unexpectedness to the gameplay. Each game session differs from the previous one. The game constantly encourages players to show their inventiveness and skills, abilities of strategy to achieve victory.

The online market (we believe) is the future. In the virtual world players meet other living players, as opposed to bots. However perfect the bots are, they never will be able to be totally different, alive and unpredictable as real players.

Let me add a few important points here. First, this is protection against piracy which severely affects sales of a singleplayer game, and second, no less important, is a possibility of constant project development. Thus, from the moment of release, online projects only start their path – they constantly open new possibilities to the players and keep improving both graphics and gameplay.

Both games feature the Chernobyl area - but Survarium talks about a global ecological catastrophe, not just a nuclear one. Why the change in focus?

The characteristic feature of our games is their ecological implication. The modern science and technocratic society exists on the verge of a global eco-catastrophe. Our stories of what will happen in case the thin ecological balance is shaken and we end up in an irreversibly bad ecological catastrophe that seizes the entire world. How are we going to survive and what will be happening. There is some food for thought here. We are talking about the importance of saving life on Earth now, while we are standing on the edge already.

I'd like to remind you that Stalker was not about a nuclear catastrophe, but about dangerous scientific experiments that have been secretly held on the territory of Chernobyl zone, which actually led to the emerging of the Zone. The nuclear catastrophe was just a disguise.

As for Chernobyl, some of our locations are from the Chernobyl zone. There are several reasons for that – we want to please the fans and to show the succession of the projects.

Will you face monsters as you did in Stalker, or are the threats more earthly - other humans and animals?

Yes, mutants are going to be horrifying and realistic. There will be both – animal and human-like ones.

Can you tell us about the kind of anomalies players will encounter?

We plan to develop the ideas of an anomalous zone which are familiar to you from Stalker, but on a new quality level. The anomalies and artifacts will be in PVP clashes, in co-op play and during the exploration of the Survarium world.

Will players need to cooperate to overcome some anomalies?

Yes, we plan such a system. Players will need to help each other when coming into contact with certain anomalies.

How will the MMO aspect of the game work? Is it instanced? Is it one server?

We offer several play modes – team-based combat, co-operative adventures of a small group of friends and a free-play mode where players are on their own, they are free to both cooperate and compete with each other, alone or in group, which allows totally unique gaming situations to appear spontaneously. There is nothing even close to this happening in a singleplayer game. We have a session-based design, where a session lasts, depending on the mode, from 15 minutes up to an hour. Thus, the players make sallies into the world of Survarium, and those are backed up by the story – protection and capture of important territories and camps, survival, world exploration and so on.

We will limit the number of players on the map – in this way we will receive balanced gameplay and preserve the atmosphere which can be destroyed by a large number of players in one place.

Will there be any separation of PVP and PVE?

PVP and PVE modes differ – we have three different game modes, each with its own inner logic. Thus, for example, in the team-based mode there won't be monsters, but in co-op and free-play ones we'll have them; and besides the monsters, players will be able to compete and kill each other. This said, all the three modes are united by the single world where the players can chat and exchange with each other.

How do the factions work? Are they player-defined organisations, like EVE's Corps, or more like Horde and Alliance?

There are basic factions, such as Scavengers Camp and Black Market, they provide equipment and give tasks and they also participate in the common story of the game world. The players are unable to join those factions. But on top of the basic ones, there will be factions (similar to clans) created by the players. They will be able to develop those, enroll new members, wear specific colors and insignia, conflict with factions of other players.

Is there an end goal or a narrative? Or is the aim simply survival?

Survival is the basis of the game. We plan a big story which the players can influence, as opposed to the singleplayer games. For instance, one part of players chooses tasks on defending a story-related object, which other part of the players will attempt to get it destroyed. Ultimately, the side accomplishing more tasks will impact the story. Therefore, it will decide whether that story object is to get preserved or destroyed for the entire world of Survarium.

Is DayZ an inspiration for the way it handles survival mechanics? Will players get hungry etc?

We plan to add food, but its use in session-based gameplay will be different as we are not going to implement the notion of hunger for a session lasting less than an hour. We are still considering how the food is going to influence the gameplay.

As for DayZ – our approach to survival in the game differs. How exactly – you'll find out at the launch.

Will it be as ruthless as DayZ?

It will be as ruthless as Survarium. We are creating a truthful story of a green apocalypse. Our strong point is the realistic science fiction, as it could happen for real. This makes an important feature of the project's atmosphere. We want the player to have shivers all over the body as he plays.

The game is free-to-play. How will you make money from it?

Premium accounts enabling you to speed up your development increase the experience and the in-game currency gained. In addition, selling exotic goods, decoration and small additional possibilities which do not affect the game balance.

We do not plan to sell any items which would break the game balance. For example, a weapon, which is much more powerful compared to similar ones purchased with the in-game currency. On the battlefield players should be in equal condition. We do not want to destroy the game by turning it into pay-to-win. We are after a fair game where everybody is in equal condition.

Give us a sense of what it will be like to play the game: what sort of things will a player typically do across an evening of gaming?

Participation in massive battles among the destroyed towns and settlements, on dead military bases, in the places of ecological catastrophes. Accomplishing faction tasks to earn money to purchase new equipment and weapons, exploring the world to reveal the story behind the reasons behind the catastrophe and its consequences. By joint effort, saving mankind's remains from the expanding forest anomaly; influencing the fate of the Survarium world. And, certainly, surviving, surviving and once again, surviving!

Sylvio Trailer Unravels Some of the Mystery of its EVP-Based Gameplay

Humans have believed that the dead are trying to communicate with us for a long, long time.

Humans have believed that the dead are trying to communicate with us for a long, long time. One of the branches of that idea is Electronic Voice Phenomena ( EVP), wherein you can pick up ghostly voices in static and interference in recordings. Supposedly, if you strain your ear and fiddle around with how the recording plays, you can pick up full sentences coming from the other side. Whatever you think of this idea, finding hidden messages from ghosts is a neat idea for a game, which you can see in Niklas Swanberg’s Sylvio .

Juliette Waters has a fascination with ghost recordings, and has bought some new equipment to see what she can listen to in the world of Sylvio . In it, players can discover audio recordings and play around with them, playing them forwards, backwards, or adjusting the speed to look for hidden messages from the dead. That might be fun for a bit on its own, but players will also be doing this live while exploring a dangerous, haunted park. Using these messages and a microphone equipped with an oscillator (for detecting noises outside of hearing range), the player can figure out where to go and solve the mystery as to why the park is haunted.

I assumed that players would have to avoid danger while playing the game, but you are given a weapon to fight off the unknown creatures that haunt the wooded park. Players are armed with some sort of pneumatic shotgun which can be loaded with junk from the environment. It’s a strange idea that adds a little combat action to the game, but there’s something about firing apples at a ghost that seems at odds with the atmosphere of the game. Then again, Swanberg states that one of his inspirations is David Lynch, of Twin Peaks fame. Odd doesn’t even begin to describe Lynch’s work, so there may be some mad genius at play in the combat design.

If you’re interested in seeing where Swanberg is going with this mixture of ideas, give Sylvio a vote on Greenlightor follow the game on Facebookor Twitter. Even if I’m not sold on the combat, the ideas at work here and the gameplay teaser make this game look like a unique, interesting entry in the horror genre.

