Valve and the IGF team up again to bring 2014's finalists to Steam

The Independent Games Festival has renewed its deal with Valve to give shortlisted finalists of the 2014 IGF Awards an automagical Golden Ticket onto Steam.

with Valve to give shortlisted finalists of the 2014 IGF Awards an automagical Golden Ticket onto Steam. All main competition finalists will be offered a distribution deal, whether they're nominated in the individual Excellence categories, the Seumas McNally Grand Prize, or the Nuovo Award. "Nuovo" being IGF speak for "kinda weird".

Thanks to the IGF 2013 deal, Steam became home to games like Kentucky Route Zero, Starseed Pilgrim, Bientot l'Ete, Gone Home, MirrorMoon EP, and - winner of the Grand Prize, Nuovo and Narrative awards - Cart Life. It's arguable that many of the games would have eventually secured distribution without the guaranteed offer, but the partnership remains a pretty convenient shortcut for indies.

It's going to be especially interesting this year to see how the nomination list compares to Steam's own Greenlight approval list. Valve's wisdom-of-the-crowds voting system is supposed to make it easier for quality indie games to get onto the storefront, but its success at doing so is debatable. At the very least, the Steam/IGF deal gives acclaimed projects a second chance, even if they didn't capture the attention of Greenlight's core voter base.

The 16th IGF will run from the 17-21st March, 2014. The finalists will be announced January.

Nitronic Rush developers discuss Distance, Kickstarter, and who or what is in that flying car

Nitronic Rush was one of last year's hidden gems - a slick arcade racer set in a glittering digital city and starring a flipping, flying, rocket-boosting car.

was one of last year's hidden gems - a slick arcade racer set in a glittering digital city and starring a flipping, flying, rocket-boosting car. It was the final year project for a group of students at DigiPen, the Washington-based game development university, and picked up awards from multiple indie competitions - including the IGF, Indie Game Challenge, and indiePub. We liked it alot, and featured it in last year's New Years free games round-up.

Three members of the original Nitronic Rush team - Kyle Holdwick, Jordan Hemenway, and Jason Nollan - are now going indie full-time as Refract Studios. Their first game is Distance, a spiritual successor to Nitronic Rush that is currently entering the final week of its Kickstarter campaign.

I spoke to the guys about their plans for the new game, the benefits of getting a second shot at a good idea, and their experience of graduating from university into a maturing indie scene.

What are the main things that you're doing now that you couldn't do first time around?

KH: A lot of it just comes down to engine. We built Nitronic Rush from scratch and when I say that I mean it's all C++ - we used DirectX and some APIs but it's mostly from scratch. So networking and multiplayer were really challenging and we didn't really design the game with that in mind right away. So that's a big one - just the fact that we're using Unity. One of the biggest reasons we didn't have multiplayer in Nitronic Rush is just because of that [original] engine.

I'd also say, just design-wise... a lot of the things we found in Nitronic Rush were found mid-way through or even towards the end of the development, including Hardcore mode. One of the coolest things in the game is that the car can turn and rotate. A lot of that was thrown in right at the end. We know that mechanic works, and obviously a lot of people have a lot of fun with it, so what if we can take that back and design a game around it from the beginning?

We're trying to make it so that Hardcore mode is more integrated into the entire game - it's not just a separate mode - and we're trying to do it so it makes more sense cohesively as part of the world. They're not just random floating tracks like they were in Nitronic Rush, they're actually built into the world and mechanically make sense. Also the level editor, too - we had a level editor in Nitronic Rush but it was kind of an afterthought - you had to go outside into the Windows browser and enable it in a notepad file. This time, the level editor will be much better and it'll be something that you can go in and easily select from the menu.

JH: I feel like we got lucky, in that a lot of the the playtesting along the way really helped focus what was fun and cool - the flying almost got cut at the end because we could barely figure out how to not make it punish the player for going up into the sky because if you're going too fast you'll crash into stuff. We found a happy medium in the end but this time we're starting with that and seeing if we can make it a lot better. So I guess it's taking a lot of that knowledge bringing a professional edge to the whole thing.

KH: One of the big ones, too, is atmosphere - Jordan and I worked on a number of more experimental, poetic games before working on Nitronic Rush, and we want to bring some of that into Distance. We want the world to have this mysterious past to it, and have some depth. I think one of the best examples of that in Nitronic Rush was the billboards - we had posters and billboards around the world that had some propaganda and stuff on them. That's exactly what we want to push a lot further in Distance.

You've mentioned Half-Life 2 as an influence from an atmosphere point of view - but it's a very different way of interacting with the world when you're a flying car. How do you establish that atmosphere, given the way players will be interacting with the game and what their goals are?

KH: I think that's one of the most interesting challenges that we have to face with this game. Initially we threw out of a lot of ideas and one is the fact that you're moving pretty quickly through the city. But we also want you to have a lot of freedom when you're playing through the game - it's not an on-rails racer, so you can jump off the track and go wherever you want. We're going to do our best to encourage players to do that, there will be hidden areas in the level and we want there to be moments when it's obvious that, hey, there's something over there that you should check out.

Another one is actually having a lot of the HUD UI built right into the car. That's again another thing that we're experimenting with to help with the immersion of the game. I don't know if you've played Dead Space, but they did some stuff like that. I thought that was really interesting.

It's interesting, having the UI on the back of the car - on the rear windshield. It's the place the driver would never see - if there is a driver?

JH: One thing that was funny coming out of Nitronic Rush was us asking the question “is there a driver inside the car?” He's getting exploded 24/7, does that make sense? If there isn't a person inside the car, is the car the person? Is it kind of a Transformer? That's a part, I guess, of the mystery - what are the inhabitants of this world? At the moment I guess they're car-people, or something? That's the mystery I guess we're going after. We're doing some things - if you look inside the car, we're hinting a little bit at what we think it is.

I guess it's an ongoing process for you guys as well.

KH: Oh yeah, absolutely.

What kind of person would be a car?

KH: [Laughs] It's fun! That's actually something that we can take a lot further. It's that idea that the car is a character in the game.

To dial that back, then - why is that important? People will come first and foremost for the feel of the thing, the arcade racing and everything else. Why is it then important to have a sense of a character, a sense of a place?

JH: I think for us, we have fun making it - that's a part of it! Also a part of it is that we really didn't think about the car in Nitronic Rush having character until people brought it up. We had an idle animation where it would move the jets and stuff, and it started to feel like maybe that's a person of its own. Especially as an indie team, we're really avoiding humanoid characters and all that because it's incredibly hard to get right without it feeling strange. But it's an interesting thing to just inject a bit of human or animal personality into the car because it's a chance for us to experiment. It's something fun - I don't know how many people are going to be pick up on it, but it's something that adds to why the car's more unique than a random Need for Speed racer.

KH: That's exactly what I was thinking. To elaborate further, honestly that's sort of the process of every game we've ever worked on. We come up with a lot of ideas initially and we playtest them and we work with the feedback we get. One of the feedbacks we did get with Nitronic Rush was that the car felt like a character. I thought that was fascinating at the time.

You mentioned that you don't want to attempt humanoid characters because that's beyond your tech budget as an indie. I think that's true generally, and has influenced the aesthetic of indie games - you see a lot of low-fi characters presented in emotive ways. Games like Braid that take a particular retro aesthetic and try to make it meaningful in some new way. You're doing that with, as far as I can tell, 90s PlayStation racing games.

JH: [Laughs] Yeah. Yes!

So what is the feeling that you want people to get out of their flying car in space? What is the emotional correlative of 'flying car in space'?

KH: I think it's a strange combination of curiosity and adrenaline. Obviously we want to have that adrenaline and that high-energy feel when you're racing and you're trying to beat your opponent and beat the obstacles, but we're also trying to inspire that curiosity where you want to see what's hidden in the depths.

JH: Even for us... we're heavily inspired by a lot of the indie games recently. We mentioned a few of them trying to explain to people what we're going for. Journey, Limbo... because they do have such a strong curiosity element that is just fascinating. You want to believe in the world and see where the developers were taking it because you think they have all the keys. The nineties element is just taking what was really fun - the innate fun-ness of the car. I think a lot of indie games do nail this, but normally you either get one or the other - you get games that are super arcadey, and then you get things that are really focused on trying to figure out what's going on in the world. It's just a fun fusion for us.

You've mentioned the potential for mod support, there's also a map editor - will you have a facility built in to share that stuff?

JH: For the level editor, we want to make that as integrated as possible to the point where you're sharing the levels within the game. In terms of mod functionality, a big one is allowing people to make their own cars and stuff like that. Honestly what that'll come down to is tools - what tools we have that we're using ourselves.

