Dark Souls 2: Scholar of the First Sin is out

It should be a happy day for Dark Souls 2 fans—that is, if any enthusiastic explorer of a bleak, punishing world can understand a concept like "happy".

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It should be a happy day for Dark Souls 2 fans—that is, if any enthusiastic explorer of a bleak, punishing world can understand a concept like "happy". Dark Souls 2: Scholar of the First Sin is out, bringing DirectX 11 support, new enemy placements, tougher enemies, and new items and armour.

Cool, right? Except all of thatcosts £20/$30 to upgrade to. (£12/$20 if you own all the DLC as well.)

If you're yet to buy DS2, the new version is a great package. For those looking to upgrade, it's a steep price. Not only that, but saves and other features won't transfer across to the new version.

"Online play, saves and achievements between these two versions are incompatible," explains a note on the Steam page for the original version. "Purchasing one version will not get you access to the other version."

Dark Souls 2: Scholar of the First Sin comes bundled with all three DLC packs. It costs £30/$40 for those not looking to upgrade.

Who Do You ‘Voodoo Friends’?

New from Cego Aps is Voodoo Friends , a puzzle game wherein you play as three voodoo dolls, and it’s your goal to find balls of yarn.

Voodoo Friends

In Voodoo Friends, the objective is to use your three voodoo dolls to advance through the more than seventy levels this latest version offers. Each level has twelve puzzles, meaning there’s over four-hundred puzzles for you to play through. Each of the three dolls have unique abilities which you’ll need to master if you want to get far in the world of Voodoo Friends . If that wasn’t enough, you can build your own levels and post them online for others to play!

Voodoo Friends has charming graphics and gameplay that people of any age can enjoy. If you happen to get stuck, you can purchase bonuses to help you progress, though these aren’t required to beat the game.

If you’re looking for a gift for Father’s Day, consider this. It’s an easy game to get into with hours of gameplay. Voodoo Friends is for the iPod and the iPhone, and it’s out now on the App Storefor free if you get it this weekend. So there’s no time to waste- download it now!

For more information, check out Cego Aps’ official website.

Zest3D: A New Cross-Platform Game Engine

While mobile games are something we feature often on this website (isn’t that surprising?), it’s not often that we showcase the technology that actually goes into creating those games.

Zest3D is a new, cross-platform 3D engine currently in development by Gary Paluk for iPhone, iPad, Android, Blackberry, Kindle, Nook, Web, PC, Mac, and even the Ouya. While game engines are not an uncommon sight, it’s rare to see one with so much compatibility and flexibility. Gary’s goal with Zest3D has been to create an engine that can perform to AAA standards while still enabling them to be deployed onto almost any kind of modern hardware device.

Unlike many other 3D Flash engines, Zest3D has been built from the ground up with cross-compatibility in mind, ensuring that it’s capable of supporting many features that other Adobe Flash and Adobe Air-based game engines are not. The engine has support for both pre-processing and post-processing, allowing for effects such as bloom or motion blur. There is also support in place for features that aren’t yet supported by Stage3D APIs such as additional blend modes, texture bit depths and 1D and 3D textures, allowing them to be enabled in an instant if Adobe makes such features available.

If you’re a developer of mobile games, or simply interested in checking out the Zest3D engine, you find even more information over at the official development blogor website, as well as on their Twitterand Facebookpages.

Dark Souls II: Scholar of the First Sin gets confusing multi-tier upgrade pricing

Dark Souls II: Scholar of the First Sin is being billed as "the most complete version" of the game by Bandai Namco Bandai .

. It collects all of the content previously released as DLC, as well as enhancements for DirectX11 including improvements to graphics, sound, and performance, an increase to the maximum number of online players, and new weapons and armor. It all sounds very good—and then you get to the pricing strategy.

The DirectX9 version of Dark Souls II: Scholar of the First Sin will sell for $40, while the DirectX11 version will be $50. If you already own Dark Souls II on Steam, you can upgrade to the DirectX11 edition of Scholar (since the current version is DX9) for $30; if you own Dark Souls II and all the DLC, you can upgrade to the DX11 version for $20.

Got it? I hope so, because we're not done yet. The DX9 and DX11 versions will have separate pages in the Steam store, so you'll want to be careful about which one you buy to ensure that you don't either shortchange yourself, or end up with a version you can't run. Furthermore, the two versions of the game are not compatible for multiplayer action: If you upgrade to the DX11 version and all your friends stick with the original DX9 release, you'll be playing without them.

"The difference in the DirectX11, Xbox One, and PS4 versions of Dark Souls II: Scholar of the First Sin pertaining to where enemies spawn, items are located, and other environmental differences will not allow players running newer hardware versions to connect and interact with players experiencing the game on older hardware running DirectX9, Xbox 360, and PS3," Bandai Namco explained.

And now, to help you figure out which one you should buy, some system requirements:

DirectX9 Minimum System Requirements:

OS: Windows Vista SP2 / Windows 7 SP1, Windows 8
CPU: AMD Phenom II X2 555 3.2GHz / Intel Pentium Core 2 Duo E8500 3.17GHz
Memory: 2GB RAM
GPU: Nvidia GeForce 9600GT / ATI Radeon HD5870
DirectX: 9.0c
Network: Broadband Internet Connection
Hard Drive: 12GB available space
Sound Card: DirectX9 sound device
Additional Notes: Controller support: Microsoft Xbox 360 Controller for Windows (or equivalent) recommended

DirectX 9 Recommended Specifications:

OS: Windows 7 SP1 / Windows 8
CPU: Intel Core i3 2100 3.10GHz / AMD A8 3870K 3.0GHz
Memory: 4GB RAM
GPU: Nvidia GeForce GTX 750 / ATI Radeon HD 6870 or better
DirectX: 9.0c
Network: Broadband Internet Connection
Hard Drive: 15GB available space
Sound Card: DirectX9 sound device
Additional Notes: Controller support: Microsoft Xbox 360 Controller for Windows (or equivalent) recommended

DirectX11 Minimum System Requirements:

OS: Windows 7 SP1 64bit / Windows 8.1 64bit
CPU: Intel Core i3 2100 3.1GHz / AMD A8 3870 3.6GHz
Memory: 4GB RAM
GPU: Nvidia GeForce GTX 465 / ATI Radeon HD 6870
DirectX: 11
Network: Broadband Internet Connection
Hard Drive: 23GB available space
Sound Card: DirectX11 sound device
Additional Notes: Controller support: Microsoft Xbox 360 Controller for Windows (or equivalent) recommended

DirectX 11 Recommended Specifications:

OS: Windows 7 SP1 64bit / Windows 8.1 64bit
CPU: Intel Core i7 2600 3.4GHz / AMD FX 8150 3.6GHz or better
Memory: 8GB RAM or better
GPU: Nvidia GeForce GTX 750 (700 series) or better / ATI Radeon HD 7850 (7000 series) or better
DirectX: 11
Network: Broadband Internet Connection
Hard Drive: 23GB available space
Sound Card: DirectX11 sound device
Additional Notes: Controller support: Microsoft Xbox 360 Controller for Windows (or equivalent) recommended

The pricing scheme is unnecessarily complicated—borderline bizarre, even—but it's not a bad deal for anyone getting into the game for the first time. Currently, Dark Souls II is $40 on Steam, and the three DLC packs go for another $30 combined, so $40 for the lot is quite fair. Spending $10 more for the DX11 version doesn't really sit right with me, but even that still beats buying it as-is. If, on the other hand, you recently dropped that $70 for the bundle—or worse, purchased the first two DLC packs but haven't yet snagged the third—you're going to get a little hosed if you want to upgrade to the new hotness.

Dark Souls II: Scholar of the First Sin hits Steam on April 1. (And no, we're not joking.) Are you in?

New mobile analytics platform aims to help devs hunt 'whales'

A former employee of mobile analytics maven App Annie has launched his own analytics platform, Whally , that's designed to identify and track 'whales' -- people who spend significant amounts of time and money playing mobile games.

This is notable for at least two reasons: One, chasing and capturing 'whale' players is an ethically complex issue. Two, it's surprising that nobody's tried to do something like this yet, though it's also worth noting that Whally currently only tracks publicly-available playtime and scoring data -- not spending habits.

An analyst consulted by VentureBeatbelieves Whally is one of the first mobile analytics platforms to try and pinpoint 'whales' by tracking the publicly-posted scores (on Game Center and social media sites) of over 190,000 iOS games.

While the platform launches publicly today, Whally was founded in France earlier this year and recently raised an undisclosed sum of investment during a seed funding round led by serial mobile game investor London Venture Partners.

Zest3D: A New Cross-Platform Game Engine

While mobile games are something we feature often on this website (isn’t that surprising?), it’s not often that we showcase the technology that actually goes into creating those games.

Zest3D is a new, cross-platform 3D engine currently in development by Gary Paluk for iPhone, iPad, Android, Blackberry, Kindle, Nook, Web, PC, Mac, and even the Ouya. While game engines are not an uncommon sight, it’s rare to see one with so much compatibility and flexibility. Gary’s goal with Zest3D has been to create an engine that can perform to AAA standards while still enabling them to be deployed onto almost any kind of modern hardware device.

Unlike many other 3D Flash engines, Zest3D has been built from the ground up with cross-compatibility in mind, ensuring that it’s capable of supporting many features that other Adobe Flash and Adobe Air-based game engines are not. The engine has support for both pre-processing and post-processing, allowing for effects such as bloom or motion blur. There is also support in place for features that aren’t yet supported by Stage3D APIs such as additional blend modes, texture bit depths and 1D and 3D textures, allowing them to be enabled in an instant if Adobe makes such features available.

If you’re a developer of mobile games, or simply interested in checking out the Zest3D engine, you find even more information over at the official development blogor website, as well as on their Twitterand Facebookpages.

Upjers Announces ‘Upjers Aqua’ And ‘Upjers Pirates’

While you may not recognise the name, Upjers has recently celebrated reaching more than 50 million players worldwide.

has recently celebrated reaching more than 50 million players worldwide. One of the foremost developers of browser games in Europe, Upjers has recently begun to delve into the realm of mobile gaming with the announcement of their two new games for mobile devices; Upjers Cube and Upjers Bubble. Well now Upjers has announced their two latest mobile games currently in development: Upjers Aqua and Upjers Pirate .