Disney arrives on Steam, brings Split/Second

In the gaming space, Disney is most notable for now owning (and effectively closing) LucasArts, which is most notable for being notable decades ago.

Split Second

In the gaming space, Disney is most notable for now owning (and effectively closing) LucasArts, which is most notable for being notable decades ago. But Disney also operates as a publisher, and many of their games have now appeared on Steam. While their newly digitised catalogue isn't going to trouble the top sellers list, there are a couple of titles worth looking at.

Perhaps the most obvious is Split/Second; the explosive racing game, widely described as a sort of Michael Bay take on the arcade speedy-car genre. I seem to be in the minority of people who don't like it—finding it to be filled with annoying rubber-banding that essentially invalidates the entirety of a race before the final corner. It does have impressive and track-altering environment destruction, though, and, for some, that could well be enough to overlook its dumber points.

Also released is Epic Mickey 2, the improbable Warren Spector-led platformer. That game was previously available on PC only in Eastern Europe, so for many, this will be their first chance to try Spector's twisted mousecapade.

In addition, we get Pure, Tron: Evolution and a Pirates of the Caribbean-themed Traveller's Tales Lego game. And Disney's Winnie the Pooh and the Honey Tree Animated Storybook. You can see the full catalogue over at the launch-week sale page.

Rumour Mill: Bethesda taking over STALKER 2?

That's what blogger and former 1C marketing guy Sergey Galyonkin claims in (A Google Translate version is here) - though Bethesda has yet to comment.

is here) - though Bethesda has yet to comment. If true though, it wouldn't be the first time it took over a popular post-apocalyptic series, and there's definitely a gap to slide into - the original team has long since set up a new company and moved onto a new game called Survarium.

This story first kicked around back in April, with former GSC studio head and rights owner Sergei Grigorovich flat-out denying that Bethesda had bought the rights to the series. Licensed is a different word though, easily allowing for a Bethesda developed STALKER 2, without ruling out more permanent collaboration or full-on later acquisition if things seem to be going well.

Promising? Devastating? More on the story it happens, but where do you stand on the basic idea? Remember, Bethesda isn't just the Fallout/The Elder Scrolls developer, but teams like Arkane and id, and with enough resources to have its pick of third party developers if it chooses. It might even decide it doesn't have to use the Gamebryo engine for once, though... well... it's unlikely, isn't it?

While we wait for further updates, here's a quick reminder of what 'classic' STALKER was like.

(And yes, I know I'm not typing 'STALKER' correctly, but I refuse to add the silly full stops until someone gives me a good answer of what it's meant to be an abbreviation of. Harrumph.)

Non-Update Update: Bethesda responds with a "No Comment" over on VG247

Desert Zombie: Last Stand’ Review – Great graphics, bit too many zombies

‘Desert Zombie: Last Stand’ Review – Great graphics, bit too many zombies
Everyone loves zombies nowadays right?

Everyone loves zombies nowadays right? I mean, there are so many zombie themed games, it’s almost like when vampires were popular. From platformers to FPS, many include zombies. This game, like many, is a zombie shooter. However, it’s one of the first third person zombie shooter I’ve seen. The controls are a lot like SHADOWGUN , moving with the left part of the screen and aiming with the right.

The game features a shop that progresses as you survive through the waves of zombies. They are unlocked using in-game coins, given for — add in later. Of the weapons, some include pistols, assault rifles, shotguns, explosives, and  a minigun. The guns functioned liked they should, having different blooms and range/damage, which was nice. There was also a turret available to take over and shoot. The turret functioned like normal, but there was no meter bar showing how long it took to overheat/cool down. Another thing about the game is that it was similar games like CoD: Zombies but in a brighter environment.

This games had many problems. For older devices, they experience extreme amounts of lag making the game unplayable. there were lots of bugs and glitches, like getting stuck  in a wall that was a pain in the neck. The game performed well on my iPad 2, but it did terrible on my iPod Touch 3G. As for graphics, it was decent, using the Unreal Engine. However, the animations and blood splash when killing the zombies weren’t sharp. The character also looked weird and slightly cartoon-ish. In retrospect, the sound effects were high quality, but there wasn’t any good music.

The game featured many different maps, but some were quite similar. The zombies in this game are essentially smarter than those in Call Of Duty , because they have the ability to shoot, man helicopters, and use the available turrets.   There were minibosses, gunners, “RPGers”, helicopters, and bosses in addition to the normal grunt. The miniboss was annoying because of the amount of ammo it took to take it down, but because ammo crates are scattered abundantly across the map, it was easy to beat.

The gameplay seemed lacking.  It felt like an empty gift box, but with nice gift wrap. The game had nice graphics but it was just boring and it didn’t feel in any way intense.  It felt too much like CoD: Zombies or other “caged-in/closed-world” zombie shooter. The controls weren’t that bad, as it was hard to “scope” or crouch. Although this game has potential, they failed to execute it. Overall, it was a game that I could pick up for a dollar, but not for the same price as the more popular FPS games.

For more information on Desert Zombie: Last Stand visit their official website. The iOS version can be found at the App Store, universal for the iPhone and iPad for $0.99.

[review pros=”Graphics, controls, zombies” cons=”Boring, same style as other games” score=70]

Rumor: Star Wars: Battlefront is likely to come out in 2015

Modern developers' devotion to super awesomely rendered lens flares means that development times tend to run a little longer than they used to when we began gaming in the 1990s.

Star Wars: Battlefrontis no exception, having now been given a very vague estimated release window of summer 2015.

GameFrontreports that in an investor conference call made today, EA's Chief Financial Officer Blake Jorgensen revealed tentative plans to bring out Battlefront “alongside the new Star Wars films, probably in summer 2015.” In other words, we'll be waiting quite awhile longer to see any more of Battlefront that was very briefly teased atat this year's E3.

Star Wars: Battlefront is DICE LA's very first big project, following some light work on polishing up Battlefield 4. It's also the first step in a multi-year deal recently sealed between EA and Disney, giving the publisher exclusive rights to develop games for the Star Wars franchise. Is it wrong to hope for another Star Wars game as badass as KOTORto come out in, say, 2019? EA have been given great power—let's hope they don't go Jar Jar-ing it up, if you know what I mean.

HOORAY: STALKER 2 development to continue in spite of recent closure talk

Against all odds, STALKER 2 has risen from the grave.

38 Stalker Call of Pripyat

Against all odds, STALKER 2 has risen from the grave. Or, well, the probable grave - given recent talk of closureand the dev team being " almost completely dissolved." It would appear, however, that rumors of STALKER 2's death have been greatly exaggerated. Straight from the official Facebook pageof the horse's mouth:

"The Stalker team is extremely happy! Why? Because we are continuing work on Stalker 2 after the holidays."

So dry your radiation-tinged tears. The Zone lives on to brutally murder you another day. I have, however, gone ahead and contacted GSC in hopes of finding out whether development's proceeding full steam ahead or in the emaciated fingers of a dedicated skeleton crew. Here's hoping for the former.

Quantum Legacy’ Review – Who Else Needs More Than Graphics?

‘Quantum Legacy’ Review – Who Else Needs More Than Graphics?