What's the appeal of supporting that, in general? It's a tremendous amount of work, and you're handing over a big chunk of the game to the community.

JH: I think the biggest reason is instead of doing the game for consoles we really wanted to stay with the PC because we really like what's happening with mod communities right now. It's really powerful. We've gone in a few times and talked to people at Valve and it's always inspirational coming out of there - they want their company to feel like a modding community and they're really powered by that. It's something really unique about being on the PC platform - it's something that on the consoles, you just can't do.

KH: As hard as it is to make tools, we're going to be making those tools for ourselves so we might as well just add a little bit more time and make it good enough for the user. That's one reason. Second reason is that if you can do that you can really extend the length of the game. If anyone can make can tracks, the creativity is endless at that point. I'm really excited to see where the community goes with their tracks - even the few tracks that were added to Nitronic Rush were some of the coolest ones in the game, afterwards.

It's a debate that's happening everywhere - giving the player tools versus selling DLC separately.

JH: We may change our mind a year from now, but we're not as excited about having DLC packs. We haven't had as much passion for saying that we're the gatekeepers of content. We're a small team, and it's almost easier for us to let the community continue to put in content. I guess it's just more exciting from that angle, for us, to be one of the few racing games to still do that.

KH: Realistically there is still room for both - and I'm not saying that we're going to do this - but as much as we try to open up our tools to players to be able to add content to the game, I still think there'll be room for us to add features. Potentially new mechanics for the cars, new AI in the world. Programming stuff, basically.

Next: leaving DigiPen, the appeal of Kickstarter, and the importance of not being locked into a single job.

Trailer: ‘Skipping Stones’ – A Musical Indie

There’s not too much information on Skipping Stones , but after viewing the trailer and reading the premise of the game, we had to cover it.

Skipping Stones is a generative music/poetry game for iOS, Android, PC, Mac, and Linux where players throw stones onto a lake and listen as each skip plays back a musical note. As you progress players will notice that the soundscape changes with the time of day, and “poetry reveals itself laying out a non-linear narrative about loss and struggle in the face of tragedy.”

The game is currently an experiment by KO-OP Mode from Montreal, Quebec. The project was inspired by an unexpected loss which caused emotional trauma and thus the problems that came with it. It looks very interesting and is a piece that intrigues me for which the concept was derived from. At the very least, it looks like a relaxing beautiful little game! Check out the official websitewhere you can find the development blog and links to all the various social networking sites to keep up to date on the game.

This week's best free PC games

This week, I've mainly been wowed by wonderful Half-Life 2 mod The Stanley Parable , which I finally got round to playing.

PCG

, which I finally got round to playing. Since it's a mod, and it's not from the past seven days, I figured it'd be a bit unreasonable to spend these column inches on that, which is why this week you get a wholly irrelevant introduction. However, read on, and you'll find such riches as: a rabbit that's been turned into a were-bunny, a tin man with one leg, a claustrophobic triangle and a game about setting up a business. Also: play The Stanley Parable.

The Tin Soldier

Tyranus . Play it on the IndiePubGameswebsite.

The fairytale-inspired The Tin Soldier certainly takes its cues from an era when fairytales were dark, twisted stories designed to scare children stiff about the dangers of life. This isn't a game you'd show to a young 'un, most likely: within seconds of its opening, you're met with - well - that scene above.

Relentlessly unsettling, it's something like a cross between an adventure game and a more straightforward puzzler. You'll meet a string of characters, all of whom demand something of you, but none of whom will communicate with you in plain English. You've to decode their visual clues - think something like a more abstract version of Machinarium's 'dialogue' system - before fulfilling their requests and pressing on to the next area.

Its noisy, scratchy graphical style, sepia toned and depressing, works perfectly with the plodding unease of the soundtrack. This is creepy, taxing, and quite lovely in its own emo way.

Cart Life

Richard Hofmeier . Download it from the developer's website.

Okay, so it's actually been quite some time since Cart Life was released, but it was an update the other day that finally brought my attention to it, and it's too smart to miss out. Playing initially as a soon-to-be divorcee who's looking to win custody of her children, you set out to establish a successful business within just a few days, a way of proving to the judge that you're more than capable.

Several other characters are unlocked later, and with each you'll follow a well-written story as you embark on your business enterprise. But Cart Life is a game about much more than simply entrepreneurial strategy. It is, essentially, a vast and expansive life simulator, a game that asks you to manage your personal resources as well as your work ones. Be warned: this is a complicated game. Do thoroughly explore the tutorial, and don't be put off if you need to start again a couple of times.

Developer Richard Hofmeier is supporting his work in a fun way, too. The game itself is free, and you get the full version whichever package you opt for. Paying money for it gets you optional extras, such as a free game, or an extra character in this one. But whether you pay or not, this should be experienced.

^_^

Ben Chandler. Grab it from BigBlueCup.

The thoroughly unpronounceable ^_^ is actually a rather apt name for this delightful point-and-clicker that sees you assume the role of Julian, a were-bunny who's somewhat unimpressed with the new form that's been forced upon him. You want nothing more than to become a bog-standard fluffy rabbit again, and in order to do so you'll need to enlist the help of a witch. The only problem is that she won't come outside; she's frightened about what people will think of her baldness, after her enchanted hair ran away.

Yes, it's a strange game, populated by weird characters and written with an excellent sense of personality. Developer Ben Chandler makes about five hundred million adventure games a week, it seems, but this is one of his most characterful yet. Don't be fooled by its cutesy image, though: this is often an exceptionally challenging puzzler, with lots of trial-and-error object manipulation involved as you work your way to a solution. If you're able to twist you brain around the game logic, you'll probably like this a lot.

Cut The Rope

ZeptoLab . Play it on the official website.

You'll almost certainly have heard of smartphone smash hit Cut The Rope, in which you must slice through various bits of rope in order to deliver candy to a small, frog-like creature. This puzzler was, for a time, almost as ubiquitous as Angry Birds, the games' publisher Chillingo rising to mobile stardom in the process.

Across approximately nine billion levels, you'll chop ropes in a variety of arrangements, collecting stars on the way, all to satiate the salivating hunger of a greedy little green blob. It's the perfect mobile game, of course, but you perhaps won't spend quite as long with it on your PC.

This edition's been lobbed online by Microsoft to showcase the HTML5 capabilities of the latest version of Internet Explorer, although of course a variety of popular browsers are capable of doing exactly the same thing, and almost certainly better. Play it in Chrome, enjoy its lovely music, but probably go back to the mobile version.

Dog Game #1

Daniel Blackburn. Download it from the developer's website.

An experimental game that plays with the ideas of windowed play, Dog Game #1 is a surprisingly effective and stifling game about the nagging unease of claustrophobia. Sort of. That's how this interesting little piece felt to me, anyway, as the outer reaches of the play space closed in on the game itself.

The idea: the game exists in a window, which, if you fail to evade the various shapes that are out to attack your small triangle thing, gradually close in as the game window moves around your desktop. You've to strike a careful balance between focusing on controlling your triangle, and focusing on the movement of the window. The result is a surprisingly tense experience.

There's no sound, and the visuals are as bare as they get, but I'd be hugely interested to see what developer Daniel Blackburn could do if he expanded the concept. Worth a go, both despite and because of its simplicity.

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Free games for the New Year: Nitronic Rush

Christmas is behind us, but the holidays continue.

Nitronic Rush Ramp

Christmas is behind us, but the holidays continue. For the next couple of days, we're going to be showcasing a number of great free games that you might have missed amid the smoke and spectacle of the last couple of months. Whether you want something to play while you queue for The Old Republic or are simply looking to save a couple of pennies as we head into the new year, we've got you sorted.

Nitronic Rushis an arcade racing game set in a Tron-style virtual reality. You control a sportscar-shaped streak of neon as it boosts, jumps and tumbles through a twisting obstacle course. Billed as a 'survival driving game', the aim is to reach the finish line while racking up points and trying not to hit any of the number of obstacles in your path. Built from scratch by students at DigiPen, it's an impressive debut.

Unlike pared-down challenge racers like TrackMania, Nitronic Rush piles on the extra abilities and features. Your car is loaded with rockets that allow you to jump, roll and fly, provide emergency braking power and a regular speed boost. Their use is limited by your car's maximum heat capacity, which drains to zero over time and is reset when you pass a checkpoint. This divides each stage into self-contained chunks of challenge: you might be expected to chain a series of jumps into a loop-de-loop, or fly for a proportion of an obstacle course and drive the rest. Extra points are rewarded for barrel rolls and back-flips, and there are online leaderboards for the competitive. Definitely play it with a Xbox controller if you have one, though: this was a game designed with two analogue sticks in mind.