Upjers Aqua is an arcade puzzle game with a twist. Fish trapped in bubbles spiral their way down towards the bottom of the screen, and it’s your job to set them free. By shooting away the fish you don’t need, you can line up the remaining fish into groups of three or more, popping the bubbles trapping them and setting the poor fish free.

Upjers Pirate has you firing cannons to destroy enemy ships and win coins and Jolly Rogers, which can then be transferred over to your My Free Pirateaccount.

Both games are available right now in the Google Play and Apple App Stores, with Upjers Pirate ( Android/ iOs) available for free and Upjers Aqua available in both Lite ( Android/ iOS) and Premium ( Android/ iOS) versions. You can also check out Upjers’ other games, including My Free Pirate, on the Upjers website.

Top 10 book-to-game adaptations

Top 10 book-to-game adaptations 10. War Of The Worlds Year: 1982 Developer: Cinematronics Original Author: H.G. Wells Another work that has been adapted into several media, including quite a few videogames, debate rages over which is the best version of this alien invasion fantasy. One of our fondest favourites, however, is this primitive arcade game from Cinematronics. Cast against a cold, dark background

Dark Souls 2: Scholar of the First Sin trailer remixes Majula

For those eager to revisit Dark Souls 2 with some promised adjustments to enemy layout, this trailer is worth studying.

with some promised adjustments to enemy layout, this trailer is worth studying. It's been a while since I played the game so I'm no authority on the gritty details, but chief among the obvious changes forthcoming in the new Scholar of the First Sin re-release is the appearance of the Pursuer boss in the early tutorial region. That should prove a nice kick in the guts for anyone trying to come to grips with the game, but then again, that's Dark Souls for you.

That's providing you're willing to fork out cash for a game you've probably bought already. Dark Souls 2: Scholar of the First Sinwill boast new story elements, enemies and events, and will bundle all previously released DLC also. If you baulk at the idea of paying for the same game twice, a patchdue later this week will introduce some game-changing tweaks to the vanilla version.

Overcome Prejudice in Theo and Lizzy

Two-man game development studio Butcherlab has announced their first project titled Theo and Lizzy .

. Butcherlab was founded in April of this year by Pete Harries and Ollie Elliott.  The two previously worked together on a project back in 2011 called The Seeker that was never released due to lack of funding. Harries moved on from that title to work on AAA games like Alien Isolation and Forza Horizon , while Elliott began working on personal projects in his spare time.

In Theo and Lizzy , players control Theo as he attempts to overcome the societal obstacles between him and the young woman he loves, Lizzy. The two young lovers come from very different environments. Theo is a “grounder” and expected to live with the rest of his friends and family on the ground, while Lizzy and other “uppers” reside on the ceilings of the world. That all changes when Theo gains the ability to switch between the ground and ceiling at will. Lizzy’s mother discovering the love affair marks the catalyst of Theo’s adventure that pits him against both “grounders” and “uppers” alike as he attempts to reunite with his lover.

Players will traverse over 100 levels and use abilities to run on ceilings, smash through walls, and slow down time in order to overcome the prejudice of society and find Lizzy. The release date and final price of the title have yet to be determined, but Butcherlab has announced that Theo and Lizzy will be available on PC. The project is still in the pre-Alpha phase, with development updates available on the official website.

Are you a Pokemon Master? Test yourself with this quiz

Are you the very best that no-one ever was? Is catching them your real test? Is training them your cause? Then I think I've got the perfect thing to test your Pokemon prowess. To celebrate the 20th birthday of the Pokemon series and the rerelease of Red, Blue, and Yellow on 3DS I've made a fiendishly difficult quiz for true Pokemon Masters. First some ground rules, this quiz covers Red and Blue, and the first 151 Pokemon and their original typings only (yes, Mew totally counts) so don't worry about any of those fancy newer generations and regions. And don't forget to let us know how you did! Are you a Pokemon Master or do you need a few more Gym badges? Have fun!

Point Perfect, Put Your Cursor Skills to the Test

Point Perfect is a challenging game that will put your mouse clicking hand to the test, as you guide your cursor through a series of challenges that is sure to make even the best of mouse users sweat, transforming a basic computer skill into an art of space exploration and battle.

Developed by Highcastle Studios, Point Perfect is what they consider a “casual game for hardcore gamers.” A perfect time waster that can be enjoyed in minutes. Destroy your enemies by making selection boxes, and avoiding obstacles. No playthrough is the same, as levels and boss encounters are randomly generated at the start of the game, making for a new set of events and a dynamic gaming experience each time. The game offers players four different classes to choose from to suit their needs, or their current situation, be it a boss battle or help attaining a highscore. Only the toughest of pilots will be able to guide their cursor through the gauntlet, crush the twenty-bosses, and claim the twenty-four trophies to earn the title of “Golden Mouse” champion.

The retro-like game will soon be making its way to Steam, but for those that can’t wait until then to put their cursor control skills to the test, they can make there way over to Desura, and give this unique, challenging game a spin.

Explore Dungeons In ‘Dwarf Quest’

I think that most of us can agree that when it comes to resilience, and general awesomeness, Dwarves rank high in the best races of Middle Earth.

Dwarf Quest - 1

I think that most of us can agree that when it comes to resilience, and general awesomeness, Dwarves rank high in the best races of Middle Earth. Even outside of the Tolken-verse, Dwarves have nestled themselves in other Fantasy-focused media, making their presence a staple in the genre. It only made sense, then, that mobile devices would get their own game that had a robust Dwarf male as the main character.

Dwarf Quest - 2

Dwarf Quest is an upcoming dungeon exploration styled game for iOS devices. Crafted by Wild Card Games , players control Morrin Firebeard as he explores the darken depths of his world in search of the evil wizard Azar. Along the way Morrin will not only gather treasures, but he will also face-off against the many foes that stand in his way.

Taking inspiration from classics, Dwarf Quest has a turn-based fighting and movement system and an apparent “dungeony” atmospheric tone. A new addition, however, are the battle cards. Players can collect these cards by destroying petty obstacles that stand in their way. Battle cards help give Morrin the advantage in battle, which makes fighting and defeating foes that much easier.

There are nine levels for the players to explore, with two major boss fights to help break up the game. Movement and attacks are all touched-screen based, and game boasts it’s own original soundtrack.

Dwarf Quest will be available on the App Store on August 24 thand will be released on all 4 thgeneration iPhones and iPod touches, as well as all-generation iPads. For more information on Dwarf Quest or the developer, Wild Card Games , be sure to check out the official website.

Dark Souls 2: Scholar of the First Sin free patch detailed

Ahead of the April release of Dark Souls 2 : Scholar of the First Sin comes a free patch introducing some radical changes to the RPG.

Dark Souls 2 Scholar of the First Sin

: Scholar of the First Sin comes a free patch introducing some radical changes to the RPG. We knew it was coming, but now we know in excruciating detail what these changes will be.

The new character promised last month is the aptly named Scholar of the First Sin, and he or she will join the game when the patch rolls out on February 5. In typical Souls fashion, there's no information regarding how the new character will affect the game.

The patch notes are quite lengthy, but some other highlights include additional item description text, which is very important information to Souls players. There's a bunch of useful changes to matchmaking and online play, including a list of the three most active areas in the bonfire warp menu. Importantly, there's a new item called the Agape ring which collects souls earned during online play, allowing players to "control their online matchmaking experience by limiting their total souls collected."

The full notes are over here. It comes ahead of a Dark Souls 2 re-release entitled Scholar of the First Sin, which collects all DLC and adds a bunch of unspecified enhancements.

Dean Hall: "I would love to make a DayZ turn-based Jagged Alliance game."

DayZ creator Dean "Rocket" Hall.

DayZ creator Dean Hall is full of ideas. On the heels of his successful Mount Everest climb, he's already talking about the next game he wants to make: a mountaineering game. But speaking with him at E3, that isn't the only game concept gestating in the New Zealander's brain: Hall has an interest in making a turn-based version of DayZ, too.

In this first segment of our conversation, Hall details what a Jagged Alliance-ified DayZ might look like. Come back tomorrow for a continuation of our interview that focuses on DayZ standaloneand Hall's mountaineering game.

What happens when you eventually stop working on DayZ? Do you hand it off to Bohemiaat that point? Do you hand it off to the mod community?


"I love the concept of turn-based... I think that would be an awesome thing to make one day."

Dean Hall: I'd say it will be handed off to Bohemia. I signed with them. They own the rights to DayZ. So I would say we'd see other stuff come out of it. I was talking to someone before. I said, “I would love to make a DayZ turn-based Jagged Alliance game. I would play the shit out of that.” Because I love Jagged Alliance.

Jagged Alliance 2, right?

Dean Hall: Yeah, yeah. Well, obviously.

Just making sure.

Dean Hall: You wouldn't want to make that straight after DayZ. I don't think I'd do a very good job of it. And also, Project Zomboid's out. So why not just go play that? There's a lot of ideas. But that was something I always thought would be cool, a turn-based…It would be amazing, right?

I like the idea of being in situations where you see another player or an NPC and not having combat be the only option.

Dean Hall: Exactly. Yeah. When I played Jagged Alliance 2, seriously, it was just great. It had a little horror element in it. You could play the sci-fi mode. And so I just… I was thinking, wow, what a great game that would make.

I guess you could think about how you'd implement fear as a mechanic, too.

Dean Hall: Exactly.

In a turn-based context that's really interesting. Fear and fatigue could affect your accuracy…

Dean Hall: The original X-COMis one of my favorite things. I love the concept of turn-based. I know it's not super popular. People don't really like it that much now. But that's definitely in the cards. I think that would be an awesome thing to make one day.

Have you played Enemy Unknownyet?

Dean Hall: I did, the new one. Not a fan. It's a shame, because… It's not quite my game. It's a fantastic game, and I can see why people love it. But I'm a freak when it comes to games.