The whole premise of Quantum Legacy is to blow up enemy ships and to do it with style. The visuals enhance a great deal of the game and really shines. Whether it’s warping to the next encounter or in the middle of a firefight, I would say that it’s one of the best looking space game on iOS and even to par Infinity Blade II . While looking good is definitely a motivator to see all the game has to offer, unfortunately it’s as though the developer, Miles Godspeed, completely forgotten what other aspects go into making a game.

I highly recommend playing the game with headphones, for the fact that the game is voice covered. Unlike many of voice acted iOS games, the voices weren’t grating and were actually entertaining to listen to. Even though the game is entirely voice covered, I couldn’t detect any semblance of a story. I had to fly to different parts of the universe to fight nasty villains, but all the story levels contained the same enemies with only different names by the subtitles. It really would have been nice to have a fulfilling story since the voice acting is actually stellar.

There are only four campaign missions. In most games, this wouldn’t be a problem since a mission or chapter would usually last  from 30 minutes to a hour, but not in Quantum Legacy . I completed the whole game in about 40 minutes and all that effort resulted in unlocking the endless mode. I felt as though nothing had been accomplished in the story and the developer was holding levels back.

The actual gameplay and controls are simple enough. The goal is to shoot down enemy ships but if the ship’s shields are up then damage is unable to be dealt. The flying is done via tilt controls, but it don’t affect anything due to the fact that when the next fight is on the horizon, an icon will appear to tap that will auto-pilot the ship to the fight. That being said the tilt controls were precise when needed, although it would have been convenient if they were to be incorporated into combat. It would have been fantastic if the ship could simply dodge enemy fire instead of occasionally taking a hit while the ship’s shields recharge.

Upon beating the four campaign missions, an endless gauntlet is unlocked. This is exactly what it sounds like, but is surprisingly a ton of fun. I expected to be greeted with a boring infinite level, waiting to die. Rather, it was wave after wave of enemies and I actually had a great time destroying them. The gauntlet modes do everything right where that story mode did wrong. There is no convoluted story line to follow and the “sameness” of the enemies isn’t as annoying here. The core mechanics are the same and are gratifying as ever. The game still does work in the voice overs but in a humorous way that shows that it is an endless mode, rather than trying to work in a new plot twist. Playing the Endless Gauntlet will eventually unlock the Epic Gauntlet which is also a ton of fun. The only mistake made with the gauntlets is that they weren’t available to play from the start but rather only available after playing through the campaign.

Honestly, the game is definitely worth the download since it’s free. The better question is if it is worthy to stay on any iDevices. Overall, the game looks great is fun to play but the lack of a story really does drag down the game. Not to mention that it really doesn’t do anything that hasn’t been seen before but I just can’t help showing it off to friends just to show them how good it looked.

For more information on Quantum Legacy visit their official website. The iOS version can be found at the App Store, universal for the  iPhone and iPad for free.

[review pros=”Looks great, fun gauntlets, nice voice acting” cons=”No story, campaign is lackluster” score=70]

DuckTales Remastered shows off 30 minutes of new footage at Comic-Con

DuckTales Remastered is a thing that exists , and now it's a thing with a whole load of gameplay footage to pore over, so we can decide whether it lives up to the well-regarded NES original.

, and now it's a thing with a whole load of gameplay footage to pore over, so we can decide whether it lives up to the well-regarded NES original. Capcom took the HD remake to Comic-Con this weekend, and Destructoidcaptured nearly thirty minutes of video of the Himalayas stage, which is not quite up there with the moon stagein terms of catchy chiptune noises, but still. In other news, no one appears to be working on a Chip 'n' Daleremake, so there's obviously no justice in the universe.

I don't know about you, but I much prefer the original pixel art. DuckTales Remastered will be out on PC when Scrooge McDuck has finished mucking about in his money pit, and it's coming to pretty much all the major digital distributors for the sum of $14.99. Here's a speedrun of the NES game for comparison:

PC Gamer weekly round-up

The big news this week was a surplus of information on Crysis 3 - but it's stealth action FPS Dishonored that creeped in and impressed us with its old-school open-ended sensibilities.

Guild Wars 2 Guardian

The big news this week was a surplus of information on Crysis 3 - but it's stealth action FPS Dishonored that creeped in and impressed us with its old-school open-ended sensibilities. Elsewhere, our hopes for STALKER 2 were finally and tragically squashed, but new tidbits of information just might have slipped out about Half-Life 2: Episode 3.

We also took a closer look at Sniper Elite: V2, Guild Wars 2, Microsoft Flight, and TERA. Read on for a full list of this week's biggest stories.

Gabe Newell maybe talked a bitabout Half-Life 2: Episode 3, perhaps, by talking about Ricochet 2 instead. Duncan Geere reviewed 1000 Amps. Evan took a lookat Crysis 3, and interviewed Crytek's senior creative director. Tom Francis took Crytek to taskover the Crysis series' unpopular extraterrestrials. Henry Winchester previewedSniper Elite V2, while Tyler took his best shot at the demo. Steve Hogarty reviewedMicrosoft Flight. Josh played the first few levels with Guild Wars 2's Asura race, and Chris and Graham talked their way through 20 minutes of World vs. World PvP. You can also join our communityin the beta weekend. Josh went to war in TERA. Chris got a good look at Dishonored, and intervieweddesigners Harvey Smith (Deus Ex) and Raf Colantonio (Dark Messiah). STALKER 2's cancellationwas finally confirmed, but hope is on the horizon.

If you had to talk about Half-Life 2: Episode 3 without actually talking about Half-Life 2: Episode 3, how would you talk about it? The most tortured analogy doesn't win a prize.

Urban Platformer HomeMake Close to Kickstarter Goal

Taking a first look at HomeMake , one might think it’s either the result of poor graphics planning, or the psychedelic dream of an urban developer.

, one might think it’s either the result of poor graphics planning, or the psychedelic dream of an urban developer. Judging by the description, we’re leaning towards the latter. In the game, the protagonist is the city, a bent, colorful construction with a cyberpunk edge. Its layout and features change every time the controlled character switches.

HomeMake is a platform adventure game that invites you to switch your perspective – literally. By transferring bodies and piloting various people/non-people/animals, the city evolves alongside them. The game is set in Galaxy SEED (Stellar Earth Evolution Designer), in the city Sumimoto. Walking alongside its round edges, the spherical shape provides no obvious limit to the terrain. Another important architectural factor is gravity, pulling everything to the center of the planet. Buildings get bent toward it, the taller they get, the more they fight for space.

If all this sounds vague, that’s probably Franklin Cosgrove and Archgame’s intention. The two, based in Cambridge, MA, are “architecture students by day, video game designers by night.” As each character has a different take on the city, the colors and shapes drastically change, and the different bodies give different platforming advantages. The authors intend the players to experiment and explore the city as they see fit. Even the music isn’t exactly tied to traditional boundaries, as the DJ-inspired pieces switch up with the mood, ranging from funky jazz to glitchy hip hop.

HomeMake isn’t very far from its humble goal, and there are 12 days left to contribute to its Kickstartercampaign. As little as 10 dollars nets a DRM-free copy of the game. Make sure to check back to IGM for follows ups on this exciting platformer, and check their campaign page for further details.

