Risen 2 trailer talks pirates, inquisitors and faithful gnome servants

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Did Piranha Bytes decide to set Risen 2 on a series of pirate island so they could turn their studios into a pretend jungle?

Did Piranha Bytes decide to set Risen 2 on a series of pirate island so they could turn their studios into a pretend jungle? Possibly. The latest developer diary reveals more about Risen 2's factions and creatures and gives the devs the opportunity to squat in the middle of their cardboard forests like real adventurers. The inquisition return from the first Risen game, and it looks like we'll be choosing to side with them or the island natives over the course of the sequel. The RPG will come out in April. It looks interesting, but will we have tired by Skyrim by then?

Dr Pete Hines releases sick note so you can stay home and play Fallout 4

I don't know about you, but I think I'm coming down with something.

Fallout 4

I don't know about you, but I think I'm coming down with something. Cough, cough, yes I'm definitely coming down with something, and I suspect I'll finally succumb at around 12am Tuesday morning. Completely coincidentally, Tuesday is when Fallout 4releases. Anticipating an infectious sickness bug, Bethesda's Pete Hines has helpfully released a signed sick notethat you can present to your boss/teacher/authority figure.

Fallout 4 sick note

You've already preloadedFallout 4, right? If, like me, you'd rather wait for the reviews, you'll be pleased to hear that they're going live today at 8:00 EST / 13:00 GMT.

E3 2011: Risen 2 is a pirate RPG with a launchable parrot

The original Risen found a niche, and the people who played it seemed to really, really like it.

Risen Thumbnail E3

The original Risen found a niche, and the people who played it seemed to really, really like it. But in a landscape already filled with fantasy medieval RPGs, it was easy to miss. Its developers are trying to change that, by making its sequel not a fastasy, medieval RPG. This time, it's about pirates.

That means no shields, no bows and arrows, and no fireballs. It does, however, let you become a pirate captain, with your own ship (that, sadly, you can't steer), crew and pistols. And yes, with your own parrot that you can "launch to annoy people," says Daniel Oberlerchner, one of the game's developers.

Daniel is also fairly brutal when talking about the first game. He showed a bunch of footage of the game, deliberately setup to convince me that it sucked: it was ugly, it was buggy, it had terrible faces and awful lighting and wasn't designed with widescreen resolutions.

At least in these clips, the sequel certainly looks better. It's so much brighter, for a start. The sun is shining. As I'm typing, the pirate main character just kicked a crab on to his back and he's now whacking it with his sword while the crab tries to flip back over.

Man, pirates are dicks.

The game starts in the town of Caldera, the last standing human city in a world destroyed by monsters. Unable to farm anything around them, the city is entirely dependent on trade via visiting ships. That's where you come in: first, by protecting those ships from attacking monsters, but then by joining and climbing the ranks of pirates.

It is weird how similar a pirate-theme is to the traditional RPG setting, but instantly it makes me more likely to play it.

Risen 2 will be released in the first half of 2012.

Fallout 4 video shows what happens when 50 synths battle 50 raiders

Who's the toughest foe in Fallout 4 : synths or raiders?

: synths or raiders? The video above by YouTuber Tyranniconseeks to answer that question by pitting 50 raiders against 50 synths. As you'll see, the outcome isn't as important as the obscene violence that precedes it. Keep an eye out for the best head explosion since Scanners.

Expect more of these shenanigans in the weeks and months to follow, or if you'd prefer to conduct some experiments of your own these console commandsshould do the trick. Deathclaws versus molerats, anyone? Meanwhile, if you're just starting out in the wasteland, here are a handful of tipsto make surivival a little easier.

Cheers, Kotaku.

E3 2011: Risen 2 is a pirate RPG with a launchable parrot

The original Risen found a niche, and the people who played it seemed to really, really like it.

Risen Thumbnail E3

The original Risen found a niche, and the people who played it seemed to really, really like it. But in a landscape already filled with fantasy medieval RPGs, it was easy to miss. Its developers are trying to change that, by making its sequel not a fastasy, medieval RPG. This time, it's about pirates.

That means no shields, no bows and arrows, and no fireballs. It does, however, let you become a pirate captain, with your own ship (that, sadly, you can't steer), crew and pistols. And yes, with your own parrot that you can "launch to annoy people," says Daniel Oberlerchner, one of the game's developers.

Daniel is also fairly brutal when talking about the first game. He showed a bunch of footage of the game, deliberately setup to convince me that it sucked: it was ugly, it was buggy, it had terrible faces and awful lighting and wasn't designed with widescreen resolutions.

At least in these clips, the sequel certainly looks better. It's so much brighter, for a start. The sun is shining. As I'm typing, the pirate main character just kicked a crab on to his back and he's now whacking it with his sword while the crab tries to flip back over.

Man, pirates are dicks.

The game starts in the town of Caldera, the last standing human city in a world destroyed by monsters. Unable to farm anything around them, the city is entirely dependent on trade via visiting ships. That's where you come in: first, by protecting those ships from attacking monsters, but then by joining and climbing the ranks of pirates.

It is weird how similar a pirate-theme is to the traditional RPG setting, but instantly it makes me more likely to play it.

Risen 2 will be released in the first half of 2012.

The Witcher 3 footage shows the search for the ashen-haired woman

CD Projekt's on-stage The Witcher 3 demo took us on a short griffon hunt.

took us on a short griffon hunt. What you've probably already guessed is that there other parts of the game, too. Members of the development team have been running around the E3 show floor, playing some of these other bits at anyone they run into. Two such bits of footage have emerged that, when played back-to-back, show a partial segment of one of the game's quests.

The first segment, courtesy of IGN, shows exactly why Geralt was chasing his griffon—to ply information out of a troll faced barfly.

That's followed up by Gamespot'sfootage of Geralt's search for Johnny, who, because this is an RPG, has a request of his own.

Check back later for Wes's own report, based off a 45-minute slice of the game.

The Witcher 3 is due out February 24, 2015. Roll on next year.

Dishonored's success makes it a "franchise," future of Rage unclear, Bethesda says

Life for many residents of Dishonored's Dunwall city is brutal, short, and dark.

Dunwall city is brutal, short, and dark. Fortunately, the possibility of a sequel to Arkane Studios' take on steampunk stealth appears to be anything but grim, according to recent comments made by Bethesda marketing VP Pete Hines to IGN.

When asked if he saw a future for a Dishonored series, Hines had the following to say: “In general, we try not to wade into anything as a one-off in the first place,” Hines said, “so yeah, for sure. The success of that game and how proud Arkane is of it and what goes on at any studio when they put out something like that and all the ideas that are coming out, certainly it's something that we feel is a franchise.”

As we saw in its recent DLC The Knife of Dunwall, there is no shortage of strange and interesting characters in Dishonored who would be ready to pick up a blade and continue Arkane's story. Hines also used the game's trajectory as a way to talk about how publisher Bethesda views the development process within the various studios it works with. The possible creation of a Dishonored series is "specific to Arkane," he said.

“What we do or don't do on Dishonored has zero effect on id, Tango, Machine Games," Hines said. "Each one, in some respects, kind of acts in a silo. It doesn't really matter what those guys are making. 'What are you good at? What are you going to work on next? What are you going to do next? Okay, that's what we're going to do.' It's as simple as that.”

A sequel to id Software's Rage, for example, is "to be determined," as that development team is currently at work on different, unnamed game, according to Hines. "Right now, [id's] focus is on their current project," Hines said. "They are full bore on that. What I've seen of it recently, I'm super happy about it. We want them to stick to that until we're ready to talk about what that is. But let's wait until we get there first.”

Thanks, VG24/7

The Witcher 3 patch 1.2 brings improvements for all

Accompanying the release of Blood and Wine — The Witcher 3 's incredible final expansion—is the colossal patch 1.2. CD Projekt Red has tended its game like a loving gardener since it released a year ago, and even though this is the end, that hasn't stopped it fixing longstanding issues and adding free features for good measure.

The addition of enemy level scaling is a big one. It's optional, intended for the players who have outlevelled the native fauna through exuberant side-questing, and can be toggled at any time.

There's good news for card captors too: a new book,  A Miraculous Guide to Gwent, lists the missing cards in your collection and offers hints at where to find them.

Most excitingly—if you're dull like me—the inventory, player, crafting and repair interfaces have been further reworked. Subcategories make inventory sorting easier, while missing reagents can now be bought straight from the crafting screen (assuming you're at a vendor, of course). Even icons have been redone to make oils, cards and decorations recognisable at a glance.

Patch note of the year: "Fixes issue whereby Geralt's clothing was not properly restored after sex scenes."

The extensive notes can be found here.

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Our Verdict
Addictive and satisfying however you play, despite some difficulty spikes in single player.

Orcs must be shot, burnt, stabbed, crushed, impaled, frozen, catapaulted, dissolved in acid, turned into chickens, or forced to murder each other. They must die, and specifically they must die between leaving a large set of double doors and reaching a magical portal. You can cause this through a combination of placing traps and shooting them yourself. In fact, you must.

Orcs Must Die 2 is a cross between a tower defense game and a third person shooter, and like its predecessor, it is excellent. This is not a coincidence: it's a bunch of new enemies, traps, weapons and game modes for the same underlying game. The major change is what felt like Orcs Must Die's most obvious omission: 2-player co-op.

The challenge and the pleasure of the original was in constructing a perfect killzone: the exact combination of traps and barriers that inflict the maximum possible dying on the maximum possible orcs. In co-op, inevitably, that's tough: funds are split between the two of you, and you're usually going to have different ideas about how they should be spent. But the map design almost always gives you more than one stream of orcs to intercept, so you tackle half of them each.

My side of the map is lined with Acid Sprayers and guarded by Paladins, who keep the hordes busy while they get their flesh hosed off. My partner Matt's side hangs heavy with swinging maces, and the floor is a sea of debilitating gloop. Inevitably one of us gets overwhelmed, and the other falls back to help finish off the orcs that slip through.

