Awesomenauts: Overdrive announced

Being one of the few MOBAs that doesn't make me angry or feel incredibly stupid (often at the same time), it's nice to see that Awesomenauts still has the playerbase to justify an expansion.

still has the playerbase to justify an expansion. Awesomenauts: Overdrive will arrive early in the new year packing premium and free components.

For those dropping cash (£6/$9), there are three new heroes: Professor Milton Yoolip, a scientist who looks to be in command of mecha-saurs; Chucho Krokk, a bounty hunter who rides a hyperbike; and twin babies Jimmy and Amy, who pilot a death-bot.

Awesomenauts Overdrive

The game as a whole will get substantial tweaks to encourage more team play. Details are light on this point beyond the statement that patch 2.13's XP and leveling changes were the first of many similar updates to come. Matchmaking is also in line for an overhaul and will assemble a pool of players to match instead of allocating games on a first-come, first-served basis as it does at present. Late joining matches will be removed, but games can be re-joined after disconnecting.

There's more free stuff! StarstormStation map is actually playable now in custom matches in a pre-alpha state, but Overdrive will patch it into the mainstream. The big draws on Starstorm are its wormholes and the bottomless space under the map (protip: hazardous to health). Finally, Ix the Interloper, the product of autumn's Design-Your-Naut 2 contest, will be added as a free hero. Ix can link to other heroes, healing or damaging them and switching places on command.

Thanks, RPS.

The Best Indie iOS And Android Games Of 2012: Word

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!

Word

Polymer – iOS ()

Polymer is a strategic shape-creating game that combines the logic of Rubik’s Cube, the sliding mechanism of Chuzzle, and the creativity of Lego. Slide columns and rows to create never-before-seen shapes! Five game modes: Two Minutes: Casual and fast-paced, One Polymer: Stress free and thought-provoking, Bombs: Destroy the endless waves of bombs! Endless: No points. No time. No restrictions. Relax! Multiplayer.

Puzzlejuice

Puzzlejuice – iOS ()

Puzzlejuice takes all of the elements of your favorite puzzle games and puts it into one convenient brightly colored package! This game was designed to challenge both your spatial and verbal abilities and if you don’t feel overwhelmed then you might not be human. It’s a puzzle that will keep you hooked.

Letterpress – iOS ( Free)

Find words, steal tiles, color the board! Letterpress is a fresh new word game for iPhone, iPad, and iPod touch. Play against your friends using Game Center! The perfect blend of fun and strategy. A captivating, intuitive game that is quite a bit of fun. If you like traditional word games like Scrabble, Hangman and word searches, you’ll love this.

Pulp Diction – iOS ()

Solving crimes is as easy as finding words at the crime scene! Make words by tapping the letters in order. Tap the last letter again to submit the word. Work your way through the detective ranks, tackling more challenging cases. Hone your detective skills!  Work your way up the Game Center Leaderboards! Tap the magnifying glass to shuffle the letters for fresh clues. Grab the clocks to give yourself a little more time to crack the case.

Lexatron – iOS ()

Lexatron is a 2-player word race! It’s really easy to learn. Form words using only your own letters starting from one corner of the board. Reach the opposite side first and win! Get blocked by your opponent’s letters? Blow them up with a bomb and keep going! Play online against random opponents or your Facebook friends. Play against your buddy sitting right next to you in a pass-and-play match. Play up to 25 matches at a time!

Spelltower – iOS ()

From the creator of critically acclaimed titles Halcyon, Bit Pilot, and Unify – Find and swipe (or tap!) words in 5 challenging modes. Make long words or use bonus tiles to clear extra letters from the screen! Once you have it down, Challenge your friends via intense local multiplayer.

Fruit Machines – A History Of Apple Gaming

Fruit Machines – A History Of Apple Gaming November 2006. Then-Palm CEO Ed Colligan makes a statement about Apple’s iPhone that will forever haunt him. “We’ve learned and struggled for a few years here figuring out how to make a decent phone,” he said. “PC guys are not going to just figure this out. They’re not going to just walk in.” But Apple surprised everyone and did just that; and the iPhone laid

Awesomenauts' Starstorm expansion begins rolling out this Thursday

Dutch developer Ronimo Games announced on its Kickstarter page that Starstrom, the crowdfunded expansion to its 2D platformer Awesomenauts, will kick off later this week.

Dutch developer Ronimo Games announced on its Kickstarter page that Starstrom, the crowdfunded expansion to its 2D platformer Awesomenauts, will kick off later this week. Ronimo says it's putting the finishing touches on a new character, Ted McPain, and that if all goes well players should see be able to see him in the game this Thursday.