It's also a lovely looking game, with bright, detail-rich environments and lots of incidental movement. While car handling is fairly floaty, the physics model is robust enough to give the game a solid, satisfying feel. Described by its creators as a tribute to the racing games of the nineties, Nitronic Rush has a surprising amount of depth. Definitely worth your time - download it here.

Aby Escape’ Gets Into The Holiday Spirit

‘Aby Escape’ Gets Into The Holiday Spirit
It seems that Spanish developers Pixel Ratio and our old friends BulkyPix have a present for us this Christmas.

have a present for us this Christmas. After its release earlier this year, Aby Escape has become a hit on both the Apple App Store and the Google Play Store, averaging an amazing 4.5/5 stars after almost 7000 ratings. Well, now this free to play game is getting in the holiday spirit in the form of Christmas-themed content patch.

During a relaxing vacation up in the mountains, poor Aby’s fun is ruined by the mischief of a group of bogus Santas out to spoil things for everyone. Without a moment’s hesitation, Aby jumps on his trusty sled and hurtles down the wintery slope in an attempt to escape.

The update introduces a sleighful of new content, (I’m truly sorry for that joke), including a new snowy-themed level in Unlimited mode in which you progress by dodging obstacles, fend off enemies with barrages of snowballs, and even outrun a devastating avalanche.

To get your hands on this festive update, just make your way over to the Aby Escape page on either the Apple App Storeor the Google Play Storeand install the latest update.

Frozen Endzone renamed to Frozen Cortex; huge update rolls out

If you're making a game, I suppose that means you're allowed to call it whatever you like.

If you're making a game, I suppose that means you're allowed to call it whatever you like. I suppose that also means you can change the name of the game whenever it suits you. That's what Mode 7 has done: fed up with what it believes is a "rubbish" name, it's decided Frozen Endzone is now Frozen Cortex. Another motivation for the name change is to shrug off the Madden connotations of 'Endzone'.

Of course, if you've played the Early Access or read our previous impressions of Frozen Cortex, then you'll already know it's nothing like Madden. For those with an eye on the game, a substantial new update to the Early Access editionwill be of more pressing concern. It includes new stadiums, better AI and big improvements on framerate. The full patch notes are below, followed by a new trailer.

- OSX and Linux versions

- New pitch, ball and animations

- Completely overhauled AI including much faster performance and much more intelligent play

- Five new stadiums

- Significant performance improvements: frame rate should be 50-100% improved on most hardware

- Big loading time improvements

UI improvements:

- Throwing UI improved

- Intelligent interception-radius rendering

- indicator for whether a move location is “safe” or not

- Minor rules changes to reduce the need to “keep playing when the match is clearly over”; other gameplay improvements

- Quite a few new gameplay options to play around with in the Custom Game editor.

- Significantly updated in-game commentary text

- Other minor changes

InXile Entertainment teases yet another "passionately demanded" RPG

The last couple of years have been pretty good to inXile Entertainment.

Wasteland 2

Wasteland 2earned nearly $3 million on Kickstarter and was recently released to solid reviews; Torment: Tides of Numenerapulled in more than $4 million and will hopefully be even better. And now the studio says it's begun work on yet another RPG that fans have been clamoring for.

You already know this if you receive (and pay attention to) Wasteland 2 backer emails, although in truth there's not a whole lot to know. "Along with continued tuning of Wasteland 2, myself and a few others at the studio are beginning to work on another RPG that has been passionately demanded of us for a while now!" Wasteland 2 Project Lead Chris Keenan teased. "It’s still quite early in the process, but we will have more news on that in the New Year."

Not much to go on there, which means that it's speculation time! The only other "big" RPG in the inXile lineup, as far as I know, is The Bard's Tale, which I would be absolutely thrilled for as long as it's based on the original and not the 2005 remake. InXile founder Brian Fargo's history as an Interplay co-founder opens up some other intriguing, if almost entirely fantastical, possibilities as well. Remember, Interplay owned Black Isle, and Black Isle did Fallout 2, Planescape: Torment, and Icewind Dale in its short history.

The Planescape base is already covered, at least partially, by Tides of Numenera, but the recent successes of old-school isometric RPGs like Wasteland 2 and Divinity: Original Sincould mean that other, previously unavailable licenses are suddenly more accessible—although that situation could be complicated somewhat by the 2012 resurrection, of sorts, of the Black Isle brand.

Bottom line: I have no idea. Put a new Bard's Tale dungeon crawler on Kickstarter, though, and I'll be the first in line with my wallet in hand.

Show Off Your Indie Pride with IGM’s Tee Shirt Line

There are currently two designs, “ Virtual Athlete ” and “ I’m An Indie Gamer ,” complete with the IGM logo underneath the full-chest design.

Indie Game Magazine is partnering with Represent(who’ve worked with such notable figures as Neil Degrasse Tyson) to bring you exclusive tee shirt designs to help you show off your indie spirit.

,” complete with the IGM logo underneath the full-chest design. The tee shirts are made of 100% cotton, come in sizes from XS to 3XL, and are priced at $19.99 each. There are three colors to choose from, and more designs are on the way to help you express your support of the indie game community.

The goal of our campaignis to raise funds for PAX East in 2016, where we hope to have an IGM booth to show off our magazine and showcase all of the great plans we have in store. If we can raise enough, those who purchase a tee shirt and come to our booth at PAX will be awarded a one-year subscription to Indie Game Magazine’s digital format, along with the chance to win another bonus prize that will be announced at the convention.

To purchase a tee shirt, visit the Indie Game Mag virtual storefront. You can also show your support for IGM through our Patreon, where a $2 monthly pledge will allow you to access the digital version of our magazinea week earlier than everyone else (and at a nearly 60% discount). Follow us on Twitter, Facebook, and Google+for more mega-doses of indie news, previews, and reviews!

Radius Festival starts later this week, lets you try upcoming indie games

If you'll be in, near or teleporting around the London area this week, the Radius Festival is offering you the chance to get an early look at some upcoming indie games.

If you'll be in, near or teleporting around the London area this week, the Radius Festival is offering you the chance to get an early look at some upcoming indie games. Starting this Thursday, 19th June, and running until Saturday, the festival provides daytime visitors free access to an over 50-strong line-up of games across the three days of the exhibition. In addition, tickets are available for evening shows filled with talks and light debauchery.

Across the three-day event, visitors will get the chance to see early versions of Stronghold Crusader 2, LA Cops, Gang Beasts, Frozen Endzone and Mike Bithell's Volume. Also, on Saturday, they'll be showing a game called Super Rude Bear Resurrection. It's probably worth going just to find out what that's all about.

In addition, they'll have a computer that will serve you drinks out of its floppy drive. That's a sentence you may not have appreciated in its entirety, so we'll try it again... they will have a computer that will serve you drinks out of its floppy drive .

Tickets to the evening Live Show sessions cost £25, and are available now. For more details, head to the Radius Festival website, or visit this pagefor a teaser list of exhibiting games. Radius Festival takes place at the White Space gallery in Leicester Square.

Show Us Your Rig: Pillars of Eternity's Josh Sawyer

Show us your rig
Josh Sawyer, project director on Pillars of Eternity, is clearly a man who loves his art.

Jes Work

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

Josh Sawyer, project director on Pillars of Eternity, is clearly a man who loves his art. With an office that looks more like an art gallery, Josh has dressed the walls around both his home and work set-ups to the point where you could convince me there wasn't any wall behind the frames at all. He was gracious enough to take some time and tell us about his computers and the well-decorated areas he works and plays in.


What's in your PC? Dell XPS 8700 Motherboard - Dell OEM CPU - Intel i7-4790 @ 3.60 GHz RAM - 12 GB DDR3 @ 1.60 GHz Video - NVIDIA GeForce GTX 760 Power Supply - Delta Electronics 460W Displays - Dell U2412M, 2407WFP, 2408WFP

I do a lot of Inspector window comparisons when I'm working in Unity, so having three monitors comes in handy. I use a Das Keyboard Ultimate, it's good for forcing touch typing but has a goofy quirk where it will double input some letters when I'm using the keyboard for the first fifteen minutes every day. It makes logging in an adventure. These monitors are so crazy bright that I have to use f.lux to dim them in the evening. to dim them in the evening. I use a bigger, older Wacom at work. I'm not a good artist, but I can do enough in Photoshop to illustrate examples, mock up interfaces, and Photoshop our CEO's head onto a t-rex body.