That's great fun. But it's also the cause of the game's biggest problem: co-op isn't a separate campaign, and most of the later maps feel like they were designed for two players. Some have six entry points and two portals to protect, and orcs can come from a new route with only a few seconds' notice. Alone, it's a mad stress to try to divide your attention and resources between all of these, and some levels seem impossible to do well without help.

It exacerbates one of the first game's problems: too little information about what's coming. You're forewarned about enemy types, but not proportions or distribution, which leads to a painful amount of trial and error. I played one map perfectly for 40 minutes, then failed it outright when the final wave included a huge number of fire-proof enemies. A few of my traps were fire-based, and that dooms you on this particular map. Start again.

It's less frustrating once you've unlocked enough equipment to have the luxury of restrategising. All of the traps, weapons, perks and upgrades are now unlocked with a single unified system: earn skulls for good performance, spend skulls to unlock or improve things. It's much more compelling than the weird mix the first game used, and being able to earn better kit by grinding the new Endless mode or re-doing previous maps mitigates the balance problems.

The array of kit on offer is massive, the range of upgrades for each is exciting, and you'll be unlocking great new stuff long after you finish the campaign. My new favourite is the Polymorph weapon: it can permanently transform any enemy into something random. Sometimes that's an even tougher enemy, other times it's a chicken. So keep doing it until it's a chicken.

I'm itching to play again once I finish this. If you have someone to team up with, get it without hesitation. If you don't, hesitate slightly, then notice it's only £12/$15 and get it anyway.

The Verdict

Orcs Must Die! 2

Addictive and satisfying however you play, despite some difficulty spikes in single player.

We recommend By Zergnet

The Witcher 3: Blood and Wine launch trailer is packed with unspeakable evil

I had to double check the date, but yes, here we have the launch trailer for The Witcher 3's massive Blood and Wine expansion.

expansion. That is, the launch trailer for an expansion that's still a week away. Does that make sense? No. Is the trailer packed with unmentionably horrible monsters? You're darn right it is.

CD Projekt Red has broken out the bestiary for Geralt's trip to Toussaint. I spied the nightmarish giant centipedes of the Witcher 1, a smattering of barghests (the beast!), and something that resembles a Dark Souls boss. Proper witcher's work.

Interesting choice of soundtrack, but I suppose it's hard to conjure primal rage on the lute.

Blood and Wine releases May 31, and Tom has a preview to whet your blade.

Orcs Must Die! 2's Endless mode and co-op play will be revealed in our livestream Thursday

We had two major requests of Orcs Must Die!: let us play with friends, and let us play forever.

Orcs Must Die! 2 launches later this monthwith both of those features, and we want to be the first ones to show you them tossed together.

Tune into our livestream channel ( twitch.tv/pcgamer) Thursday morning at 11 AM PST to watch us play the never-before-seen Endless mode, which lets you kill orcs until you're overwhelmed, alongside a developer of the game who can answer any questions you and I have as we play.

Witcher 3 1.20 update brings a gift for Gwent fans

CD Projekt has released the patch notes for the coming 1.20 update to The Witcher 3: Wild Hunt , which makes a number of improvements and fixes to the game, including one that will be a big boon for Gwent card collectors: A new book called “A Miraculous Guide to Gwent,” which displays the number of cards missing form your base-game deck, and information on where to get them.

, which makes a number of improvements and fixes to the game, including one that will be a big boon for Gwent card collectors: A new book called “A Miraculous Guide to Gwent,” which displays the number of cards missing form your base-game deck, and information on where to get them. New players can get the book from the Gwent scholar in the prologue, while those of you already deep into the action can pick it up from the merchant near St. Gregory's Bridge in the Gildorf district of Novigrad.

Other big changes include the addition of optional enemy “upscaling,” which will make low-level enemies more challenging (but won't affect experience points, loot, or quest rewards), and an increase in the incidence of certain monster-based ingredients required for high-level alchemy.  The inventory and journal have been improved to make them easier to use, automatic drawing and sheathing of swords can be disabled, and—this is a big one—there will be a fix for a bug "whereby Geralt's clothing was not properly restored after sex scenes.”

Oh, Geralt .

There are quite a lot of other fixes and tweaks, most of them for the base game but some specific to the Hearts of Stone expansion. A rollout date wasn't announced, but CD Projekt Community Lead Marcin Momot said on Twitterthat it will be out after this weekend, but “shortly before” the Blood and Wine expansiongoes live on May 31, and Tom Senior's review says that it's very good indeed. Full patch notes can be found here, and the relevant discussion of the update on the CD Projekt forums is here.

Behind the Scenes: Sega Rally

Behind the Scenes: Sega Rally In the 16 years since Sega Rally Championship’s release, the evolution of the racing genre has been explosive. The contrast between a racing game now and a racing game then is so enormous that evaluating the impact that Sega’s once-dominant racing trifecta – Virtua Racing, Daytona USA, and Sega Rally Championship – had on the industry could fill volumes. A quick recap

New Witcher 3: Blood and Wine trailer shows off wine, women, and evil

It's easy to get the impression through most of the new Witcher 3: Blood and Wine trailer that CD Projekt is showing off.

trailer that CD Projekt is showing off. Or maybe it's more of a victory lap; a trip to Disneyland after spending the better part of a decade wallowing in the worst excesses of low fantasy. Either way, it sure is pretty. Until it isn't.

My favorite part of the video has to be the moment when Geralt strides toward the hulking, windmill-smashing monster with a tired, slightly bored, and entirely unimpressed look on his face. But the real problem in Toussaint is something entirely different and more sinister, and definitely not to be taken so lightly.

But it is a lovely land, isn't it? I'm really looking forward to seeing what CDPR does with it. The previous Witcher releases have given us some stunning eye candy, but the seeming shift away from the day-to-day misery of the peasant class is a real change of pace. Monsters must die, sure, but who says you can't have fresh air, sunshine, and nice things, too?

The Witcher 3: Blood and Wine comes out on May 31. Have a look at our hands-on preview here.

Infinite Fall Releases Night in the Woods Side Story, “Lost Constellation”

Night in the Woods fans are lucky people.

fans are lucky people. The developers haven’t forgotten them since they crushed their Kickstarter goalsfor their strange game about cats dropping out of college. Those of us who were curious about Mae, the destructive cat who’s trying to come to terms with changes in her friends and in her hometown, have waited patiently to experience the art style and story of this exploration game. Luckily,  the developers have released a side story to keep their fan base happy while also enriching the game’s world, called Lost Constellation . Built into the Night in the Woods universe, it’s a completely separate tale that hints at the wonderful story and feelings that Night in the Woods will try to deliver sometime this year.

Lost Constellation is somewhere between a ghost story and folklore, meant to transport people to the world of Night in the Woods without spoiling the main game. As an unnamed crocodile-looking fellow, you’re left exploring the woods to keep a promise. This promise doesn’t seem to involve rushing though, as there’s lots of time to throw snowballs, build snowmen, and then deal with the frightening realities of the snow golem you have just built. All of this goes on while the game’s upbeat tunes and art style soothe the soul with a cuteness that has just a hint of horror and loneliness.

While unnecessary to play if you want to understand and appreciate the main game, Lost Constellation is meant to enrich the experience and give the main game more background. It’s also a nice little free (you can make an optional donation) experience for those who want to see the game’s art style in motion, and get a taste of the storytelling power that Night in the Woods will possess when it rolls out in 2015.

Lost Constellation is available to download on Itch.iovia a donation of any amount. For more information on Night in the Woods and its developers, you can go to their website(there is also a second, free side story game there called Longest Night) or follow them on Twitter.

The Witcher 3 is unlikely to get a follow-up any time soon

It's hard to accept that The Witcher 3 is the final instalment in CD Projekt's RPG trilogy: it's a hugely successful series, and usually when a series is hugely successful a studio (and especially its publisher) wants to capitalize on it.

is the final instalment in CD Projekt's RPG trilogy: it's a hugely successful series, and usually when a series is hugely successful a studio (and especially its publisher) wants to capitalize on it. Don't hold your breath though, because even though the series may have a future, it won't come to fruition for a very long time.

Speaking to Eurogamer, studio co-founder Marcin Iwinski was not ambiguous about the game's forthcoming Blood & Wine expansionbeing the end of the line. "As we said before, never say never [but] right now it's really Blood and Wine. This is the end," he said.

"Blood and Wine is [the] closing and there won't be any Witcher any time soon - if there ever will be one. And I would really like to see how people feel about it, if they will enjoy it."

Look, I love The Witcher, but I'm pretty happy for CD Projekt to move on. The Witcher 3 is about as good as a modern, big budget, open world fantasy RPG gets, and now I want the studio to tackle an incredibly ambitious science fiction version of their brilliant formula. Oh, and would you look at that, Cyberpunk 2077exists. It'll likely take a long time, though.

"Blood and Wine has an impressive stat sheet: 90 new quests, 20 new monsters, 100 pieces of armour, an upgradeable vineyard [and] new mutations," Tom Senior wrote in his preview of the expansion, which releases May 31.

PlayStation's streaming game service enters open beta

Newsbrief : PlayStation Now, Sony's cloud-based streaming service for PlayStation consoles, will launch as an open beta today in the U.S. and Canada, with more than 100 games to rent and stream.

PS Now was originally announcedback in January, and has been in private beta since then. The tech is powered by Gaikai, which Sony acquired back in 2012.

Sony notes thatplayers will need a strong and stable broadband connection to run the service.

