The problem with survival games

Have you ever seen Survivorman ?

? It's a documentary series about a guy called Les Stroud who spends a week in the world's most inhospitable places—deserts, rainforests, tundras—and survives with only the clothes on his back. Fakers like Bear Grylls have doctors on hand, camera crews, and cosy hotelsto return to after filming, but Stroud does it all for real— and films everything himself. It's really good TV, and I promise that after you watch the first episode you'll be hooked.

Anyway, what Survivorman shows us is that nature is terrifying, and doesn't care whether you live or die. These great, lonely expanses, whether it's the dense jungles of the Amazon or the icy plains of Alaska, are cruel, merciless places. Stroud is a seasoned survival expert, and even he struggles to find food or keep warm sometimes. Imagine if you were out there. You wouldn't last a day.

So why do survival games always have enemies in them? Zombies, cannibals, wild animals… it's completely unnecessary. Nature has already done the hard work and designed the most formidable, intimidating, ruthless villain imaginable: itself . Survival sim developers seem to think they need to include some kind of threat to keep players interested, but that really isn't the case. Being stranded in the middle of nowhere with no food, no fire, and night closing in is scarier than any monster.

A survival game doesn't need conflict. There are other ways to keep a player engaged. There could be exploration elements; discovering abandoned camps or ruined buildings, and using them as makeshift shelters. There might be stories to discover, or clues to escaping the wilderness—like an old map left behind by a hiker with a route scribbled on it. Or imagine finding something like Christopher McCandless' bus, and reading his diary by a flickering campfire.

But for this hypothetical game to really work, a lot of love would have to be put into the atmosphere and design of the world. You'd need realistic weather and lighting, and stunning natural beauty. That's another thing I love about Survivorman: Stroud is always in awe of the majesty of his surroundings, but also respectful, and occasionally fearful, of them. With a large, diverse, and beautiful environment to explore—I'd love somewhere like a rainy forest in the Pacific Northwest—I'd play the game just to wander the landscape and see what I could find before nightfall.

But let's say you're an indie developer making your dream realistic survival game, but the guy holding the cheque that'll decide whether the project lives or dies insists on some kind of danger. Well, in that case, you do it subtle. You make animal attacks rare, but possible. As you walk through the forest at night, you might hear a growl, or something stalking you. But it's unlikely it'll ever show itself; until that one, unexpected time when it does, and you have to run for your life. That would be infinitely more compelling than a million shambling zombies.

One survival game that almost gets it right is Miasmata. I love the realistic character movement, cartography system, and being able to forage for plants to craft medicines. But then that stupid monster turns up and I lose all interest. The Forestrecently added a hidden enemy-free mode (type veganmode on the main menu), but it's clear the game was designed with the cannibal natives in mind, and it feels a bit empty and aimless without them. No developer I know of has been brave enough to design a survival game without any threat. Who'll be the first?

Can Jerry Bruckheimer attract female gamers?

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Jump to Section: Best Price Comments Pros Redefines RPG gameplay... again Packs in a crapload of extras Flawless recreation of the original Cons Losing time at Millennial Fair "Unga Bunga" cave people speech Stylus control is a tad floaty Years before powerful Japanese RPG-smiths Square and Enix merged, the minds behind Enix’s Dragon Quest and Square’s Final Fantasy came together to create a dream

The robots miss our company in Primordia

Wadjet Eye Games' upcoming Primordia looks a little like Machinarium, a bit like Beneath A Steel Sky, and like a whole lot of fun.

looks a little like Machinarium, a bit like Beneath A Steel Sky, and like a whole lot of fun. It's the story of a robot, Horatio, forced to venture into the remains of the world where mankind has long since checked itself out. Take a glimpse of the future in this trailer, starring the voice of Logan "Forever The Narrator In Bastion" Cunningham.

Wadjet Eye Games is the creator of the awesome Blackwell Legacy series, though is only publishing Primordia - the actual development is in the hands of its creator, Wormwood Studios. Owner Dave Gilbert is a man of fine taste though, having most recently picked up and brought us the awesome Resonance, so we should be in for a good slice of cyberpunk adventure later this year.

The secretly sinister storylines of your favourite games

And when you're done here, click over to , whose movie plot summaries inspired us to give video games the same treatment. Hey, we can't have all the good ideas on the internet, after all. A sleeper agent causes the downfall of a rightful ruler, collapses the local social structure, then leaves and takes young girls with him. A man lures attractive women to his home on false pretenses. They like it

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Jump to Section: Best Price Comments Pros A great value pushing 50 solid hours Simple but effective turn based combat Beefy extra features Cons Stylus input gets dodgy from time to time Too chatty in between each skirmish Would have been a perfect online title Many DS games use the two screens as an afterthought. Not so with Advance Wars: Dual Strike , which incorporates the hardware's features into

Steam Greenlight: 15 ace games from the PC Gamer Collection

While Valve continue to work out the kinks in their promo-platform piping, we've pooled together our favourite picks from the Steam Greenlight community into the PC Gamer Greenlight Collection .

. This will certainly continue to grow, so do check back, but here's the first fifteen to make it in: experimental puzzlers, gruesome horror yarns, frantic frag-fests, puntastic platformers, games we can't even pronounce - and all deserving of wider recognition. Why not have a peek and let us know what other games have tickled your fancy in the comments?


Project Zomboid

The Indie Stone's sandbox zompocalypse sees players choose how to fend for their life, and their injured wife, in a grim isometric cityscape, swarming with brain-ripping deadopaths. Fortify your dwelling with barricades, make tense sorties for vital resources, or simply smother your ailing spouse in the first few minutes and go prancing into the wilderness. It's really about as open-ended as a game in which you will inevitably die a horrible miserable death can be.


Artemis

It's co-op Star Trek in which each player takes authority over a single ship sub-system: engineering, comms and so on, while the captain barks orders at them. It's also totally, totally awesome - as we discovered in PC Gamer's own intrepid adventure to distant stars. The captain's screen is designed to be seen by all players, and vocal commands are essential - so the game only really works at LAN parties. But what a good excuse to haul your towercase round a mate's. Fake pointy ears sold separately.


Incredipede

A puzzler based on the rudiments of multi-pedal locomotion, Incredipede sees you extrude boney prongs from a large, disembodied eye, then attach muscles to the prongs, attach the prongs to other prongs, and set the newly-limbed monster into shuddering, unheimlich motion. It's a bit reminiscent of creature-building sandbox Soda Constructorbut draped in a wood-cut art-style that's gorgeous and deeply unsettling at the same time.


Routine

This sci-fi horror game could quickly be pitched as Amnesia in Space, given that your main means of survival is running and hiding. But that would probably undersell its lustrous looks, non-linear design and branching narrative. Also: the devs have plans for Oculus Riftfunctionality to maximise the player's bowel-loosening terror.


Broforce

A manic 2D platform-shooter - and that's in a very literal sense, given that you can blow up most of the levels into pixelly gibs. There's a free prototype of the game available for download from developer Free Lives' site.


Waking Mars

An underloved gem on iOS, this exploratory platformer by Tiger Style sees you reawaken a dormant subterranean ecosystem after being trapped in a Martian cave. It offers “action gardening” gameplay, which may not sound like the kind of thing devs who'd worked on Thief, Deus Ex, and Splinter Cell would naturally gravitate towards. And maybe that's the point: unusual and uplifting stuff.


FRACT OSC

FRACT OSC is a first-person puzzle game about synthesisers, set in a world that the developers describe as a mix of Myst and Tron. Challenges are built around music, such as using a sequencer to manipulate a machine in dazzling neon 3D space. It includes powerful composition tools, so it's as much about creaitivity as progression. To say that Chris wants to climb inside this game would be understating it: if you ever needed to hunt Chris for his fine pelt, you could very well use FRACT OSC as bait.


Escape Goat

Escape Goat is a brilliant (and brilliantly-named) puzzle platformer that casts you as a wrongfully accused goat attempting to escape a 16-bit fantasy dungeon. You need to figure out how to activate a series of switches to manipulate each single-screen stage to your advantage. There's a free version of the game available at playescapegoat.comuntil the 9th of September.


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Apparently the name is Cornish. One-man outfit Hermit Games isn't big on focus groups, we suspect. If the title's a little inaccessible, then at least the Snake-but-in-3D concept should slip down easily, right? Well, it should. But the game is actually a frantic brain-crashing challenge - like exploring the interior of a neon Rubik's Hypercube.


Home Sheep Home 2

Aardman may not be indie devs, but this Shaun The Sheep spin-off game has gone lamentably uncelebrated by hardcore gamers, possibly because it's a sequel to a browser game and pitched to a family friendly audience. This, however, is a proper desktop game and a hardy puzzler to boot, mixing up its 2D platforming conundrums with portals, gravity switches and teleportation. Also has a good line in sheep puns.


The Spire

Pretty sci-fi first-person adventure The Spire tasks you with surviving in an Antarctic research base with only your wits and a crate-flinging gravity gun-style glove gadget. The latter sounds substantially more useful than the former, now that I think about it. There's not much to go on other than a smattering of shots and a trailer, but the production values on display are impressive.


Miasmata

Miasmata is an incredibly ambitious adventure game set on a tropical island. You're a scientist searching for a cure for his illness while trying to survive in the wilderness. The trailer shows off features like dynamic cartography, fire and searching for fresh water. You're also being hunted by a creature that looks like a cross between a giant lynx and a stag that will respond to your movements and actions and attempt to murder you accordingly. It's very impressive stuff, particularly for a two-man team who have written their entire engine from scratch. It's due out this month.


No Time To Explain

This chaotic comedy platformer has already been released and rejected by Valve once. But that shouldn't stop you from giving it the thumbs-up and reaching the audience it deserves. Especially since if it got the OK from Valve, the devs would continue to expand the game - they've already issued a second “season” to people who bought the first game, free of charge. Also features: collectible hats, shark fights, beam-weapon-jumping.