The new update will also add the first batch of custom settings and a deathmatch mode. The rest of Starstorm's content should roll-out by the end of 2014.

McPain, who premium backers have been beta testing for the past couple of weeks, will be the first five new characters added in the expansion. Only two others listed on the Kickstarter page: Sentry X-58, a tank class, robot character, and Skee, an assassin class "techno shaman."

The Starstorm expansion will also add a spectator mode, global chat, twin-stick controller support, new music, a new map and a whole mess of new skins for existing characters.

Ronimo launched its Kickstarter campaign back in August. It was incredibly successful, hitting its goal of $125,000 in just a few days, and eventually netting the developer more than double that amount with $345,835 in total.

You can read our find our full (and favorable) review of Awesomenauts, here.

Meet Felllice, the Interactive Cell

Have you been paying attention in your Biology classes?

Have you been paying attention in your Biology classes? If you haven’t, you might want to start by checking out Felllice , a game that lets you experience life from the perspective of a cell. Judging by its irregular structure, we can’t say for sure whether it’s a plant cell or an animal cell, but we do know that in order to survive, Felllice must eat up smaller cells and avoid the bigger ones.

Felllice was developed by Klickaffen and published by BulkyPix, the same team responsible for the distribution of the clay animation inspired iPollute, and it seems to be just as interactive and engaging. Featuring a simple, black and white backdrop, the crux of the gameplay focuses on battling different opponents in the arena. You can choose to swallow them up whole and follow in the footsteps of macrophages, or simply float along through endless streams of cytoplasm. A game like Felllice could even have the potential to be used in an educational setting and encourage students to visualize science in a new, and more interactive format, given its subject matter.

If you’re keen on all things cellular, you can try it out on the App Storeor from the Google Play Store-and don’t forget to let us know your thoughts on the game. For the latest from Bulky Pix, be sure to follow them on Twitterand visit their Facebookpage. To check out developer Klickaffen’s website, just click here.

Dead Space writer: Dead Space 3's action focus is a "necessary evil"

Antony Johnston, the writer behind the original fright-filled Dead Space, spoke with NowGamer on the more action-heavy tone in the just-released Dead Space 3.

on the more action-heavy tone in the just-released Dead Space 3. Though he prefers fear over firepower, Johnston believes the increased action is "a necessary evil" to ensure growth of the series.

"I'm personally a big fan of old-school survival horror, and that was one of the main reasons I wanted to work on Dead Space," he says. "So the greater emphasis on big action in the sequels means they're not really for me."

Johnston states that expanding Dead Space 3's fan base through action sequences presents "a very difficult balancing act" for Visceral, and he commends the studio for "an admirable job of maintaining that balance" in the wake of concerns over the diminished fear factor and the inclusion of a co-op mode.

"I know the developers always wanted to go bigger, in terms of scope," Johnston says. "And I've mentioned before that the universe we created was huge, with lots of elements, which simply didn't make it into the first game. So to get that story told, to round out the universe, it was inevitable the settings and environments would open out a bit, become a bit more epic in scale. Otherwise, you'd just have the same game on a different ship each time, and that's pretty dull."

Read the full article at NowGamer, and let us know: does Dead Space 3's action mesh well with its more terrifying moments?

Ronimo Games to take Awesomenauts "to the next level" with Starstorm expansion

How do you improve on Awesome?

How do you improve on Awesome? (Or, if not awesome, then pretty darned good.) Easy: you chuck in more characters and features and ridiculously catchy theme tunes. Ronimo Games, creators of Awesomenauts, have taken to the Kickstartersto fund an expansion to their sidescrolling platformy MOBA. It's called Starstorm, and if they raise $125,000 it will be a thing that totally exists.

As well as introducing new characters Ted McPain (dude with big gun), Skree (a 'techno shaman'), and Sentry X-58 ("Class: Tank"), Starstorm will add a spectator mode, global chat, new tunes and a twin-stick control scheme, while the stretch goals delve into more exciting territory with talk of new maps, a level editor and Steam Workshop integration too. Ronimo want $630,000 to make everything happen, and so far they've raised nearly $52,000, with 29 giant 'X's left to scribble on the calendar.

Here's a pitch video, which is (brilliantly) delivered partly in song form:

Kickstart This: Bard’s Tale IV Reveals Stunning Footage

Back in 1985 – a year I remember, although I don’t think any of my IGM colleagues do – a small company called Interplay introduced the world to a little adventure known as Tales of the Unknown I: The Bard’s Tale .