Infinite Fall Releases Night in the Woods Side Story, “Lost Constellation”

Night in the Woods fans are lucky people.

fans are lucky people. The developers haven’t forgotten them since they crushed their Kickstarter goalsfor their strange game about cats dropping out of college. Those of us who were curious about Mae, the destructive cat who’s trying to come to terms with changes in her friends and in her hometown, have waited patiently to experience the art style and story of this exploration game. Luckily,  the developers have released a side story to keep their fan base happy while also enriching the game’s world, called Lost Constellation . Built into the Night in the Woods universe, it’s a completely separate tale that hints at the wonderful story and feelings that Night in the Woods will try to deliver sometime this year.

Lost Constellation is somewhere between a ghost story and folklore, meant to transport people to the world of Night in the Woods without spoiling the main game. As an unnamed crocodile-looking fellow, you’re left exploring the woods to keep a promise. This promise doesn’t seem to involve rushing though, as there’s lots of time to throw snowballs, build snowmen, and then deal with the frightening realities of the snow golem you have just built. All of this goes on while the game’s upbeat tunes and art style soothe the soul with a cuteness that has just a hint of horror and loneliness.

While unnecessary to play if you want to understand and appreciate the main game, Lost Constellation is meant to enrich the experience and give the main game more background. It’s also a nice little free (you can make an optional donation) experience for those who want to see the game’s art style in motion, and get a taste of the storytelling power that Night in the Woods will possess when it rolls out in 2015.

Lost Constellation is available to download on Itch.iovia a donation of any amount. For more information on Night in the Woods and its developers, you can go to their website(there is also a second, free side story game there called Longest Night) or follow them on Twitter.

Get up to 85% off the Witcher series

The best monster slaying series on PC is up to 85% off at GOG.com until June 1.

until June 1. And wouldn't you know it, The Witcher 3's second expansion, Blood and Wine, releases May 31—rather convenient for the thrifty witcher.

As you'd expect, the biggest discounts are on the back catalogue. The Witcher 1 and The Witcher 2: Assassins of Kings get the full 85% discount. So does The Witcher Adventure Game, the digital adaptation of The Witcher Board Game.

The Witcher 3has a smaller but substantial 50% markdown. If you're binging, The Witcher 3 and its expansions together get 33% off. And finally, if you just want a good deal on either expansion, Hearts of Stoneand Blood and Wine can be bought separately at 10% below RRP. I'll let you penny-pinchers in on a secret though—Blood and Wine is actually 10p cheaper on Steam.

Own up, then: who cast Axii on CDPR?

The Gamasutra and Game Developer crew are on site at E3 in lovely downtown Los Angeles this week. We

’ve decided to put together some basic podcasts during E3, as a bit of a test run to see if it’s worth your (and our) time. If we get in a good groove, maybe we’ll make them fancier. This broadcast brings Gamasutra editor-in-chief Kris Graft, blogs director Christian Nutt and Game Developer’s Patrick Miller together in a broadcast from the luxurious Kawada Hotel in downtown Los Angeles.

E3 Podcast #1: Sony, Microsoft and the ESA

Topics include reflections on a dinner with the Entertainment Software Association, and Microsoft and Sony’s major press briefings. Stay tuned for more this week!

The Witcher 3: Blood and Wine dev diary teases Geralt's greatest challenge yet

We recently got some hands-on time with The Witcher 3 expansion Blood and Wine, and it looks like it's going to be a worthy conclusion to the series: Geralt arrives in the fairy tale realm of Toussaint, but instead of the expected wine, women, and song, it's monsters, monsters... and monsters.

with The Witcher 3 expansion Blood and Wine, and it looks like it's going to be a worthy conclusion to the series: Geralt arrives in the fairy tale realm of Toussaint, but instead of the expected wine, women, and song, it's monsters, monsters... and monsters. The new developer diary released today reveals even more about what's ahead, and even though this is Geralt's swang song, he won't have an easy time of it.

Toussaint is almost startlingly beautiful, and Geralt cleans up pretty well too. But naturally, all is not as it appears. The city of Beauclair was built on what you might call sub-optimal real estate, and that's led to all sorts of problems—bigger problems than you might expect.

“For the Witcher, this won't be just another fight. It'll be the fight,” writer Tomasz Marchewka explains in the video. “The enemy you'll face, it'll be a bigger challenge than anything the Witcher's dealt with before.”

Interestingly, while Blood and Wine will be the final expansion for The Witcher 3: Wild Hunt, Game Director Konrad Tomaszkiewicz told Eurogamerthat he hopes to come back to it someday. "Personally I hope that someday in the future we will do something more because I love the setting and [I've worked] on The Witcher games around 12 years right now," he said. "But I don't know what we will decided. The strategy plan they've got they will share with us soon. We'll see."

The Witcher 3: Blood and Wine comes out on May 31.

We just rapidly prototyped a second episode of the Gamasutra E3 podcast, recorded from the luxurious Kawada Hotel in downtown Los Angeles.

Gamasutra editor-in-chief Kris Graft, Blog Czar Christian Nutt, and Patrick Miller of Patrick Miller Inc.

E3 Podcast #2: DRM, Nintendo, and Oculus Rift

Gamasutra editor-in-chief Kris Graft, Blog Czar Christian Nutt, and Patrick Miller of Patrick Miller Inc. (and also formerly of Game Developer magazine) fill you in on what they did on day one of E3 2013.

What did they do? Let's not totally spoil it, but it involves DRM policies on consoles, Pokemon, and being a spaceship pilot who can't move his arms.

Let us know what you think in the comments! Maybe we'll keep on doing these (and give them some semblance of production value) if you find them useful and entertaining.

Kenshi Gives Us Freedom After The World Ends

It’s the end of the world as we know it, Samurai, hope you’ve got some friends to spend it with….

is an upcoming post apocalyptic, survival sandbox indie game from Lofi gameswhere you try to survive and prosper in a world where the only law exists on the edge of a blade, and the only prosperity exists in the bodies you leave behind.

The game’s creator, Chris Hunt, describes Kenshi as, “an open-world, squad-based RPG where players have complete freedom to be good or bad, build a town, start a faction, fight cannibals & bandits, craft items or simply survive in the challenging, vast world.” The game is currently in Alpha, and available on Steam as an early access title.

Your first few hours in Kenshi are mostly spent learning the complex mechanics that make up the game’s freedom; the learning curve is steep but rewarding, as challenging objectives become simple survival. The first few battles are white knuckled, high risk, and a bit stressful as you try to figure out the mechanics of the game’s combat system.

What makes this combat even more enticing to watch are some of the visuals the game can achieve through the blood red twilight of a setting sun, casting long shadows to lend a sense of brevity and overture to the life and death format of combat. One of the best feelings in this game is seeing the shadows cast by the small outpost that you have built yourself, with the sun setting after a long and hard day’s work.

What does Kenshi have in store for us in the future? Chris Hunt says they’re working on a  “huge, new and diverse world map, 4x the size of the current one. Much later on it will have water, rivers and wildlife too,” he continued. “The gameplay will get much more complex, with environmental challenges added in – hunger, thirst and weather conditions. There will be a lot more combat details, for example, crawling when injured, robotics limbs to replace severed ones, unarmed fighting and ranged combat skills.”

It’s interesting to think what will be in store for the world of Kenshi as the game gets closer to it’s so far unannounced launch date. With a little more content and polish, it will easily be worth it’s $20 price tag; make sure to keep an eye on this one.

New Year’s Wish List: Kurt Indovina

The Holidays are in full swing, and the New Year is almost upon us.

The Holidays are in full swing, and the New Year is almost upon us. As we progress year after year, the medium of video games continues to expand as developers further push boundaries and expectations of what can be done with the platform. My anticipation for what this New Year holds for video games is impeccable! Here is a list of my most anticipated titles:

Hands down, my favorite game of all time. Arguably the game that, in fact, shaped me into the individual I am today. Upon its release in 1998, it was received critically as one of the greatest adventure games of all time, but was all-in-all a commercial failure. The game went out of print, making it nearly impossible to find (legally). After the closing of LucasArts and the rights being picked up by Disney, Double Fine had managed to attain the rights, giving them back to its original writer/director, Tim Schaffer. With the help of Sony, Double Fine has remastered this macabre epic of crime and corruption, and are resurrecting it from the dead for Mac/PC/Linux and the PlayStation 4. In short, you are Manny Calavera – a travel agent for for the recently deceased; It’s his job to give them a travel package through the land of the dead to their final resting place. It isn’t until he meets Mercedes Colomar that he must travel across the land of the dead himself to save her. Grim Fandango rises from the grave on January 27th.

As far as I’m concerned, The Chinese Room can just about make anything and I’ll buy it. I also think that their games would only be half of what they are if it wasn’t for the heart wrenching, and gut gripping composition of composer Jessica Curry. For me personally, Dear Esther breathed a new life into the gaming medium. Long after my first play-through of Dear Esther , I still think back to my first time wandering the beach, listening to eulogy-style diary entries narrated by Nigel Carrington. Everyone’s Gone To the Rapture seems to be something of a spiritual successor to Dear Esther . Though information about the game is still vague, it seems you’ll be exploring a rural English town that was once inhabited. As the tagline for the game goes: “The story begins with the end of the world.” Everybody’s Gone to the Rapture is coming to the PlayStation 4 sometime in 2015.

Playdead Studios’ Limbo captured a horrifyingly eerie, but ever so intriguing, atmosphere unlike any other I had experienced to date. The game was so perfectly ambiguous, while being equally addicting and gripping, purely on visuals and mood. Playdead Studios seems to have once again captured a strangely haunting but intriguing world with their upcoming title, Inside. Again, Playdead is playing the ambiguous card. The only information to gather from Inside is from the only trailer the studio has released; it seems as though you’ll be maneuvering through a dystopian-esque world filled with mindless individuals marching in singular order together. I also anticipate that Inside will feature brilliant and dark puzzles in the same vein of it’s predecessor . Inside will be making it’s debut on Xbox One sometime in early 2015.