Fly'n

A platformer set in a tie-dye interpretation of the natural world, in which you flit between four different characters, each with their own abilities. As guardians of the forest world of Helycia you must fight the forces of industrial garbage - but the devs says the game pitches itself more to the contemplative end of platformer spectrum. It also looks super, super trippy.


The Real Texas

Misleadingly titled RPG adventure The Real Texas is actually set in The Strange Texas, a fun-house mirror held up to the Lone Star State. The developers describe it as a mash up of Legend of Zelda and Ultima VI, which belies the fact that it's also well-written and genuinely funny. It's available now for $14.95 from therealtexasgame.com, where you'll also find a trailer that's missing from the Greenlight page. Give it a look.

200 Edge covers in 20 seconds

So if you’re mad for Master Chief, delirious over Deus Ex or want to dip into the man-mashing nostalgia of Streets of Rage; Edge has you covered with their vast array of covers celebrating nearly 20 years of videogame culture. It’s subscribers who get the best deal, though, as they’ll be sent a special cover co-designed by the mag and LittleBigPlanet makers Media Molecule. Below we've included all

IGM Forum Find: Road so Far – A Journey to Hell and Back

Road So Far is an adventure platformer by Vitaly Margevics , and tells the story of an unnamed protagonist on a quest to find his twin brother.

, and tells the story of an unnamed protagonist on a quest to find his twin brother. The brother is trapped in hell, and must be saved from eternal damnation after dying in a car accident. With the help of a friendly witch, you (the protagonist) are sent down to hell to free your brother’s soul.

There is a free demoavailable for play, but a final version with more levels and better functionality is on its way, soon, and you can purchase the game (which will give you access to those updates) at Indie Game Standor on Desura. Both sites are offering the game in its early alpha version as a means of crowd-funding to get Road So Far released by the end of this month.

For more information on the game and its development, follow Margevich on Twitter, like the game on Facebook, and be sure to keep up with the original forum postfor direct updates from the dev!

Sign up for the IGM Forumsto find information on other indie games direct from the source and interact with game devs from all over the world! Be sure to share you indie project with us, and you may be featured on our website!

Dreamfall Chapters footage gives you thirty minutes of hard time

I've never been one for the "adventure games are dead" argument, meaning I'm not entirely convinced that they're now being resurrected.

I've never been one for the "adventure games are dead" argument, meaning I'm not entirely convinced that they're now being resurrected. That said: blimey, there sure are a lot of them on the way. Thanks to Kickstarter and the gentle milking of nostalgia glands, we're not only getting new adventures from Double Fine and Revolution, but also the creators of The Longest Journey. Red Thread's Dreamfall Chapters is still in pre-alpha stage, meaning backers will have to use Other Game on PC for a while longer. To ease the wait, though, here's a half-hour walkthrough of the game's Friar's Keep prison escape.

Two versions are available. The first with commentary:

The second, with Yakety Saxwithout commentary:

With the pre-alpha disclaimer in mind, this seems like a promising look at the game. For one thing, it's a welcome change to see characters that expand on their dialogue options choices before you've made them. Even games that handle dialogue wheels well - Mass Effect being the best example - can occasionally break the tie between what you thought a character would say and what they actually did.

Mostly though, I'm just looking forward to revisiting the series' world and characters. I loved The Longest Journey, even if I played it at a time when I was far more forgiving of nonsensical duck puzzles and pixel hunting. And while the follow-up Dreamfall had capital-P Problems, it was still a moving story to experience. Here's hoping that Red Thread can capture that same spirit, whatever the updates and innovations that come with this new game.

Thanks, RPS.

The Best Indie iOS And Android Games Of 2012: Free-To-Play

The year 2012 had many good games, so many that we’ve decided to break up the best iOS and Android apps by genre!

The year 2012 had many good games, so many that we’ve decided to break up the best iOS and Android apps by genre! We’re days away from entering a new year, and unlike many sites out there, we waited till the last possible minute so we could check out all the indie games releasing in late December (and a few of them made the lists too!). So over the next couple days we’ll be releasing lists of our favorite games of 2012.  If you disagree with any of our picks feel free to leave a comment below and tell us what indie game you thought should have been included! Here’s to another prosperous year in gaming for 2013!

Free-To-Play

Pocket Planes – iOS ( Free), Android ( Free)

From the creators of Tiny Tower comes Pocket Planes, a casual airline sim that fits right in your pocket! Manage and grow your fleet of planes as they fly interesting people and cargo to over 250 cities around the map. Unlock everything from tiny prop planes to jumbo jets and small town airports to mega cities.

Middle Manager of Justice – iOS ( Free)

Congratulations, you are the new Middle Manager of Justice! You have been hired to whip the latest branch of Justice Corp. into shape! Train and manage your team of superheroes to thwart crime and save citizens around the city! Increase efficiency in your branch by building new facilities and upgrading the equipment! Could it be done without you? Yeah, probably. But it would be sloppy, costly and demotivating!

Clash of Clans – iOS ( Free)

Clash of Clans is an addictive mixture of strategic planning and competitive fast-paced combats. Raise an army of Barbarians, War Wizards, Dragons and other mighty fighters. Join a clan of players and rise through the ranks, or create your own Clan to contest ownership of the Realm. Driving back the goblins is just the first step – your quest isn’t over until your clan reigns supreme over all others!

Gasketball – iOS ( Free)

The only game better than basketball! Gasketball is a shot matching basketball game similar to H.O.R.S.E. Challenge your friends online with shots of your own creation. Master over 100 single player levels in 4 unique worlds. Grab a friend and play one-on-one on the same iPad.

Happy Street – iOS ( Free), Android ( Free)

Create your own happy village and discover Billy, Zoë and Pepin in a funny and fresh adventure. In Happy Street you will be able to build a charming village, trade with your friends, discover new places, play with mini games, fish, craft objects, collect resources and much more.

Dreamfall Chapters becomes episodic, will take place over five parts

Dreamfall Chapters news was heralded this morning by the arrival of a talking crow.

Dreamfall Chapters

Dreamfall Chapters news was heralded this morning by the arrival of a talking crow. As an homage to the series' most enduring sidekick, it landed on my monitor, announced that, "Dreamfall Chapters will now be an episodic adventure," and spent the next ten minutes flapping wildly, unable to find an open window. It was still less eventful than the time Ubisoft sent us Far Cry 3 press releases written on the side of a live tiger.

"The story we're telling has turned out to be bigger and more ambitious than first envisioned," writes creative director Ragnar Tørnquist in an update to Kickstarter backers. "We're not on track to meet the release date we estimated a year and a half ago, and we've had to take a long, hard look at our schedule and budget."

Tørnquist explains that, given the size and scope of what Red Thread are trying to achieve, an episodic release was the only way they could meet both their Kickstarter targets and their vision for the Dreamfall sequel.

"We could have made deep cuts, removed a lot of the characters, story-lines and locations — but we would have ended up with a different game than the one that's played inside our heads for the better part of a decade, a different game than the one we've promised our backers. We would have lost much of the magic and narrative depth. And we would've still had to delay our release into next year.

"We've also realised that while, as a small studio, we are capable of producing a massively ambitious game like Dreamfall Chapters, we're not satisfied with our ability to properly finish, polish and bug fix the whole game in one go. The amount of work that goes into every chapter of every book is enormous, and we do not want to compromise on the quality of our game and our story."

In many ways its a positive step, and, as the name suggests, a return to the original vision of Chapters. Tørnquist promises that each 'book' will last several hours, and that, as the game was initially designed in episodes, the story supports their new plan. "In-game time already passes between each book — sometimes weeks, sometimes months — and the story won't feel any more fragmented than originally intended," he writes. "Each book also has its own, self-contained arc, with a beginning, middle and end."

However, the traditional downside to episodic releases is the time in between each part. It's not yet clear what schedule Red Thread plan on working towards, with Tørnquist stating that the second episode's release date won't be revealed until the launch of the first part.

Dreamfall Chapters will start with Book 1, "Reborn", due out this Autumn.

There is a mindset within the tech business which is 'rinse and repeat.''

'There is a mindset within the tech business which is 'rinse and repeat.''
Electronic Arts alum, and current Linden Lab CEO Rod Humble spoke with Second Life fan podcast Drax Files regarding the current and future state of the free-to-play MMO, now celebrating its 10th anniversary.

"There is a mindset within the tech business which is 'rinse and repeat.'" - Linden Lab CEO Rod Humble in an interview with The Drax Files.



"Most people in Silicon Valley have no idea that Second Life still exists," Humble says. "The tech press doesn't pay much attention to us but folks with a creative bent are having a wonderful time in-world... We have a million people active every month. We have 400,000-odd people sign up every month. And I think, at least from my background... that never happens."

"With the 10-year anniversary, there is another opportunity to position Second Life correctly," Humble continues in the full text of the interview. He hints at upcoming overhauls, a "very very large virtual world investment," and support for Oculus Rift.

"We are working to make it a triple-A experience," he says.

Rod Humble became CEO of Linden Lab in 2011. Late last year, he was approached by a colleague about overhauling the game's performance under the hood.

"He just came into my office after the first week and said; 'Rod there is this elephant in the room. You do know how just slow everything works? And it just ruins the immersion.' And so we put a real focus on it," Humble explains.

Linden Lab's programmers set to work improving processing and render time in-game, the product of which players will begin to see rolling out in the next two quarters. The Drax Files video (above) shows off side-by-side comparisons between Second Life 's old and upcoming approach to texture loading.

" Second Life is ahead of its generation," says Humble. "There is a mindset within the tech business which is 'rinse and repeat.' And if it's something is older then a year it is clearly on its way down and I just don't believe that at all. Creative platforms should be tremendously long lived."

You can view the video and the complete interview transcript here.

Willy’s Going to Need a Lot of Luck to Survive Penarium

Times are tough for the circus.