Work Computer Horizontal

Motherboard - Gigabyte LGA 1155 CPU - Intel i5-3570 @ 3.40 GHz RAM - 16 GB G. Skill DDR3 @ 1.33 GHz Video - EVGA GeForce GTX 670 Power Supply - Corsair TX650W Case - Antec SLK3700AMB Displays - Dell 2405FPW Speakers - Audioengine A5+

I'm still using a Microsoft Intellimouse on this machine and will probably never stop using my IBM Model M keyboard with WordPerfect color coding. I have a tiny Wacom Intuos5 Touch hidden away for Photoshop time. The monitor is rotated so I can reference .pdfs more easily - specifically, Ars Magica rulebook .pdfs.

My desk is this clean for about 2 weeks out of every year. For a true picture of what it normally looks like, scatter bills, tiny notebooks, loose change, and small bicycle parts over every open surface.

Home Computer

Motherboard, etc. - I don't know, man. It's some Apple stuff.

I use an iPad 2 for English tutoring and sketching. The case is a Portenzo. I recently stopped using my noble Toshiba netbook because 1024x600 doesn't cut it for any serious typing (it has a really nice keyboard, though). The MacBook Pro is great for writing and it has really nice battery life. Mac OS continues to drive me insane, but I can deal with it. I ride my bike a lot and often take either the tablet or laptop when I go, so I like that they are both relatively light.

Laptop Tablet


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

At home, there's always some RPG rulebook on or near the desk. I try to keep up to date on new RPGs and every once in a while I'll pull an old book off the shelf to refresh my memory. I recently revisited Cyberpunk 2020 and Over the Edge, those were wild. Now, I'm reading through the D&D Next/5th Ed. player's handbook, The Burning Wheel, and various Ars Magica supplements. The home computer's guardians are two ceramic cats my girlfriend found somewhere (one repainted to look like my cat), an odd Japanese cat tape dispenser, and a wooden whale whose sole purpose is to hold my little space pen.

At work, there's always a tiny Field Notes notebook, a bunch of dice, and, sadly, a Coke Zero in reach. Various dictionaries and grammar books also get desk duty. Under the main monitor, Grand Wizard Cartman, a tiny model BMW Isetta, and a mini Eames elephant keep watch.

Work Computer Close


What are you playing right now?

Papers, Please. I think it's a great game, and it does a fantastic job of merging mechanics with the themes of the story. We've been playing some Tribes at work but, unfortunately, I'm no good at it anymore. I'm a little way into Child of Light, which is also pretty fun but unusual for me, style-wise. The combat system is enjoyable and the art style is beautiful though. Unfortunately, I only have about an hour in on Divinity: Original Sin and Wasteland 2 is coming out next week. My go-to quick game is still Hitman: Blood Money, I never get tired of goofing around on those maps.

I honestly haven't played it recently, but I have to recommend Kentucky Route Zero. I don't care if it fits a universal definition of "game" but it's enjoyable and really well made.


What's your favorite game and why?

I still go back to the original Fallout, Pool of Radiance, and Darklands. The last in that list may be my true favorite just because it's the most obscure of the three and the one that helped generate my interest in history. It was an extremely unusual RPG for its time and still is, even now. It opened my mind to different ways of playing with common RPG rules and concepts.

We also interviewed Josh about Pillars of Eternity recently, watch the full thing below:

The Early Access Report: Frozen Endzone, Vertiginous Golf and Melody's Escape

Welcome to the early access report , a regular round-up looking at the most interesting early access games of the moment.

, a regular round-up looking at the most interesting early access games of the moment. Here we try new alphas and revisit old ones to separate the promising gems from the bug-ravaged time wasters.

Major sports are juggernauts and tend to not change all that much. That's probably why rugby hasn't replaced the ball with an angry goose, and why darts haven't instigated see-saws, despite my many emails. We need /real/ games for that (nor real real games - there's a difference), and this time on Early Access I've played alternative takes on American Football, Golf, and Running* in Frozen Endzone, Vertiginous Golf, and Melody's Escape.

Frozen Endzone takes the turn-based fun of Frozen Synapse and makes it bigger, bolder, and adds robots who conform to your every tactical whim. Each turn is drafted right on the screen, with you pulling out a direction arrow from the base of each player, creating a sketch for them to follow. Each movement can be tested out, enabling you to run potential plays over and over, tightening up each move to perfection: you can throw, pass, block, pause, and test out fakes alongside what you imagine your opponent will do, before committing the turn and waiting for their response.

Of course, it never goes smoothly. Part of that is the robots now have stats, enabling you to fiddle with interception, speed, and power levels for individual players, so it's never a level playing field (unless you ensure it is in the options, but more on that later). Depending on how well planned the opposition's movement is, they could intercept a pass, block a run, even swipe the ball from the carrier's mitts, turning your carefully planned attack into a clumsy defence. Plans crumble and only panic remains in their place. It's always there as well: the ease of networking in Frozen Endzone, where the community will challenge anyone, means you'll be tossing your balls with plenty of strangers. Challenges pile up in the corner of the screen, each demanding a small amount of attention before committing to whatever Robotic Hail Mary you can muster. The games are relatively short as well: mostly only taking a few seconds to re-watch, but they can be spread out over hours and days as the turns sync around your schedule.

It is a great Early Access release: it's open-ended, addictive, and there's multiple modes to pre-select, allowing for you to play with random or balanced player stats, as well as custom modes with a pile of options to fiddle. You can name your own team and players and build your own arenas. And when you buy in, you'll get an additional copy to give to a friend. It's /already/ a good game.

If Bioshock Infinite's crazy golf course floated off on its own, avoiding all the unpleasantness and set-up a small business in the sky with a Government grant, you'd have Vertiginous Golf . It is the sky-based Steampunk golf game that's always been at the back of everybody's mind.

It's a gimmick that it wears well: you don't just start a game of Vertiginous Golf, but walk into a shop on a rainy day, sit down in a pew, and are mind-zapped into the stratosphere to collect your clubs. Up there the game of golf takes on a different shape: floating platforms are detailed with carpets, gramophones; clouds mist up the sky; and torturous golf puzzles hang in front of you. To look around the holes, you possess the body of a little hummingbird who you can use to plan shortcuts. Even the ball is made up of a lattice of brass.

Thee challenge is to keep the ball on the course: rotating wedges that throw it off at odd angles are my nemesis, but there are lumpy carpets that mess your aim up, ramps, etc. Each hole has a number of sub-holes that lead to short-cuts that can only be used if you're under par, otherwise they block off and you're left to take on the puzzle.

It's fun stuff: the difficulty ramps up rather quickly, but you have an aftertouch that allows you to swoop the ball around, and there's limited rewind function if you're really stuck. The levels are gorgeous puzzles that do challenge your ability to perfectly plonk a ball. That said, there's still work that needs to be done. It's easy to get lost in the rolling carpets and confusing layout of some of the holes, even with the controllable bird providing an overview. The ball exudes an incredibly annoying electrical buzz that meant I had to turn the sound effects off, and the controls could do with being tightened. There's a little bit of drift. I'd also like an FOV slider, because it's uncomfortably tight right now and there's no good reason for it to be locked down in a golf game.

Can I recommend at this time? There's only two short courses, but each hole is so involved and tricky that you'll get a lot more out of it than a normal golf game with a similar number of holes. There's more to come, with multiplayer and level editors extending the game. For £12? It's just about worth it.

I can't say the same for Melody's Escape , sadly. It's an combination of an endless runner and whatever-the-hell-you-call-a-game-that-generates-levels-out-of-your-music. You plug in a song, which in my case will forever always be Biology by Girls Aloud, and your character starts sprinting along. Beats and peaks in the song deliver the obstacles: you'll jump, duck, slide, even fly to the beat of your music.

But it's an incredibly slight experience at the moment. The levels aren't all that interesting, really: Audiosurf worked because it created undulating neon snakes with bright backgrounds to frame your race; Melody's Escape is a mostly a series of barely interesting levels that you only ever see a small chunk of. I like the character model, but the rest is sparse. It's also a strangely unbalanced game, with a huge difficulty spike between the first two difficulty modes: 'relaxing' and 'medium' are poles apart when it comes to the challenge. You can fiddle with it, but it really needs to be looked at. So there's not much here at the moment that I think justifies your money. Not yet, anyway.

Is it worth playing right now?

Frozen Endzone: Yes

Vertiginous Golf: Yes

Melody's Escape: No

*Admittedly a stretch.

Turok: Dinosaur Hunter release date and gameplay trailer revealed

Turok: The Dinosaur Hunter looked great upon release in 1997 but let's be honest: it's aged poorly.