Sure, Grim Fandango is a remaster of a game that was once released by a major studio, but nothing says indie like a developer leaving a major studio to create his own studio. That studio not only outlived the one he left, but he also got the rights back to his own game, and remastered it on his own terms. It’s also thrilling to see several games coming out this year which are successors to massively popular independently made video games. 2015 may very well be the most exciting year thus far for indie devs.

As for a resolution, I hope it’s to continuously support your indie/local game developers.

The PIP is held between two fingers, and uses gold-plated sensor pads to capture your galvanic response

to whatever stimulus you're currently experiencing. The device connects to iOS and Android devices via Bluetooth, and measures the player's stress level in real-time, eight times per second.

Meet the PIP: The stress management device for video games

Valve isn't the only company that has been experimenting with biofeedback in video games, and how emotional state can potentially affect game design.

The Personal Input Pod-- or PIP for short -- is a portable stress management device from Galvanic Ltd, which utilizes a biosensor to reveal how stressed you are through a gaming paradigm.



The device connects to iOS and Android devices via Bluetooth, and measures the player's stress level in real-time, eight times per second. The idea is that your stress levels can be used to control characters in video games, or perhaps can be utilized in smaller minigames.

For example, Galvanic has built a prototype game called Relax and Race , in which two PIP-toting players compete to fly their dragon to the finish line first. The less stressed you are, the faster your dragon moves.

Another game example is called Lie Detective , and is a simple lie-detector which uses stress patterns to determine if the player is answering questions correctly, or trying to evade the truth.

Relax and Race.jpgGalvanic hopes that, by teaching players how to deal with stress through video games, they can then take these lessons and apply them to real-life stressful situations.

The design phase for the PIP is complete, and a prototype has been produced. Now the team is looking to launch a Kickstarter on June 17 to fund the production of the device, and develop a suite of games and lifestyle apps to compliment its launch.

Galvanic also plans to launch an SDK for developers to build their own PIP games, and explore the various ways in which the device can be used in video game design.

Help Shape ReLive, The Next Big Horror Game

Inactive Pixel Studios is an Australian development team shaping a new horror game centered on psychological experiences and hauntings.

Inactive Pixel Studios is an Australian development team shaping a new horror game centered on psychological experiences and hauntings. In ReLive , an unnamed protagonist finds himself in a multiple-floor building that serves as a limbo of sorts, complete with spectral inhabitants. Armed only with electronic devices, such as smartphones and cameras – or the occasional lighter – the man must figure out each ghost’s story, survive, and escape.

The gameplay revolves around solving puzzles on each floor, which are tied to specific ghosts. In addition to staying alive, the protagonist must figure out a backstory for each spirit before moving on. Using various light sources is risky, since it’s helpful in moving, but simultaneously jeopardizes the protagonist by attracting unwanted attention from ghosts.

ReLive has an ongoing Kickstarter campaign, asking for a modest $300 AUD. Those funds will go toward a Sony developers license, graphical improvements, publishing costs, and professional voice actors, which are integral to a good experience with the story of the game. As low as $15 AUD gets a beta test copy of the game. Inactive Pixel Studios are actively seeking the help and involvement of the community with the development of their horror game, to provide an optimal experience.

Be sure to visit ReLive ‘s Kickstarter pagefor more details on the backstory, as well as some gameplay videos, before considering backing.

Enter the Bizarre and Disjointed World of Unnecessary Sentience

Unnecessary Sentience is an eerie, whimsy point-and-click adventure game, made by Joe Richardson – artist, animator, experimental musician, and writer.

is an eerie, whimsy point-and-click adventure game, made by Joe Richardson – artist, animator, experimental musician, and writer. Richardson decided to combine his talents and make a video game, which he launched a Kickstarter for on August 1st (visit the campaign page here).

Though the Kickstarter doesn’t disclose much information as to what Unnecessary Sentience is about, it’s bizarre, cut-out-pasted-together, disjointed visuals, may be just enough to attract attention. Richardson is only asking for £1,000, which is a considerably low-risk value to offer. And there is evidence of potential for Richardson to go on and make something unique and memorable. You can get the game by donating only £5 (which roughly translates to $8).

In the past few months he’s released two small point-and-click adventures games. The Long Rain , loosely based of Ray Bradbury’s story of the same title (which is available free for PC here), and short/demo of Unnecessary Sentience (4th place in the recent Newgrounds 2030 Jam).

Richardson explains that the puzzles in Unnecessary Sentience will be challenging-yet-logical, whilst being stylistically unique. And though The Long Rain and the game jam created version of Unnecessary Sentience are available to play now, Richardson claims that it doesn’t mean this Kickstarter funded game will follow those premises.

Richardson is a multi-talented individual with an eccentric view on all platforms he works on, and it doesn’t hurt to give a little support. Be sure to visit his websiteand see all his wonderful, strange, and crude art and other creations.

Squirt’s Adventure Sets Sail From Mobile to PC

Start your kids off early in gaming.

Squirt’s Adventure , the ridiculously adorable vocabulary-building mobile game from The Department of Silly Stuff, is now available on PC and Mac. With colorful companions Squirt the octopus and Captain Dungee the crab, kids sail the seven seas in search of pirate treasure.

The games are simple but fun, with mechanics that are easy for small hands to master. There are bubbles to pop (anyone who’s ever gotten their hands on bubble wrap knows how much fun that is), words to learn, and sand dollars to collect. Did you find treasure? Play with it in the treasure room! Not a fan of pirates? Dress Squirt and the Captain in other fun accessories! The longer kids play, the more words they’ll unlock – the game will teach them more than 150 words, “from aardvark to zooplankton,” as the website says.

Matt Scott,  the founder of The Department of Silly Stuff, worked for Valve for a number of years; his credits include contributions to Portal and the Left 4 Dead series. Now an independent developer, he observes that “gamers are getting older and many of us have grown up to become gamer parents. There are not many quality kids’ games, so I set out to build one.” Inspiration was close at hand, because Squirt’s Adventure was inspired by his mom, a kindergarten teacher. By combining his own love of the ocean with the earnest desire to help kids learn, he created an addictive little adventure that will keep kids entertained for hours. The game has earned five-star ratings from satisfied parents.

Still available for download on Androidand iOS devices, Squirt’s Adventure is now available via Steamto play on the household computer. Follow The Department of Silly Stuff on Facebookfor more educational fun in the future.

Enter the Bizarre and Disjointed World of Unnecessary Sentience

Unnecessary Sentience is an eerie, whimsy point-and-click adventure game, made by Joe Richardson – artist, animator, experimental musician, and writer.

is an eerie, whimsy point-and-click adventure game, made by Joe Richardson – artist, animator, experimental musician, and writer. Richardson decided to combine his talents and make a video game, which he launched a Kickstarter for on August 1st (visit the campaign page here).

Though the Kickstarter doesn’t disclose much information as to what Unnecessary Sentience is about, it’s bizarre, cut-out-pasted-together, disjointed visuals, may be just enough to attract attention. Richardson is only asking for £1,000, which is a considerably low-risk value to offer. And there is evidence of potential for Richardson to go on and make something unique and memorable. You can get the game by donating only £5 (which roughly translates to $8).

In the past few months he’s released two small point-and-click adventures games. The Long Rain , loosely based of Ray Bradbury’s story of the same title (which is available free for PC here), and short/demo of Unnecessary Sentience (4th place in the recent Newgrounds 2030 Jam).

Richardson explains that the puzzles in Unnecessary Sentience will be challenging-yet-logical, whilst being stylistically unique. And though The Long Rain and the game jam created version of Unnecessary Sentience are available to play now, Richardson claims that it doesn’t mean this Kickstarter funded game will follow those premises.

Richardson is a multi-talented individual with an eccentric view on all platforms he works on, and it doesn’t hurt to give a little support. Be sure to visit his websiteand see all his wonderful, strange, and crude art and other creations.

Nidhogg Review

Nidhogg Review It sounds simple enough; with minimal inputs on the keyboard – simply adjusting your stance higher and lower with arrow keys alongside move, stab, duck and jump buttons – the onus is not on what you’re pressing but pressing it at precisely the right time to gain the upper hand on your opponent. But the difficulty isn’t in explaining the fundamentals, but in conveying how Nidhogg is one

Get on Board with Train Valley

Train Valley is not just a game that promises a true railroad romance for train enthusiasts, it’s a tactical management game and a beautiful flashback to our childhoods.

is not just a game that promises a true railroad romance for train enthusiasts, it’s a tactical management game and a beautiful flashback to our childhoods. In Train Valley, your job is to construct railways and deliver trains safely to their destinations. Developers Flazm.comhave been working on the game for two years, which features four stunning locations including: Pastoral Europe, the Wild West, snowy Siberia, and exotic Asia. Apart from its gorgeously rendered graphics, Train Valley also has a fabulously unique character in Mr. Thompson, railway master extraordinaire and wielder of the giant grey mustache. It appears that he will act as a guide to help you become a professional trainman (or woman).

The game currently has 12 levels available, out of the diverse range of 24 levels in total. Any level can be played an infinite number of times, and there is also a color-blind mode for people who need it. You can even alter the game’s difficulty settings, which boosts Train Valley’s shelf life, as well as its overall appeal to both beginners and more hardcore players. Train Valley is available nowin Early Access at a 30% discount for $6.99. For the latest train-tastic updates, you can follow the official Train Valley Twitterpage and check out the blog.

Battlefield 3 trailer shows Gulf of Oman, jump jets, tiny yellow digger

[embed width="610" height="340"]http://youtu.be/emGXp-qRrVg[/embed]
At one point in the above trailer for the Back to Karkand Gulf of Oman map I had the sudden feeling that I had seen something very odd in the middle of all the explosions and collapsing buildings.