Times are tough for the circus. It used to be that people would line up from all over for the chance of eternal glory that came from competing within the tents. With a lack of wannabe heroes, the ring master decided that just about anyone would do, and thus captured poor Willy to be subdued. Penarium puts players center-stage as Willy, in a twisted circus of death and carnage. Developed by Self Made Miracle and published by Team17, players run, jump, and avoid an array of killer obstacles, all for the amusement of the crowd who cheers for blood…Willy’s blood, to be specific.

Penarium

The ultimate goal is to survive these daunting deathtraps and become the champion of Penarium . This is a fast paced 2-D arena arcade game that puts players right into the action with simple pick-up-and-play control. There is a single player mode with 30 challenges and three different maps to compete, as well as a local 2 player co-op and versus mode. Players can see how they stack up against others with an online leaderboard, as well as a local one if they wish to see how they do against their friends.

coop_arena_3

Players who wish to jump into Penarium won’t have to wait long, the game is expected to release sometime in September. There are no pricing details yet; however, the game will support Windows PC, Xbox One, Mac and Linux at launch. To learn more about the game, visit the official website, or check it out Steam. To learn more about the developer, Self Made Miracle visit their website, like them on Facebook, or follow them on Twitter.

Dreamfall Chapters trailer released, additional stretch goals revealed

In the final week of their Kickstarter campaign , Red Thread have released the first proper trailer for Dreamfall Chapters .

. It (re-)introduces everyone to the twin worlds of Stark and Arcadia, and also attempts to break the record for number of times a narrator says "dream", or some variation thereof, in a three minute period. It stops just short of chanting "dreamy dreaming dreamer dreams dreams."

The follow-up to The Longest Journey and Dreamfall has been a huge crowdfunding success. The current total, over $1,174,000, has easily broken not only the initial $850,000 target, but also the first roundof stretch goals.

Additional milestones have since been added, with both an interactive graphic novel and improved soundtrack already secured. Targets still to be achieved include German and French language support at $1.25 million, an unrevealed bonus at $1.5 million and the mysterious"The Longest Journey Home" at $2 million. With five days to go, that last target might seem a bit of a stretch, but there's every chance of a last-minute funding push - especially if Red Thread announce what it is backers are pushing toward.

UPDATE! As the exquisitely named Sesquipedaliann points out in the comments, details on The Longest Journey Home stretch goal have already been revealed. Red Thread describe it as the "continuation and conclusion to April Ryan's journey" - a second game that would be released after Chapters. Details are available hereand here.

Buffalo Game Space Looking to Help New Indies

How many of you have thought about making your own video game some day, but have no idea where to even begin?

How many of you have thought about making your own video game some day, but have no idea where to even begin? Even if you go to university or self-teach yourself how to program, what then? Where can you get the tools? How do you get your game out to the public? How do you get a copyright for your idea? There are so many different questions that could go through your head when you get an idea for a game that it would be nice to have a group of developers and like-minded people you could just ask and work with. Buffalo Game Spacein Buffalo, New York is looking to be just that, with a little help from you and Kickstarter.

The Buffalo Game Space is a nonprofit organization that wants to help indie developers get off the ground. It currently provides a meeting place and development equipment to developers in the area who might not have access to the stuff otherwise. They’ve been steadily growing for some time, and have reached a point where they wish to expand to really help the people who are coming in to work there. To meet the growing needs of the group, they’re looking at adding things like a recording studio, motion capture studio, and the latest software to help devs out. Not only that, but they’re looking to offer more workshops on how to make games as well as accounting, legal, publishing, and marketing advice for people who want to know. Starting out, that information alone is so valuable, especially when given by other successful indie devs from the area.

The Buffalo Game Space is an incredible tool for anyone in the area looking to make a game, first-timer or not. Being able to meet indies going through their own struggles just to talk or learn from, as well as having all of these tools and workshops on-hand, is fantastic; but it all comes at a cost. Their Kickstarter campaignhas just over a week left to make enough money to continue providing some fantastic resources for new indies, so consider helping them out if you want to help make a great place and idea even better.

Retro City Rampage’ Is Out Now On XBLA

‘Retro City Rampage’ Is Out Now On XBLA
After a a bit of a wait, Retro City Rampage has finally made its debut on Xbox Live Arcade.

has finally made its debut on Xbox Live Arcade. Previously released on PC, PS3, and Vita back in October , Retro City Rampage stole our hearts here at IGM as Dominic Tarason gave it a. Xbox players will now get the chance to see what all the hubbub is about.

The 2D pixelated game originally started asa demake of Grand Theft Auto 3 meant to be played on a real or emulated NES. Development started for the game back in 2002, so by comparison we’ve already had to wait 10 years, three extra months isn’t that bad, is it?

Designer Brian Provinciano stated that the development for RCR was to polish it up and get it up to speed with the other versions of the game that have released. For our Nintendo fans out there, RCR is still scheduled for a January release on WiiWare. For now, Retro City Rampage will cost 800 Microsoft Points ($10), instead of the previously announced price point of 1200 Microsoft Points.

Dreamfall Chapters: The Longest Journey kickstarter wants your money

"Man of Adventure," Ragnar Tørnquist and Red Thread Thread Games need 850,000 of your dollars to complete the Longest Journey saga.

"Man of Adventure," Ragnar Tørnquist and Red Thread Thread Games need 850,000 of your dollars to complete the Longest Journey saga. A Kickstarterlaunched earlier today for Dreamfall Chapters, and has already taken $149,476 in pledges.

Dreamfall Chapters will be a 3D adventure game that promises a "rich, detailed, interactive and living world that mixes a cyberpunk vision of the future with magical fantasy, along with a broken and decaying dreamworld." Expect many returning characters, recurring locations, and sweet release from the grip of Dreamfall's cliff-hanger ending.

As you'd expect, the pitch is firmly aimed at those that have played the first two games. I only made it a few hours into the first one, so much of it is high nonsense to my ears. Red Thread assures that the following questions will be dealt with, however: "What is WatiCorp planning? What are the Dreamers for? Who is the Prophet? What is happening in Arcadia, and how are the Azadi involved? And where in the world is Crow ?"

"The Undreaming is Unchained," as well, but there's no way that sentence can mean anything to anyone.

There are plenty more details on the Kickstarter page, but be warned, it's chock-full of spoilers for the first two games. There's a cryptic trailer and lots of chat from Ragnar in the Kickstarter video, too, which you can watch right here:

IGM Interviews – Robert Smith & Chase Bethea (Fenrir Studios)

Forgive me, but I can’t not open with this terrible line: There’s a Dark Storm brewing, and the team at Fenrir Studios plan on bringing it to a PC and Mac near you.

open with this terrible line: There’s a Dark Storm brewing, and the team at Fenrir Studios plan on bringing it to a PC and Mac near you. Belonging to the stealth-action shooter genre, Dark Storm is an episodic adventure featuring Amber, a tough and capable lady on a mission of survival. The game is apparently already a big deal, reaching over 3,500 yes votes in a single day on Steam Greenlight. (As of today, the game has officially been given the Greenlight thumbs up.) With all systems now go in terms of developing for PC, I had the opportunity to speak with Lead Programmer Robert Smith, along with Senior Sound Designer Chase Bethea, about what to expect from a game that boasts “dynamic AI” and a “unique Heads-Up display.” You might want to bring an umbrella, and hang onto something.

Indie Game Magazine: According to your press kit, Fenris studios has over 50 artists and programmers. That’s a pretty huge team for an indie studio. How did you guys get to be such a large group?

Robert Smith : That would be the team as a whole. Currently, the project is around 20 main developers that put in on a daily basis.

IGM: Oh, okay. And you guys have a studio, or work remotely?

Robert : We currently work remotely, but some members of the team do live nearby and regularly meet.

IGM: Dark Storm was initially conceived way back in 2006. How much has changed between then and now in terms of the the game’s story and gameplay mechanics?

Robert : So the project was conceived early in high school, but it was an idea that was built into our senior project. It was initially based on the Source engine, but shortly after the release of UDK, we made the transition and started learning the pipeline and recruiting. With that change, we rethought how it would play, and over time, it’s changed systemically since its first iteration. We wanted to give players the concept of choice of how to approach situations, and the tools to support that. In early versions, we didn’t have the togglable 3P, or even shoulder switching, it was a typical run-of-the-mill shooter; but over time it evolved into stealth-action, and we implemented such features to better support that base, such as the assassinations system and ISIS.

IGM: One of the features of the game is a “unique heads-up display.” Can you tell me what makes the HUD in Dark Storm so special, or different?

Robert : ISIS is the unique heads-up display that, in a way, will show feedback and outline friend and foe, allow you to monitor information readouts on personnel and enemies and, in real-time, be able to see the current state of AI targets in text readout. (i.e. Patrolling, Alerted, and Roaming AI states.) It will alert you about nearby enemies and allow you to access nearby camera grids in a local vicinity, giving you critical information to get out of jams

IGM: Dark Storm also boasts “Dyanmic AI” that scales to the player’s ability level. Can you talk a little more about what that means? Are there specific examples of how AI will adapt to player performance?

Robert : From a gameplay perspective, we designed the game from the ground up around the concept of choice. From the AI, to the 3rd person toggle camera, and the 1st person angle. We wanted to throw an objective at the player and let them decide how they want to approach it. Whether it’s retrieving a keycard, or saving hostages, the games AI paces to that. Say you want to go Action and bring up the body count, you can do that and the game will ramp up and place more enemies and use tactics to bring you down. If you choose a stealth approach, you can get through the objective killing 1-2 guards, using vents and bypassing patrols, and hiding the bodies of the ones unlucky enough to be in your path. With these systems, players can be successful and use them at any time without restriction.

IGM: Tell me Chase, how do you create the mood and atmosphere for a stealth-action game through sound?

Chase Bethea : I like to create the mood based on the direction given by the Team Leaders, Robert Smith and Javonni Ortiz. I listen closely to their preferred references and work closely with our co-composer Kenny Zhao. Since the builds for the game have been made, it is easier for me to play the game and do some creative things I feel would work, and mix it together with the direction I was given. I normally draw inspiration from Deus Ex , Metal Gear Solid , Call of Duty , Gears of War , and my classic favorite, GoldenEye 007 . By knowing the story, and having the references, inspiration and build, I am able to have a clear picture of the mood and atmosphere. These aspects enable me to create this new sound-world.