Jagged Alliance 2, an equally cheerful game as DayZ.

There are a few points of like, mechanical overlap with Jagged Alliance 2 and Arma and DayZ—they both have multiple firing stances, for example.

Dean Hall: It does, doesn't it? When I thought about it, I was like, “This game has to be made.” What I'm hopeful of is that instead of DayZ being this franchise of a game after a game after a game, shooter shooter shooter, there's some other directions it could go that could be quite interesting. Again, the whole concept of, “This is your story,” I think it would be interesting to make it… Jagged Alliance 2 always felt quite linear to me. I'd love to take elements from the early Fallouts, where it felt to me like the story wasn't so forced. And so that would be great, to take the two and mash them together and create this DayZ turn-based strategy that was not storyline-based. Again, the whole DayZ thing is, it's your story.

So it would be a single-player campaign game, hypothetically, but with different branching quests?

Dean Hall: Yeah, exactly. You'd grow it out. I don't know.

So you don't have a hard plan to pursue this turn-based version of DayZ right now, but you are talking about creating a mountaineering game. Are you worried about making a game that isn't about zombies?

Dean Hall: I think I have to do that. If I went and made the DayZ turn-based strategy game, a turn-based game like Jagged Alliance, then everyone would say, “Dean Hall equals zombies.” I think it's important to go out and make a game that's not zombie-based, that I'm passionate about, that I've always wanted to make. I don't think it will be as mainstream, obviously. DayZ turn-based strategy would never be as mainstream. But I don't think that's bad. Look at KSP. Look at Hotline Miami. Well, actually, Hotline Miami is pretty mainstream now. But there's a lot of games out there that find their place and do well. It's what the PC does so well. Maybe the PS4, too? You never know.

When you say it's a good thing, it's a good thing for you.

Dean Hall: Yeah.

It's a healthy change.

Dean Hall: Yeah. And also, you get kind of sick of zombies. Like I say, I definitely think I'd one day like to make this DayZ turn-based strategy game, but by the same token, you need to refresh yourself and go off and experiment and try something else.

Check out our complete coverageof E3.

BitBash Festival Highlights Chicago Indie Games

This past Saturday was a landmark event for the Chicago indie scene.

This past Saturday was a landmark event for the Chicago indie scene. BitBash took place at Threadless HQ in downtown’s West Loop, a warehouse that housed over 30 local and outer indie titles and their creators.

Among the developer-curated games were Lovers in a Dangerous Spacetime , a one or two co-op experience where two players control a ship together, Crawl , a dungeon RPG where three players control monsters against a lone hero, and Killer Queen , the world’s only 10-player cabinet that pits teams of five against each other in a bee-based cooperative game. Other crowd-pleasers were also for four or more players, like Close Castles with RTS-type gameplay, sports game VIDEOBALL , and ragdoll fighting game Gang Beats , which had as many as eight participants at the same time.

“Our main focus was to push the indie game culture out, especially in Chicago,” said Rob Lach, a local game developer and one of BitBash’s organizers. ” The one thing we were worried about a lot is because we wanted to reach out to families, younger kids, to show them that not every game is Call of Duty , you’re not just shooting as a space marine everywhere.”

The free, open-public event was structured to switch out the games at 7 pm, aiming the earlier part of the day for games parents and kids would be more likely to join. This way, the space was efficiently used to feature more games, and late-night patrons took advantage of beer servings. The attendance far exceeded the organizers’ expectations, with long lines for entry and for nearly every game.

Among some other alternative form games were Johann Sebastian Joust , which took place outside. Players attempt to hold their PlayStation Move controllers steadily as others try to knock them off balance, along to changing music tempos. Relax Harder puts LED scanners around the heads of two volunteers, who face each other in a contest of relaxing, bars showing who’s doing it better. Developer Blair Kuhlman brought A Fitting , a Kinect game where a player attempts to mimic the poses of a woman on screen, to the judgement of the in-game audience — and the surrounding on-lookers.

“It’s been awesome to watch people embarrass themselves. Anthony, you’re beautiful!” said Kuhlman, cheering an attendee who performed awkward leg raises and tilts to match those on the screen. A Fitting is intended to be shown in galleries, rather than something distributed for the mainstream audience, which will keep it from people playing by themselves in the living room.

“The good part about keeping it in galleries is that you have an actual audience,” Kuhlman added. “Some people jeering or cheering adds a layer of what we’re trying to accomplish.”

Games like A Fitting show an alternative, counter-culture approach to gaming, generally unknown to the mainstream audience. Many of the indies featured, like Max Gentlemen and Samurai Gun , were housed on old-school arcade cabinets.

“The great thing about indie games is that it’s really accepting of outside influences, outside the cultures,” Lach said. “You can create your own identity in this medium — games like A Fitting. We wanted to show what else games have to offer because we have these outside voices, people that might not be into games, might resonate with that. These are voices that need to be heard, that don’t come out of the mainstream, like blockbuster budget games. This is something that came out of someone’s passion.”

Lach believes there’s a good possibility for more frequent, smaller events, or for a repeat of BitBashnext year.

“We don’t want it too big, too corporate, we don’t want to be another Game Developer’s Conference, but neither a party in a warehouse,” he added. “It’s a festival, not a conference.”

...

Jump to Section: Best Price Comments Our Verdict The Legend of Zelda: Twilight Princess HD preserves the best and worst of the 2006 original. Its opening can be tedious, but it’s worth enduring so you can experience such a magical world. Pros Gorgeous art and music perfectly preserved on Wii U Strange characters make for one of the series' best stories Later dungeons are inspired challenges Cons Constant

Sword of the Stars spin-off The Pit released on GamersGate

We didn't think much of Sword of the Stars 2 the first or second time around , but perhaps its roguelikey spin-off The Pit will fare better.

, but perhaps its roguelikey spin-off The Pit will fare better. The dungeon-crawling sci-fi RPG has just been released exclusively on GamersGate- presumably it will hit other online stores later - and this demoshould give you some idea of whether it's the pits or not. More details below.

Kerberos' latestis described on its GamersGate page thusly: "Sword of the Stars: The Pit is a fun, fast, light-hearted turn-based RPG, where the tradition of Rogue and other old school dungeon-diving games meets the sci-fi Sword of the Stars universe, where the question to ask isn't 'Did you make it to the end?' so much as 'How far did you make it into The Pit before the monsters got you?'" Yep - that sounds like a roguelike alright.

The Pit boasts 3 character classes, 30 levels, and over 50 weapons, with "dozens and dozens of enemies drawn from the Sword of the Stars universe". That's all well and good, but can we fight the bugs that plagued SOTS2 upon release?

The Pit is out now for £7.19, down from £7.99 for the first week. Here's a trailer, accompanied by a particularly awesome piece of music:

Smash Party’ Review – An Education Party Game

‘Smash Party’ Review – An Education Party Game
One of the most fulfilling parts about writing here at The Indie Game Magazine is that we’re constantly being introduced to some of the most unique and innovative games that often don’t get covered on other video game websites.

One of the most fulfilling parts about writing here at The Indie Game Magazine is that we’re constantly being introduced to some of the most unique and innovative games that often don’t get covered on other video game websites. One example is how I recently learnedabout TigerFace Games , a new developer that has already released two games with a third coming out this Autumn. I’ve been a firm believer that hardware such as the iPad is the future of educational hardware, all we need is a large selection of educational apps to utilize it. As far as I’m concerned, gone are the days of the proprietary Leapfrog device, at the forefront of education games is TigerFace Games .

TigerFace Games currently has two games out, Equator and Smash Party . Both of these are aimed not only at being educational, but being fun to play as well. Our review of Equator can be found here.

Smash Party is a 4-player game that teaches children how to rhyme, spell, learn number patterns, and sums. Most of all Smash Party relies on being fun by its board game-like style and bringing friends or family members into the mix. The screen is layed down on a flat surface catered towards 4 players. You are presented with a menu where you will choose one of the four game modes listed above and choose a difficulty level which ranges from easy, medium, hard, and insane. Of course this is a game for children, specifically the 5-6 year old category, so insane to them may not be insane to you.

The way Smash Party works, is each player gets a turn as you’ll be asked a question on your portion of the screen and will be required to find the answer on other player’s sides which each have their own color. Once you find the answer and tap on who has it, it will be that players turn to solve the next problem.

For example, in Rhyme Time the person who is chosen first may be asked “Who has the word rhyming with sing?” The player will then look on the board and tap on who has the right answer and it will then transition to them. This is how it works for all the modes in Smash Party . In Missing Numbers you will have to figure out the pattern of numbers and find the missing number that meets the pattern, or find the right letter that is missing in a word in Missing Letters. The other mode is Smash Sums where you’ll get math problems to solve and find the answer.

Overall Smash Party is a pretty basic game that has the unique educational mechanic of bringing in 4 players. Player’s don’t actually compete against one another as there’s not a scoreboard; instead, everyone’s working together in a sense as you’re going through rounds of play that need to be completed by getting correct answers as a group. At the end of each round you’re rewarded with sets of interactive cinematics. Such as a celebration of balloons in which you can pop or little animals that pop up on the screen that you can tap on that will make sounds. It’s a fun little game that a group of kids can play together, or have a family all jump in.

One thing Smash Party suffers from is a few glitches. In my play time I found that pausing the game and unpausing would leave pieces of the pause screen there permanently until I exited out of the App and restarted it. There was also other weird little bugs like this. In some instances I would also experience a heavy drop in frame rate leaving the animations a lot less appealing.

Smash Party will run you about $6.50 on App Store after the currency conversion of the price of £3.99. While it may seem higher priced than a lot of games we review here on The Indie Game Magazine, in comparison to what Smash Party is competing against, educational products, it is priced very well. If you already have an iPad or are thinking of buying one it seems like the smarter choice to grab apps like Smash Party rather than buying a proprietary device and software from competing companies that will run you in the hundreds and be useless once the kid grows out of it. So to all parents out there, go out and buy one hell of a protective sleeve, some education apps like Smash Party , and let your child not only have fun, but learn as well.