At one point in the above trailer for the Back to Karkand Gulf of Oman map I had the sudden feeling that I had seen something very odd in the middle of all the explosions and collapsing buildings. After a couple of rewinds I discovered what it was. A tiny yellow digger, driven by a pair of engineers waltzing right through an insane fight between a tank, two buggies and a jump jet. Brilliant, but what the hell is it for?

The VTOL jets should also prove more effective against infantry targets than their speedier brothers, bringing air and ground combat closer together. All the more reason to get excited about the upcoming Back to Karkand expansion for Battlefield 3. It's out next month.

Logically Find a Happy Reunion for The Minims

‘What’s a Minim?

‘ was my immediate reaction to this game, and I’m probably not the only one. Minims are adorable blob-like creatures with large eyes and a remarkable capacity for logic. They’re the stars of The Minims: A New Beginning , the debut title from the three-person development team of beyondthosehills, based in Greece.

The hero of the story is Mii, one of the Minims, who is devoted to his life partner, Mo. As he prepares one day for their usual picnic, he comes to the unsettling realization that Mo has gone missing. Naturally concerned, Mii sets out to find Mo by making his way through charmingly rendered landscapes. Through the application of logic, the collection and use of assorted items, and the resolution of puzzles, Mii must trace Mo’s steps and bring her safely home. But along the way, this journey becomes one of personal transformation for Mii. While his goal is still ultimately to find Mo, he also ends up finding himself in an “exploration regarding life choices and personal values.”

The world in which the Minims live is described by its creators as “quirky and serene.” Softly vibrant colors and peaceful animals fill the screen. Mii will travel by a variety of means, including a ski lift to the top of a mountain and a boxcar chugging through old mine shafts. He, and the player, will explore a wondrous world inspired by great point-and-click PC games of the past.

Developed in the Unity engine, The Minims is currently available only for iOS devices. However, beyondthosehills has hopes to make it available for Windows, Mac, and Linux, and that’s just for starters. “In the long term, we want the game to be playable by as many people as possible, and we aim to be on any platform that fits the design of the game.”

Available from the Apple App Storefor $2.99 USD, The Minims is compatible with iPhone, iPad, and iPod Touch on iOS 5.1 or later. An early version of the game with five mini-chapters was released last fall, but it has been improved since that time. The latest version has made some important changes, notably graphic upgrades and adjustments to puzzles in the early chapters.

Where has Mo gone? Can Mii find her? And most importantly, how will he – and you – be changed by the journey? Share the adventure on the official Facebookand Twitteraccounts.

Ninja Outbreak is a Whole New Kind of Infection

Scientists, no longer satisfied in accidentally bringing about the end of the world though zombie infection, have instead decided to do it with a ninja infection.

Scientists, no longer satisfied in accidentally bringing about the end of the world though zombie infection, have instead decided to do it with a ninja infection. But how does one pass on the ninja virus, anyway? Bites? Precision sword strikes? Lessons twice a week down at your high school gym for sixty dollars a month? No one knows, but in this Russian lab on Venus, the dark-clad ninja have taken over and are prowling somewhere in the dark. Unlike the living dead, they’re quiet as a whisper. It’s a stealthy race to find them before they find you in Tales of the Renegade Sector’s Ninja Outbreak .

What can a scientist do against a ninja, though? Fortunately, ninjas still seem to be weak to being shot in the face, so pistols and shotguns should do the trick. The game has a survival horror slant to its top-down gameplay, though, so ammo is scarce and players will have to carefully choose whether to shoot or just run. It’s dark as well, and since ninja are quiet, players may only find out they’re being surrounded when their small light illuminates the ninjas scurrying around them. As the game takes place on Venus in an experimental lab, there are a few different weapons and different hostile creatures around the base, so players should be prepared for surprises both good and bad.

Ninja Outbreak is working its way through Steam Greenlight, so those interested can vote on it if the concept seems appealing. There is also a free demo available on Itch.iofor anyone who wants to give the game a try before voting on the positive appeal of a ninja virus. Getting super strength, agility, and an ability to be super quiet beats wanting to eat brains any day, if you ask me.

For more information on Ninja Outbreak and Tales of the Renegade Sector’s other games, you can head to their website, follow Ninja Outbreak’s development on TIGSource, or follow the developer on Twitterand Tumblr.

Battlefield 3: Back to Karkand trailer shows classic maps and buggies

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If you picked up the limited edition of Battlefield 3, you'll be getting the upcoming Back to Karkand map pack for free, which adds four classic Battlefield maps recreated in the Frostbite 2 engine with nice sounding things like "enhanced destruction" (bigger explosions!) and confusing sounding things like "extended persistence" (longer... longness?) It also comes with ten new weapons and three new vehicles, including buggies!

If you picked up the limited edition of Battlefield 3, you'll be getting the upcoming Back to Karkand map pack for free, which adds four classic Battlefield maps recreated in the Frostbite 2 engine with nice sounding things like "enhanced destruction" (bigger explosions!) and confusing sounding things like "extended persistence" (longer... longness?) It also comes with ten new weapons and three new vehicles, including buggies! There's no price yet, but it'll be out in December.

Why You Should Care About SUPER! BitCon: A Reflection

There have been smattering of posts here on IGM about SUPER!

SUPER! BitCon2015, showcasing a few indie games in development, as well as some neat historical tech. The convention itself, however, hasn’t been discussed in much detail. The reasons for that vary (one being that we focus on indie games, and a great deal more than indie games occurred there, as is usually the case), but it all boils down to this: SUPER! BitCon is only in its second year. Normally, there’s a sort of cautious optimism to new conventions, as the navigation between “success” and “failure” doesn’t so much hinge on finances, but more on attendance and vendor quality. SUPER! BitCon (S!BC) has managed to turn cautious optimism into an early success story, while raising money for charity. If you’re in the Midwest and feel like you’re missing out on the convention scene, there are a number of reasons why S!BC should be on your radar.

There’s a kind of common knowledge that any venture in the first few years isn’t going to be profitable to the extent that an organization will do more than break even. In fact, “break even” can be a goal in itself. The more successful ventures involve a lot of networking, and in part that’s what happened with S!BC, but the market was also ready for a convention in the Midwest. The team that put this Oklahoma City convention together is the Oklahoma Retro Gamers Society(RGS), a group of close friends and game aficionados who meet monthly, and decided that it was high time for OKC to have a place for vendors and fans to meet up and have fun.  In addition to the social and gaming aspects, a decision was made that RGS’s pet charity, Hot Dogs for the Homeless, would receive donations raised from holding a charity bazaar. As a result, SUPER! BitCon is already known as the largest gaming convention in the state of Oklahoma.

The numbers speak for themselves, really. In 2014, attendance was a healthy 2,000 people, not including vendors. In 2015, that number nearly doubled: Over 3,900 people arrived to play games, view panels, and browse vendors and exhibits. The charity raffle in 2014 raised $1,000, while this year’s raffle raised just over $2,000. The only number that didn’t completely double, but came close, was the number of vendors and exhibitors: 2014 had 41 exhibitors, while this year’s number was 71. Part of the reason for this swell in attendance was the price for entry; S!BC was $10 for a two-day pass, a far cry from the prices commanded by larger conventions like PAX South, which is held not terribly far from where S!BC is located. One-day passes were available for those who were just curious, allowing a larger number of people to attend, without them feeling obligated to do more than have a look around. The environment was very low-stress, and many of those who’d purchased one-day passes actually did come back for the second day’s festivities.

Smash tournament underway (taken from SUPER! BitCon’s Facebook)

An informal survey named the top perk of the convention as the wide variety of things to see and do. There was a very large section of the convention hall devoted to those who wished to play tabletop games, and the number of participants rarely wavered. A wall of pinball machines and arcade games loaned by Cactus Jack’s Family Fun Centerhad a steady crowd, and RGS’s own standalone console/arcade machines commanded quite a large audience, as well. A cosplay contest that attracted a large crowd occurred on Saturday, with many cosplayers returning the next day with the same level of care taken in their appearance. Representatives from major software developers mingled alongside smaller trade shops with tables full of retro-gaming and sci-fi wares (the full list of vendors present this year can be found here). The variety in such a small space was impressive, and if next year’s numbers reflect the change in the first two years, there’s very little doubt that SUPER! BitCon stands to become a major player in the world of gaming conventions in the United States.

2015’s professional cosplay winners (credit: Jennifer Hast. Used with permission.)

Those interested in learning more about SUPER! BitCon or the Retro Gamer’s Society can follow them both on Facebook ( SUPER! BitCon, Retro Gamer’s Society), and follow RGS on Twitter. A hashtag, #iamsuperbitcon , was set up for those who wish to share their photos and links. Plans for 2016’s convention are in the works, and details will be posted via social media as they become available.

The Tale of Tale of Tales Comes to a Close After 12 Years

Over the last year, Tale of Tales has been hard at work on their latest release, Sunset .

. After a successful Kickstartercampaign in 2014 in which the project was funded in less than 42 hours, Sunset was released on May 21 through multiple storefronts. Rather than the flurry of activity expected after the initial response, however,  disappointing sales figures have caused Michaël Samyn & Auriea Harvey to decide that the best course of action for them may be to put their team’s creative focus elsewhere.

In a blog postthis weekend, Samyn and Harvey lightly referenced their recent struggles as “a story about the liberating and energizing effects of complete commercial failure.” In the month that Sunset has been available on Steamand itch.io, it has posted disappointing sales figures: only 4,000 copies have been sold, total, including those which were sent to backers following the Kickstarter. In a bid to increase that number, Tale of Tales offered Sunset for $9.99 during the Steam Summer Sale, which is a discount of 50%, though the total sales figure announced yesterday includes those brought in by said sale. The debt incurred through the production of the game, as well as the money spent on marketing (this is apparently the first project for which a PR firm was used), combined to create a situation in which Samyn and Harvey feel as though their efforts would be better spent in pursuit of other creative ventures.