. To everyone’s surprise, it was a smash hit and propelled its creator, Brian Fargo, to a long career of producing popular RPGs. These include Baldur’s Gate, Icewind Dale, and Planescape: Torment , to name just a few. But his first baby remains a treasure of gaming history; the original Bard’s Tale was one of the first titles inducted into the Computer Gaming World Hall of Fame. It spawned two popular sequels, and the third game in the trilogy was even featured in the Smithsonian’s “The Art of Video Games” exhibit.

Thirty years later, Fargo and inXile Entertainment– realizing that the Bard’s Tale franchise is still as beloved as ever – have undertaken the release of a fourth installment in the series. The Kickstarteris underway and has proven just how much fans want to see this game; with almost a full month still left to go as of this writing, they need to raise less than $100,000 USD of their goal of $1.25 million.

Unusually for a Kickstarter, this fundraising effort does not include stretch goals. Once the goal is reached, inXile will match it with at least as much of its own money to double the starting budget. With a minimum of $2.5 million to use, the quality of Bard’s Tale IV should be exceptional. If there were any doubts, they were likely silenced by the developer’s video of the first-ever in-game footage from the coming game.

Anyone who has never played the first three games might be especially interested in backing the fourth. All backers who pledge $20 or more will receive emulated versions of The Bard’s Tale, The Bard’s Tale II: The Destiny Knight, and The Bard’s Tale III: Thief of Fate as part of their thank-you gifts. To do so, inXile has partnered with Rebecca Heineman, the original programmer from Bard’s Tale III ; she and her company Olde Sküülwill help to update the games for modern machines.

As to the fourth game itself, players will return to the much-loved realm of Skara Brae, exploring in search of answers to an unfolding mystery. The developers promise challenging puzzles and dynamic phase-based combat set against beautiful Gaelic music, with the Bard’s own melodies having an impact on the gameplay. It is being built using Unreal Engine 4 and will be playable on PC, Mac, and Linux; players will be able to purchase it from Steam, GOG.com, or The Humble Store in English, French, German, Russian, Spanish, or Polish. The developers are looking for as much feedback as they can get during the Alpha and Beta stages, noting that gamer input will directly impact features as well as design. Be a part of this next chapter in Bard -ic history by checking out the Kickstarter, and by following the project on Facebookor Tumblr.

GameStop saw Battlefield 4, apparently

Although the appearance of a beta page last June confirmed the existence of Battlefield 4, we haven't seen nary a lens-flared screenshot or gun render from EA since then.

confirmed the existence of Battlefield 4, we haven't seen nary a lens-flared screenshot or gun render from EA since then. Someone else has, though: GameStop CEO J. Paul Raines tweetedthat he's seen the game.

Got to see Battlefield 4 today and all I can say is WOW! Thanks @ ea for the sneak peek. Can't wait for you all to see it. ^CEO #BF4 February 19, 2013

The retailer eyeballing the next Battlefield without any confidentiality seems slightly odd, but EA surely wants to secure nods from retailers as fast as possible. "Can't wait for you all to see it" implies that the rest of us may be getting a look at Battlefield 4 soon, and we already know that those who pre-ordered the Limited Edition of Medal of Honor: Warfighter get beta access this fall.

Mo' money, MOBA: Awesomenauts expansion funded already

Well that was quick.

Well that was quick. Awesomely quick, you might say. Ronimo Games' 2D MOBA Awesomenauts took to Kickstarter last week, asking for $125,000 to fund the Starstorm expansion, which would add a spectator mode, new characters and miscellaneous other stuff if funded. Well, today it be funded, and with 23 of your human days left to go.

Starstorm will launch as paid DLC when Ronimo have finished drowning themselves in champagne and playing Pin the Tail on the Intern - which as I understand it is a custom adhered to by pretty much every successful Kickstarter project - and started making the thing in earnest. As previously mentioned, among other things Starstorm adds a trio of new characters, a spectator mode and a twin-stick control scheme, which I think will change the way the game plays a fair bit - at least to anyone who doesn't use a mouse.

Ta, Joystiq.

Trailer: ‘forma.8’ Gets Teased

Mixed Bag has recently released a teaser trailer for what is a very anticipated game on mobile platforms in forma.8 . We’ve covered forma.8 quite a bit in the past and haven’t seen much from the Italian indie team recently, so naturally we’re excited.

Forma.8 looks to have a very dark, yet colorful setting by using the black foreground that Limbo made so popular with some really rich bright colors in the back. The music of the game so far gives off a sort of eerie vibe with enemies and obstacles also being much darker.