DuckTales Remastered confirmed for PC

Capcom have confirmed that DuckTales Remastered, their self-explanatory HD remake of NES game DuckTales, will be making its way to our PCs.

that DuckTales Remastered, their self-explanatory HD remake of NES game DuckTales, will be making its way to our PCs. As we've previously learned, the game's Moon Themeis the only way our former web-editor Marsh Davies is able to function as a human being, so this is bound to be good news for him. And for people who enjoyed the original game too, I guess.

In related Marsh Davies news, he recently sent everyone in the office a near-hysterical email about the existence of an acapella versionof that Moon Theme. It is possibly the most excited he has ever been about anything, gaming related or otherwise.

In related Duck Tails news, the PC version will be appearing on Steam, Origin, Impulse, GamersGate, Green Man Gaming, and "numerous other places". It's due around the same time as the Xbox 360 and PS3 versions - although no firm dates have been announced - and will cost $14.99.

STALKER dev GSC will "do its best to continue" in spite of probable closure

Late last week, the PC gaming world emitted a collective gasp as STALKER dev GSC Game World went nuclear .

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. Since then, very loud whispershave suggested that the team is "almost completely dissolved" - a sentiment that doesn't exactly inspire hope. GSC, however, hasn't gone completely silent just yet.

"We will do our best to continue. However, at this moment, nothing is certain," the developer tweeted, also noting that its website, forum, and store will remain operational for the time being.

When reached for comment, Russian-speaking acoustic guitar playing guy spoke Russian and played the acoustic guitar.

ToyQuest Mashes Bedroom Defense with Metroidvania

How cool would it be to battle imagined childhood nightmares and threats with a large variety of weapons and skills?

ToyQuest harkens to a bedroom setting beset with toys going haywire. Brand, an action figure, also comes to life, embarking on a mission to protect his human owner, Felix, who may be in danger from dark forces.

As Brand traverses the house (which has randomly generated segments), he finds other toys to save and a multitude of weapons. ToyQuest features light crafting elements with upgradable arsenals of hammers, swords, spears, shurikens, and more. Items found around the house serve as crafting ingredients. Encounters with friendly toys allow Brand to recruit them to his cause and join the bedroom defense. The main goal in ToyQuest is tower-defense-like: The bedroom must not fall. Friendly toys stand guard, but if Brand leaves the bedroom area unattended for too long, he will fail at his quest. Like a tiny fortress, the bedroom can be built up with various improvements.

ToyQuest draws inspiration from platformer rogue-likes, and while there are plenty of randomized elements, it will feature an impressive cast of 300 enemies. Toys from the dark side range from tiny tanks and UFO spaceships to knights and soldiers. If anyone gets 80s or 90s vibes from this, that’s not too far from Hiker Games’ intention. They draw on retro feelings without using retro-style graphics or sounds.

Developed for Mac and Windows, ToyQuest will launch sometime in 2015. The game just went up on Steam Greenlight, so the community can vote for distribution on the digital service.

Check out ToyQuest ‘s websitefor more information on its available features.

Deep Silver drops Dead Island 2 developer

"With Dead Island 2, Deep Silver has always been dedicated to delivering the sequel that Dead Island fans deserve," the publisher said in a statement.

Dead Island 2

In a surprising announcement, Deep Silver has revealed that Yager Development, the studio famous for creating Spec Ops: The Line, is no longer working on Dead Island 2.

"With Dead Island 2, Deep Silver has always been dedicated to delivering the sequel that Dead Island fans deserve," the publisher said in a statement. "After careful consideration, today we announce the decision to part ways with development partner Yager. We will continue working towards bringing our vision of Dead Island 2 to life, and we will share further information at a later stage."

No reason for the split with Yager was given, nor is there any indication as to how this will impact the launch date. It's strictly speculation, but there may be some connection to the delay of Dead Island 2, which was originally slated to come out in the spring of 2015 but, in April, was pushed back to an even less-definite 2016.

Yager is also working on another project, spaceship combat sim Dreadnought, which is being published by Grey Box.

We've reached out to Deep Silver for more information, and will update if and when we receive a reply.

Stalker 2 could use online only DRM

"Protection from piracy?

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GSC are currently considering using online-only DRM as a possible anti-piracy solution for Stalker 2, according to an interview with Ukrainian website KPspotted by Kokaku. GSC said:

"Protection from piracy? Part of the content will be located on the server and downloaded as the game progresses. Permanent internet access is required. Text information, code and quests will be loaded through that connection."

Later, speaking to Rock Paper Shotgun, GSC clarified that this was only one of many possibilities, saying:

“The idea of implementing DRM came in as a possible anti-piracy solution. You know the severe level of commercial piracy we have here in ex-USSR region. This said however, there is no firm decision to go for DRM with S.T.A.L.K.E.R. 2 as of now. Be assured, we do realize how uncomfortable this solution is for the players, so we'll continue looking for most effective, yet acceptable for all, way of protecting the game by the time of its release.”

We at PC Gamer are no fans of Ubisoft's online only DRMor the fact that Diablo 3 cannot be played offlineand that sentiment still applies here. Online only DRM means that gamers can't play the games they've paid for if their connection drops, something that happens even to the best of us.

While we realise that piracy in the ex-USSR is rife, the Stalker series is one that is popular all over the world, not just in its home region. Many of those who bought the game did so because of the amazing Stalker modding community, something that would likely no longer be possible with a portion of the code locked off on a server.

GSC are haven't made a decision yet, but we for one certainly hope that they reconsider using a restrictive DRM system that would penalise legitimate customers and undermine the modders that have contributed so much to the Stalker series.

Perception on Kickstarter: An Echolocation Nightmare

When the term “nightmare” is used to describe echolocation, there may be those who find that offensive.

When the term “nightmare” is used to describe echolocation, there may be those who find that offensive. When it’s in relation to the horror game being produced by The Deep End Games, however, it’s more than appropriate. Perception is currently seeking funding on Kickstarter, and promises a new way of viewing the world using sound as a guide. The problem here is that the main character’s sounds aren’t the only ones that can create a visual, and by the time the player sees it, it may already be too late…

Like Devil’s Tuning Fork , the method for navigation by the main character (Cassie) is echolocation. Cassie is exploring the past, bit by bit, in order to exorcise her own nightmare demons – a tall order for anyone, let alone a person who is blind. Sound passes over objects and gives them shape, showing the life (in whatever form it may take) of a house that has featured heavily in Cassie’s dreams for quite some time. After countless unconscious interactions with The Presence in this mansion, Cassie discovers that there is a very real estate called Echo Bluff which conforms to her “dream home” to a startling degree. Not being the sort to rest on her laurels, Cassie decides to see if her dreams were prophetic. Spoiler alert: Not only do her nightmares come to light (so to speak), but even with her acute hearing – which allows her to see nearly impeccable details in her environment – evasion and hiding are Cassie’s only weapons against The Presence, as well as other creatures which come out when provoked.

Tapping with her cane produces sight for Cassie.

In Perception , puzzles must be solved in order to progress through Echo Bluff, and each solution will reset the entire house’s demeanor, creating new challenges which require different techniques to continue to prevail. Making too much noise draws out The Presence, but as sound is required to see, sometimes cheating the system is the best course of action. Possessing a sharp wit, Cassie still requires the player’s help to navigate the halls and find all of the pieces of her personal nightmare (through the history of the house, as it so happens), so she can put it behind her once and for all. The developers on this project include folks who’ve worked on Bioshock , Bioshock Infinite , and Dead Space for both console and PC, and their goal of $150,000 is to ensure the best possible experience for the player while covering the expenses inherent in creating such an ambitious project.