Fans who wish to continue to support Tale of Tales can find details in the relevant blog post, where comments can also be left. Read IGM’s review of Sunset here.

Russian government producing games to teach "patriotic" lessons

Video games produced in Russia and Eastern Europe are nothing new, what with the Stalker series and Metro: Last Light .

. For the first time, though, we could start seeing video games produced in part by the Russian government to teach players specifically about the glorious history of the Russian military.

“The main thing we expect from the producers of video games is the realistic and historically truthful representation of events,” said Arseny Mironov, aid to Culture Minister Vladimir Medinsky, according to Hollywood Reporter. Company of Heroes 2has taken a lot of flak from angry Russians for its fictional-but-not-totally-made-up depiction of the Red Army fighting and dying on the Eastern Front. Despite the controversy, the game is popular among Russian gamers.

"A video game has to have not only an entertainment value, but it also has to teach and be conducive to patriotic education," Mironov continued. The Russian Military History Society is in currently developing the first government-funded game, which will follow the beginnings of Russian air power during World War 1. The government has not announced which local developer might be taking on that project.

Government-funded games are not a new concept, of course. Here in the United States we've got everything from Moonbase Alphato America's Armyfunded by the government to get young people interested in the kinds of adventures they could theoretically possibly probably never have if they decide to take a job with the government.

Things got decidedly more dystopian, however, when the culture ministry talked about their options for banning video games that “discredit the Russian soldier” and "distort historic facts." For Mironov, a "negative image of the Russian warrior" should not be allowed. At least for right now, though, all they're doing is talking.

Thanks, Hollywood Reporter.

Brink review

Brink review Brink has been a long time coming. Quietly knocking on the videogame industry’s door for the last two years, there have been plenty of occasions when many have questioned just exactly what Splash Damage’s latest is. Sold as a significant step forward for the shooter genre, it seemed that, regardless how much information was released, Brink still never made a whole lot of sense. With it

Trailer Thursday – July 4th Results! Six New Indie Game Trailers!

From now until the end of time, The Indie Game Mag will host Trailer Thursday, in which indie game developers (and fans) send in trailers, gameplay videos, or whatever they want, to us and we feature them in this weekly article!

This week we have six videos for you to check out!

If you’re an independent developer (or just want to share a video!) email Tom at tom(at)indiegamemag.com with “Trailer Thursday” in the subject line. Or catch him on Twitter: @tomscott90

Company of Heroes 2 Russian distributor halts sales after charges of "anti-patriotism"

Company of Heroes 2 has been hitting some bumps recently.

has been hitting some bumps recently. Though we really enjoyedthe game, many of the themes and tropes of the game's depiction of World War II's Eastern Front have come under fire from Russian fans. Now, CoH 2's distributor for Russia and Eastern Europe is halting sales while they check out the situation.

1C-SoftClub stopped sales of CoH 2 on July 26 after a petition, alleging that the game's depiction of Soviet soldiers did not promote patriotismamong adolescents, received more than 5,000 signatures. “In connection with appeals of people who consider unacceptable [a] number of episodes of the game,” 1C-SoftClub wroteon its website, “[We have] stopped selling PC game Company of Heroes...in the territory of the Russian Federation and [Commonwealth of Independent States].”

In Company of Heroes 2, some of the most notorious abuses of the World War II-era Soviet Army are depicted as part of the gameplay. Though episodes where soldiers are sent into battle without weapons are based on historical reality, Russian critics claimthat focusing on these isolated incidents as if they were part of daily life for Soviet soldiers exaggerates the stereotype to a parody.

When you make a game that tangles with national mythology, things tend to get political very quickly.

Speaking to Polygon, a representative from Sega didn't offer much except that they were taking the situation “seriously” and couldn't comment further. We'll keep you up to date as the situation develops.

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Our Verdict
New toys and strong characters freshen up the Creed formula, but only for a while.

need to know

What Is It : An open world action adventure game set in Victorian London, with all of the series’ usual trappings.
Expect to pay: $60/£40
Developer: Ubisoft
Publisher: Ubisoft
Reviewed On: Intel i7 x980 3.33 GHz, 9 GB RAM, Nvidia GeForce GTX 960
Multiplayer: No
Link : Official Site

Alexander Graham Bell, one of several historical celebrities I've met within mere moments of setting foot in Victorian London, has given me a rope launcher. Cool. With it I can quickly grapple my way to rooftops and create ziplines between buildings to slide across. It's fairly clunky and somewhat limited—I often find myself staring at a nearby roof and wondering why the hell I'm not allowed to sling over to it when I've reached smokestacks twice as far away—but it's still fun and gives me a way to escape, Batman-like, from a brawl I'm badly losing. It also provides an alternative to freerunning across rooftops, which feels the same as it does in other Assassin's Creed games: fun and dynamic at first, but ultimately a bit routine, and sometimes even exasperating. That's not a bad way to describe Assassin's Creed: Syndicate itself. There's a good first half where almost everything is fun and exciting, and slowly but surely it begins to drag.

As in past Assassin’s Creed games, you're once again inhabiting the bodies and memories of heroic assassins via a futuristic (magic, really) virtual reality machine. There's a sprawling open-world you can explore by free-running and climbing. The streets are cluttered with innocent bystanders, angry policemen, and vicious members of an enemy faction. The map is covered with icons signifying collectibles, side and story missions, and vantage points: tall buildings you can scale to reveal even more locations of interest. Stealth is your primary tool, and missions typically involve careful infiltration, lurking above enemies, and taking them out before they know you're there. There are also a few tailing missions, where you must follow a target without being spotted, though I found them considerably more forgiving than I have in the past.

Syndicate offers up some other new toys and features, mostly cribbed from other open-world games but still enjoyable enough to freshen up the proceedings, at least for a while. There are horse-drawn carriages all over London, allowing for GTA-esque hijacking, high-speed driving, and the comical bowling over of bowler-hatted Londoners. As you battle the Blighters, the gang that's taken control of London, you can employ thugs from your own gang, a la Saint's Row, to do some of your fighting for you. Combat is Arkham-style as you take on huge crowds with counter-attacks, combos, and finishing moves. These things are initially fun—I really did enjoy my first handful of hours with the game—but by mid-Creed they mostly begin to feel like a chore. A late-game carriage-based story mission might have been bracing if you hadn't already taken dozens of carriage rides. Battling a half-dozen enemies is initially exciting, but hours in it becomes just another exercise in patient (or impatient) clicking.

Syndicate

Swan dive off Big Ben? Check.
Twin sneaks

You play Syndicate as Jacob and Evie Frye, a brother-sister assassin team who are both well-written and skillfully voiced. Jacob, while predictably cocky and sarcastic is still funny and likable, and Evie, the more serious of the two, is herself prone to moments of charm and levity. They're also superbly animated. It's not often a facial expression in a game will elicit an intended laugh, but it did here more than once. I liked both characters a lot, especially in the scenes they shared with one another.

The twins are often at odds with each other, too: Jacob wants to loosen the stranglehold of the Blighter gang and kill Templars, and Evie wants to hunt for a 'Piece of Eden,' a magical doohickey that grants eternal something-or-other. For most of the game, they're basically interchangeable to play: save for a few high-level abilities they have identical skill trees. Only near the end of the game do they really begin to feel distinct. Jacob is more of a brawler, Evie more focused on stealth, and crafting or unlocking gear like sneakier outfits or deadlier weapons can complement their respective toolkits. You can switch between them whenever you want in the open world, while story missions can only be performed by one or the other.

Performance and settings

Heed that recommended 4GB video memory spec. With a mere 2GB in my Nvidia GeForce GTX 960 I was only able to run Syndicate with medium settings, getting an average of 40-45 fps. Pushing to high settings dropped me in the 30-35 fps range. Very high reduced the game to a slideshow. While the city looked OK on medium and high settings, the jagginess caused by lower AA settings was pretty distracting.
We also ran Syndicate on a stronger machine with a core i7-5960X @ 3GHz, 32GB RAM, and three GeForce GTX 980s. At 1920x1080 on the 'Ultra' preset we managed 60 fps indoors, but found it dropping to as low as 35 fps outside. Using MSAA2x + FXAA instead of MSAA4x + FXAA resulted in a solid 60+ fps in outdoor areas, and reducing shadow quality was helpful. With settings on the 'high' preset we got a steady 70 fps, peaking at 100 fps.

There are other enjoyable characters here and there, mostly historical celebrities that you'll trip over at every turn. You can go ghost hunting at the behest of Charles Dickens, help Florence Nightingale cure sick children, and assist Charles Darwin in brutally killing an entire building full of drug manufacturers with poisonous gas. That last part seems perhaps out of character for the famed English naturalist, who didn't typically ask strangers to kill scores of people (as far as I know). I kind of liked it, though. Rooting a game in real history is great, but so is taking liberties with it.

The story itself is impenetrable unless you've been taking detailed notes for the last 40 or 50 Creed games, which I admit I haven't. Thankfully, it's also limited to brief interludes and not remotely essential to understand. The main missions are typically better than anything else in the game, often taking place in huge areas crawling with foes and containing several side-objectives. To reach your target, you can contact a friendly character who might give you some additional information or coerce an enemy into allowing you access to a restricted area. Steal a key from someone else, kill an additional tasty target of opportunity, then sneak or fight your way to your main objective. Or, don't. Sometimes I tried to complete all the objectives, quietly stealthing and stabbing my way through the labyrinth. One time it was late and I wanted to go to bed, so I simply knifed the guy guarding the main door, entered the target's chamber, and immediately flattened him from a balcony. It took all of three minutes. Perfect! I like a mission that doesn't care how you beat it.