IGM: That’s great. What sort of audio cues do you give the player to help guide them through each stealth section?

Chase : My ideas for the cues are to slightly intensify the feeling of being caught if they are near danger. I will probably do this through a musical cue and a few sound design ideas, such as heart beats, breaths and other things I can add to the environment. I will probably add elements that will become vital to listening to everything the player is around, which will push two of their senses to the limit. The player won’t just have to look around with the camera, they will have to listen around carefully as well.

Spicy Horse Spice Up ‘Akaneiro: Demon Hunters’ Payment Model

Over the past couple of years we have seen many games begin to emerge in the free to play market.

Over the past couple of years we have seen many games begin to emerge in the free to play market. This has for the longest time seemed to be every developer/ publishers way of moving forward in the currently over saturated marketplace.

The free to play model has a lot of advantages with the most prominent being it allows for a much wider adoption of the game. Providing the implementation of micro-transactions has been done tactfully it can in fact result in huge revenue for the company in question.

Of course the free to play model does suffer from a lot of risk and in some cases it may not achieve a healthy profit. It really is a balancing act and recently Spicy Horse has decided to change the model of their up and coming action RPG Akaneiro: Demon Hunters (Akaneiro) to a paid model.

Akaneiro is a new east meets west take on the Red Riding Hood fable. Akaneiro puts a new spin on the story by stating that Red Riding Hood was in fact the first demon slayer, and since the early days has been training a secretive, protective cult.

Set in feudal Japan Akaneiro follows your adventures as you help to keep the monsters and spirits out of the real world. The art style is great and although still in early closed beta stages from what I have played so far it is a lot of fun and very well put together.

It’s a game I am rather excited to see the end result and with the changing of model it may work out for the best. Providing micro-transactions don’t really play a major role in the game now.

There has been much speculation as to why Spicy Horse have changed their model for Akaneiro , and I personally feel it may be a combination of a few things. Spicy Horse have a couple of free to play games and they may not be seeing returns as healthy as they initially expected for them, implementation of the micro-transactions may not be quite as viable as once thought, and with Spicy Horse looking to start a potential crowd funding program a free to play model may not work.

Spicy horse has officially confirmed the changebut have not yet elaborated on the reasons for it as of yet. They have said however that they expect to do a follow up post this week so expect more information to come to light about the change over the course of the week. Be sure to visit the official site here.

Information via Gamesta

Dreamfall Chapters prototype footage released, the longest stretch goals revealed

Dreamfall Chapters' Kickstarter campaign is sailing towards completion, with over $787,000 of its $850,000 goal raised and 22 days still to go.

is sailing towards completion, with over $787,000 of its $850,000 goal raised and 22 days still to go. With success all but assured, Red Thread have announced the first stretch goals for the adventure sequel. The team have also released early prototype footage of the game, showing an explorable location and their hybrid UI system.

Three stretch goals have been unveiled so far. The first, at $900,000, will guarantee support for Mac and Linux. At $950,000, the game will receive the Loremaster extras, which include: "the Great Library of Marcuria (rebuilt in secrecy, of course), a fully-voiced librarian character, and tons of books, documents, ancient parchments and tomes of lore in-game for players to read, explore and dig into!"

The $1,000,000 milestone is titled A Longer Journey, and looks like a large expansion to the game, introducing new characters, locations, side-stories and dialogue. The rest of the long list of potential additions is being kept secret, but Red Thread have released the title of the final one. It's called "The Longest Journey Home" and will unlock at the £2 million mark. Sounds intriguing.

To be fair, they've missed a trick here. They could have called one of the stretch goals "No goddamn rubber duck puzzles" and watched the money flood in.

Video: Study Sony's Morpheus Heist demo in action

It's known as The London Heist , and it's interesting to study because it pushes players to use both of their hands (which are holding Move controllers) to interact with a virtual space in novel ways; holding a virtual phone up to your ear to hear the speaker more clearly, for example, or physically picking up a clip of ammunition with one hand and slamming it into a pistol held in the other.

Sony brought a VR game demo to GDC this year that got a lot of people talking, myself included.

Using two Move controllers as virtual stand-ins for your hands goes a long way towards cementing that elusive sense of "presence" that creates believable VR experiences, and Valve reportedly accomplishes a very similar thing with its SteamVR controller prototypes.

VR-curious developers who missed out on seeing it firsthand can now get a decent look at how the demo is designed (and, as a bonus, how players tend to move when wearing a Morpheus headset and dual-wielding motion controllers) in a YouTube video(embedded above) recorded at this week's Silicon Valley Virtual Reality Expo and uploaded by YouTube user Brian Hart.

Why you should take cloud gaming seriously – Andrew Oliver

Why you should take cloud gaming seriously – Andrew Oliver While there are plenty of gamers getting excited at the prospect of cloud gaming on both PC and on PS4 via Gaikai, there are a good number of cloud gaming detractors out there – and many of their fears are based around the poor broadband connections in the UK and the problems with lag that could cripple AAA hardcore games. But some developers

Rise of the Tomb Raider will release "exclusively on Xbox"

The big bombshell of Microsoft's Gamescom presser was the announcement that Rise of the Tomb Raider—the follow up to the 2013 Tomb Raider reboot—will be available "Holiday 2015, Exclusively on Xbox".

There's a reason I'm putting that line in quotes: I don't entirely know what it means. Microsoft spent the entire conference twisting the meaning of language itself to make its platform look more desirable. During an ID@Xbox section, they showed games like Space Engineers and Smite—games already available on PC—and used the misleading refrain "coming first to consoles on Xbox". * Admittedly, "exclusively on Xbox" is a more solid statement, but companies have long since stretched the word beyond understanding. Will it be a timed exclusive? A full exclusive? An exclusive exclusively for 'Holiday 2015'? We don't know, and neither the conference nor Crystal Dynamics follow-up statement make it particularly clear.

"As you may have seen, we've just announced that Rise of the Tomb Raider, coming Holiday 2015, is exclusively on Xbox," writes Crystal Dynamics head Darrell Gallagher. "We consider all of you to be the lifeblood of Tomb Raider and the work we do at Crystal. I'd like to give you some insight into this decision, and why we feel this is the very best thing for the Tomb Raider sequel we're creating at the studio.

"Tomb Raider in 2013 was a success due in large part to your continued support. Our goal has always been to deliver something truly special with Rise of the Tomb Raider. Today's announcement with Microsoft is one step to help us put Tomb Raider on top of action adventure gaming. Our friends at Microsoft have always seen huge potential in Tomb Raider and have believed in our vision since our first unveil with them on their stage at E3 2011. We know they will get behind this game more than any support we have had from them in the past - we believe this will be a step to really forging the Tomb Raider brand as one of the biggest in gaming, with the help, belief and backing of a major partner like Microsoft.

"This doesn't mean that we're walking away from our fans who only play on PlayStation or on PC. Those are great systems, with great partners, and amazing communities. We have Lara Croft and the Temple of Osiris coming to those platforms this December, and Tomb Raider: The Definitive Edition is available on PS4."

What Gallagher seems to be saying is that Square Enix and Crystal Dynamics think the way you put Tomb Raider "on top of action adventure gaming" is to prevent the majority of its fan base from playing it. However you try to spin it, exclusivity is not a positive. It doesn't help the people who own that console—they would still be able to play the game if it was multi-platform—and it definitely, obviously doesn't help those who now can't play a series they previously had access to. It is a move that goes directly against their fans, and one almost certainly motivated by Square Enix's financial issues over the last few years.

Hopefully, then, this will be one of those woolly, meaningless exclusives, and six months down the line we'll see Rise of the Tomb Raider arrive on PC. The alternative possibility—that the true third-party platform exclusive is back as a viable option—would be a big step back for gaming as a whole.

* "Coming first to consoles on Xbox" would appear to mean "of the consoles, it will be on Xbox first". But that's not what's being said. Including the phrase "first to consoles" is a deliberate attempt to nest the idea of exclusivity within an admission of none. It means the exact opposite of what the actual sentence is saying. This is the point we've reached in this increasingly desperate battle.

Proteus’ Now Avaliable On The PlayStation 3 And Vita

‘Proteus’ Now Avaliable On The PlayStation 3 And Vita
Sony continues to show their support for the indies by releasing the PC hit, Proteus, on both the PS3 and PS Vita.

Chances are if you follow the indie scene Proteus should sound familiar to you. Proteus is an interesting exploration game which embraces the idea of simply exploring a beautiful landscape in which everything has its own sound as you interact with it.

Proteus contains no real goal and has for this reason often been criticised, and has raised the question of what is a game? As more games forgo the common gaming archetypes for more abstract ideas, the lines between art, games, and movies, blur ever more.

As the game is procedurally generated expect every play through to be something a little different as you walk around in amazement at the beautiful scenery that is unique to your experience.

Interestingly enough the PlayStation Vita version allows you to generate the worlds not only based on the current date but on your location as well adding a great deal of verity, and for the globetrotters amongst us the ability to see how the game changes from location to location.

Proteus is available from the PSN store at $13.99 (US), £9.99 (UK), and €12.99 (Mainland EU). The game is also running a 10% discount in all regions for the first two weeks, and if you’re a PlayStation Plus member you can add an extra 10% to that.

Stop using Early Access as a funding source, says Studio Wildcard co-founder

"If many games look at it that way and lots of games don't ship or fail to come to market, this model is going to go away."
- Studio Wildcard co-founder Jesse Rapczak on the danger of viewing Early Access as a means to an end.

Although Early Access might be seen as a way for developers to establish a fanbase and bring in more cash, Jesse Rapczak, co-founder of Ark: Survival Evolved developer Studio Wildcard, says anyone using Early Access to secure the future of their game is missing the point entirely.