Turok remastered

looked great upon release in 1997 but let's be honest: it's aged poorly. That hasn't stopped Night Dive Studios from remastering the dinosaur shooting classic, which looks decidedly less foggy now than it did back in the '90s. For those eager to relive this chapter in FPS history, the studio has announced that Turok Remastered will hit Steam, GOG and The Humble Store on December 17.

Not only that, but in the trailer embedded below you can see the remastered version in action. Though I loved Turok back in the day I can barely remember any of it, so I'm surprised to see that some dinosaurs wielded weapons of their own. Ah, the innocence.

See Your Fears In ‘Eyes – The Horror Game’

Since its release in June of last year, Slender: The Eight Pages has attracted an excessive amount of attention from both the public and the press for it’s unique take on the horror genre.

Since its release in June of last year, Slender: The Eight Pages has attracted an excessive amount of attention from both the public and the press for it’s unique take on the horror genre. As a result, it has inspired the creation of numerous similar ‘pure’ horror games, each seeking to replicate a similar experience.

Eyes – The Horror Game is the most recent of these pure survival horror games to be released. Created in the ever-popular Unity engine by indie developer Paulina Pabis, Eyes – The Horror Game has you trudging around the interior of a old mansion, seeking to robs its owner of the bags of cash they leave lying around their house – which, to be fair, is exactly what I would do if I owned a mansion. The problem with this, however, is that you’re not alone: a terrifying ghost haunts the confines of the mansion, pursuing you relentlessly as seek to liberate as many valuables as you can manage.

Gameplay in Eyes should be familiar to anyone who has played a survival horror game. Armed with only a flashlight, you must collect the loot while at the same time avoiding the terrifying specter roaming the house.  As your opponent cannot be defeated with the tools at hand, you are instead forced to avoid it as best you can, either running or hiding when it approaches. Throughout your journey you’ll also run mysterious eye sigils emblazoned on the walls which can be used to activate your ‘ghost vision’, allowing you to view events through the eyes of your hunter for a brief period of time.

Eyes – The Horror Game is out now for both Androidand iOS. For more information, you can also check out the Eyes – The Horror Game website.

Frozen Endzone dev diary: Letting off Steam

It's been a while since we last checked in about our progress on Frozen Endzone, so here's an update.

Mode 7 Games, creators of Frozen Synapse, share an update on their progress with Frozen Endzone.

The beta release went well: from a financial point of view, things are ticking along nicely with the game generating around twice as much revenue as Frozen Synapse did at an equivalent stage.

Although we're nowhere near the same league as a Prison Architect, DayZ, or Starbound, we feel like the game has been doing fine for the last few months.

The reaction from critics and fans has been absolutely great: we don't think our confidence in the gameplay has been misplaced. The idea of a somewhat faster paced, less turtly and anal Frozen Synapse has really hit home and people who might initially not have liked the futuresports aesthetic are being quickly won over.

In the months since the beta launch, we've been working on some significant new features. Players now have stats, ranging from speed to strength and interception radius. The long-form “Handball” mode (now called “Full Match”) has been adapted to this, meaning that you can play the game in a much more freeform way and really make use of your varied players.

Our Lead Designer Ian Hardingham in particular believes that this has brought that “extra something” the gameplay was missing.

We also wanted to add more personality to the game: you can now name your teams, players, and home stadium. Also, a new big feature is commentary. We decided to keep this text-based to give us lots of flexibility: that means we can do things like have the AI analyze your play and comment on it. This kind of thing is underutilized in games and it's amazing to see it in action: you throw a pass to a player and then the commentator will flag up how risky he thought it was in the context of the defense. Feeding back the player's actions to them in that way is really fun and makes for some amusing responses.

The upshot of all this is that you feel more attached to your team and this is exactly what we wanted from both the gameplay itself and from all of the personalization options. There's a lot more to do on this side of things now, but we feel like the building blocks are in place.

On top of that, we now have a early version of the Pitch Editor. This allows you to create all kinds of terrain and play custom games on it: it'll be very easy to use and we're looking forward to seeing what people come up with.

Currently, we're bug-fixing in order to get a build that we're happy to put up on Steam Early Access. The release is now scheduled for the 10th of March: this is a huge deal for us as it's our first Early Access title. We really don't have much of an idea how this will do and we're relying on revenue from it to take us right through to the end of our full scope of development in 2014.

Frozen Endzone is a huge project with a lot of facets. We're planning a really in-depth single-player campaign that will see you get involved with league intrigues, manage difficult players, build your team up from nothing and generally experience life as the coach/owner of a big futuresports franchise. A lot of work has to go into this, from all of the simulation side to game design, to world building and dialogue writing. On top of that, we have all the customization stuff to do as well as new stadiums and a lot more animation: the team is going to be busy!

Life doesn't really get easier when you move from a successful game onto a new, big project. Everyone is feeling the pressure at the moment and it can be very stressful at times. Personally, I still count myself hugely lucky to be involved with such a talented team and I really hope that the game continues to resonate with people as we press on towards the full version.

Follow Paul Taylor on Twitter: @mode7games

Resident Evil 2 Remake is in development

This is Yoshiaki Hirabyashi, producer at R&D Division 1.

This is Yoshiaki Hirabyashi, producer at R&D Division 1. He is here to tell us that there will be an official remake of Resident Evil 2.

"The project has finally been approved for development!" says Hirabyashi, before opening his shirt to reveal a T-Shirt bearing the words "WE DO IT!"

"You've been telling us for years that you want Resident Evil 2 to be remade," he adds. "We haven't been able to make it happen...until now!"

He warns that we're unlikely to hear more about the project for a while as it's just been greenlit. The word "remake" suggests an involved update, but we'll have to wait and see how R&D Division 1 choose to renovate Raccoon City. He doesn't mention platforms either, but Capcom released a HD remaster of the first Resident Evil game on PC in January this year, and we liked it a lot, giving it a score of 80 in our review.

Omerta: City of Gangsters review

Omerta: City of Gangsters review Tactical games have had something of a renaissance following the huge success of X-Com: Enemy Unknown and don’t get us wrong, X-Com meets gangsters is certainly an appealing prospect, but Omerta: City Of Gangsters never manages to even skim those lofty heights. Set in the prohibition era of the 1920’s, Omerta lets you slip into your sharpest suit as a Sicilian immigrant

Frozen Endzone touches down onto Steam Early Access later today

Frozen Endzone has been cleverly tailored to catch the attention of a pretty wide cross-section of humanity: those who like sport, those who like robots, and those who like asynchronous tactical multiplayer.

Frozen Endzone has been cleverly tailored to catch the attention of a pretty wide cross-section of humanity: those who like sport, those who like robots, and those who like asynchronous tactical multiplayer. A new trailer hopes to secure the interest of anyone caught in this particular Venn diagram, ahead of the game's imminent arrival on Steam's Early Access.

While the game has been available directly from the Frozen Endzone site, the Steam version also heralds the arrival of a new update, bringing with it the following features.

"Players can now have stats: strength, resilience, “burst” (a small burst of acceleration when getting the ball), evade, intercept radius, block radius "'Handball' (now called 'Full Match') game mode enters beta. This has been totally revamped to accommodate stats and is now the main game mode. Lots of turnovers, interceptions, end-to-end action, and new points zones make this really exciting and strategic. "Team Editor allows you to name your players and set their stats; upload your team to the server and use it in multiplayer or skirmish with it offline "Completely revamped, much more intelligent AI and a selection of new AI skirmishes "Easy-to-use tile-based Pitch Editor (alpha) "Custom Game Mode creator (alpha) "Commentary system (alpha): commentary makes use of player names; in single player, the AI calculations are also used to allow the commentators to analyse your play-style; in multiplayer, the commentators will discuss your previous history with your opponent "Some brand new animations and some big improvements to camera code "There is now in-game audio to go with the music!"

As with the developers' previous Frozen Synapse, buying a copy provides two keys, so you can send one to a friend/'80s high-school movie rival. For more, check out Mode 7's Reddit AMA, which is just getting started, and look out for some Frozen Endzone analysis in a future Early Access Report.

Shoot ’em up Tachyon Project Blasts Towards Upcoming Release

Indie development studio Eclipse Games proudly announced that their newest game Tachyon Project will soon be available for download.

will soon be available for download. According to their official website, the small team is already working on a few concurrent projects including LightFish , Super Toy Cars , and EcoFish .

Tachyon Project is a dual stick shooter inspired by classic shoot ’em up mechanics. Players control a computer program named Ada that was constructed with the specific purpose of hacking into secure systems. When her creators mysteriously vanish, Ada must fight to uncover the truth of their disappearance, and learn about her own history.