To pick up Smash Party visit the App Storetoday!
[review pros=”4 Players, Educational & Fun” cons=”Few Glitches/Bugs” score=78]

New Jagged Alliance game coming from Space Hulk developer

Per the cool cats at Eurogamer, Danish studio Full Control has announced that the company has signed a licensing agreement with bitComposer Gamesto develop and publish a new (hooray), turn-based (hooray), multiplatform (hmm) game in the Jagged Alliance franchise.

"Jagged Alliance fits perfectly into our company strategy and portfolio as the game to do after we ship Space Hulk," Full Control boss Thomas Hentschel Lund said. "It is one of the three games besides X-Com and Fallout that really defined the entire genre and is part of our DNA."

Jagged Alliance first emerged in 1994, the franchise peaking with Jagged Alliance 2 in 1999, which was considered one of the best turn-based games of its time. Last year's reboot from Coreplay GmbH, Jagged Alliance: Back in Action, received mixed reviews.

Super Sequencer – Endless Think-and-Act-Fast Brain Teaser

Funcraft Games announced the upcoming release of their new game Super Sequencer on the iTunes App store.

on the iTunes App store. The free game is a unique kind of endless puzzler that will challenge players to think and react quickly and accurately.

Super Sequencer uses retro-style graphics to portray a number of seemingly random images in no particular order. The premise of the game is for players to find that hidden sequence from beginning to end correctly and within the allotted time. The first sequence will appear simple, using the numbers 1 through 5 in order, before changing drastically. The trailer itself shows a puzzle with a sequence made up of images for coffee, and another with still-shots of a game of Pong.

The game features both an Arcade mode and a relaxing mode, depending on the kind of gameplay the player prefers. There are also several available achievements and global leaderboards for competitors to see how they rank against others. Players can also contribute to the game by submitting their own 16×16 pixel symbols!

Super Sequencer will be available on February 1st as a free-to-play game, with a single in-app purchase of $1.99 that will unlock the full game. Gamers can learn more about the game’s development progress by following the team on Twitter, or checking out the developer’s website(which is actually down at the time of this writing, but will assumedly be back up soon).

Google Unveils Google Play Game Services

iOS players have long had their own multiplayer matching and achievement tracking service, GameCenter , but until this week, Android players have been out in the cold as far as a native system goes.

gamescreen3

players have been out in the cold as far as a native system goes.  There are 3rd party systems such as Mobage and Gree, but these require users to sign up for separate accounts.  Well on May 15, that all changed when Google announced Google Play Game Services at their annual developer conference, Google I/O .

Like GameCenter , Google’s service will offer leader boards, achievements, cloud saving, and multiplayer matching and hosting.  Where Game Services differs however is in its cross-platform support.  Mobile Android gamers will be able to play with iOS and web based gamers, making the service all the more appealing to both developers and players alike.  In addition, the Google cloud service will also be cross-platform compatible, so for example, players will be able to start a game on an Android device and then continue it on an iOS device.

Of course another benefit for users of Google’s service is the use of Google+ accounts.  Players will no longer need to sign up for multiple 3rd party accounts to take advantage of these popular features.  Using a single Google+ account, a player will be able to seamlessly play on multiple devices across multiple games and share their progress, achievements, and interests with their Google+ circles.

kingdomrush

Google+ Play Game Services is live, and the following games have already been updated or are working to include the service: Eternity Warriors 2 , World of Goo , Kingdom Rush ,, and Osmos .  Developers can find out more and download the SDK on the Google Developer site.

It remains to be seen how widely accepted this new service will be, especially on the iOS side, given that Apple’s GameCenter already has 150 million user accounts.  However, the cross-platform capabilities and Google+ account integration will no doubt be very appealing to both players and developers alike.

Finally, as a result of the launch of Google’s new service, Google+ Games will be shutting down on June 30 according to the Google+ Games support page.

Invisible, Inc. review (Early Access)

need to know
Version reviewed:
Reviewed on: AMD FX 4200, GTX 660 Ti, 16gb RAM
Recommended: You can almost definitely run it.

Alpha and Early Access reviewsoffer our preliminary verdicts on in-development games. We may follow up this unscored review with a final, scored review in the future. Read our full review policyfor details.

Price: $16/£12
Publisher/Developer: Klei Entertainment
Multiplayer: Nope
Link: Steam store page

Invisible, Inc. proves that the logic of stealth games fits turn-based strategy conventions very well, even if it's a little too difficult to fully enjoy right now. Its most obvious influence is X-COM, as it put me in charge of a group of spies with 72 hours to prepare for a final mission. In the time I have until then, I choose between procedurally-generated missions from a global map, weighing the time they'll take to complete and level of security against the potential rewards, and deploy my agents.

Once on the ground, the security forces and I take turns spending action points to move across tiles in the facility. My goal is to collect as many assets as I can that will serve me in future missions and find the elevator to the roof to reach my extraction point. How long I want to stay and how many risks I want to take before bugging out is completely up to me.

Klei's Mark of the Ninja worked because it quantified and visualized all the information you needed to become a stealthy ninja: lines of sight, sound, and the benefits of every gadget. Invisible, Inc. takes that transparency even further by giving you the same information and giving you the time to plan out literally every step you take. Whereas other games in the genre heavily rely on good timing and accuracy, I liked that Invisible, Inc. made stealth strictly a game of wits.

I don't need to think fast, but carefully. I quickly learn to always end an agent's turn in a hiding spot, stay out of guards' lines-of-sight, and peek around corners before going into the unknown. When all else fails, I use one of my agents' precious few special abilities—a gun, or a cloaking device that lasts for one turn.

There's rarely a great solution, only a workable one. Guns are hard to come by and carry only a couple of bullets. Melee taser attacks knock guards out quietly, but only for a couple of turns, and the taser needs to cool down. It made what little victories I achieved all the more meaningful, but I still wish I got to use my tools more often. It would make things a little bit more manageable, but also make every turn more interesting.

The Incognita tool exposes the facility's automated security, allowing me to expend limited energy to turn off laser traps, hijack cameras and turrets, and break into computers and safes to collect assets. It's one of the few ways in which I have the upper hand, but even using Incognita is risky. One of the best ways to get rid of a guard for good is to lead him within range of a hijacked turret, but many devices are protected by firewalls that deploy countermeasures to increase security or send in special, armored guards. It's another smart way Invisible, Inc. makes you consider every decision you make. Everything comes at a price, one way or another.


Get smart

As a completionist, my inclination was to explore every room and collect everything there is to collect before moving on. After losing all my agents on the first mission a handful of times, I realized that this simply wasn't going to work.

The level of security continues to rise no matter how well I'm hidden, slowly turning on more security cameras and sending in more guards. If a guard sees me and I can't get into cover within one tile, my agent is dead forever. Cracking another safe for a few hundred dollars I can use to upgrade my agents with more action points or gadgets is tempting, but dead agents have exactly zero action points.

Sprinting to the end of every level worked for a time, but a few missions later I found myself with two agents in the field facing much tougher guards and security measures. They, by comparison, were barely upgraded at all, and fresh out of ammo.

Complete and utter failure is part of the process and that's almost OK, because I never walked away with nothing. Each attempt ends with a high score based on how many guards I took out, how many objectives I completed, and usually a good story: a bulletproof plan that fell to pieces because my agent triggered a security daemon while hacking a mainframe.

Each run adds to a persistent experience meter, which eventually earns new agents and gadgets for future attempts. It's a great way to soften Invisible's many merciless blows. Getting something out of every attempt gives a good reason to keep trying, and I hope Invisible, Inc. adds more of these motivations or offers easier modes before release.

At the moment, Invisible, Inc. is hard to the point where I feel like I'll never reach the final mission let alone beat it, and it's a shame because I really want to see all of it. This is in large part because it hits the espionage tone so perfectly. It doesn't have a story, but doesn't really need one since it establishes characters and mood perfectly with suspenseful music and beautifully conceived characters. Your commander, known only as Central, is a gaunt, stern, silver-haired Brit, whose no nonsense mission briefings set the tone for the cruel realities.

Deckard, your first agent, is the archetypical sleuth with a big scary trench coat and fedora that are undermined by a cute, Norman Rockwell-esque pink nose. Most of what you see of your agents are in a little looping animation in the corner of the screen while you have them selected, but with the addition of the music and the slick, cyber punk UI, Invisible, Inc. sells the world just as well as Splinter Cell or other, bigger, spy-fictions.


Verdict

Invisible, Inc. borrows from X-COM wisely while adding enough of its own flavor to make it more than just a copycat. It's not as big or as accessible of a game, but the stealth and turn-based strategy mashup is new, and highlights what's most fun about both genres.


Outlook

Good. Klei has made another great stealth game and it's so committed to keep improving on what it already has, it made the brave move of displaying a countdown to the next build on the game's main menu. It'd be great if it got a bigger scale, with more to do between missions and a more accessible difficulty, but it's already good.

Average Giants Episode 43 pt 2 – Earth Tongue

IGM Presents… The Average Giants!

IGM Presents… The Average Giants! A weekly webseries where we play indie games while chatting with their developers. Come watch (and “follow”) the show live on our hitbox channel every Monday night at 9:00pm EDT.

You probably read the announcement article about Earth Tongue’s official launch recently on IGM. Well, that same day we had game creator Eric Hermiton the show for an interview while showcasing the complex and instantly addictive vivarium game. From influences to anecdotes, to popular strategies and favorite glitches, Eric had a lot to say and was an absolute pleasure to have on the show. His fungus-fueled game and quirky quips made for an extremely memorable episode, and we can’t wait to see what he has in store in the future!

If you missed the fun live, make sure to catch up by watching the video below. If you want to know more about Earth Tongue you can check out Eric’s website on itchio.