Ark: Survival Evolved has already sold over 2.5 million units since it launched as an Early Access title back in June, and, thanks to the game's continued success, Rapczak and the Wildcard team don't need to worry about funding anymore.

In a recent interview with GamesIndustry.biz, however, Rapczak explained that raising the money to bring the game to Xbox One and cover development costs for the foreseeable future was never the studio's primary objective.

In fact, the team only wanted to take the Early Access route as a means to get as much feedback as possible.

"It can really provide a way for a developer to put out a game that is relatively ready to be in a state of iteration, to improve that game and be confident that when the game's finished, it'll be something the players love and have a lot of feedback in creating," explains Rapczak.

"You're not waiting until launch to find out problems you might have with your design or balancing or things like that. By the time we hit our launch across all platforms, we feel like the game is really going to have been put through its paces."

Early Access, says Rapczak, isn't a funding source, and if developers continue to view it as such it won't be long until the program falls by the wayside.

"It can be a way to generate revenue for your title while you're working on it, but I would not advise anybody think of it like that," continues Rapczak.

"Thinking of Early Access like a funding source introduces a sense of risk. Although it's on the disclaimer that this game might not ship, etc., that's not something this model needs in the consumer perspective.

"If many games look at it that way and lots of games don't ship or fail to come to market, this model is going to go away."

Hear more of Rapczak's thoughts by reading the full interviewover on GamesIndustry.biz.

4K Screenshot Showcase: Tomb Raider

Tomb Raider's fictional island of Yamatai, set like a scab off the Japanese mainland, was a place of inhospitable beauty.

Every week, keen screen-grabber Ben Griffin brings you a sumptuous 4K resolution galleryto celebrate PC gaming's prettiest places.

Tomb Raider's fictional island of Yamatai, set like a scab off the Japanese mainland, was a place of inhospitable beauty. Storms and shipwrecks plague its coastline, while towards the interior lay violent cults and ancient ruins. I braved the wilds and returned to civilized society to bring you these 4K screenshots.

Download the full-sized image here.

Download the full-sized image here.

Download the full-sized image here.

Download the full-sized image here.

Download the full-sized image here.

First Look At The Combat Of ‘Hyper Light Drifter’

Yesterday, developer, Heart Machine , released the first video of Hyper Light Drifter in action.

in action. The video, accompanied by Rich “Disasterpeace” Vreeland’s soundtrack, shows Hyper Light Drifter’s protagonist hacking and slashing his way through a portion of the game. Dashing through the corridors, the character encounters a handful of enemy types, all of which are dispatched quickly, and efficiently. One encounter sees the protagonist faced with an enemy armed with a rocket launcher. A quick slash disarms the rocket in mid-air, and the enemy is easily dealt with from there.

To accompany the video’s release, Heart Machine posted the following on the game’s Kickstarter updates page, “Keep in mind, this is all pre-alpha footage, so there are animations missing, sounds missing, and the leveling up system is not currently in place for the sake of testing among other items, but we wanted to reveal and share our progress.”

Thanks to a massively successfulKickstarter Campaign, Heart Machine was able to collect over $600,000 for the development of Hyper Light Drifter . With the support of a little over 24,000 backers, Heart Machine has promised to expand the game from the initial PC/Mac/Linux release and bring the game to the PlayStation 4, PlayStation Vita, OUYA, and the Wii U.

Stop using Early Access as a funding source, says Studio Wildcard co-founder

"If many games look at it that way and lots of games don't ship or fail to come to market, this model is going to go away."
- Studio Wildcard co-founder Jesse Rapczak on the danger of viewing Early Access as a means to an end.

Although Early Access might be seen as a way for developers to establish a fanbase and bring in more cash, Jesse Rapczak, co-founder of Ark: Survival Evolved developer Studio Wildcard, says anyone using Early Access to secure the future of their game is missing the point entirely.

Ark: Survival Evolved has already sold over 2.5 million units since it launched as an Early Access title back in June, and, thanks to the game's continued success, Rapczak and the Wildcard team don't need to worry about funding anymore.

In a recent interview with GamesIndustry.biz, however, Rapczak explained that raising the money to bring the game to Xbox One and cover development costs for the foreseeable future was never the studio's primary objective.

In fact, the team only wanted to take the Early Access route as a means to get as much feedback as possible.

"It can really provide a way for a developer to put out a game that is relatively ready to be in a state of iteration, to improve that game and be confident that when the game's finished, it'll be something the players love and have a lot of feedback in creating," explains Rapczak.

"You're not waiting until launch to find out problems you might have with your design or balancing or things like that. By the time we hit our launch across all platforms, we feel like the game is really going to have been put through its paces."

Early Access, says Rapczak, isn't a funding source, and if developers continue to view it as such it won't be long until the program falls by the wayside.

"It can be a way to generate revenue for your title while you're working on it, but I would not advise anybody think of it like that," continues Rapczak.

"Thinking of Early Access like a funding source introduces a sense of risk. Although it's on the disclaimer that this game might not ship, etc., that's not something this model needs in the consumer perspective.

"If many games look at it that way and lots of games don't ship or fail to come to market, this model is going to go away."

Hear more of Rapczak's thoughts by reading the full interviewover on GamesIndustry.biz.

Tomb Raider studio Crystal Dynamics faces some layoffs

Lara Croft's last outing didn't fare too badly .

. The fledgling badass was more likeable than ever in her origin story—but the Tomb Raiderseries reboot was having some trouble outside of the jungle island's confines, too. Earlier this year, publisher Square Enix's CEO stepped downafter the company was reported to have suffered massive losses. Now, despite confirmation that a sequel is in the works, twelve layoffs have been reported at Tomb Raider developer Crystal Dynamics.

In a statement made to Kotaku, a spokesperson said, "We've made some decisions at Crystal Dynamics last week around the second project we're working on, which has resulted in a small number of roles (roughly 12) becoming redundant as we re-scope the project...We're a close-knit team at Crystal and wouldn't be making these changes if we didn't feel it was absolutely necessary."

Reportedly, these employees were working on a different, unannounced game; the spokesperson says that development of the Tomb Raider sequel remains unaffected and on track. But with the recent financial troubles experienced by parent company Square Enix, we're still hoping that Lara can fight her way out of this.

Frontiers’ Interview – Trailblazing With Lars Simkins

‘Frontiers’ Interview – Trailblazing With Lars Simkins
Frontiers is an RPG adventure currently being developed by AAD Productions for PC, Mac, and Linux platforms.

AAD Productions is a one-man studio created and headed by Lars Simkins (Lead Designer/Artist). Simkins is also a veteran VFX artist who has worked on Breaking Bad , Fringe , The Hunger Games , and more. Along with Simkins, musician, Steve Barnes, is creating the soundtrack for Frontiers . Development of the game began in February 2012, and the first trailer was released just a few days ago.

We recently had the chance to talk to Lars Simkins about the development of Frontiers and some of the stand-out features that it will bring to the table.

IGM: You started out as a VFX artist; how did you transition into the game development industry?

Simkins: I actually still haven’t made that transition! Yesterday I worked on Frontiers in the early AM, then spent the rest of the day doing a Breaking Bad shot. My whole life I’ve been holding a scale with video games on one end and VFX on the other, and they just tip back and forth over time. In middle school I made short films, in high school I made video games, in college I made short films, then video games, etc… Frontiers is just the scale tipping back the other way. Maybe permanently this time, but somehow I doubt it.

[private_insider]

IGM: As a new indie developer, can you talk about your inspiration for Frontiers?

Simkins: Two games: Daggerfall and Minecraft . Daggerfall was a mess in many ways but the feeling of a truly open world has never left me. Ever since playing it I’ve wanted to see a game in that mold that emphasized exploration above all else. And Minecraft is the game that finally tipped the scale back to games. I’ve never missed a deadline in VFX, but I came close the day I was working on my spherical obsidian fortress. I had to give my wife my login and say ‘Change it, and don’t tell me what it is.’ I was like a crack addict.

There are other games that I pull mechanics from too. System Shock 2 is my favorite game of all time, and I’ve stolen some of their skills mechanics. I’ve stolen some of Fallout 2 ‘s as well. But they’re more like distant cousins. Daggerfall and Minecraft are the mother and father.

FRONTIERS screenshot 11

IGM: Frontiers has a few features that differ it from other open-world games, like the dynamic path system and the slower tempo of gameplay. Can you detail how these features work in-game?

Simkins : The slower pace is pretty simple: when every mechanic is built around exploration, you end up with less stress and aggravation. Nothing kills my desire to explore faster than getting killed by a rat because I haven’t spent ten hours grinding in the main city. That’s not to say there aren’t threats or challenges, —bears are tough, really tough, and you don’t want to get caught in a pack of wolves— but there are ways to deal with them that don’t involve frantic combat or grinding.

The dynamic path system is the one truly unique mechanic. A game world doesn’t really feel ‘real’ to me until you can alter it in some permanent way. It feels like a set or facade. So the most important thing paths achieve is letting you make your mark.

They also allow for fast travel. Going over the same ground twice is the enemy of exploration, so fast travel is essential in a game like this, but it can also take you out of the game when it feels like teleportation. In Frontiers , fast traveling means you literally walk along a path, seeing the rolling landscape go by, but with time sped up by a factor of 10. So you never lose your sense of distance or accomplishment as you zip from place to place.

You can create a path starting at any landmark —a city, some ruins, your house, whatever— and extend it with Path Markers, which are little stakes that you craft Minecraft -style from natural materials. There are a few restrictions —path markers can’t be too close or too far apart, because the Bezier splines get funky if they bunch up— but generally paths can be as long or short or wiggly as you want, and you can place Path Markers anywhere but open water. As it’s created it will not only show up on your map but also in-game as a beam along the ground. This can be really helpful when traveling at night. (I’ve wandered off a few cliff edges groping in the dark without a torch.)

IGM: This project is very ambitious for a two-man team. Do you think you’ll meet all the goals you’re shooting for?