Mixed Bag will be releasing forma.8 on iOS devices with other mobile platforms releases to follow. The game is scheduled for a 2013 release.

No more Medal of Honor: EA pulls from rotation due to poor reception

The critical response to Medal of Honor: Warfighter was pretty unforgiving, and so was its performance at retail.

to Medal of Honor: Warfighter was pretty unforgiving, and so was its performance at retail. We didn't pull any punches, calling it "a boring, unoriginal, morally bankrupt, ethically dubious glorification of war, that's not worth your time or money." Nothing ambiguous about that! In short, you could probably call it "a bomb". As a result, EA has announced during its third quarter financial call that the Medal of Honor franchise has been taken "out of rotation".

The news comes straight from the mouth of EA COO Peter Moore, who believes the game was good, despite everything. "The game was solid, but the focus on combat authenticity did not resonate with consumers, he said. "Critics were polarised and gave the game scores which were frankly lower than deserved. This one is behind us now. We are taking Medal of Honor out of rotation and have to bring year-over-year continuity to our shooter offerings."

Labels president Frank Gibeau also put in his two cents, saying that "we're a hit-driven business where it's about what you can build in a certain period of time and really deliver for the marketplace, and frankly we missed on Medal of Honor. And we take responsibility for that."

But what of that other major EA property, Battlefield? Things are looking pretty rosy over there: Battlefield 3 Premium has accrued nearly 3 million subscribers since it launched in May. No surprises where EA's shooter focus will be going forward, then.

Interview – Chatting with Crytivo Games about The Universim

Touted as a “next generation Planet Management God-Game” on its Kickstarter page, the developers at Crytivo Games are quite confident they’re developing an experience unlike any other with The Universim .

. Players first experience the game during the Stone Age, where they’ll have to help nourish a young species as it slowly grows, advancing from technologically deficient all the way to scientifically savvy enough to venture out across the cosmos. But reaching the stars is only the beginning of a much longer journey, one that could potentially become the biggest God-game of all time.

With the universe as their playground, players will then manage their civilizations as they inhabit new and vastly different worlds. It almost sounds too good to be true, developing a game on such a cosmic scale. To find out whether or not the team can make good on their promises, I spoke to Crytivo about their vision and the project’s scope, among other things.

IGM : You recently offered some details about the Prometheus engine, which among many other things, affects weather and climate change across the various planets. Can you offer some more details about how crucial a role the environment plays in The Universim ?

Crytivo Games : The environments are a major aspect of how the simulation and gameplay experience play out. It is also what makes alien planets in the space era so unique and challenging. Environments will be split into biomes, and each will have their own unique characteristics and qualities. They will also affect your civilization in many different ways, from food/resource gathering to development. Of course, we wouldn’t just stop at having numerous biomes that have special quirks for the entire time you are playing on a particular planet. We decided to have seasons as well. The changing of seasons affects certain regions of the planet, and their biomes, majorly based on the timeline. Deserts will get hotter in summer, normal areas can be utterly brutalized by the winter if preparation isn’t done, and so the list goes on.

IGM : What made you guys decide to give players the option to influence the environment and only subtly impact the day-to-day lives of each planet’s inhabitants, as opposed to micromanaging each civilization?

Crytivo : We felt that this complimented the simulation aspect of the game perfectly. Having the AI make most of their own decisions really adds to the overall dynamic feel we are going for. You will still have a fair amount of control over their progression through the management of research and other options. You can also attempt to save them from themselves when mistakes are made. It is also just genuinely fun to not have the people know of your existence as it allows us to throw in some pretty humorous and entertaining additional features. I think people will be surprised by the depth we will eventually achieve!

fire

IGM : How does the day/night cycle impact gameplay?

Crytivo : The AI/City/Village/etc will usually go to sleep during the night. There will probably be some activity, as you would expect, but most of the actual work for the day will usually be finished. This is majorly dependent on the era, though. Night could bring many dangers in the earlier stages, such as wild animals and extreme cold. You will see campfires going up (once you research this in the stone age) and city lights turning on. The nightlife in each era will definitely be interesting. Although, most activities usually occur during the day.

IGM : A lot of folks are a bit wary of backing the campaign due to the sheer scope of the project. As we’ve seen with some previously-successful Kickstarters, it can be hard to keep track of scale and feasibility when it comes to big productions. How is the team keeping The Universim in perspective?