Less enjoyable are the repetitive side missions to liberate the various districts of London. Free children from oppressive sweatshops by killing all the evil foremen, assassinate Templars in well-guarded areas, perform bounty hunting missions by kidnapping a target and spiriting him away in a carriage, or engage in a battle at a gang stronghold. Each of these encounters are repeated all over London, again and again, offering little distinction from one another. It's not a cold heart that looks upon an icon reading 'Child Liberation' and decides not to bother, it's a bored one. Sorry, kids.

Syndicate

Bad guy. The moustache is a giveaway.

As I expected, I hit a few bugs. Once I fell through the world and into a white void, once I got stuck on some scenery, pinwheeling my arms until I died. Twice, story mission bugs halted my progress: one time someone I was supposed to follow wouldn't budge, requiring a restart, and another mission stuck me on an endless loading screen until I hunted through forums for a solution, which was to race to a checkpoint in a carriage before the characters finished a conversation. That took a half-dozen tries to accomplish. Ubisoft says a fix is forthcoming.

The new toys and tools freshen up the formula, but after a while, for better and worse, it's still Assassin's Creed. As beautiful as London is, the buildings eventually become just a series of obstacles, things to run, rope, and clamber across without even really looking at them. The impressively bustling crowds become less captivating as you realize they're just a collection of robots that spawn the same series of underwhelming crowd events like 'catch the robber' or 'scare the bullies.' The final boss fight lets you swap back and forth between Evie and Jacob during the battle, a fine idea—but the fight itself is unimaginative and unrewarding, designed to be difficult above all else. Like diving into a pile of leaves from the top of Big Ben, the first time is a thrill, the fifth is a yawn. Assassin's Creed: Syndicate's new toys entertain for a while but the novelty ends hours before the game does.

The Verdict

Assassin's Creed Syndicate

New toys and strong characters freshen up the Creed formula, but only for a while.

ABOUT THE AUTHOR The first PC game Chris owned was Choplifter in 1982, and since then our staff writer has played at least three other games. He has a love/hate relationship with Early Access survival games and an odd fascination with the lives of NPCs.

We recommend By Zergnet

N-Space and Digital Extremes Announce New Game Partnership

Independent developers n-Space and Digital Extremes announced today that they would be partnering up in order to create a new RPG, hinting that it would be within a world-renowned fantasy franchise.

Independent developers n-Space and Digital Extremes announced today that they would be partnering up in order to create a new RPG, hinting that it would be within a world-renowned fantasy franchise. The new partnership combines over 40 years of game production experience and is considered a significant milestone for both studios, and shows them begin to embrace the industry shift towards direct-to-consumer publishing.

On top of this announced partnership, and their tease towards an upcoming RPG announcement, n-Space recruited top industry talent, including the director of Dragon Age: Origins , alongside key personnel from Neverwinter Nights and Baldur’s Gate . This will be n-Space’s first independent game project, which already has nearly two years of self-funded development. Digital Extremes, known for their work and success with Warframe with over 14 million players, is collaborating with n-Space to help “successfully develop, self-publish, and support an international hit.” James Schmalz, CEO of Digital Extremes, added that they had the means to “help another independent developer achieve a level of success not possible with conventional publisher relations.”

James Schmalz – Digital Extremes CEO

n-Space is scheduled to announce their RPG on February 12, 2015, a week from today. There’s already some excitement building over the unknown title, with James Schmalz stating “…if you’re a fan of RPGs, you’re going to flip when you see it.” For more information, gamers can follow @DigitalExtremesand @n_Spaceon Twitter.

Company of Heroes 2 trailer promises tank on tank action

"Look folks," the latest Company of Heroes 2 trailer may well be saying, "we really love tanks." "Sure," it continues, "our game does have units that aren't tanks, but they're just there to make it even more special when you do finally see a tank." Basically, if you're a huge fan of planes, there are really only a few seconds here designed to appeal to you.

If you do enjoy the sight of massive, armoured, gun-mounted, metal mammoths, there's plenty here to appreciate. Relic's RTS sequel is promising new and more varied tank on tank action come the game's release on June 25th.

And yes, I'm sure there will be other vehicle types too.

For more on CoH2, check out our impressionsfrom the mulitplayer beta.

Geforce drivers live for Syndicate and Overwatch

Just in time for this weekend's Overwatch stress test and the launch of Assassin's Creed: Syndicate on PC, Nvidia has released a new set of Game Ready drivers, promising "optimizations" for both games and an SLI profile for Syndicate.

Syndicate Cropped

and the launch of Assassin's Creed: Syndicate on PC, Nvidia has released a new set of Game Ready drivers, promising "optimizations" for both games and an SLI profile for Syndicate. You can grab them on the Nvidia site.

You can also see Nvidia edging into VR middleware with each release. These drivers "also introduce support for GameWorks VR 1.0, a SDK that enables virtual reality game developers to increase game performance, reduce headset latency, and further improve the VR PC gaming experience".

Even though we've tried it, VR still feels like a hypothetical technology. It's easy to forget that the Vive and the Oculus Rift are aiming for release next year. Here's a video showing some of the software that might be driving the games. Apparently you can run an SLI config that devotes a graphics card to each eyeball.

Scarlet Moon Artists – Experienced Composers Offer Music To Game Developers

Scarlet Moon Productions has recently launched Scarlet Moon Artists, which provides the services of nine video game music artists to game developers big and small.

Scarlet Moon Productions has recently launched Scarlet Moon Artists, which provides the services of nine video game music artists to game developers big and small. Each artist is also experienced in working with different games, and they have collectively worked on titles that include Secret of Mana , Ragnarok Online , and Final Fantasy XII .

Scarlet Moon Artists hopes to allow these artists from Japan, Korea, and the United States to work on many new and unique projects. Scarlet Moon Productions founder, Jayson Napolitano, commented that this would also bring more music to the fan-bases of each artist. This would otherwise be difficult to accomplish because of the language and logistical barriers that exist.

“My partner Kenny Meriedeth and I are excited to be working in the game music industry,” said Vince DiCola, known for his work on Rocky IV and the 1986 animated Transformers film. “After already having enjoyed some success with Scarlet Moon Records on the original soundtrack for Mighty Rabbit Studios’s Saturday Morning RPG , we’re looking forward to even greater success ahead as a result of our collaboration through Scarlet Moon Artists.”

Scarlet Moon Artists launched their websitewith streaming music samples from each artist, including Hitoshi Sakimoto. Developers can then inquire about a specific composer’s availability for a project through the contact form. The list of artists includes:

Vince DiCola & Kenny Meriedeth ( Saturday Morning RPG ) Shinji Hosoe ( Tekken Tag Tournament 2 ) Hiroki Kikuta ( Secret of Mana ) Osamu Kubota ( Beatmania ) Justin Lassen ( Herbert the Misanthropic Fly ) Goomin Nam ( Bar Oasis series ) Dale North ( Silent Horror and OC Remix contributor) Jinbae Park ( Ragnarok Online ) Hitoshi Sakimoto ( Final Fantasy XII )

Developers and gamers can learn more by visiting Scarlet Moon Productions’ website. Look forward to future updates.

Company of Heroes 2 trailer suggests you hold off on "the next big FPS"

While the last trailer was a sombre exploration of the psychological and physical toll of the Eastern Front, Company of Heroes 2's latest video preview is a more celebratory look at the variety and flexibility of the World War 2 strategy.

latest video preview is a more celebratory look at the variety and flexibility of the World War 2 strategy. It's cocky, too. Confidently rolling its tanks over that other genre's battlefield; big block letters proudly instructing you to take command " before you try the next big FPS".

Luckily, it seems, the RTS sequel has the fire-power to match its assured taunting. You can see what Relic have in store with our hands-on beta impressionsand huge preview.

Company of Heroes 2 is due out June 25th.

Assassin's Creed Syndicate port impressions

I'm only a few hours into Assassin's Creed Syndicate, so I've got no review just yet—look for it sometime next week.

Syndicate

I'm only a few hours into Assassin's Creed Syndicate, so I've got no review just yet—look for it sometime next week. In the meantime, here are some impressions of how it's running on two different PCs.

First, my PC. Ever have a game come along that makes you feel like your mid-range PC is actually a low-end PC? It just happened for me with Syndicate. I've got an Intel i7 980 @ 3.33 GHz, 9 GB RAM (there's three sticks of 2 GB and 3 sticks of 1 GB, just to get that inevitable question answered). I've got an Nvidia GeForce GTX 960 and I'm playing at 1920x1080.

When I asked the game to auto-detect the best settings, it set everything to 'low,' and I said "Ha ha, no" because I can usually get away with 'high,' sometimes even 'very high.' But, this time it wasn't far off the mark. Pay attention to the minimum required specs we posted, because they're not messing around.

On medium settings, I get around 45 fps in the highly-populated outdoor areas, which isn't bad, but it really does not look terribly pretty. You can enlarge the image by clicking the top right corner.

Med

Even on 'high,' where I get maybe 30-35 fps, it doesn't look a whole lot better, at least not enough to justify the framerate loss. I've tried tweaking a few things up and down, mainly the anti-aliasing, because jagged lines are the least pleasant things to look at, but each tick up the ladder leads to worse framerates. If I go up to MSAA2x + FXAA it can really start to crawl.

Over at PC Gamer HQ, the team tried it out on a much better PC: Core i7-5960X @ 3GHz, 32GB RAM, and three GeForce GTX 980s. At 1920x1080 on the 'Ultra' preset they were managing 60 fps indoors, but found it dropping to as low as 35 fps outside.

It was easy to fix. Using MSAA2x + FXAA instead of MSAA4x + FXAA got them a solid 60+ fps in outdoor areas. And reducing shadow quality was especially helpful. With settings on the 'high' preset, they were getting a steady 70 fps, peaking at 100 fps. In other words, those highest anti-aliasing and shadow quality settings really are ultra .

As far as glitches, I've had a couple. In the first three hours I was killed (or as the game puts it, desynchronized ) by two different bugs. In the first, I attempted to gracefully leap off a train track onto the ground, got stuck, pinwheeled around for a bit, then died.