Simkins: It’s actually a one-man team, at least for now. And it’s definitely ambitious. I think I’ll meet all the goals I’m shooting for, but not always in the ways people might expect. I sort of think about features the way I think about VFX shots. In a VFX shot if you need a building, you don’t model the whole thing, you build the side that’s facing the camera. And if the camera doesn’t pan up, you don’t build the top either. You do the absolute bare minimum because deadlines are looming.

That’s harder in games because you can’t predict where the player will go, but the idea still applies. For instance, when I say ‘NPC’ most people probably envision fully animated Skyrim -style villagers roaming around spouting voice-acted dialog. But an NPC in Frontiers is very limited, because I don’t have the means to do all those things. You won’t be able to kill them, for one thing – you can make them angry, but not kill them. If you could, interlocking quests would have to account for deaths and the complexity would overwhelm me. But functionally they accomplish the same thing as an NPC with all the bells and whistles, at least within the context of this game. So that’s how I keep things manageable.

IGM: Do you have any plans to include multiplayer or mod support into Frontiers?

Simkins: This gets asked a lot and I’ve tried to be careful about answering because I don’t want people to think of them as planned features. I want to do co-op, so I’ve tried to avoid design choices that would make implementing multiplayer co-op more difficult than it has to be. But it’s not something I could do well on my own. The only way it would happen is if it gets crowdfunded and I can hire a specialist.

IGM: What do you see as your biggest hurdle to get past during the development process?

Simkins: Thinking you have to be a super genius to make games. I’m not saying that’s a common problem, but it was a big problem for me. Some of the folks out there making games are just incredible, artistically and technically. Me, I’m a decent artist but not great —most of my strength in that arena comes from pragmatism and the speed at which I work. I’m an unquestionably mediocre programmer. And yeah that sucks in a way. But neither of those things means I can’t make a good game. It just means I have to work a little harder.[/private_insider]

Frontiers has a planned release date of January 2014. You can check out the game’s IndieDB page, or follow Lars on Twitter at @Railboy.

Blind player completes Ocarina of Time after five years

A blind video game player has completed The Legend of Zelda: Ocarina of Time after five years by using in-game sounds to guide him through the vast world of Hyrule.

Terry Garrett started his lengthy playthrough back in May 2011 in a bid to prove he was capable of finishing 3D games as well as 2D titles, having previously completed Abe's Oddysee .

Using strategically placed left and right-hand stereo speakers Garrett was able to gauge the environments around him and overcome every single one of Ocarina's many obstacles, including the infamous Water Temple.

Advice offered by viewers combined with his own knowledge of the game and a save state system built into an emulated version of Ocarina finally allowed Garrett to vanquish Ganon on January 2, 2016.

You can see the final battle in the video above, or check out Garrett's YouTube channelfor the full series.

How to run the original Tomb Raider on Windows 7/8

The Lara Croft of 2014 may have fancy TressFX hair and a killer bow, but we still have fond memories of the original Lara, who fearlessly explored mysterious and oppressive tombs way back in '96.

The Lara Croft of 2014 may have fancy TressFX hair and a killer bow, but we still have fond memories of the original Lara, who fearlessly explored mysterious and oppressive tombs way back in '96. The rebooted Tomb Raider's Definitive Editionis a console exclusive, but we say the real definitive Tomb Raider has been on PC for 18 years.

To prove that the sunglass-wearing Lara looks as sharp as ever, we grabbed Tomb Raider 1+2+3 from GOGand installed the games on the Large Pixel Collider. The LPC deemed Tomb Raider's original resolution unworthy, however, and opted to run the game at 2400x1800–about 3.5 million more pixels than the Voodoo graphics cards of the '90s were used to pushing. We left everything else about the game pure and unmodified. No mods. No texture packs. Original 4:3 aspect ratio.


How to play Tomb Raider at high resolution

Want to play Tomb Raider at 1080p, or 1440p, or even 1800p like us? It's surprisingly easy. First, grab the game from GOGor Steam. Install the game, and download a free program called nGlide. This handy utility allowed us to run Tomb Raider at the highest resolution we could muster. Now let's go step by step.

Install nGlide. Nothing fancy; stick to the defaults. Run the nGlide Configurator (nGlide should create an entry in your start menu, or you can run nglide_config.exe). Set your resolution to your preferred res, or leave it as "desktop" to run at your desktop's native res. This is what we did, since the configurator doesn't have an 1800p option! Navigate to Tomb Raider's install directory and find the file glide2x.dll. Rename it to glide2x_backup.dll. This will allow nGlide's settings to take over controlling Tomb Raider's resolution. Within Tomb Raider's directory, there should also be a DOSBox folder. Open that folder. There should be another glide2x.dll file inside. Rename it to glide2x_backup.dll as well. Run Tomb Raider. If nGlide does its job, it should run in glorious high resolution, though the old FMVs will still be low-res and stretched.

Now–ready for a dose of early 3D nostalgia? Then grab your dual pistols and check out our screenshots of Tomb Raider, released on October 25, 1996 in the UK and November 14 in the US.

Make sure to click the screens below to download the full-res 2400x1800 images.


Return to the Caves

2D Modern Fighter in A Corrupt World – Breed Descent: Children of the Storm

Breed Descent: Children of the Storm is a 2D fighting game with 3D graphics by individual developer, SkitRowGamez.

is a 2D fighting game with 3D graphics by individual developer, SkitRowGamez. The game is set in a corrupt world with characters from different walks of life. They step out as the world begins to fall into a struggle for survival, ready to fight for their lives.

Players can face off against each other and the computer AI in arcade mode, playing two-on-two battles that feature a tag-team switch system for seamless combos. The game will feature 16 playable characters with a stake in the fight for the world, and a unique set of moves the player can use to help them achieve victory.

Success in gameplay will depend on speed and precision-based gameplay while setting up combos with individual moves and tag-team combos for devastating damage. Breed Descent intends to follow the battle for the world through a variety of heroic, anti-heroic, and villainous perspectives.

Breed Descent: Children of the Storm is still in early development. The developer is currently working on creating gameplay footage to better showcase the gameplay. To stay updated with this game, follow the developer on Twitter, or “like” their Facebook.

The Ball review

The Ball review Comparing a game to Portal isn’t necessarily a positive act. Very few works from this or any other generation can stand next to Valve’s masterpiece and not wither in its intense brilliance, but while Teotl Software’s The Ball might not serve as a paragon of design and storytelling for years to come, we can think of no more suitable analogue to prepare you for the experience. The Ball

How to run the original Tomb Raider on Windows 7/8

The Lara Croft of 2014 may have fancy TressFX hair and a killer bow, but we still have fond memories of the original Lara, who fearlessly explored mysterious and oppressive tombs way back in '96.

The Lara Croft of 2014 may have fancy TressFX hair and a killer bow, but we still have fond memories of the original Lara, who fearlessly explored mysterious and oppressive tombs way back in '96. The rebooted Tomb Raider's Definitive Editionis a console exclusive, but we say the real definitive Tomb Raider has been on PC for 18 years.

To prove that the sunglass-wearing Lara looks as sharp as ever, we grabbed Tomb Raider 1+2+3 from GOGand installed the games on the Large Pixel Collider. The LPC deemed Tomb Raider's original resolution unworthy, however, and opted to run the game at 2400x1800–about 3.5 million more pixels than the Voodoo graphics cards of the '90s were used to pushing. We left everything else about the game pure and unmodified. No mods. No texture packs. Original 4:3 aspect ratio.


How to play Tomb Raider at high resolution

Want to play Tomb Raider at 1080p, or 1440p, or even 1800p like us? It's surprisingly easy. First, grab the game from GOGor Steam. Install the game, and download a free program called nGlide. This handy utility allowed us to run Tomb Raider at the highest resolution we could muster. Now let's go step by step.

Install nGlide. Nothing fancy; stick to the defaults. Run the nGlide Configurator (nGlide should create an entry in your start menu, or you can run nglide_config.exe). Set your resolution to your preferred res, or leave it as "desktop" to run at your desktop's native res. This is what we did, since the configurator doesn't have an 1800p option! Navigate to Tomb Raider's install directory and find the file glide2x.dll. Rename it to glide2x_backup.dll. This will allow nGlide's settings to take over controlling Tomb Raider's resolution. Within Tomb Raider's directory, there should also be a DOSBox folder. Open that folder. There should be another glide2x.dll file inside. Rename it to glide2x_backup.dll as well. Run Tomb Raider. If nGlide does its job, it should run in glorious high resolution, though the old FMVs will still be low-res and stretched.

Now–ready for a dose of early 3D nostalgia? Then grab your dual pistols and check out our screenshots of Tomb Raider, released on October 25, 1996 in the UK and November 14 in the US.

Make sure to click the screens below to download the full-res 2400x1800 images.


Return to the Caves

The League of Metal Men Brings Mega Mecha Brawling

In a world inhabited entirely by robots, there is an entirely new set of rules at play.

In a world inhabited entirely by robots, there is an entirely new set of rules at play. Some have all the power, and rule over those who could only dream of being in that upper echelon. Those rulers are the League of Metal Men, and they are looking to bring on more people into the fold.

is a 2D brawler where players can destroy their opponents in multiplayer arenas. After decimating fellow players, the scraps of their mangled, disassembled bodies to level up characters and strive for placement within the League.

Collecting scrap allows players to unlock their full potential in the game, allowing them to continue to level up and improve their character. Each character has a super attack that can add even more chaos and destruction to the playing field. Players, however, need to be aware of what the other players are doing or they could wind up being the ones with their scraps strewn all over.

The League of Metal Men is available for early access via a playable demo through GameJolt. The full release of the game is scheduled for October 19, 2015 for PC. For more information about the game and the upcoming launch, follow Ripped Shirt Studios on Twitter, check out The League of Metal Men website, and “like” their page on Facebook.

Tomb Raider writer Rhianna Pratchett will collaborate on indie adventure game Beatbuddy

"No matter what you've written in the past, it's the challenges and the people you work with who really matter,” said Pratchett in a press release.