Story mode will consist of 10 levels with each one requiring players to fight through 6 progressively challenging waves of enemies. New weapons and enhancements are be available as progress is made through the levels. Local (couch) multiplayer supports up to 4 players simultaneously, and the game features multiple challenge levels along with various cooperative modes that will all be available upon release.

Stationed in Zaragoza, Spain, Eclipse Games is preparing for the release of Tachyon Project on Xbox One, Wii U, PC, and eventually PlayStation platforms as well. The game has not yet reached a Beta stage, but is scheduled to release in either June or July of 2015. For screenshots and additional details, be sure to visit the.

Frozen Endzone first-look: tackling tactically in Mode 7's competitive robot sports sim

If you took all the pomp and spectacle out of American Football and boil it down to a few key moments, you'd have Frozen Endzone (or a Melted Endzone, if you're being pedantic).

If you took all the pomp and spectacle out of American Football and boil it down to a few key moments, you'd have Frozen Endzone (or a Melted Endzone, if you're being pedantic). You'd also need to randomise the pitch and player positions, make it turn-based, and add robots, but the shoulder pads, balls, and tactical tosses are ripped straight from the playbook.

Playing Frozen Endzone is like watching a coach's game-changing scrawl come to life: each game begins with two teams of five facing off on a randomised pitch of high and low walls, with the attackers running down the screen to the Endzone. Each bot on the field is controlled by placing waypoints for them to follow, drawing out routes through the series of random walls the game generates. Depending on the side, you're either hoping to set-up a glorious series of snaps that'll end with a touchdown, or positioning players to arrest the attacking team's goal charge.

Endzone is a simultaneous turn-based game: you make your move and the server syncs the game with whomever is on the other side. It enables you to contemplate all the possibilities, with the tactical editor enabling you to test out your plans and what you imagine your opposition will do before committing to the move. Each move ticks along until something happens, or a small amount of time has passed, and the first play sets a lot of the action up. If you pass the ball, you'll leave yourself with a few options; running right away means that the ball will always be in that player's possession. So it's best to pass and plan, to snap the ball across the level, and set up moves and feints that allow you to bypass the opposition's positioning, because the moment the ball-runner is tackled or the ball is in the opposition's hands, it's game-over.

Though it's the beefier cousin of Mode 7's tactical combat game, Frozen Synapse, the granular control you had over the combatants in that game has given way to bigger, less conservative moves: you can currently only make decisions over when to toss the ball and when and where the players run. The bots take care of catching, intercepting or blocking according to the context, so all you're really concerned with is the overall structure of the play, which needs to take consider those randomly-generated walls: both styles of wall blocks the bot's movement, and while high walls block everything, low walls will allow the ball to pass over. I've won games by tossing a ball from one of the pitch to the other, thanks to the luck and a handy placement of low walls. It's that sort of moment that never regularly occurred in my games Synapse, but one I've seen a few times in Endzone: players seem likely to attempt something ludicrous, because they are already robots with shoulderpads so why not?

It becomes a game of positional consideration, with the occasional moment of subterfuge. A static player will always block a moving player, and you can use that to clog up pathways, but you can always just pretend to send a player down one section of the level, snapping another direction and hoping the plan holds. If you're playing as part of a series, it's not always best practice to aim right for the Endzone: small glowing tiles on the pitch will give you extra points if you manage to tag them with the ball runner, and there are larger tiles called "midzones", that can end the game early if you run into them with the ball runner. It is possible, as I've found out to my cost, to lull the opposition into thinking you're going for an easy victory before turning away at the last moment and aiming for Endzone.

The beta is out now, and it's expected to last a year. It's impressively solid: there's already online matchmaking and overall leaderboards in place, and I have four games from random challengers sitting in my menu waiting for a move. Mode 7 have stated they'll be adding plenty of customisation options, including modes that will allow for bots to have different stats. Buying into will gain you an extra beta key for a friend, and with the mature platform Mode 7 have, it can only improve.

IGM Dream Team: Black Lab Games and Tin Man Games

IGM Dream Team is a  feature series in which I pair up two great indie studios which I believe are compatible in terms of developmental ethos, style, and other factors.

IGM Dream Team is a  feature series in which I pair up two great indie studios which I believe are compatible in terms of developmental ethos, style, and other factors. I will be discussing how they would work together, and how their hypothetical collaboratively-developed game would turn out. It’s basically an outlet for my nerdy gaming fantasies. I hope you enjoy it! The first entry is here.

My second pair-up selection for IGM Dream Team is something I’ve been thinking about for a while now, as this collaboration could bring about a brilliantly unique hybrid of genres. It’s exactly the sort of game I would make myself, if I had the talent and dedication — a Choose Your Own Adventure style gamebook format, but with flimsy dice-led combat sequences eschewed in favor of proper turn-based battles. If you’re unfamiliar with the two developers I have chosen, you can read a quick burst of information on each studio below.

Name: Black Lab Games Releases: Star Hammer Tactics, Trial by Magic (in-development) Platforms: PSP, PS3, Xbox 360, iOS, PC Speciality: Designing turn-based combat which is deep and nuanced enough to be interesting, but simple enough to avoid being overly complex and intimidating. Name: Tin Man Games Releases: The Gamebook Adventures series, Fighting Fantasy: Blood of the Zombies, Judge Dredd: Countdown Sector 106 Platforms: Android, iOS, PC, Mac Speciality: Creating digital versions of classic gamebooks, working with existing licenses such as Fighting Fantasy and Judge Dredd as well as original stories.

As you can see, selecting these two seemingly disparate studios to team up isn’t the most obvious of choices. However, having played Tin Man’s Gamebook Adventures and Black Lab’s Star Hammer Tactics , it’s clear that both are lacking in certain areas. Don’t get me wrong, I think both are excellent in their own ways, but together they could form a far more complete and well-rounded experience. For instance, authentic as it may be, Tin Man ‘s dice-based combat isn’t the deepest or most exciting way of doing things. Meanwhile, Star Hammer Tactics features brilliant turn-based combat, but the storyline seems somewhat incidental. Do you see where I’m going with this?

Imagine an atmospheric universe with great characters and scenarios whipped up by Tin Man ‘s collective imagination and laid down in a virtual page-turning narrative, but with adaptive turn-based action for the combat sequences courtesy of Black Lab. Backed into a corner with a broken weapon and running out of HP? The combat sequence would reflect this, leaving you weakened, more vulnerable to enemy attacks, and hemmed in by the shape of the grid-based battlefield. As a result, fights would require genuine skill, and would be far more satisfying than simply rolling a dice and praying for a six.

It’s probably just a crazy dream, but in the back of my mind I am ever-hopeful that these two Australian devs will cross paths one day, and make this project a reality.

That’s why I feel that Tin Man Games and Black Lab Games would make a dream team. Agree with me? Disagree?

Have your own suggestions for ideal development team-ups? Let us know in the comments, take to the IGM forums where I’ve started a threadon the topic, or tweet me @PleasantPig! We’d love to hear your feedback on this topic.

You can find out more about Black Lab and Tin Man on their official websites or via their Twitter accounts: @blacklabgamesand @TinManGames.

Frozen Endzone dev diary: Exposition

Frozen Endzone had its first public unveiling at London's Eurogamer Expo earlier this month.

Mode 7 Games, creators of our Strategy Game of the Year in 2011, share an update on their progress with Frozen Endzone.

Exposing a game to the wider world is always stressful: not only did we have to cope with a barrage of unfettered opinion but also with managing the torrent of gamers, journalists, children and passive-aggressive bears (yes really) which threatened to swamp our humble creation.

Luckily, it held up. From the very first day, people were sitting down with the game and, with a little bit of training, getting a lot out of it. After a brief hiatus involving both expo machines trying to log into the server as the same user, multiplayer worked brilliantly and attendees were able to challenge each other, beta testers and devs right on the show floor.

Strategy games are perhaps among the worst things you could consider taking to an expo: they take a while to learn and play sessions tend to be long. However, just as with Synapse, Endzone matches can be pretty fast-paced, so people were able to get a satisfactory resolution for their efforts.

One of the most useful things about shows is their ability to prove or disprove suspicions you've had for a while. We were considering launching our beta with a set of video tutorials, similar to the ones we used for the iPad version of Frozen Synapse, however watching our Level Designer Bin teaching new players we realised that a full interactive tutorial was really essential.