A little later I attempted to climb off a stagecoach, and fell through the pavement into the white void of the underworld. Dead again.

Apart from the fact that my PC isn't powerful enough to make it look really nice, and those two bugs, I'm having an enjoyable time. I've already met more historical figures than Forrest Gump. Running through crowds and bowling people over—even little kids—is just as fun as it always was. I'm planning to switch to a controller because keyboard and mouse just isn't the best way to play these games and I'm having my usual issues of climbing things without meaning to climb them and not climbing things when I'm trying to.

Syndicate

I'm also liking both of the playable characters, twins Jacob and Evie Frye. Jacob is a wiseass, as many protags are, but he's actually funny and likable, which is a plus. Syndicate is nice enough to give you the grappling hook pretty quickly, and it's fun ziplining around the rooftops (you can even slide up a zipline instead of just down, which is weird but useful). With all of the microtransactions (there's an entire menu of them, where you can spend real money for XP boosts, crafting materials, upgrades, clothing, etc.) I was a little afraid that leveling up and unlocking new skills would feel artificially slow. It doesn't feel that way, though: I've already unlocked a bunch of skills like improved stealth, and then more improved stealth, double-kills, and a few other things, so at the moment it really doesn't feel like any kind of grind.

That's about it for now! We'll have a full review next week. If you're already playing Syndicate and want to help others take a guess at their potential performance, let us know in the comments how it's running on your specs.

Enola Review – A Light in Choking Darkness

PLEASE NOTE: Trigger Warning for Sexual Violence.

The Domaginarium’s Enola is a harsh game. It is unflinching in its themes, inspiring genuine feelings of horror about its content. It’s difficult, with some devious, twisted puzzle designs and instant death traps that come on with almost no warning. Its story absolutely refuses to hold your hand as it is doled out in fragmented chunks for the player to decipher. It’s dark, oppressive, depressing, and unrelentingly bleak. There is hope, though – a single glimmer of something good shining in all of the terrible, vile acts that informed this work. That hope hooked me throughout every problem I had with this game, keeping me at the keyboard for its entirety. Enola has problems, don’t get me wrong, but like Deadly Premonition , its quirks and storyline create an appeal that make the game difficult to put down.

Unlike Deadly Premonition , there is little humor here. The game makes no attempt to hide its themes of sexual violence. As main character Enola, you find out that your girlfriend Angelica was sexually assaulted when she was younger, but this is only a hint of the horrible events that will play out around you. Further information is doled out through collectibles, discoverable voice-overs, and hints in the environment and setups of each stage. You will see some uncomfortable stuff in this game, so it’s best to go in knowing that.

The developers walked a very fine line with the game’s content. It’s easy to sensationalize sexual violence, being graphic to shock people or to sicken them. It’s just as easy to be too vague about the content and risk your audience not getting what you’re trying to talk about. Enola skews very close to the former, as close as was likely possible, with some frightening set designs and implications. For the most part, the violence is shown through symbols, like posed mannequins, shadows, images, and paintings on the wall. Saying the world of Enola is an uncomfortable place doesn’t even begin to describe it.

Then you hit the third area, Midnight Heaven. Here, you enter the game’s most emotionally exhausting and harrowing area. The ruins of an old strip club, the place oozes menace. The walls are coated with blood, the building empty save for the evil men who prowl its halls, waiting to kill you on contact with them. You can hear screams from side rooms. You can see people staring at you. It was all so unsettling that I had to walk away from the game for a bit. Of any section, this is the one that takes the most brutal, direct look at sexual violence, and it is hard to watch. It’s still almost entirely symbolic, save for one or two sickening instances, but it is physically grueling to endure. Still, should you ignore that this kind of violence is real? The game demands you think about that.

As a horror game, it uses the men and women within it to harass and attack the player. Taking a page from Clock Tower: the First Fear , there aren’t many instances where you will run into your attackers. They’re around, sometimes just staring at you through a gate or muttering in the dark, and you never know when one will get the drop on you. Attacks often come out of nowhere, your character getting grabbed the moment you turn around or open a door. The game excels at waiting until the players are caught up in something or feeling safe, and then you’re mashing buttons, trying desperately to save your life.

Enola ‘s enemies are humans, focusing on the particular cruelties that people inflict on one another. It looks at real world horror – the sexual violence that has occurred to so many, and the simple brutality of it. It comes out of nowhere, switching from complete safety to fighting for your life in a single moment. It’s jarring when the people grab you as your screen fills with a dark face and the shape of his body as he does something to you. You hear screams, the sounds of impacts. It’s an intimate form of violence, so close it’s jarring, and it’s not one quick moment and then it’s over. You have to struggle, mashing keys as you try to escape, and all while this leering face stares you down.

It’s very unsettling, and the simple humanity of the figures hurting you makes it even worse. The humans are colored with shadow to mask their features and to give them a more mysterious look, creating this anonymity about them. They don’t look like anyone in particular – they are featureless male and female shapes, but this adds to the symbolism. You don’t know who these people are. You often wouldn’t in real life, either. But they’re there, lurking and waiting.

When they’re not around, you can still feel their menace in the air. The frequency of their appearances is just right, making it feel like they could be around any corner, so no place in the game feels safe. They could be in any dark room. Outside any door. You never know when you’re in danger, and you never feel out of danger. There are very few points where you get much of a chance to dodge the enemies or see them coming, so it tends to be an unpleasant surprise when you get attacked.

There are a few instances where you do get some advance warning. At those times, you’re expected to stay away from the enemy and run. You can hide from them, which is not especially hard since they move slower than you do when you run (you can sprint for a limited time). The trouble is that most of the game’s spaces are tight. The confined rooms you have to work with require players to trick them into going one way and then cut across to another. There’s not a lot of room to outmaneuver these guys, and their reach is quite far from their character model. Being caught can mean anything from another struggle to instant death, so you just want to stay away. Instances like this are even fewer than the random attacks, but they are so much worse.

It’s still frightening when they’re not around. The setting is dark, for starters, often only lit by a small cone of light from your flashlight. Even as far as games go, this light is pretty tiny, only showing the smallest little circle while you comb through dark, narrow halls. You keep thinking you’re going to turn it and see one of those faces staring at you. The developers took full advantage of this, sticking mannequins and frightening paintings in places they knew players would look. I jumped at quite a few inanimate objects, which kept my tension level high even when no one else was nearby. As I said earlier, some of the poses of those mannequins, as well as the content of those paintings, implied some disturbing things. I might have been getting scared of harmless objects, but what those objects were meant to suggest was frightening enough in those instances.

The stage design is solid too, although surreal. The game takes place over several different locations, moving from houses, factories, and the aforementioned strip club. Many of them are filled with tight hallways that bend and twist around each other, doors that go nowhere, and weird imagery on the walls. Traps spring up out of nowhere in many of them as you explore each location, looking for keys and hints as to where to go next. Puzzles will keep you occupied in these weird locations, exploring through dark corridors for a while as you search for each piece to solve your way through.

Here is where the current build of the game has some problems, though. While these puzzles are quite good, often requiring a lot of exploration through tense environments, sometimes the puzzles just don’t work. You can put in the correct answer for a puzzle, but the game doesn’t accept it. A lot of my play time with the game was a result of me figuring out how to solve the puzzle, but the game didn’t accept my answer. Closing and reopening the game fixed this issue every time, and at this point, I highly recommend saving and quitting before you settle in to solve any given puzzle. Otherwise, you may frustrate yourself far more than you need to. Some of the puzzle answers are a challenge to figure out, but they get much harder when the right answer isn’t working.

When they work, the puzzles are pretty solid. They tend to require exploring an area for pieces of the solution, then putting them together in some complex way. This was much better than the exploration/puzzle solving of games like Montague’s Mount , as the pace is quicker and the surroundings carry a lot more menace. Death traps and the lurking humans make every trip down a hallway exciting, so having to comb through these places looking for small objects is an intense experience. Important objects light up when you look right at them, so pay attention. There is nothing worse than finding you missed a small item somewhere because you were rushing.

The sound design might put a little spring in your step when you don’t want it to, though. The game has very little music, but what is there often plays at odd times. Music in horror games always feels like a cue that something is coming, so when you hear a tune start up, you start running. It’s often used to trick the player in Enola , just like the mannequins and paintings, setting the player on edge when nothing is there. It does a good job of setting the mood.

The voice work is what gives this game some real power to sicken and upset. The spoken dialogue isn’t bad, but whoever they hired to scream and gasp was worth the money. Enola’s cries and grunts of pain sound so real that it’s hard to hear them. She cries and gasps so believably you’d swear something terrible was happening right behind you, and it makes encounters with the enemy much harder to take. You don’t want to hear those sounds while you play, so you don’t want to put your character in danger. You want to keep her safe, but to play the game, you have to do the exact opposite. It made me feel even more horrified at what was happening, and all just with audio.

All of this makes the game sound a bit gross and terrible, though, as you wade through a symbolic version of the most horrifying event in a woman’s life. But as I said, there is some hope through all of this. Enola was designed from an outsider’s perspective of sexual violence. It’s about having a loved one who’s endured it, and how hard that can be at times. It’s about working with them to get through their painful, horrifying memories, and help them through with love and understanding. The chapters symbolize various feelings and emotions because of that, and while the journey is bleak and dark, the end comes with a hint of happiness. It is an intense game, but for anyone who has ever had a loved one go through something like this, it will touch you.

Enola is not an easy game. It’s challenging, and the content is extremely dark, with only a hint of light within it. That light was well worth my time with it, and the personal, raw story of the two women woven into the narrative was something I couldn’t turn away from. The content may be far too much for many, even in this symbolic state, but I think it’s an important game for those of us who struggle to understand the pain some of our loved ones go through due to sexual violence. A few design quirks don’t do anything to weaken that.

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