Indie adventure Beatbuddyhas brought some new talent on board in Rhianna Pratchett, writer of Mirror's Edgeand Tomb Raider. Pratchett will be polishing the script and storyline for the music-intertwined adventure game.

"No matter what you've written in the past, it's the challenges and the people you work with who really matter,” said Pratchett in a press release. “I cut my teeth on smaller indie titles, so it's great to get to do more work in that space again...”

We last saw Beatbuddy at PAXthis year , and the intriguing mix of music and puzzles looked like a game to watch out for, and it's unlike other games in the adventure genre. It utilizes music a little bit like Audiosurf, but... not really. A trailer posted earlier this year might help explain:

I think it's a real coup for German developer Threaks to land an award-winning writer for its first game. The plot was one of the things we likedabout Tomb Raider (even if the gameplay didn't always match up with the writing), so hopefully this collaboration can produce some great gaming. Beatbuddyis still in development and will be released later this summer.

Free Vegas-Themed Puzzler ‘Chip Chain’ Released By Indie AppAbove

Originally written by Meg Stivison.

New York City indie studio AppAbove Games has released free-to-playfor iOs and now Androiddevices. I met Chip Chain designer, and AppAbove co-founder, Aaron Isaksen at the New York Gaming February Demo.

Puzzle game Chip Chain relies on a classic match-three mechanic: just connect three or more of the same type of chip to make a chain, and get a chip of a higher value. Then Chip Chain adds different game modes, with special Vegas-style additions. Players can use cards to move or change their chips for an advantage, or try to react to a dealer placing new chips. These modes add strategy over a classic basic mechanic.

Chip Chain is a free download, that monetizes on in-app purchases. Sometimes ‘freemium’ can be secret code for lots of locked gameplay, but Chip Chain offers quite a bit of freely accessible content to players. Instead of locking out game content as a trial or ‘lite’ version, Chip Chain provides the game as a free download, and uses on-app purchases for power-ups and special items.

Before releasing Chip Chain , AppAbove Games has released casual and puzzle titles like Jail Train and Monster Smash , and kid-friendly games like the adorable Pocket Pupp y. Co-founders John Bizzarro and Aaron Isaksen began developing indie games as AppAbove in 2003.

Tomb Raider sequel "well into development," says Square Enix CEO

Good news for those of you who are fans of Lara Croft—there's a Tomb Raider sequel and it's "well into development."
Phil Rogers, Square Enix CEO of Europe and the Americas, left a note on the company's blog wanting to set things straight with anyone who had their doubts after the rough patch they hit earlier this year .

. In the note, he confirms the Tomb Raider sequel and alludes to adding more choices and platforms for gamers in the future.

Along with saying that Square Enix is, "not abandoning core, triple-A console and PC games," he gave a small explanation on how the company has streamlined some of its studio development process.

"We've recently re-orientated our studio leadership to focus production expertise at the top, to allow us to ship the best quality games possible, faster and with better cost control," Rogers wrote. "We've taken away administrative duties from studio heads, so they get closer to the games, gameplay and gamers with fewer distractions."

He says that the company will share a "fuller title release plan" soon on upcoming games for PC, consoles, and tablets/mobile.

Pumped BMX’ Review – Putting Simulation In Your Side Scrolling Racer

‘Pumped BMX’ Review – Putting Simulation In Your Side Scrolling Racer
Pumped: BMX at first appears to be another side-scrolling bike racer, but I would label it as more of a BMX simulator than anything else.

at first appears to be another side-scrolling bike racer, but I would label it as more of a BMX simulator than anything else.  Yes, I am seriously calling a 2D game on a touch screen device with a cartoon art style a simulator. I challenge you to try it out before you dismiss me. Or better yet, take it straight from the developer. Adam Hunt, the mastermind behind Pumped: BMX, is a BMX rider himself who brought his passion to iOS by creating a BMX game that would mimic his own experience on a bike.

While I still consider Pumped: BMX a side-scrolling bike racer, the only similarities are that you’re going from left to right on a bike. Outside of that, Pumped: BMX requires true technical finesse in order to complete the game. I would even go so far as to say that those who have ridden BMX, or at least know what it takes to properly ride slopes, will have an advantage while playing this game.

Pumped: BMX features four different locations to ride in, as well as the tutorial level. These areas are the Backyard, The Farm, Desert, and Big City. Each of these locations is essentially just a different backdrop with the trails becoming progressively harder to master. From the locations I was able to explore, each of the areas had 8 levels within them. There’s not many levels overall, and they don’t tend to differ very much as they don’t add different gameplay mechanics as you progress.

What Pumped: BMX lacks in diversity is made up for by its longevity. If you think you’ll be able to finish it in a day you are very mistaken. As I said before, this game plays like a simulator that is sticking strictly to the core essentials without going overboard. It’s the perfect amount of simulator mixed with simple gameplay mechanics for the iOS platform.

The controls in Pumped: BMX are simple, on the right side you have the spin button which is used in correlation with the gyroscope to do flips, and the pump button which is a physical technique used when riding smoothly over hills. There is no pedal button in the game, instead the pump button is used to initially get the rider to pedal down the first hill, but after that is only used to properly ride the trails.

Just like in real life, riding BMX trails properly is less about peddling and more about pumping. The game uses this real life technique by releasing the pump button as you reach the peak of a jump and timing the press again when coming in for a landing to set you off at the right speed for your next jump. It’s a simple technique, but is very hard to master in conjunction with tilting.

The other key gameplay mechanic that goes hand in hand with pumping at the right time is the use of the iPad or iPhone’s gyroscope. The use of the gyroscope not only controls whether you move clockwise or counter clockwise, but these movements decide how far up you’ll go, and how fast you’ll fall forward depending on how you position your rider in the air.

Nailing a smooth landing and continuing your flow throughout the level is key in completing it. As soon as you clip a flat piece of land with your back tire as you’re going down a slope, your entire flow is ruined and will result in it being nearly impossible to get enough speed for the next jump. Thankfully there’s a restart button located at the top left corner of the screen. Get used to it; you’ll be using it a lot.

Outside of nailing a perfect flow is pulling off tricks. Your left hand will control a joystick button which pulls off different tricks depending on which direction you move it to. Pulling off tricks is not nearly as hard as mastering the slopes. As long as you have enough air, just flicking your thumb in any of the eight directions will give you a different trick such as a barspin, superman grab, or tailwhip.  The grab tricks can be held until the user lets go where as a barspin is pressed and has a short timer until it is completed.

Overall I felt like the difficulty of Pumped: BMX amped up out of nowhere about 25% of the way into the game. Just as an example, the previous area I got a 100% completion while in the latter levels I found there was absolutely no room for error. Forget about beating the high score or nailing certain tricks, I had a hard enough time just getting to the end of the level.  Simply completing a stage won’t be enough to unlock other locations though. The game requires the user to collect stars by completing certain goals.

Pumped: BMX’s progression system relies on both the trick and slope riding aspect. Each level comes with 4 stars that can be earned by simply making it to the end, pulling off a specific trick, or having a total number of points in one trick, or overall at the end of your run. Pulling off tricks and doing flips was fun, but I found myself not even using the trick mechanic once I got into the harder levels. Pumping is a difficult task on its own, and throwing in tricks doesn’t help when all you’re trying to do is make it over the one hill you keep failing at.

What got me through landing on my face continuously and maintaining my cool was the simple and charming art style. Each level is clean, colorful, and highly detailed in all the right areas without distracting the player from the gameplay. The music and sound effects tend to play off of the light hearted art style and create an even more relaxing atmosphere.

With such an aesthetically pleasing game it would’ve been nice to have some sort of unlockables such as different BMX bikes, or player models. Even if they didn’t affect the actual gameplay, it would at least add to the longevity of the game or keep the player’s attention when trying to unlock enough stars to get to the next area. Pumped: BMX does feature Game Center integration and includes 16 achievements for those who are up to the challenge.

When it comes down to it Pumped: BMX sets itself apart from the side-scrolling racer genre with its simulation of riding an actual BMX bike. This same design choice may deter potential players with its high level of difficulty and lack of unlockables giving the player less of a reason to keep playing when they’re stuck at a difficult spot. The art style and sound combined with having a perfect run feels great, but is a rare feeling after you complete the first area.

For those who enjoy BMX or are looking for a truly difficult side-scrolling racer, you can pick up Pumped: BMX on the App Storetoday.

[review pros=”Sets itself apart from the genre, clean high quality art design” cons=”High difficulty level without a reward based system may keep players from coming back, lack of other modes of play” score=70]

Award-winning game writer wants storytelling to play a larger role in game development

Susan O'Connor, who helped pen the stories in BioShock , Far Cry 2, and the latest Tomb Raider along with Rhianna Pratchett , isn't happy with the state of game storytelling.

, isn't happy with the state of game storytelling. She doesn't condemn video game stories themselves, but rather the overall process through which those stories are written. She sees storytelling in games being as dominated by teams that care more about compiling code—and she's tired of it.

In an interview with The Gameological Society, O'Connor pointed out how the creative process for video games is different from other forms of media.

“For me, I always want to focus on the entertainment side of it,” O' Connor said. “This is supposed to make people feel something. It's supposed to be fun, or be scary. But when I look at conversations that creatives are having, like in television or film or theater or freaking mimes, everyone else, the conversations they're having are totally different.

“If you were to say, 'Books are a great way to go inside a character's mind for pages and pages, and movies are a great place to see larger-than-life movie stars and phenomenal explosions that are 40-feet tall,' games are a really kinetic medium. The story is what the player does.”

She has a point. Books and movies rely on well-developed plots because that's all they have. Movies might add amazing special effects to distract you from a poor script, but games are interactive. Whether you're taking out an enemy base, scavenging an abandoned cave, or opening inter-dimensional portals, you are busy doing something. Sometimes, there's not enough time or priority to inject enough plot to tell you why you're doing said thing.

O'Connor went on to admit that she was tired of writing stories for video games and wanted to move on to other areas of entertainment.