The howling wind reveals Echo Bluff’s estate.

Backers of the Perception Kickstartercan receive rewards from a digital wallpaper download at the $5 tier, a copy of the game on Steam at $20, and a top-tier $3000 pledge will net you a chance to hang out with the dev team while they go on haunted adventures (a pub crawl in Salem, MA, and a visit to their favorite haunted farm/scream-park), though travel expenses aren’t included. With 1,294 current backers (as of this writing), and $54,105 in pledges, The Deep End Games team is already a third of the way to their goal, with 27 days left in their campaign.

Follow The Deep End Games on Twitter @ TheDeepEndGames. A Tumblris under construction, but might possibly house information once production gets into full swing. Perception ‘s prospective release date is early 2016, provided they receive enough funding to continue on their current development schedule. Currently, it is only slated for Windows, but Mac and Linux will be implemented at a $175,000 stretch goal.

Dead Island 2 split was caused by conflicting "visions," Yager CEO says

"We work closely with international publishers and partners and have at the same time always remained an independent development studio.

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Yager Development has issued a statement saying that conflicting "visions" for Dead Island 2is what led to its split with Deep Silver, which was unexpectedly announcedby the publisher yesterday.

"We work closely with international publishers and partners and have at the same time always remained an independent development studio. Our team is made of the best creative minds and tech specialists who all share a common identity," Yager CEO Timo Ullman said in a statement. "The team worked with enthusiasm to take Dead Island 2 to a new level of quality. However, YAGER and Deep Silver's respective visions of the project fell out of alignment, which led to the decision that has been made."

Ullman said he couldn't comment on the specifics behind the split, but added that for now, the studio will focus its efforts on the capital ship combat simulator Dreadnought. "All I can reveal at this point is that Gamescom will be awesome for Dreadnought," he said.

It's a disappointing outcome. I was really looking forward to a game that kicked off as a bog-standard zombie-killer, but then slowly shifted into something darker around the midway point, before revealing at the denouement that the zombie is you, and that your mission to save humanity was in fact a mass murder spree, unstoppable by the forces of man because you are already dead! And then someone reaches their bloody, mangled hand out to you, and in a last, strangled gasp, whispers, "...Why?"

Roll credits.

There is, at this point, no word as to who will replace Yager on the game.

STALKER 2 to have more of a "survival element", won't make console compromises

The STALKER 2 development team have been answering questions from fans on Facebook, revealing a few early details about the sequel.

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The STALKER 2 development team have been answering questions from fans on Facebook, revealing a few early details about the sequel. The game is being built in a new engine for console and PC release, but GSC make assurances that the game is still being developed primarily for the PC, and will contain Direct X 11 support. STALKER 2 will also have more of a survival element, and will contain new mutants to run away from. Read on for details.

GSC are still keeping their cards close to their chests, but have mentioned a few points that should ease worries about how the game's planned multi-platform release will affect the game.

Answering questions on the STALKER 2 Facebook page, GSC said that "since we develop primarily on PC, you won't see any compromises in the PC version. The key difference between the PC and console versions will be the beauty of graphics (meaning PC will offer more of visual effects)." The team also promises that the game's inventory and maps, common failing points for console ports, would not be affected. STALKER 2's new engine will also have DirectX 11 support.

GSC also say that the game will have more of a survival element, which is pretty terrifying considering the punishing environments of the first three games. The game will take place "in the triangle of CNPP, the cities of Chernobyl and Chernobyl 2", and contains more of the haunted X Labs and underground bunkers that represented some of the scariest areas from the original games.

The new areas will contain new mutants and weapons, though the faction system will not be making a return. The radioactive artefacts that could be used to buff your characters abilities while simultaneously irradiating him to within an inch of his life will be coming back, though the application and effects of artefacts are likely to be different.

GSC were also asked if the new zone would be one huge explorable area, instead of the smaller environments linked by jarring loading screens. GSC said "let's postpone this question for now." Hopefully that will become "yes" at some point in the future. A vast, seamless version of the Zone would be an amazing place to explore. The game's currently on track for a 2012 release.

Change The Dimensions With ‘Fractured Soul’

If you read our best of 2012 3DS and Vita article , you would have noticed a game called Fractured Soul made the list, a 3DS platform game that makes perfect use of the dual screen handheld.

made the list, a 3DS platform game that makes perfect use of the dual screen handheld. The good news is, after a few months tearing this up in the US, the Endgame Studios developed title will finally cross the borders into the UK and Australian eShop store this week.

Fractured Soul follows the usual mechanics of what it means to be a platform shooter, but with one significant difference. Both screens of the 3DS follow your hero across two different dimensions, each with its own set of platforms and obstacles. In order to avoid those pitfalls or dangerous areas you’ll have to switch between each dimension, which you can do at any time. Timing is everything though, since some platforms only appear on one screen whilst some enemies will swarm both at once.

There are five zones to battle through, each providing its own unique problems and enemy types. The gravity zone, for example, turns the top screen upside down whilst the water zone slows down your movement but increases your jump potential. There’s also a number of top-down shooter levels to break things up a little, where you can make use of the dimension hopping mechanic to avoid enemy fire.

Fractured Soul makes its UK and Australian debut on the Nintendo eShop this week, which normally updates every Thursday night/Friday morning depending on where you are in the world. For those of you in the US, you can buy the game right now too, it’s well worth your time. We’ll have more on the game in the coming days but for now, check out the gallery below and visit the official websitefor the latest leaderboards and news.

Techland would like another stab at making a Dead Island game

Things don't look promising for Dead Island 2 .

Dead Island 2

. Publisher Deep Silver last month announcedthat it had dropped Yager Development as the studio responsible for the project, leaving the sequel in limbo. Meanwhile, the series' founders Techland managed to develop a much stronger version of the concept in Dying Light.

Still, despite the success of Dying Light, Techland wouldn't mind returning to the monster it created. Speaking to Videogamer, producer Tymon Smektala said the studio misses the series, and would seriously consider another opportunity to work on it.

"I personally would love to go back to Dead Island because I really love that game," he said. "I don't know if there is a developer [attached to Dead Island 2] at all."

Smektala thinks there's enough room for Dead Island and Dying Light to co-exist. "As I said, I love Dead Island and I think there is a place for both franchises to strive in the market. As long as someone would be able to find something that would make them different, that would draw a clear line, 'Okay, here's Dead Island, here's Dying Light', and I think that's doable, then why not?"

According to Yager, the studio's split with Deep Silver was due to conflicting visions for the game. "The team worked with enthusiasm to take Dead Island 2 to a new level of quality," a spokesperson said. "However, YAGER and Deep Silver's respective visions of the project fell out of alignment, which led to the decision that has been made."

S.T.A.L.K.E.R. 2 announced, will be multiplatform

The folks at GSC Game World sure picked an interesting time to tell the world that they're making S.T.A.L.K.E.R.

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The folks at GSC Game World sure picked an interesting time to tell the world that they're making S.T.A.L.K.E.R. 2 (lengthy, Castlevania-like subtitle yet to come)--it's 5:30 p.m. here in South San Francisco, and we were just about to hop out the door for a weekend of StarCraft 2 and booze. Maybe they wanted to beat publishers that are announcing titles at GamesCom next week in Germany to the punch--the convention's going to be packed with major announcements.