Taking the decision to delay beta for a bit in order to get that done was difficult but also opened up the opportunity to address other issues. One piece of feedback we received consistently was that British gamers weren't sure about the game's theme, but as soon as they realised its heritage was closer to Speedball 2 than Madden, they immediately warmed to it.

After playing for a little while, people also grasped that the gameplay was a significant refinement and evolution of Frozen Synapse, and that's when the excitement really started to kick in.

We need to convey more that the game is based on a brutal future sport; we also need to show off the true depth in the gameplay. With that in mind, we'll be amping up the focus on violent crunching tackles and action on the visual side, while working on a way of showing off our eventual ideas about stats and team progression.

Our vision for Endzone has always been about taking a core idea (a simultaneous turn-based future sport) and allowing people to play with it in any way they want. With that in mind, there will be modes which incorporate assigning points to different skills, like blocking and running, as well as more pared-down ones which have perfectly identical teams on balanced maps.

We were really happy that the members of the press we met at the show picked up on all of the above. It's pretty difficult to both give someone the space they need to play a game and guide them through the idiosyncrasies of an alpha build at the same time, but we tried our best and it paid off. We feel like the tactical gameplay is doing its job; now it's time to work on polishing things up for beta.

Unbound: An Ode to Wired Women

“The greatest of these [sacrifices] was made by the scientist Karan S’Jet, who had herself permanently integrated into the colony ship as its living core.

“The greatest of these [sacrifices] was made by the scientist Karan S’Jet, who had herself permanently integrated into the colony ship as its living core. She is now Fleet Command.”

~From the introduction of Homeworld (1999)

It’s become a trope of RTS games to have a disembodied voice, usually female, act as the narrator of the game’s minutiae: “construction complete,” “our base is under attack,” et cetera. Command & Conquer , one of the archetypes of the genre, experimented with giving this voice some distinguishing traits in games like Tiberian Sun , but it remained just that: a dead voice.

Relic Games’ 1999 Homeworld , which was just recently remastered and re-released for contemporary computers, went in a completely different direction. In that game, which was a landmark for making the RTS three dimensional, that voice belonged to Fleet Command of the Mothership, a titanic colony-cum-factory shipso vast that its computer intelligence required an actual person wired into it in order to process its nearly infinite number of tasks.

Her name was Karan S’Jet.

****

S’Jet was a neuroscientist and a leading researcher on the project that produced the mothership and the wider colonization project--a multi-generational effort by her people to discover their true homeworld and return to it. She volunteered to become Fleet Command in both Homeworld and its official sequel Homeworld 2 ; “it is neither duty nor obligation that drives me; it is simply what must be,” she said in that second game.

Why bring her up now? Well, in addition to the game’s re-release, and the fact that S’Jet is an incredible example of how to anchor an RTS in a genuinely compelling story (it’s not a coincidence that she is generally considered the “protagonist” of each game, collectivizing the embodiment of her people’s experience in a dramatic way), I was reminded of her by a fascinating character in Inkle’s incredible 80 Days .

80 Days is an interactive fiction game with strong RPG and resource management elements that sees you take on the role of Passepartout, valet to gambling man and wax-mustachioed international cipher of mystery Phileas Fogg, on his famous trip around the Victorian world in 80 days or fewer. The game takes many cues from Jules Verne’s original but also adapts his envelope-pushing storytelling for the 21st century by presenting a fictionalized steampunk 1872, one where the British Empire is not the only game in town and where women, non-white people, and queer folk have significant parts to play in the myriad of stories that can unfold on your journey.

The writing by Meg Jayanth claims many quiet triumphs, but one of its greatest is using the game to explore the meaning of travel to a diverse array of characters, and in the process redeeming it from the tedious slog many people perceive it to be these days. Airships, boats, and trains are not just means of conveyance; they carry the hopes of their crews. Some airships are surrogate children, others are the family home, others are a way of escaping domestic oppression, gender roles, or a parent’s depredations. In the process, as fun as Passepartout and Fogg’s wager driven journey is, your humble valet may find himself in reverential awe of the vast world of experience that travels with them on all those planes, trains, and automobiles. For so many people around the world, the ability to fly or ride on a steamer or drive a Bozek car is not motivated by a staggeringly privileged wager, but by something more primal: the need to live.


"Travel means something different for those who labor under societal disadvantages. It offers a particular, if precarious, kind of freedom. "

One of the most fascinating cases of this can be found aboard an airship between Antananarivo and Rangoon. The ship, the Maminirina, designed by the Queen of Madagascar herself, a confident and bullish technologist, seems to be missing its captain, and the fastidious Passepartout can go in search of her to please his master, who feels slighted by the lack of a personal greeting from the ship’s ranking officer. What he finds instantly brought me back to a childhood memory of Homeworld .

“I followed with some interest all the way to the engine room, where I found a most terrible sight. A woman with dark hair hung suspended amidst the pistons and gears of the engine's heart. Her body was pierced and wrapped with wires; her fingers lay carefully placed between gear-teeth. ... Dead? No. She opened her eyes, which were sheened with a strange white light, and said, "Hello, Passepartout." Her voice was full of oil-smoke and iron. "I hear you have been looking for me."”

Captain Maminirina is the Maminirina.

Unlike with Fleet Command/Karan S’Jet, we get to talk to her, plumb her motivations and actually see the world through her eyes.

She immediately resists being portrayed as a victim of her queen’s technological passions:


"I can feel every living body on my ship. I can feel their footfalls like little tickles, and the sun warming the timber of my hull like a warm bath. "

““Who did this to you?" I swallowed, trying not to watch the lights dancing along the wires that connected her spine to the engine.

"My Queen and her ally, Emperor Cetshwayo, made me," the captain said proudly. "I volunteered to be the first. I am the first, the first," her voice echoed like the sound of pistons.“

There can be no doubt she wanted this, and you quickly learn why. The airship has become her body, her old corporeal form now merely the heart and mind of something much more vast, and unlike Karan S’Jet she cannot free herself. Unlike Karan S’Jet she would never want to. "I can feel every living body on my ship. I can feel their footfalls like little tickles, and the sun warming the timber of my hull like a warm bath. I can taste the air pressure like wine and the steam boiler powering my body like a white-hot heart. My sails touch the sky like a lover's caress… Oh Passepartout, I am so powerful. So beautiful. You could never understand."

Passepartout can respond any number of ways, from kissing her at her invitation and experiencing a brief glimpse of Captain Maminirina’s universe, to running away in fear. But what is clear is that what first seems like a hellish trap is, for this captain, the ultimate kind of freedom.

Along the intergalactic path of the Mothership’s journey in Homeworld , you come across a strange seafaring people known as the Bentusi; peaceful cosmic traders who give advice and spread the word of the “Exiles” and your prophesied return. They admire your fleet because of Fleet Command, first and foremost. She is like them, “Unbound,” a formerly organic individual now become a starship.

“Unbound” is a beautifully paradoxical term; your body is bound quite literally but in exchange you find your horizons stretch to the bounds of the known universe. For Captain Maminirina, those are the skies where airships roam; there can be no doubt that she is free.

“When once you have tasted flight, you will forever walk the Earth with your eyes turned skyward, for there you have been, and there you will always long to return.”
~Unknown, often misattributed to Leonardo Da Vinci

My Passepartout always goes for the kiss; it’s hard to imagine him resisting the urge to know what Maminirina’s life is like, what it would be like to be unbound.

Throughout the game, the classism Passepartout struggles with is readily apparent and haunts his steps across the world. Though he is, as he so often says “his gentleman’s gentleman,” he is still regarded as a servant by many. Like the women of this world, he has something to escape from through travel, the grubby limitations that fetter him because of circumstances beyond his control (it gives me no end of pleasure that there are storylines in the game that can end with Passepartout ditching Fogg).

Travel means something different for those who labor under societal disadvantages, it offers a particular, if precarious kind of freedom. I grew up in a poor Bronx neighborhood, a Puerto Rican kid whose parents never went to college; for years my world was a few square miles of a New York City borough, and as I got older and transitioned, I quickly learned that being out of doors remains dangerous and uniquely risky for women, whether cis or trans. I can never fully escape from that, but when I travel it feels like the motion keeps me alive and sustains me for that much longer, even if there is every possibility that each flight could be my last. It’s my way of rising above a world of catcalls and being literally spat upon, unbinding myself bit by bit in a process I will never finish, but whose journey is the most satisfying I shall ever take.

It’s why I saw something of my own longings in both S’Jet and Maminirina, and why they may be some of the most interesting female characters yet produced by videogames. What does it say when the ultimate form of freedom for us is the shedding of our bodies?