Original Air Date: January 5, 2015

Spin Up!’ Review – Intense Action Packed Into A Retro Styled Game

‘Spin Up!’ Review – Intense Action Packed Into A Retro Styled Game
Spin Up!

by ntakes a simplistic-styled gameplay, and jazzes it up with some awesome sci-fi action. You take control of sliding walls to help an daring astronaut as he travels up a perilous journey in an alien spaceship, to save mankind. The game features a “DJ-like” gameplay style, where you can spin parts of the spaceship to allow your astronaut to climb up the ladders, avoiding aliens and deadly spinning fans. Spin Up! has something unique to it, which isn’t expressed in many other games, that allows players to keep coming back to play it.

While playing, you’ll encounter three power ups: a weapon which kills the aliens, a slow down power up that decreases the rate the ship breaks, and a jetpack, which allows you to fly to a certain height. When the ship starts breaking at a acceleration rate, you’ll be dying for a slow-mo power up. On the journey, you need to help the astronaut kill as many aliens as possible, as well as hijacking computers.

In addition to cool spaceship themes every 100 meters, there are unique characters to be unlocked whenever you rank up. Characters have special abilities, such as starting a certain height, better and unique weapons, and better jetpack. There is a downfall to some characters, which is that they are heavier, meaning the half-broken ladders will last shorter. After every game, you gain a certain amount of experience, which depends on how many monsters you killed and the amount of sabotaged computers. Skipping aliens will result in less exp, but it’s sometimes necessary to survive.

The music is hip-hop and retro-styled, fitting for this fierce, action packed game. The visuals aren’t completely stunning, but they are well polished and well designed.  The main menu is impressive, combining  a flowing “hypno” background with an arcade cabinet with an iPad as the screen. Sounds like an iCade, no? Unfortunately, there is no iCade support, because I don’t think the controls would perfectly fit the game, but it could be done. My idea would be that you can control the layers of the ship by holding a button, and moving the joystick. Holding a different button would change the layer being rotated. There are stats, plus Game Center leaderboards. Overall, this is a wonderful “pick-up-and-play” game fused with a “just-one-more-try” game, a perfect combination. Spin Up! has a simple, yet intuitive gameplay that keeps everyone coming back for more, and I recommend it to everyone with an iPad. Looking forward for iCade support!

More information on Spin Up! is available on their official website. The iOS version can be found on the App Storefor iPad for $0.99.

[review pros=”Wonderful background music, impressive menu, easy-to-learn, addicting and “leveling” system” score=96]

Invisible, Inc. review (Early Access)

need to know
Version reviewed:
Reviewed on: AMD FX 4200, GTX 660 Ti, 16gb RAM
Recommended: You can almost definitely run it.

Alpha and Early Access reviewsoffer our preliminary verdicts on in-development games. We may follow up this unscored review with a final, scored review in the future. Read our full review policyfor details.

Price: $16/£12
Publisher/Developer: Klei Entertainment
Multiplayer: Nope
Link: Steam store page

Invisible, Inc. proves that the logic of stealth games fits turn-based strategy conventions very well, even if it's a little too difficult to fully enjoy right now. Its most obvious influence is X-COM, as it put me in charge of a group of spies with 72 hours to prepare for a final mission. In the time I have until then, I choose between procedurally-generated missions from a global map, weighing the time they'll take to complete and level of security against the potential rewards, and deploy my agents.

Once on the ground, the security forces and I take turns spending action points to move across tiles in the facility. My goal is to collect as many assets as I can that will serve me in future missions and find the elevator to the roof to reach my extraction point. How long I want to stay and how many risks I want to take before bugging out is completely up to me.

Klei's Mark of the Ninja worked because it quantified and visualized all the information you needed to become a stealthy ninja: lines of sight, sound, and the benefits of every gadget. Invisible, Inc. takes that transparency even further by giving you the same information and giving you the time to plan out literally every step you take. Whereas other games in the genre heavily rely on good timing and accuracy, I liked that Invisible, Inc. made stealth strictly a game of wits.

I don't need to think fast, but carefully. I quickly learn to always end an agent's turn in a hiding spot, stay out of guards' lines-of-sight, and peek around corners before going into the unknown. When all else fails, I use one of my agents' precious few special abilities—a gun, or a cloaking device that lasts for one turn.

There's rarely a great solution, only a workable one. Guns are hard to come by and carry only a couple of bullets. Melee taser attacks knock guards out quietly, but only for a couple of turns, and the taser needs to cool down. It made what little victories I achieved all the more meaningful, but I still wish I got to use my tools more often. It would make things a little bit more manageable, but also make every turn more interesting.

The Incognita tool exposes the facility's automated security, allowing me to expend limited energy to turn off laser traps, hijack cameras and turrets, and break into computers and safes to collect assets. It's one of the few ways in which I have the upper hand, but even using Incognita is risky. One of the best ways to get rid of a guard for good is to lead him within range of a hijacked turret, but many devices are protected by firewalls that deploy countermeasures to increase security or send in special, armored guards. It's another smart way Invisible, Inc. makes you consider every decision you make. Everything comes at a price, one way or another.


Get smart

As a completionist, my inclination was to explore every room and collect everything there is to collect before moving on. After losing all my agents on the first mission a handful of times, I realized that this simply wasn't going to work.

The level of security continues to rise no matter how well I'm hidden, slowly turning on more security cameras and sending in more guards. If a guard sees me and I can't get into cover within one tile, my agent is dead forever. Cracking another safe for a few hundred dollars I can use to upgrade my agents with more action points or gadgets is tempting, but dead agents have exactly zero action points.

Sprinting to the end of every level worked for a time, but a few missions later I found myself with two agents in the field facing much tougher guards and security measures. They, by comparison, were barely upgraded at all, and fresh out of ammo.

Complete and utter failure is part of the process and that's almost OK, because I never walked away with nothing. Each attempt ends with a high score based on how many guards I took out, how many objectives I completed, and usually a good story: a bulletproof plan that fell to pieces because my agent triggered a security daemon while hacking a mainframe.

Each run adds to a persistent experience meter, which eventually earns new agents and gadgets for future attempts. It's a great way to soften Invisible's many merciless blows. Getting something out of every attempt gives a good reason to keep trying, and I hope Invisible, Inc. adds more of these motivations or offers easier modes before release.

At the moment, Invisible, Inc. is hard to the point where I feel like I'll never reach the final mission let alone beat it, and it's a shame because I really want to see all of it. This is in large part because it hits the espionage tone so perfectly. It doesn't have a story, but doesn't really need one since it establishes characters and mood perfectly with suspenseful music and beautifully conceived characters. Your commander, known only as Central, is a gaunt, stern, silver-haired Brit, whose no nonsense mission briefings set the tone for the cruel realities.

Deckard, your first agent, is the archetypical sleuth with a big scary trench coat and fedora that are undermined by a cute, Norman Rockwell-esque pink nose. Most of what you see of your agents are in a little looping animation in the corner of the screen while you have them selected, but with the addition of the music and the slick, cyber punk UI, Invisible, Inc. sells the world just as well as Splinter Cell or other, bigger, spy-fictions.


Verdict

Invisible, Inc. borrows from X-COM wisely while adding enough of its own flavor to make it more than just a copycat. It's not as big or as accessible of a game, but the stealth and turn-based strategy mashup is new, and highlights what's most fun about both genres.


Outlook

Good. Klei has made another great stealth game and it's so committed to keep improving on what it already has, it made the brave move of displaying a countdown to the next build on the game's main menu. It'd be great if it got a bigger scale, with more to do between missions and a more accessible difficulty, but it's already good.

IGM Under Construction Ludum Dare Edition – ‘Gods Will Be Watching’

Isolated on a single stage, with a few a possible actions, you must endure trough a 40 days survival until the Sgt.

Isolated on a single stage, with a few a possible actions, you must endure trough a 40 days survival until the Sgt. Burden’s crew can be rescued. Enjoy the puzzle and stay alive!

Gods Will Be Watching
Be sure to subscribe to our channel to be notified of our latest content. Please let us know what you think of the game. Leave your comments below!

About the Video:
Created by Zephyr Moore

Secret Ponchos review (Early Access)

need to know
Version reviewed:
Reviewed on: AMD FX 4200, 16gb RAM, GTX 660 Ti,
Recommended: You can almost definitely run it.

Alpha and Early Access reviewsoffer our preliminary verdicts on in-development games. We may follow up this unscored review with a final, scored review in the future. Read our full review policyfor details.

Price: $15/£11
Developer: Switchblade Monkeys Entertainment
Multiplayer: Four player online
Link: Steam store page

If you've played Geometry Wars or Renegade Ops you know how to play Secret Ponchos: move with the left stick, aim with the right stick, and shoot. It's a twin-stick shooter, but not just another twin-stick shooter: Secret Ponchos wisely tweaks and embellishes genre conventions to create something that feels more like a new type of fighting game. It's different and fun, but only if you play it with a good group.

Whereas twin-stick shooters are usually frantic, with massive bullet sprays designed for plentiful waves of enemies, Secret Ponchos slows things down with a beautifully realized Wild West theme, old timey six shooters, and small, competitive online matches of two teams of two players (a future update will add support for eight-player matches).

Even the most trigger happy characters you can choose from have a limited number of shots before they have to reload, which leaves you vulnerable. That's usually a good time to use one of your limited number of dodges, get behind cover that makes you invisible if you break line-of-sight, or use one of your character's stun attacks.

Twitchy shooting skills are still useful, but as with Street Fighter IV, the mind games are just as important: trying to anticipate your opponent's next move, countering his attacks with a well placed stick of dynamite, taking cover in a saloon.


High noon

You can start formulating counter-strategies as soon as you see which outlaw you'll be facing. Killer, a wiry old man, has a big revolver that shoots slow and deadly. Kid Red, with his two pistols, is quick and loose with his bullets. Phantom Poncho, a Mexican bounty hunter with a skull-face mask and a billowing poncho moves around the derailed train map like a ghost, and hits hard and close with a shotgun.

Secret Ponchos draws its inspiration from the overflowing well of Wild West imagery (we don't have nearly enough Westerns in gaming) and pulls it in even wilder directions by contrasting the characters' comically exaggerated features with an underlying darkness. They're like friendly saturday morning cartoons that would shoot you dead for a fistfull of dollars.