Within: a stock quote from a CEO, confirmation of the original S.T.A.L.K.E.R.'s sales, and a release window.

"After the official sales of the series exceeded 4 million copies worldwide, we had no doubts left to start creating a new big game in the S.T.A.L.K.E.R. universe. This will be the next chapter of the mega-popular game players expect from us," said Sergiy Grygorovych, CEO of GSC Game World.

The only other details we know: S.T.A.L.K.E.R. 2 should be happening in 2012, and GSC is using its own internal (and multiplatform, they claim) technology that the game will use.

Dead Island 2 shuffles back to 2016

Deep Silver announced two things about Dead Island 2 last summer: First, that it would not take place on an island, and second, that it would be out in the spring of 2015.

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last summer: First, that it would not take place on an island, and second, that it would be out in the spring of 2015. One of those statements is no longer true.

To be fair, it's not like Deep Silver and Yager Development, the team actually making the game, were being intentionally deceptive. But sometimes things don't work out quite as expected. "We have always set ourselves a big goal for Dead Island 2: to create the sequel that takes Dead Island to the next level. A game that takes what our fans tell us they love about Dead Island—multiple different characters to play with, co-op, and turning a paradise setting into a zombie slaughter melee—and a game that adds a ton more content and combat options on top of that," the Dead Island 2 team wrote on Twitter. "And we wanted to have all of that that done for release in Spring 2015."

But after "looking at the game long and hard," the studio decided that it isn't quite where it should be, and thus elected to push it back to 2016. It didn't offer any hints as to when in 2016 it might be out, saying only that its focus at the moment is "purely on development," and that more information will be released later.

"We know that our fans will be disappointed by this news," it wrote, "but by giving Dead Island 2 more time we are confident that everyone will get a better game to play as a result."

GTA 4's iCEnhancer mod has Liberty City looking better than ever

Strip away the guns, the aggression, and the bawdy humour, and I'd be perfectly happy to just pootle through GTA 4's recreation of New York—especially if it looked like this.

Strip away the guns, the aggression, and the bawdy humour, and I'd be perfectly happy to just pootle through GTA 4's recreation of New York—especially if it looked like this. The above video is a preview of the next version of the iCEnhancersuper-'o-graphics mod for Rockstar's 6+ year old open-world game.

The version being played is stripped of all other mods. It contains just iCEnhancer C and the texture mods that will come with it—including a new version of BisonSales' vegetation textures. It's not quite ready for public release yet, but when it is, expect a new lease of life for those well-worn city streets.

Ta, PCGamesN.

New Orbit’ Review – One Of Space’s Delightful Surprises

‘New Orbit’ Review – One Of Space’s Delightful Surprises
Last week, Curiosity landed on Mars, mankind joyfully marked a milestone in history, and our urge and desire to discover the vast galaxy is now probably higher than ever.

Last week, Curiosity landed on Mars, mankind joyfully marked a milestone in history, and our urge and desire to discover the vast galaxy is now probably higher than ever. We’re still wondering what surprises the outer worlds have been holding for us, and as surprise-filled as a space expenditure should be, there are plenty of them on your smartphone, the really fantastic ones, in a game called New Orbit . We’ve seen physic-based space puzzle before, and not many impressed us well. New Orbit didn’t really stand out from its contenders in the store, but I was almost mistaken by its generic look, and you shouldn’t, either.

In a fictional war in space between the Triterian Empire and Node Collective, Jonah Braun was caught in a bad situation when his secret mission for the latter side went wrong. The mothership was destroyed, and young engineer had no idea about his mission, and got stuck in a damaged shuttle with some emergency rations and a cold AI voice to keep him company. While most puzzle would play just fine without a context, New Orbit , has a story, and surprisingly, an a good one. In fact, the game was story-driven and could keep you interested using the story alone. The entire conversations were fully voiced, not the one you could expect from Mass Effect indeed, but enough to keep you deeply engaged. Plenty of interesting characters came in into play, and you even got to make some choices yourself. This dramatic take is not usual, and I’m grateful for the risk being taken.

[youtube youtube=http://www.youtube.com/watch?v=g3FigBwiHH0&w=540]

As mentioned, New Orbit looks and played like most of other space physic puzzle games. Your ship’s thruster can be activated by tapping and holding on the screen at desired direction, and a yellow line represents the final course of the ship, under accounted effects. Debris, asteroids and mines are scattered on your path, and while there are supplies sometimes, they serve the plot’s purpose rather than gameplay-wise. Your objectives revolve around either collecting certain items floating around, landing onto an target, or establishing an orbit around an asteroid, taking advantage of the gravitational force. They are diverse enough, somewhat enjoyable to execute, and give you a great sense of satisfaction once you manage to pull them off successfully. Really.

If there is anything I can guess about the game, it was made for NASA engineers and employee-alike. While some of the first mission was alright and not too bad, you will soon find yourself in deep struggle with the precision being demanded. Collecting a static item is fine, landing on an asteroid is hard sometimes, avoiding minefields is wrestling, and hovering in stable orbit around asteroids is just plainly painful. Whichever it is, the objective would require you to make meticulous and accurate calculation on the spot, taking your velocity, motion direction, and external force into account. You would be trying over again and again, under the possibility of quit rage at anytime, especially when patience is not in place. Thankfully, checkpoints are frequent and resetting is hassle-free, making your repetitive attempts less abominable. In any case, you would prefer that you had aced your physics back in schools, if you didn’t.

Despite a countless number of retries, I managed to finished the game in less than a couple of hours. It was not the end of New Orbit regardless, for this is only the first episode of a to-be-continued story. It was also a delightfully surprising ending that is guaranteed to put a smile on your face, despite the atrocious strife with space physics previously. While the short length might turn off some people, but it was a perfect length for me, without awkward fillers or unnecessary segments, especially when you consider the price tag of one dollar.

I only happened to come across New Orbit as a new release on Android’s Google Play market. Despite releasing a month ago on the App Store, the generic first impression caused me to overlook the game. I’m glad I didn’t miss the game eventually, and neither should you. It might be less than two hours, but for the appreciation of something different on your smartphone, it was more than worthy of 99c.

For more information, visit the d eveloper’s website. New Orbit is currently on sale on Android Google Playat 99c, down from the original price of $1.99 at the time of writing. The price remains on iOS App Store. New Orbit is also available on PC and Macin pay-what-you-want model, with bonus materials for higher prices, in case you’d love to support its development.

[review pros=”Compelling story and engaging atmosphere, enjoyable physic-based gameplay, full of surprises” cons=”Objectives requiring a potentially frustrating amount of precision, not attractive visually” score=85]

Yager shows off Dreadnought gameplay in new trailer

Spec Ops: The Line is one of the most memorable shooters of recent years, and so when it came time for a follow-up, the assumption was that Yager Development would go back for more.

is one of the most memorable shooters of recent years, and so when it came time for a follow-up, the assumption was that Yager Development would go back for more. Instead, it announced Dreadnought, a sort of tactical action game featuring fleets of giant spaceships blasting each other into smithereens. I won't deny that I was disappointed, but after watching the new six-minute Dreadnought gameplay trailer, I'm feeling a bit better about things.