S’Jet’s unbinding was a sacrifice she made; she did not wish to ask anyone else to undertake the risky procedure she had designed to power the Mothership’s computer systems. And yet, throughout both games there is a sense of willing purpose underlying her integration with the ship’s core. It became an inextricable part of who she was, essential to her becoming a leader among her people and, eventually, something akin to a goddess.

When I fly, I think of her.

Human Orbit: Knowledge May be a Little Too Much Power

Imagine that you are a droid on a space station orbiting a distant planet.

Imagine that you are a droid on a space station orbiting a distant planet. (For the purposes of this article, I’m assuming that you aren’t. If you are, well, carry on then.) You can go anywhere on the station without anyone stopping you, and access the communications network whenever you like. You can learn pretty much anything about anyone… and what you do with that information is entirely up to you.

Intrigued? Then Human Orbit is right up your alley.

Autelia LTD, in the United Kingdom, is excited to be bringing the science fiction social sim to PC and Mac in 2015. The player takes on the role of the inquisitive droid with uninhibited access to data about the humans who live aboard the space station. You can collect all sorts of information about the people – who has a beef with who? What more can be learned from the exploration of the planet below? What secrets are being recorded in the station captain’s personal log? If you have a penchant for mystery and snooping, this should keep you amused for hours.

Of course, the big question is this: Once you have this information, what are you going to do with it? Will you be a benevolent dictator, operating in ways which are beneficial to the meat sacks that surround you? Will you play favorites, enabling the ones you really like to advance, while hindering the progress of the less endearing? Or will you simply take over everything and make humanity your slave race, bound to your will for all time?

(That last one does sound like it has its perks, but don’t let me influence your decision.)

Human Orbit features, as you might expect, an advanced AI system. It will also introduce you to a hundred unique characters, each of whom has a distinct personality and backstory. Do you like modding your games? You’ll enjoy the included modding tools and node-based dialogue editor. The procedurally-generated storytelling is said to be immersive, and based on your decisions.

The developers are proud of their debut project. If you’re curious about who’s masterminding this game, you might recognize the name of Dan Raihert; he served as the environment artist for Dead Space 3 and The Sims 3 . Atmospheric sound effects are provided by Eli Hason, who was the senior sound designer on Thief .

Look for Human Orbit among next year’s gaming offerings. Until it launches, you can quietly plot while mining for details on the official Facebookand Twitterpages.

Frozen Endzone trailer shows turn-based touchdowns ahead of this week's beta

Sport, up to now, has been dangerously lacking in bi-pedal robots.

Sport, up to now, has been dangerously lacking in bi-pedal robots. This seems like a big failure, given that bi-pedal robots aren't going to demand massive salaries, drunkenly assault clubgoers, or spend the majority of their time filming adverts for razorblades. As role models go, they're pretty much perfect. In this sense Frozen Endzone is depicting a utopia: one where automated athletes do battle, all without ever feeling the need to spit on the pitch.

Pre-orders for the turn-based strategy go live this Thursday, 5th December, and grant instant access to the game's beta.

The IGM Let’s Play – Kino’s Extravaganza!

Welcome to the IGM Let’s Play!

Welcome to the IGM Let’s Play! In this weekly show, we take a day to have some fun. Either with our hitbox Armada team, or with our own authors, or even with members of our audience! We always have a great game to watch and conversation to be had, so sit back, relax and enjoy! Come watch (and “follow”) the show live on our hitbox channelevery Wednesday night at 9:00pm EDT.

Host: Kino (@KinoRino333)
Original Air Date: May 21, 2014

Frozen Endzone dev diary: Origin Story

Welcome to the first in the series of this behind-the-scenes look at Frozen Endzone.

Mode 7 Games, creators of our Strategy Game of the Year in 2011, share an update on their progress with Frozen Endzone.

Welcome to the first in the series of this behind-the-scenes look at Frozen Endzone. Although it's our third game, Endzone feels a lot like a difficult second album. Our previous title Frozen Synapsehad an amazing critical reception, winning awards and exceeding all of our expectations. Following something like that that is a pretty torturous soul-searching process as you try to find the needle of an intelligent decision in the haystack of random gibbering that accumulates in 4 years of making a single game.

We were confident from the outset that simultaneous-turn-based gameplay was something we wanted to continue. Here's Lead Designer and Programmer Ian Hardingham:

“Two years before I even started coding Frozen Synapse, I spent the Christmas break playing Chaos League's simultaneous-turn-based mode. I was spellbound by the idea of a turn-based sports game,and absolutely loved inventing different formations and plays for every match. "Competitive geometry" might sound dry, but the thrill of both you and your opponent viewing the exact same field,but often seeing totally different things, is very exciting to me. I soon got frustrated with Chaos League's flaws--much as I did with Laser Squad Nemesis--but the idea for Frozen Endzone was born that holiday season.

I wanted to make a game which was more creative and a bit less punishing of lapses in concentration. But it had to be as deep, if not deeper. The sports game idea that came from Chaos League was perfect.”

The first phase of making the game was to prototype the gameplay, and this happened inside Frozen Synapse itself. The mechanics, though pretty different, required the same framework to operate so this ended up being a great choice.

“It took six months of full-time prototyping to come up with the core mechanic,” says Ian. “Originally the game was to be based around allocating points to Speed, Power, and Reactions for each of your players; maybe gambling on making a player run at full speed for the next turn, but if he was tackled the result would be disastrous. There was promise in this but it was too fiddly. I spent all day every day tweaking rules and playing against (Level Designer and Tester) Bin, and eventually found the core mechanic: when you're stationary, you're powerful; when you're moving, you're vulnerable. It sounds extremely simple but I believe the best game mechanics are.”

At the same time, our Lead Artist Rich Whitelock started concepting. Initially, we wanted a VR-like, almost Tron-style look again but as time went on we decided to move away from that as we felt like we had a chance to do something more unique. We wanted the robots to seem like machines and have a real physicality to them. Here's one of the first concepts:

“I was trying to create a concept that didn't fall into typical tropes of concept art,” he told me. “This utilised techniques (lighting, rendering, materials etc.) which were feasible for the eventual realtime game engine and showed the game in a state of play. Readability was a priority. Exploring different ideas led to towards a strong kind-of-tech-fantasy atmosphere in both the stadium locale and the lighting and FX.”

We decided to use Torque 3D for this project mostly down to Ian's familiarity with it and the ease with which we could add new features. Our ninja freelancer Martin Johnson was brought into work mostly on rendering stuff to see if we could execute Rich's concepts.

Ex-Sony animator Martin Binfield was brought in to work on early animation stuff. We wanted the robots to have a big and characterful style but also a heavy realism: it needed to be impactful when two of them clashed in a big tackle or block. Martin's distinctive animation style now pervades the game.

Over the next few months, I'll be letting you know what's currently happening with Frozen Endzone as we reach beta and beyond.

Heroes of Newerth devs bringing out a new MOBA: Strife

The first time I played Heroes of Newerth , somebody called me a noob.

, somebody called me a noob. Somebody else chimed that earwigs had more gaming skill than I did. Then these people began to discuss my mother. Needless to say, I bowed out of HoN rather early in my MOBA career.

MOBAs are notorious for their prickly communities, but that may soon change—thanks to HoN's own developer, S2 Games, who has revealed that it is developing what it calls a "second generation MOBA." Strife is a narrative-heavy, community-driven game that aims to appeal to newbies and veterans alike.

Contrary to the more typical MOBA formula, S2 wants to encourage friendliness rather than hostility. Strife is doing away with leaderboards; instead, communication between players is streamlined with in-client social systems, and teammates will be rewarded for collaboration. There won't be any voice chat. And though the details are scant, gameplay is also reportedly designed to be gently informative, providing immediate feedback that'll teach genre newcomers.

"We've learned a great deal about this maturing genre through a wide range of analytical studies and experience," says S2 Games CEO Marc DeForest. "For Strife, we want to take MOBAs to the next level, utilizing our resources to blend the processes of game development and player engagement to create a more enjoyable experience that grows the community and evolves the idea of what MOBAs can be."

Additionally, Strife also aims to innovate storytelling, admittedly one of the genre's current weak points. The basic premise doesn't sound like much more than your stock-standand fantasy-flavored battle between Dark and Light, but S2 believe that the way they implement the story will encourage players' personal attachment to their chosen heroes.

Coming sometime in winter, you can head over to the Strife website nowto register your email for possible closed beta access. And check out the below teaser. No, there's no gameplay and I suspect it'll stay that way for a long time—but I think it's worth appreciating a game that vows to stamp out bad behavior while allowing everyone the chance to wear a badass bird mask.

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