At best, their exaggerated features are meaningful to gameplay. Phantom Poncho, for example, stuns his opponents with a bullwhip. When that weapon is selected, the whip drags a long ways behind him, making him easier to chase and allowing you to prepare for his stun attack. Other visual tells are more subtle. If I paid close attention, I could see Killer pull out his knife or the Deserter preparing his impale attack. With Kid Red, however, there's no way to tell if he's about to use a regular or stun shot. It doesn't only make him less interesting to play against, it's also an unfair advantage.

That's probably why I kept picking Kid Red, and I'm becoming attached to him because of Secret Ponchos' interesting character progression. Rather than accumulating experience, the price on your head goes up or down after every match depending on if you won or lost and how much damage you dealt. If you reach a certain wanted amount, say $2500, you'll gain a couple of points to improve the character's base stats. If you do poorly, the price on your head goes down. It makes the milestones hard to reach, and really raises the stakes on every single game.

Secret Ponchos' biggest problem right now is finding a good group to play with. It's much more fun to outsmart your enemies than it is to out-shoot them, and a match full of people who don't know what they're doing turns it into a frantic action game. Secret Ponchos' controls simply aren't precise enough for that, causing the whole thing to fall apart.

It's a shame because Secret Ponchos really shines when two diverse, coordinated teams face off. I really enjoyed playing as Kid Red with Killer (the wiry old man) as my partner, allowing him to line up his shots from behind cover while I agitated and drew in enemies by running circles around them, or flushing them out of hiding with dynamite. With a team of two, one straightforward game mode that leaves little room for error, and only five maps, a bad partner gets boring quickly.

A training mode and the game's placeholder menus indicate that more maps, modes, and power-ups are coming, but they're not in the version you can pay for today.


Verdict

If you can find the right group of people to play with, Secret Ponchos is pretty neat. It's not as intricate as a competitive game like Street Fighter IV, and won't offer as many surprises, but it has some of the same excitement that comes with a good roster of characters and outwitting your opponent.


Outlook

Good. Secret Ponchos has some expected bugs, and at times it felt like I spent just as much time looking for good matches as playing them. Switchblade Monkeys Entertainment should be able to use Early Access to address these issues and deliver a small, competent, and unique game.

God of War: Ascension phoenix feather and gorgon eye locations guide

Page 1 of 4: Page 1 Page 1 Page 2 Page 3 Page 4

...

Jump to Section: Best Price Comments Pros Challenging and unique puzzles Simple and clean visual style Your own personal eureka moments Cons Intensely difficult at times Map layout can get confusing quickly Not knowing where to go next After a few minutes inside the white hallways of Antichamber, you’ll realize your surroundings are not what they seem. Floors will disintegrate, staircases will rise

SpeedRunners review (Early Access)

Need to Know
Version reviewed: r30, July 11, 2014.

Alpha and Early Access reviewsoffer our preliminary verdicts on in-development games. We may follow up this unscored review with a final, scored review in the future. Read our full review policyfor details.

Reviewed on: AMD FX 4200, GTX 660 Ti, 16gb RAM
Recommended: You can almost definitely run it.
Price: $10/£7
Publisher: tinyBuild
Developer: DoubleDutch Games
Multiplayer: four player online and local.
Link: Steam store page

SpeedRunners takes the fast, challenging 2D platforming from games like N and Super Meat Boy, throws in three other players via local multiplayer or online matchmaking, and lets them race one another. That idea on its own is lighting in a bottle, but there are a few other subtle things that SpeedRunners does to make every match exciting, funny, and always worth playing for just one more round.

Even when playing online, all racers share the same screen space, the speed of which is dictated by the lead runner. If you can't keep up and fall off the edge of the screen, you die. There isn't a finish line. Instead, players keep going around the level until only one runner remains standing.

Once the first player dies, a red frame appears around the screen and starts growing, making the play space smaller and smaller. It's a little stroke of genius that makes every round a nail-biting sudden death mode, where the distance between the lead and the other runners gets tighter as the match goes on.

Of course, none of it would be worth a damn if the platforming fundamentals weren't fun. With the exception of a grappling hook you can use on certain surfaces to swing forward for extra speed or to reach shortcuts, the speed, acceleration, and floaty jumps are more or less identical to the physics in N. The ability to use momentum to slide up walls and laser and rocket traps are also lifted directly from that game. This particular aspect of SpeedRunners might not be original, but I loved the feel of N, and I love it here too.


Double-time

SpeedRunners solves a problem that plagues many racing games, where taking a corner the wrong way can set you back so far that playing the rest of the race feels futile. In SpeedRunners, it's completely common for the last place player to overtake the pack in a blink of an eye, and it never feels unfair. Each level is filled with high risk, high reward opportunities that can put you back in the game if you're desperate and skilled enough.

If I'm far behind, for instance, I could follow the rest of the pack through a lower tunnel and hope that one of them makes a mistake, or I could take the upper tunnels, try to make an extremely difficult jump and slide through a stack of boxes. If I crash into them, I'm out for sure. If I thread the needle, I skip an entire jumping section and I'm back in the lead.

There are also power-ups to collect along the way à la Mario Kart: boxes you can drop and trip other players with, rockets, and speed boosts. The most interesting of these is a special grappling hook you can use to pull yourself past another runner. They're especially helpful and intense when it's down to the final two players. With the screen shrinking to the size of a postage stamp, half a millimeter away from death, an emergency grappling hook shot can really ruin someone's day, though that player can make yours even worse if he immediately counters with a grappling hook of his own.

As to be expected from an Early Access game, SpeedRunners has a few bugs—crashes to desktop, players falling through the level—but nothing devastating. It also has a bunch of single player levels to go through, and they're pretty fun, but nothing like the finely tuned levels in Super Meat Boy or N. They are three options down from the first item on the game's main menu, the multiplayer mode, which is pretty much all you need to know about SpeedRunners' priorities. Steam Workshop integration also offers a bottomless supply of user-created levels, but these are hit and miss.

Besides ironing out some bugs, the only thing I'd really like to see SpeedRunners improve before its official release is its presentation. Conceptually, its angular, outline-less comic book aesthetic works, but levels tend to be a little too plain, with what few details there are bleeding into each other. I don't want too many unnecessary decorations, but a splash of color here and there and higher quality assets for critical elements like pickups and traps will really make it pop. For music, it needs more than just the one track, which is starting to drive me crazy.


Verdict

With the exception of the occasional bug and some rough art assets, SpeedRunners is a fully realized idea, a great platformer, and a terrific party game that's fun online as well.


Outlook

Good. SpeedRunners is already a great game, well worth $10. It's only a question of how much content and polish DoubleDutch can cram into it before its official release.

Weekly Replay - A broke SimCity, God of War, and more

There has been plenty going on this week: some good, some very bad. We understand that it could be tough to keep up with all that is happening in the world of gaming, but we've got you covered. Catch up on our review of God of War: Ascension, the problems going on with SimCity, and more in this week's Weekly Replay. Mechanics you never knew about (in games you've already played) God of War: Ascension review 50 things we hope next-gen console gaming improves EA, your SimCity is broke Xbox 720 Games

DieselStormers review (Early Access)

need to know
Version reviewed: “Build 2 July 2014”
Reviewed on: 2.4 GHz Intel Core i7-4700, GeForce GTX 880M, 32GB RAM
Recommended: 2.5 GHz Quad Core CPU, 3GB RAM, nVidia Geforce 500 or AMD Radeon HD 5000
Price: $19/£14
Publisher/Developer: Black Forest Games
Multiplayer: 4 Player Online and Local Co-Op
When I was getting ready to play local co-op in DieselStormers, I didn't expect that I would need to refer back to the Steam store page for instructions, but I soon found out that this wasn't the only thing absent from the $19/£14 game.

Alpha and Early Access reviewsoffer our preliminary verdicts on in-development games. We may follow up this unscored review with a final, scored review in the future. Read our full review policyfor details.

Link: Steam store page

When I was getting ready to play local co-op in DieselStormers, I didn't expect that I would need to refer back to the Steam store page for instructions, but I soon found out that this wasn't the only thing absent from the $19/£14 game. The latest Kickstarter-funded project from Black Forest Games, creators of Gianna Sisters: Twisted Dreams, is a side-scrolling shoot-em-up that plays like a Metal Slug/Diablo hybrid. And while it has a unique gun-crafting mechanic and some great looking art, the current Early Access version falls short on everything else.

DieselStormers is entirely playable, but there isn't much to play. I saw everything the game had to offer in under two hours of playtime, and the last hour felt identical to the first. I select a mission from one of the three options currently in the game—go right then touch a flag, go right then kill a bunch of Orks, or go right then kill one big, robot Ork—and load into the procedurally generated landscape to fight the procedurally generated enemies and then be rewarded with a procedurally generated part to customize my gun.

At this stage in the game's production, the randomness of the enemies and levels just makes every mission feel identical. It's easy to see that the graphics team at Black Forest Games is top notch, but the randomly generated levels in DieselStormers currently don't give me the impression of a living world that I got from the hand-crafted environments of Gianna Sisters. They've made the switch from distinct, unique landscapes to cookie-cutter ones, and I quickly started recognizing the set pieces that were spawned in front of me time and time again.

One of DieselStormers' key draws, the custom gun crafting, looks promising but isn't anywhere near its final form yet. Guns are broken down into three parts; engines and barrels differ in appearance and stat values, but only very slightly. The frame can change the way your gun fires to one of only three options currently implemented—single shot, machine gun, and shotgun spread—with more to be added. There is currently no progression in the game, meaning the strengths and variety of parts I received had no relation to the missions I chose, though switching around gun frames did shake up the gameplay a bit. Or it would have, if the dash attack wasn't so massively overpowered.

In a game about building and customizing guns, the dash attack is all I ever want to use. It is significantly faster than normal movement, can kill the most common type of enemy quicker than any possible gun build, is immune to the enemy's slowing effects, is the only way to break through destructible environment pieces, and can be used almost infinitely. It's fantastic, and I feel dirty for using it. All this, combined with the fact that killing the hordes of Orks does not benefit me in any way and isn't recorded anywhere, means that the optimal way to play the game is spamming dash and running to the end of the level. In fact, regular movement is so sluggish and the guns feel so impotent that dashing is the only way I can play DieselStormers without getting massively frustrated.