A more detailed look at Dreadnought may be had by way of our hands-on previewfrom PAX, but the short version is that it's like the great naval battles of old, but with massive spaceships instead of frigates and ironclads. And while it's a bit unfortunate that all the action appears to take place just above a planet's surface rather than in deep space where fleets could really maneuver, the pyrotechnics on display are undeniably spectacular.

It also seems to have a meaningful tactical angle to it, with different types and classes of ships taking on specific roles within a fleet. Positioning is very important: Shortly after the third minute, an enemy dreadnought becomes cut off from the rest of its fleet and is brought down in short order.

The game will include a single-player campaign, but the five-on-five multiplayer component seems ideally suited for competitive play and as Tyler Wilde noted in his preview, that's probably where the focus will be. The lack of locational damage is still a sticking point, but I like what I see here; in many ways, it conjures images of a (much) bigger-budget version of Gratuitous Space Battles. (And that, for the record, is a good thing,)

Dreadnought is slated to come out sometime in 2015.

GTA 5 mod adds Imperial Star Destroyer to Los Santos

As spotted by VG247 , a modder—JJxORACLE (also responsible for the Mass Effect Reaper mod for GTA V that we wrote about last week)—has modded the blimp from GTA V so that it looks very much like an Imperial Star Destroyer from Star Wars.

GTA V Imperial Star Destroyer

mod for GTA V that we wrote about last week)—has modded the blimp from GTA V so that it looks very much like an Imperial Star Destroyer from Star Wars. The textures are dodgy, and the flickering lights look less than impressive, but it's definitely recognisable for what it is.

If you want to see it in action, check out the video below which is YouTuber TwoDynamic checking out the Star Destroyer and a couple of other Star Wars vehicle mods. You can download the mod here, though the modder warns it may be taxing on some people's hardware.

IGM News Recap 01/09

Welcome to the third installment of IGM News Recap, where we go over the biggest indie gaming news every other day.

Welcome to the third installment of IGM News Recap, where we go over the biggest indie gaming news every other day. Like what you see? Be sure to LIKEthe video and SUBSCRIBEto the channel to be notified of our latest content.
Here are the stories for this week:

If you would be interested in having your news story featured in an upcoming video, please contact our Video Managing Editor.

Check out more of our video content!

About the Video:
Created by Thomas Adams

Twitter: https://twitter.com/VexyTube
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Dreadnought hands-on: a multiplayer slugfest with really big spaceships

Dreadnought is about spaceships—emphasis on 'ships,' timid ensign voice on 'space.' Not X-Wings or Vipers: think Galaxy-class vessels, trading missiles and laser fire across vast battlefields—in space, eventually, but I didn't see a space map during Yager's demonstration.

is about spaceships—emphasis on 'ships,' timid ensign voice on 'space.' Not X-Wings or Vipers: think Galaxy-class vessels, trading missiles and laser fire across vast battlefields—in space, eventually, but I didn't see a space map during Yager's demonstration. Instead, I fought over a rocky red desert, commanding a hovering battleship with enough room for the population of San Francisco and the maneuverability of a Spanish galleon. Maybe a little slower than a galleon.

Rather than giving us the scrappy little fighters we usually pilot in space sims, Dreadnought takes inspiration from the giant ship battles of classic sci-fi stuff: Battlestar Galactica, Star Trek, and Star Wars, namely. It'll be free-to-play when it releases, with 5v5 (maybe more) multiplayer and an episodic single-player campaign. Right now, Yager is only showing team deathmatch, but it also has a team elimination mode and more in the works. Because of some network problems (the ISP, not the game), we played 2v2 locally instead of 5v5.

The pace reminds me of MechWarrior Online. Even Dreadnought's smaller, sleeker corvette class ships—which the devs compared to the Millennium Falcon—are a bit cumbersome. Unlike MechWarrior, however, I got a few kills (true, they were going easy). Dreadnought is easier to pick up—much less sim-ey—but I can already see a lot of tactical possibilities.

As a low-profile support ship, for instance, I hid in the shadow of a massive dreadnought class ally, using healing rays to keep my cover alive and popping out to harass bigger ships with my phaser-like beam. This isn't a flight sim, clearly. The ships hover. You can raise and lower altitude, but you're not so much flying as you are steering a boat with an extra dimension.

Each ship has four customizable special abilities and a primary and secondary weapon. My favorite abilities are the warp jumps, which can zap a lumbering battleship feet away from the enemy, Picard Maneuver-style. It looks awesome. There are also missiles and torpedoes—the latter requires getting in close and looks like a photon torpedo barrage—the repair abilities I mentioned, a cloak, a nuke that does a ton of AOE damage near the ground and makes everyone punch into the sky to get away, passive abilities—one will launch little fighter ships—and more. If it's been in a sci-fi movie or TV show, Yager is probably designing it. The team has around 50 abilities so far.

The most interesting thing about the main weapons is their reliance on positioning. On a big ship, for instance, my top mounted turrets turn slowly to catch up with the reticle. On a long-range artillery ship I tried, the gun kept up with my aim, but I had a much more limited firing angle so I had to turn—oh so slowly—to face my enemy.

With some weapons, I also noticed a slight delay between my click and the response. I asked if that was a bit of fidelity: the crew responding to my order. The answer was unclear, but there is a little crew in there—conceptually, at least. You even get to pick your officers, and they can earn perks (i.e. a weapons officer could give a reload speed bonus), and relay important tactical information. I love that touch—it's a little thing that makes a big difference. You don't see inside your ship, but having officers talk to you creates the illusion that it's really this big living city of people. Who will definitely get blown up.

The main thing that's missing for me right now is damage modeling. Ships take uniform damage, and that just doesn't make sense to me in a game about slow, careful positioning. I expected ships to have weak bellies, or for some ships to have extra broadside armor, or for the ability to target weapons or engines. Dreadnought isn't completely designed, so that's still on the table. I also felt a little let down by the simple energy management. Clicking the scroll wheel opens a three-pronged radial menu. You can raise shields, increase speed, or increase weapon power, all of which deplete an energy bar. There's not much nuance there. Increase speed at the start of a match to hunt the enemy, raise shields when attacked, boost weapons when attacking. Try not to run out of energy when you need it.

As for the episodic single-player mode, there wasn't much to see. Writer Dan Abnett, best known for his work with Marvel, is onboard for the story, and that's the gist for now. I suspect that Dreadnought's appeal will largely be its multiplayer, which will be in open beta early next year. We also don't know much about how Yager will apply the free-to-play model, but I have positive feelings about the hints I got, and the game in general. I like big spaceships, with lots of guns on them, and Dreadnought has lots of that already.

GTA 4 iCEnhancer creator taking break from modding after years of abuse

Today on Internet Jerks Ruin Everything: the creator of Grand Theft Auto's impressive iCEnhancer mod has decided to hang up his modding boots and head for pastures less horrible, at least for a while.

mod has decided to hang up his modding boots and head for pastures less horrible, at least for a while. In a, Hayssam Keilany announced that he's taking a break from modding thanks to a vitriolic community "trying to bring me down constantly". iCEnhancer 3.0's installer and downgrader tools are both on the way, but after that Keilany is "done for a while".