“I don't want to put up with this s$*& anymore,” she said. “I'm grateful for the success I've had, but I'm never going to be able to do work that can come anywhere close to the kind of emotional impact that stories in other media have, at least not in the next five to 10 years. I love stories, and I just happened to fall into games. I've learned who I am as a writer, and I think my talents and skills are much better used in other places."

Distinctive Games Celebrates 20th Birthday With ‘Rugby Nations 15’

Indie studio Distinctive Games is hitting a major milestone.

is hitting a major milestone. The developer, based in Sheffield, United Kingdom, incorporated back in 1994 to develop games for Nintendo 64 and the original PlayStation, although since 2001 their focus has been solely on mobile games. Today, Distinctive Games is well-known for sports games such as Patrick Kane’s Hockey Classic, Football Kicks , and Boomtime Baseball .

To celebrate the momentous occasion of turning 20, the devs assure us that they will be “definitely eating some cake and having a party.” They are also celebrating with the mid-November release of Rugby Nations 15 , the latest installment in their popular series of rugby mobile games. They call it RN15 for short, and promise a host of improvements over the previous rugby game, providing “ something for both hardcore fans of the sport and casual gamers.”

“Freshly tweaked” artificial intelligence and new challenges will be rendered in boosted graphics and audio. The game features improvement not only to general AI and positioning, but also improved Box Kick and a new Cross Field Kick AI. Movements are more lifelike, and the AI offers stronger defense; teams will switch dynamically between defensive styles like Drift and Blitz. Ambient weather changes everything, as realistic weather effects such as different forms of precipitation wreak their own unique havoc on the rugby matches. Will Mother Nature root for your team, or your opponent?

New club teams will be available to play in Exhibition matches as well as the new Career Mode, which allows players to guide a rookie through, well, a career in rugby. Starting in the bottom tier leagues, players can boost character skills and stats and rise through the ranks to become an international superstar in a global tournament. Enhanced replays mean you never miss a moment of the excitement! The stadiums where matches are held have also been enhanced, letting players feel the thrill of their screaming fans. Updated statistics for each team have been added, based on the performances of their real-world counterparts, and a brand new menu system improves usability.

RN15 is launching in mid-November for both Android and iOS devices, just in time for the Autumn Internationals – which, incidentally, can be played in the game. Rugby gaming fans should watch for the official release announcement on the Distinctive Games Facebook, Twitter, or YouTube channel. Happy 20th birthday, Distinctive Games!

Former DICE and Spark devs launch indie venture Fugitive Games

Newsbrief: After months of work, a group of former triple-A developers from the likes of DICE ( Battlefield 4 ) and Spark Unlimited ( Lost Planet 3 ) have formally launched a new indie studio in Santa Monica, California: Fugitive Games .

This is the latest example of a long-running trend that sees experienced developers quitting the large-scale studio business to launch their own indie ventures. At present, four people constitute Fugitive: former Battlefield 4 developers Ben Jones and Marc Janas, plus former Lost Planet 3 team members Alden Fillion and Roy Orr.

The quartet have also roped in game composer Jack Wall ( Mass Effect, Lost Planet 3 ) to potentially work on their upcoming interstellar survival sim Into the Stars , which Fugitive is trying to fund through Kickstarter.

Duty calls once more

Wednesday 3 May 2006 Activision and developer Infinity Ward have announced that new multiplayer maps for Call of Duty 2 on Xbox 360 will be available for download next week. A total of nine new maps have been created with the first four available to play at next week's E3. This will comprise of a Bonus Map Pack with German sites Vossenack and Wallendar - which will be released for free - while a Skirmish

New Volleyball Motion Game for Windows Doesn’t Require Kinect

Editor’s Note : We originally referred to the developer as “Extreme Motion”, instead of Extreme Reality, their actual name.

: We originally referred to the developer as “Extreme Motion”, instead of Extreme Reality, their actual name. Extreme Motion is the technology package they offer in their SDK. Apologies!

Today, VTree Entertainmentand Extreme Realityare bringing motion control in a way we haven’t quite seen before. While peripherals like the EyeToy for PlayStation and the Kinect for Xbox have made advances in motion-control gaming, this company’s Volleyball Extreme Edition enables full-body control with any standard camera.

Volleyball Extreme Edition operates on Windows computers or tablets. Choosing from 16 national, Olympic teams, players duke it out in beach matches with steadily increasing difficulty. When using a camera, the person stands a few feet from their device and get prompts to bump, set, spike, or block the incoming ball. All together, the game incorporates four different control modes: keyboard control, gamepad, Extreme Motion full body motion control, and touch.

“After incorporating the Extreme Motion technology into our Pro Riders Snowboard title last year, our players were thrilled with this entirely new way to experience the game, so we decided to continue our work with Extreme Reality and develop new motion controlled games,” said Charles Bergen, president of VTree Entertainment.  “We’re excited that players who used to play sitting down can now get up on their feet, and engage with our games in a way that is fully immersive and that does not require dedicated hardware.”

Extreme Reality, the developer of this motion control technology, have offered their software development kit for free on their website, letting any developer take advantage. This enables integration of software-based motion analysis with an app or a game on any device. Visit herefor resources.

Volleyball Extreme Edition is available now on the Windows Storefor $4.99.

All About Space magazine: turning gaming science fiction into science fact

All About Space magazine: turning gaming science fiction into science fact The brand new magazine dedicated to space exploration and the science behind it All About Space launches on June 28th, and with so many games like Mass Effect 3, StarCraft 2, Elite and Dead Space 3  based  on science fiction about space travel, it’s not hard to see why it will  appeal to many gamers. This engrossing and informative

New patch for Call of Duty 2

Call of Duty 2 players who download the latest patch will find two new multiplayer levels, including a rework of "Harbor," a fan favorite from the original Call of Duty that pits the Russians against the German Wehrmacht in the grenade-friendly shipping port of Rostov, Russia. Rhine, the second battlefield, will let you follow the 2nd Rangers through the war-torn streets of Wallendar, Germany, in what

Average Giants Episode 14 – Jump Tanks and Solar Storm

IGM Presents… The Average Giants!

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

In this week’s episode of Average Giants , we had a chance to get our hands on Jump Tanks , an awesome retro, arcade style tank arena game that we enjoyed with the entire IGM Armada Stream Team! After that we take an in depth look at Solar Storm ‘s standalone demo that’s available on their kickstarter page!

Original Air Date: June 16, 2014

Devs Answer: What are the biggest lessons from Fire Emblem ?

This week marks the launch of Intelligent Systems' Fire Emblem: Fates , the newest entry in Nintendo’s long-running strategy-RPG series.

, the newest entry in Nintendo’s long-running strategy-RPG series. After two moderately successful console entries on the Gamecube and Wii, the series was brought back to popular acclaim on the 3DS with Fire Emblem: Awakening , and became a smash hit with many in the dev community.

With the launch of the newest Fire Emblem , and the close timing of the mechanically similar XCOM 2 , we thought we’d ask our readers on twitter for their opinions on some of its core systems, as well as key lessons to learn from the franchise.

Remember, if you're interested in participating in these conversations in the future, make sure to follow @Gamasutraon Twitter. The questions usually go out on Fridays in the late morning, Pacific time, alongside Tweets of our regular news, blogs, and original writing.

...

Jump to Section: Best Price Comments Pros Clever AI uses smart squad tactics Immersive gameplay; incredible audio Widescreen and SLI for uber-machines Cons Regeneration misfires in multiplayer 32 players cram into 8v8 Xbox 360 maps System specs are steep for eye-candy Go to page: Page 1 Page 1 Page 2 You've been through the hell of World War II before in first-person shooters like Medal of Honor and

Viscera Cleanup Detail Preview – Who’s the REAL Hero, Here?

After an alien battle in a video game, there is often a huge mess.

After an alien battle in a video game, there is often a huge mess. As players, we usually carry on with our mission without a second thought as to the condition of the environment. After all, we’re the heroes — we have better things to do! RuneStorm‘s Viscera Cleanup Detail shows us what might occur after the hero has left the spaceship. A “space-station janitor simulator,” Viscera allows players to explore the seemingly mundane lives of those in charge of making these miniature war zones inhabitable once more.

Now available on Steam Early Accessand at the Humble Store, (it was released on April 4), Viscera Cleanup Detail is still in Alpha version 0.25, but shows promise with its attention to (hilariously disgusting) detail and basic physics.

Multiplayer fun with mops!

Your tutorial in this game is learn-as-you-go. There is no time limit, there are no scores. You either clean or you don’t. It’s a very simple concept, yet the process of cleaning is so involved that you’ll probably lose track of time. There are stations that dispense water buckets, biohazard waste cans, and even med kits (which you have to refill on-site). The waste cans are used to collect smaller debris and viscera (yes, there are organs lying around). The water buckets are for rinsing the mop, and must be replaced fairly frequently, making mopping the most cumbersome task in this game. Any item that is found or used for cleaning must be burned in an incinerator. (I suggest collecting all of the objects/bodies and burning them before beginning to mop, because you WILL make a mess.)

One mop to clean them all.

When you come across a puddle on the floor, you will begin to hear your footsteps squish as you track gore with every step. One false move when trying to line up an item over a waste bin, and you knock the entire thing over. Body bags (the aliens, I assume) must be burned, and maneuvering these cumbersome objects into the on-site furnace will have you questioning your sanity. Your mop can make as much of a mess as the blood-splattered walls. These are not bugs – these are indeed features of the game meant to push you to think critically about your actions… or else they’re just trolly features designed to produce frustration, which can be fun, too.

Perhaps it’s because I get satisfaction from cleaning, but this game was a lot of fun for me, and at $8, Viscera Cleanup Detail is worth adding to your library…so long as you aren’t squeamish. Keep your eye on improvements to the multiplayer mode, as well as some minor movement issues (i.e. trying to pick up an object underneath a more solid object = being flung across the room).

Follow Runestorm on Twitterand Facebook, or visit their websitefor more details about the game.

This is why we can’t have nice things.

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