To its credit, DieselStormers has plug-and-play controller support, online co-op, and the beginnings of couch co-op already implemented. The local co-op is, however, incredibly limited. The other players can't change their guns, and the explanation of how other players join can only be found on the Steam store page. Playing with friends is slightly more enjoyable, but there is hardly any interaction between players and nothing about the game changes or gets harder. The main difference is in the Arc Connector, a spark ball that normally hovers above the player's head that now stays roughly between all the players. You can fling yourself towards the spark and your super move, a blue beam of death, fires outward from it, but the Arc Connector's positioning is incredibly hard to predict, so it's hard to use effectively.

Black Forest Games is active on the Steam forums and says it will be releasing updates every 3-4 weeks, which gives me hope that a lot of the shortcomings of DieselStormers can be solved. But after seeing the list of what's going to be added, I fear the updates will focus too much on new content. There are some fundamentally unsatisfying aspects of the game that can't be fixed with more variation. The jump button which drops you like a brick the moment you let go of the key, the claustrophobic environments, the way I can kill a boss by standing next to it and activating my super, and the downright confusing—albeit unique—Arc Connector mechanics all need a stern talking to before this game comes out of Early Access.

DieselStormers doesn't provide any sort of depth at its current stage of development. It has some beautifully designed environments and characters paired with some interesting ideas, but there just isn't any significant gameplay. I get a strong sense of the mechanics that Black Forest Games wants to show off, but it hasn't yet built an experience around those mechanics.


Verdict

You really shouldn't buy DieselStormers right now. It's very expensive for what feels more like a beautifully animated tech demo than an alpha.


Outlook

Probably good. Black Forest Games has promised a lot by Q2 of next year and DieselStormers has a long way to go, but the developer is active enough in the Steam forums to give me confidence that it's in it for the long haul. More than adding new content, though, I expect it will have to start making fundamental design changes before DieselStormers is ready for consumption.

God of War: Ascension single-player demo out today

God of War: Ascension will come roaring into retail on March 12, but you can get a taste of its bloody campaign on PlayStation Network today. The demo will be available free for all PSN users, and showcases Kratos' escape from The Prison of the Damned. According to this new trailer, it looks like the Ghost of Sparta won't be digging his way out with a spoon. The usual gamut of mythological beasts will

Composer releases acoustic rendition of Final Fantasy VI soundtrack

Indie video game composer Eiko Ishiwata Nichols recently released a new album inspired by the sounds of Final Fantasy VI .

. Nichols explained her approach to the audio as being, “recorded instrumentation similar to the sound of Distant Worlds.” Recreating classic tracks with a new style of sound, the full album is titled Final Fantasy VI: Acoustic Rendition .

According to her bio, Nichols has been working in the game music scene since 2002, and uses her education in sound engineering to create unique sounds not found in prerecorded MIDI samples. Some of her previous work experience includes Kickstarter funded RPG Earthlock by Snowcastle, and the indie game The Girl and the Robot by Flying Carpets Games.

Nichols’ acoustic album features many renditions of the Final Fantasy VI original soundtrack, including popular tracks like Epitaph , Celes’s Theme , Awakening , and Decisive Battle . While the original soundtrack by Nobuo Uematsu caps off at just over 60 songs, Nichols’ album finishes at 22. However, after taking a quick look at the iTunes popularity rankings for the individual tracks from the original soundtrack and the titles she chose to rework, it becomes clear that several fan favorites are present in the Acoustic Rendition song list.

The album was released on March 20 and is available for purchase through several websites, including iTunes, Amazon, Loudr, and Google Play, but you can listen to the entire album on Nichols’ official website.

Leap motion controller looks better than Kinect, shown working with Half-Life 2

The Leap is a new motion controller that tracks the movements of your hands and fingers to a super-fine degree of accuracy.

The Leap is a new motion controller that tracks the movements of your hands and fingers to a super-fine degree of accuracy. It takes the form of a USB dongle that sits in front of your keyboard, looking up at your hands and doing techno-magic to pinpoint their position in 3D space.

CVGhave highlighted a trailer showing the tech in action, and it's pretty impressive. It shows a number of quick demo clips including one that involves playing Angry Birds with a pair of chopsticks, and another showing the player taking out some Combine soldiers in Half-Life 2 with a finger gun. On the Leap siteits creators claim that it'll be "more accurate than a mouse, as reliable as a keyboard and more sensitive than a touchscreen." Watch and judge for yourself with this video.

Leap looks set to arrive around December, but it's available to pre-purchasenow for $70. If you'd like to get your hands on the SDK, they're taking submissions on the developers pageof the site.

God of War: Ascension dev diary is behind-the-scenes look at creation of Mega Cyclops level

A new God of War: Ascension developer diary from Sony’s Santa Monica Studio provides a fascinating behind-the-scenes look at the creation of the game’s Desert of Lost Souls stage, aka the one with the giant Cyclops. God of War: Ascension is a PlayStation 3 exclusive and is currently scheduled for release in March 2013. ABOUT THE AUTHOR Matt Cundy I don't have the energy to really hate anything properly. Most things I think are OK or inoffensively average. I do love quite a lot of stuff as well, though. Topics Action God of War: Ascension We recommend By Zergnet Load Comments

Indie Intermission – ‘Beyond Minimalism’ A Mind Bending Maze

Following in the Ludum Dare minimalistic theme I bring you Beyond Minimalism by SaintHeiser .

. In Beyond Minimalism you are tasked to find nature in this clinical cube.

Beyond Minimalism is a beautiful example of a minimalistic game that will really test your might as you wander around this maze trying to find nature in this crazy place.

The game has a lot of great ideas from start to finish as you walk around this mind bending maze trying to figure out all of the cryptic clues to uncover the secretes of this place.

SaintHeiser really has brought about a very good-looking game that completely immerses the player in the game, from its fluid mechanics to interesting puzzles Beyond Minimalism really is something else in itself.

Average play time – 10 minutes

Beyond Minimalism is a fantastic example of a puzzle game that employs the minimalistic theme fantastically. Although very frustrating from time to time you will fall in love with simplistic nature that underpins Beyond Minimalism .

You can play Beyond Minimalism online now. If you would like to vote for Beyond Minimalism on Ludum Dare head to the site now.

If you are a developer with A fun indie game that can be played over a coffee break, we want to hear from you! Private message us on twitter @IndieGameMag or shoot us an email at editors@indiegamemag.com with the subject “Indie Intermission” and you could be our indie intermission pick of the day!

Unreal Engine 4 will soon offer development tools inside VR

If you've ever harboured even the mildest desire to develop video games, the above clip is likely to bring that impulse to the fore.

If you've ever harboured even the mildest desire to develop video games, the above clip is likely to bring that impulse to the fore. It's a live demonstration of Unreal Engine 4's VR development toolkit, which allows designers to build games from inside the game. Epic Games' Tim Sweeney and Mike Fricker run through the functionality, which allows designers to drag and drop assets in-engine using motion sensors and laser pointers.

Even cooler, all menus and data can be accessed via an in-world tablet, which compensates for the lack of a monitor. It all looks really easy and, to be honest, more fun than actually playing games.

The toolset isn't available yet: the above video is a summary of a longer Twitch streamthe studio recently hosted, showing the technology in thorough detail. As for when it will release, well, there's another Epic Games stream coming on March 16, where they'll likely make an announcement.

Cheers, Polygon.

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Jump to Section: Best Price Comments Pros Absolutely beautiful visuals Magnificent set-piece encounters and massive battles Engaging fast-paced combat Cons A lack of personality Difficulty spikes and occasionally unsatisfying puzzles Unmemorable multiplayer A few hours into God of War: Ascension, you'll find yourself running atop a massive, mechanical snake battling waves of monstrous goat men. It

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Jump to Section: Best Price Comments Pros Creating your own levels "Playing" your favorite songs Discovering the perfect match Cons Simplistic gameplay Musical translation can be off Requires deep love of music Go to page: Page 1 Page 1 Page 2 This is the new Peggle. Not that this mellifluous blend of Wipeout, Tetris and Guitar Hero is anything like PopCap’s pachinko masterpiece, but rather that it

Tour a virtual Paris apartment in stunning Unreal Engine 4 tech demo

Great graphics do not necessarily make for a great game, but they do make for an awfully impressive virtual tour through a beautiful Parisian apartment.

Great graphics do not necessarily make for a great game, but they do make for an awfully impressive virtual tour through a beautiful Parisian apartment. Like this one, for instance, created by Benoit Dereau, a "CG generalist and level designer," who said it's his first work in the Unreal Engine 4.

Obviously we're still a bit away from playing 60 FPS games at this level of visual fidelity, and Dereau said on the Polycount forumsthat "optimization was not the center of my work with this scene." But the texture quality, reflective surfaces, and lighting effects are spectacular, and even more remarkable is that it can all be generated with a standard-spec PC and a low-cost engine.

The actual demo isn't currently available; Dereau had released it but took it down earlier today to fix some bugs. An updated build is expected to be available tomorrow at BenoitDereau.com. Thanks, NeoGAF.

Unreal Paris

Unreal Paris

Unreal Paris

God of War: Ascension beta code giveaway

If you've been waiting to get in on the God of War: Ascension multiplayer beta coming in early January, today is your lucky day. Get access to the beta right now by heading over to our God of War: Ascension beta code giveaway page. Battle players in the Desert of Lost Souls and Hercules Arena stages and get a peek at the game's character customization options. Get a key by clicking on the link below. Head over to the God of War: Ascension beta code giveaway page to get your key.

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Jump to Section: Best Price Comments Pros Adorable main characters Short but sweet bite-sized levels Learning how to play without boring tutorials Cons Slightly sub-par graphics Leaves you wanting more Not much else unless you're heartless Last fall was full of big, exciting Xbox Live Arcade releases, but the downloadable well dried up during the heavy retail release season of the winter. Consider

Video: Porting Canabalt and Super Crate Box to the Commodore 64

"It's not the new technology, but it's the new gameplay mechanics which is the key to success in these new [indie] games." At GDC Europe 2013 , Paul Koller explains that popular indie games which do not rely on modern technology can be brought to older platforms, as he has done for the Commodore 64 with hits Canabalt and Super Crate Box .