The modding community in question is related to ENB, ie mods that use post-processing effects to arguably improve (or least dramatically change) the appearance of games. Keilany's post states that he's received a ton of abuse over the years including accusations of poor crediting - which he disputes - and of "whoring" himself to the media, ridiculously. It's a big, sad post, but here's how it ends:

"So yep, that's it. At every release it's the same, since 1.2. People spitting on me, my work, everything I do just because people know me or whatever."

"I spent days, weeks, months doing 3.0, released it because I thought people would like it and stuff. If you don't then I'm sorry, but it's how I like my GTA.

"I'm going to release the installer and downgrader then I'm done for a while. Thanks to the people who supported me and stuff, you guys are cool. No thanks for the guys trying to bring me down constantly. You guys did it after 4 years, I give up on haters."

iCEnhancer 3.0 came out recently, and it's basically incredible, as you can see below.

Thanks, Kotaku.

IGM News Recap 01/09

Welcome to the third installment of IGM News Recap, where we go over the biggest indie gaming news every other day.

Welcome to the third installment of IGM News Recap, where we go over the biggest indie gaming news every other day. Like what you see? Be sure to LIKEthe video and SUBSCRIBEto the channel to be notified of our latest content.
Here are the stories for this week:

If you would be interested in having your news story featured in an upcoming video, please contact our Video Managing Editor.

Check out more of our video content!

About the Video:
Created by Thomas Adams

Twitter: https://twitter.com/VexyTube
YouTube Channel: http://www.youtube.com/channel/Vexytube

Dead Island 2 to release in 2015; is no longer set on an island

Dead Island 2 is currently in development by Spec Ops: The Line studio Yager Development, it was confirmed today at Sony's E3 press conference.

studio Yager Development, it was confirmed today at Sony's E3 press conference. The trailer above doesn't show anything in the way of actual in-game footage, but it does set the scene for the forthcoming co-op zombie basher, which is due Spring 2015.

Curiously, Dead Island 2 will not be set on an island, and there aren't any plans to rename it Dead Continent either. Departing from the game's traditional island setting, the Unreal Engine 4 powered title will take place in California. According to a release sent by publisher Deep Silver, California has become "a bloody paradise for those who refuse to leave their homes, and an action-packed playground for renegades who seek adventure, glory and a fresh start." The game will feature seamless eight-player drop-in, drop-out co-op.

Expect to see a bunch of 'never-before-seen' weapons, and real life locations like Venice Beach and the Golden Gate. For more on E3 2014 check out our handy guide to the first day, which featured game announcements galore.

GTA 4 graphics mod iCEnhancer gets major new 3.0 update

Yes, GTA 5 will arrive on PC later this year.

Yes, GTA 5 will arrive on PC later this year. Don't start salivating over the inevitable graphics mods just yet, though: there's still a reason to appreciate the game's slightly older brother. That reason is iCEnhancer 3.0, the new release of the excellent Grand Theft Auto 4 mod. This version updates the ENB, upgrades multiple post-processing effects and improves the game's performance.

Using latest ENB New timecycle New depth of field from scratch Lens dirt texture Moving clouds Whole new color processing method Rewritten the files for faster performance Balanced lighting in every weather Correct godrays following the sun Multiple new post-effects Better and faster bloom Better motion blur Easier way to configure your settings Dynamic effects changeable in-game Compatible 1.0.7.0/EFLC, thanks to Dax And more...

Those improvements do come with a few known issues—specifically with AMD cards, where users might notice performance or SSAO issues.

The mod's website is currently dead, as people rush to get hold of the new version. For now, then, head to its Facebook pagewhere you'll find a list of mirrors.

Indie Links Round-Up: Spin The Wheel

Today’s Indie Links include six top ten lists, and nine top five lists.

vidiotgame

include six top ten lists, and nine top five lists. So… I guess you can pick your top five or ten top ten/five lists, if you really want to.

The Joystiq Indie Pitch: Ravaged(Joystiq)
“Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We believe they deserve a wider audience with the Joystiq Indie Pitch: This week, 2 Dawn Games’ Carsten Boserup talks crowdfunding and indie publishing with his Steam game (now on sale!), Ravaged .”

Little Inferno(Indie Gamer Chick)
“Tis the season of gifts.  Or, if you want to be a killjoy, the season to burn toys in a fireplace.  That’s the idea behind Little Inferno, an independent game for the Wii U.  It’s by the guys behind World of Goo, which was probably the best digital-download game on the original Wii.  But World of Goo got by on being a quirky, addictive physics-puzzler.  Little Inferno, on the other hand, feels like the type of time-sink you would find on the iPhone market.  In fact, there are lots mechanical issues with Little Inferno that make me think it started life as a micro transaction-oriented mobile game, like Doodle God for arsonists.  Only such games typically cost $1 or less and make their money by nickle-and-diming you to speed up the gameplay.  Little Inferno charges you $15 upfront, and keeps the action nice-and-slow.”

Top 10 Best Indie Games of 2012, Honorable Mentions and IGR’s Most Anticipated Games of 2013(Indie Game Reviewer)
“At IndieGameReviewer.com, we began compiling our Top Ten indie Games 2012 edition sometime around June. This is because we wanted to remember the impact of the games that came out in the first half of the year, and from that point forward, we looked at every game that crossed our path with the same consideration, regardless of its size…”

Music of the Spheres – Mathematical Beauty in Action(Independent Gaming)
“What kind of person are you, that you hunt angels?! Er, sorry. Music of the Spheres is certainly a simple concept at first glance, and is always interesting. But it gets more complicated. The theme certainly isn’t angel genocide, but something much more beautiful.”

Live Free, Play Hard: The Week’s Finest Free Indie Games(Rock, Paper, Shotgun)
“First off, lists are bullshit. But these are indie games, not some Triple A Shooter that everyone knows about already, so we threw together our top 5 in the following categories to entice you to take a second look at some of the best games of the year.”

Top 10 Indie Horror Games of 2012(IndieGames)
“Horror, just like humor, is an ancient, fickle and hard to tame beast. Going beyond mere jump-scares and evoking the feeling of proper fear can be particularly tough, but more than a few indie developers seem ready to tackle such tasks. This particular roundup hopes to cover the best and, well, most scary horror releases of 2012 and is featuring both freeware and commercial titles for a variety of platforms.”

The Sequel To The Best Reverse-Tower-Defense Game Is Superb, If Barely A Sequel(Kotaku)
Anomaly Korea is actually very, very much like 2011’s Anomaly: Warzone Earth , the reverse tower-defense game. You still command a slow-rolling column of tanks and transports through a maze of evil enemy towers. You can still map out your route through the city streets using your fingers. You can still tap special power-ups into existence to briefly buff your vehicles or baffle your foes. You can still kill towers, collect money and upgrade your vehicles. You still need to get to a goal point with some vehicles. The game still checkpoints, makes you think, plan and re-plan, getting tough nice and quickly.”

Skulls of the Shogun Devs Interested in Cross-Platform Purchase Promotion, But Microsoft Can’t Yet Do It(Polygon)
“Buy one version of Skulls of the Shogun , get another for free? Developer 17-Bit would like to make that happen, but CEO Jake Kazdal told Polygon that the indie studio is hamstrung by Microsoft — the company doesn’t have anything like Sony’s PlayStation 3/PlayStation Vita Cross Buypromotion set up across Windows 8, Windows Phone, Windows RT or Xbox Live Arcade titles.”

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