In this free GDC Europe 2013 talk titled "Porting Contemporary Games to a Vintage Platform"(courtesy of GDC Vault), Koller explains the challenges he faced in porting these indie hits to old platforms, dealing with procedural levels, loads of bullets, and fast-scrolling parallax backgrounds on a 1 MHz CPU and only 64KB of RAM.


About the GDC VaultIn addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent GDC events, and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to events like GDC, GDC Europe, and GDC China already have full access to GDC Vault, and interested parties can apply for the individual subscriptions via a GDC Vault inquiry form.

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

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

Gamasutra and GDC are sibling organizations under parent UBM Tech.

Oculus Connect — An Oculus Conference Coming in September

The Oculus Rift is constantly in the news lately, and for good reason — short of holograms, the Oculus Rift is arguably the coolest thing we could imagine for display technology.

The Oculus Rift is constantly in the news lately, and for good reason — short of holograms, the Oculus Rift is arguably the coolest thing we could imagine for display technology. Virtual reality may not revolutionize gaming, but it will certainly change how we interact with games, and to that end, Oculus is announcing their first conference, Oculus Connect. Oculus Connect is a place for people interested in this new technology to get together, showcase their work with the Oculus dev kits, see what others are doing, and hear from members of the Oculus team. Those interested in feedback can talk directly to members of the Oculus engineering team in hands-0n labs, and the conference will also feature workshops for those interested.

In addition to getting and giving feedback, there will be several keynotes from some of the more influential people within Oculus, namely: Palmer Luckey (Founder), Brendan Iribe (CEO), Michael Abrash (Chief Scientist), and John Carmack (CTO, and generally famous dude). They’ll be talking about Oculus (of course), discussing virtual reality in the industry, and speaking about the future of the video game medium itself.

Oculus Connect will be taking place September 19-20 this year (2014, if for some reason you’re reading this in the future) at the Loews Hotel in Hollywood. It will be open to the public, but the site notes that it will primarily be focused on developers, rather than catering to the public at large. That said, if you are a developer, or if you aren’t but are interested anyways, you can register this Thursday, July 10th. You can find out more about the conference by signing up for the newsletter on their website, or just by perusing the site itself.

Video: Creating the striking pop-up book world of Tengami

In 2014 Nyamyam's Tengami earned critical acclaim for its remarkable visual style, which replicates the look of a traditional folding pop-up book.

Players fold and slide parts of the world to solve puzzles and progress through the game. At GDC 2015, developer Jennifer Schneidereit took the stage to explain how her team overcame the many technical challenges that come with trying to build a game so intrinsically tied to its artistic style.

Her talk offers an inside look at the tools developed to create realistically folding 3D pop-ups and the process of transforming these initially rather abstract looking models into something to be remembered.

It's an intriguing look at a striking work of game development, and if you missed it in person you can now watch it for free via the official GDC YouTube channel .


About the GDC Vault

In addition to this presentation, the GDC Vaultand its new YouTube channeloffers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Tech

THIS IS SPARTA! (Actually its God of War: Ascension but GameStops doing some 300 pre-order bonus DLC)

US gamers who pre-order God of War: Ascension at GameStop will be rewarded with exclusive ‘300’ themed multiplayer DLC. The content contains a King Leonidas skin based on his appearance in Zack Snyder’s 2007 movie, so your character will look the part with red cape, helmet, armour, and spear. He will also have his own unique attacks and combat moves. A double-sided God of War: Ascension poster is also

Gamasutra features director Christian Nutt continues Gamasutra's annual year-end roundups series by looking back at biggest disappointments of 2012.

This was a hard list to write, for a lot of reasons.

The 5 biggest disappointments of 2012

This was a hard list to write, for a lot of reasons. Of course, I have my own personal disappointments -- where the hell is the U.S. version of Bravely Default ? -- but they don't necessarily stop the industry in its tracks.

There's also something unpalatable about reflecting on disappointment. One's mind wants to bounce over the surface of the emotion, like a rock skipping on a pond, without diving in. And trying to think back and remember what was disappointing is an odd experience. Can you?

Some things, though, simply stood out to me, and once I gave in to the feeling, it was easy to come up with a list of letdowns.
Star Wars: The Old Republic Almost a year ago, Star Wars: The Old Republic launched amidst tremendous fanfare and confident projections from publisher Electronic Arts about its commercial potential. Astute observers had noted signs of trouble for years; many had questioned whether or not BioWare's strength in single player storytelling would translate to an MMO; whether too much money was being spent on the game's development; whether the subscription model still worked, and other concerns.

Well, things went just about as badly as they could have, in the end. Yes, the initial sell-through was strong, but that was the last good news about the game. The Old Republic 's design was panned as uninventive; the player population dwindled precipitously when subscribers reached the end of the game's scripted content; by the middle of the year, EA had already announced plans to take the MMO free-to-play to shore up its sagging server populations. For what's reputedly the most expensive game ever developed, this is not a good outcome.
PlayStation VitaThe PlayStation Vita is the most capable dedicated handheld gaming device ever launched -- and apparently the most undesirable. While Sony made sure that the launch was supported with an outing from the Uncharted series and a host of other games across various genres, software support has since been anemic the world over, and sales of both hardware and games have followed in kind.

Japanese gamers are content to stick with the PSP, which continues to be the favorite system of die-hards, or migrate to Nintendo's 3DS, which has become a resounding success in that territory over the past year. Western gamers are essentially avoiding the system altogether. Insider reports of the sales of what should have been the system's flagship Western holiday title, Call of Duty: Black Ops Declassified , are commensurate with its Metacritic score (, as of this writing.)

The top game for the system -- in both Japan and the U.S. -- is Persona 4: Golden , a port of a four year old PlayStation 2 game. That is a sad condemnation of the system, quality of the game aside, and an indication that Sony never understood its audience of hardcore early adopters, widely missing the mark with its software lineup.

No matter how problematic it may be this lineup, apparently, is something Sony seems to -- for some reason -- have little interest in anymore. E3, Gamescom, and Tokyo Game Show went by with a single outstanding title revealed -- Media Molecule's Tearaway , which will be a very lonely game indeed.

With Call of Duty all but assuredly a failure, the Vita's outlook for 2013 is extremely muted. What Western publisher will touch a system that Call of Duty can't save? With Japan ignoring the system -- it has no announced Final Fantasy titles, a first for a Sony system -- what will those Persona 4 Golden fans move on to?
E3We've already written aboutthe turning point this year's E3 was for Gamasutra's staff, among others. I won't recapitulate that here. But the show failed on other levels, too.

E3 feels dated. The show, originally launched in 1995, has essentially remained unchanged -- except for two years of flirtations with new formats in 2007 and 2008 which were, if anything, worse.

Think back to those years. The show's management, recognizing that it had become a ridiculous spectacle, hideously expensive and inefficient, scaled back wildly to restrict the expo to the press and those who had real business to do.

Fast forward to 2012, and the show is just as huge and loud and tacky as ever it was; it's just as choked with retail employees and others who have no actual business to conduct at the event. In fact, more games than ever are now exclusively behind closed doors, a tacit acknowledgment of how many unwanted civvies are getting in -- which is also reflected in how all the booths have been completely reduced to tacky spectacles, with a focus on booth babes, aliens, cars, celebrities, and other distractions.

But also look at the swelling attendance of Gamescom and Tokyo Game Show, which let in the masses in an honest way -- and manage to separate the business and public aspects of the show very effectively. Look at PAX, which is a wholehearted celebration of games for gamers, with the community gathering to enjoy its hobby together. E3 is simply a showcase for the biggest, loudest, most crass and most powerful forces in the core game business, and without indies and other players outside of the triple-A console space, doesn't represent the industry as it really is.

Where's the vibrancy of the game industry we know and love? Elsewhere, it seems.
Steam GreenlightThe pitch was fantastic: Indies having trouble? No problem. We don't have the time to deal with this problem internally, so we'll crowdsource a solution. The result, though, was severely problematic at launch, and still isn't quite right.

The original problem with the system -- the fact that Steam users could downvote games they weren't interested in, which lead to lots of partisan bashing of innocent titles -- was quickly fixed. But good games by serious indie developers, like Incredipede , are getting overlooked in favor of irredeemable trash like Postal 2 . It has quickly devolved into a popularity contest, and what's popular is -- turns out -- not always great.

Now, games that are very far from release are getting into the voting, confusing its purpose. Is it meant to be a gateway for new games, or a way for the Steam community to vote on what it thinks might be interesting?

There's no doubt that Greenlight will become a valuable part of Steam, but it hasn't gotten there yet, leaving many of the people it was devised to help wanting more.
It's Mega Man's 25th Birthday and Nobody CameWhen Keiji Inafune, Capcom's head of R&D, stepped down a couple of years ago, inside sources say that the franchise he created -- which was once the flagship property of the company he'd worked for since the 1980s -- was vanished. Games in development, both announced and unannounced, were unceremoniously killed. Mega Man was put on ice.

But 1987 was the year Mega Man was born, and you would have expected some meaningful acknowledgment of this from the company. Few publishers have vibrant, appealing franchises that date back to the NES days -- or ones so ripe for a reimagining, ones with such a passionate fan base.

Not so for Mega Man. So far we've seen the release of the (so far) Japan-only Rockman Xover , a social RPG for phones -- tenuously connected the anniversary at best -- and Street Fighter x Mega Man , a fan-made hack given legitimacy by Capcom USA's marketing department, desperate to stamp the otherwise unused Mega Man 25th Anniversary logo on something this year.

This is a sad testament to how politics can actually kill a beloved character; how we, as an industry, still suck at celebrating our past; and how potentially powerful franchises are left on the vine in the search for the next big thing.

More Gamasutra 2012 roundups:

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