Crytivo : We are approaching everything in a modular fashion. The dynamic nature of the game allows for a lot of versatility in the systems we aim to implement. We have pretty much everything planned out as far as a roadmap is concerned. Core features come first, which will actually form most of the Alpha phase (of course not all features will be present immediately, but that is why we will iterate throughout Alpha). There is a lot more details we plan to add which will most likely come a lot later on (or sooner depending on how things turn out!). We have a long way ahead of us, but we are ensuring that the foundation is already strong for all features in varying levels of development to be implemented successfully in the future. It is basically a process of building something and then fine-tuning/polishing it until you are ready to add the next level. Naturally you can always go back and improve it further, which will probably happen a lot.

IGM : Another thing potential backers are curious about is the goal itself. $320k seems like a lot of money, but when you’ve got a team of 14 core staff members and a projected release date of late-2015 at the earliest – not to mention a number of other taxes and fees to pay – that money can disappear pretty quickly. What would you say to those who feel you may be underestimating the total cost of such a large-scale project?

Crytivo : We have been answering this a lot on the actual page. It just boils down to us being a collaborative Indie Game studio. We just don’t have to deal with all of the costs usually associated with projects such as this as we are not a AAA game studio. To elaborate, most AAA game studios (mostly on Kickstarter) are pretty much forced to push for far higher budgets than usual due to the sheer size of the studio and what they want to achieve. There are just so many costs involved with the usual game development business model currently employed in AAA projects. That is why most stick to publishers when making their game.

This way they can enjoy all of the benefits of working for a proper, professional studio such as health benefits, dental, job-security, and so on. They can also iterate really quickly and get the game out far sooner than would otherwise be possible due to having hundreds of people working on the game. This model works brilliantly for all major franchises and the like, but it is most certainly not ethical for an Indie studio to attempt if they actually want the budget to last.

This is how we have planned our budget. We are not benefiting personally from the budget at all besides some payment for work done. Every cent is going into the game, which may even include hiring more people down the road or the inclusion of more expensive features. We have already been developing the game for over a year. What you see in the trailer is a few months of actual work on a working prototype. We definitely need the money to include all of the awesome features we have planned and develop it far quicker than we usually could. Many Indie teams have followed the same outlook and succeeded majorly. The secret to success in today’s world is to create an amazing product and let it speak for itself. That is what we plan to do.

Medal of Honor: Warfighter 'Zero Dark Thirty' map pack out next week

Not to be confused with Kathryn Bigelow's upcoming film, of which this is sort of a tie-in to , it's been revealed that Medal of Honor: Warfighter's 'Zero Dark Thirty' map pack is due out on December 17th.

, it's been revealed that Medal of Honor: Warfighter's 'Zero Dark Thirty' map pack is due out on December 17th. As the name suggests, it's tastefully set in the region of Pakistan in which Osama Bin Laden was tracked down and killed. If killing each other on a plot of land vaguely related to a recent military event isn't exciting enough for you, there will also be new weapon camos and attachments. If you pre-ordered the Digital Deluxe version or bought the Limited Edition of MoH: Warfighter, you'll be getting this for free; the rest of us will have to stump up $9.99.

The news came viawhich has since been deleted for some reason, but VG24/7and Polygonpicked it up before it was removed from the net. Zero Dark Thirty comprises the maps Darra Gun Market and Chitra Compound, and - as VG24/7 report - EA is donating $1 from each sale of the map pack to military family charities and veterans.

Jump to Section:Best Price

Comments
Our Verdict
Awesomenauts has fantastic potential, but is not quite there.

Awesomenauts has fantastic potential, but is not quite there. Tweaks to the balancing and AI will make this one a star.

Two cheery teams of three attempt to kill each other while slowly chipping away at the other team's turrets. If you aren't familiar with action-RTS games, Awesomenauts' simple side-scrolling approach is a fantastic place to pick up the basics. Smash the other team's defences to bits, then destroy their core so that you can win the game.

The first thing you need to know is that it isn't safe to attack turrets without the help of your team's tiny robots. These droid helpers march across the map in pairs, and gain a major health boost when close to enemy turrets. Stand behind these bite-sized soldiers and you'll be able to attack turrets without getting hurt, but you'll usually have to protect the droids if you want them to get that far.

Killing turrets, players, and enemy droids earns you solar – the currency you'll spend to buy upgrades for your character throughout the game. Gradually overpower the enemy team, and eventually you're more than likely to win. There are eight different characters to play as, but Ronimo tease that there'll be more to choose from soon. Initially you'll have to choose from the standard upgrades, but as you level up in the game each character will gain access to a choice of 24.

You can only choose 12 upgrades to take into a game, and it's very unlikely you'll get the chance to max all of them out. Creating a tactical build order is an important part of winning the game, but in contrast with more complicated action-RTS games, roles in Awesomenauts are very fluid. Clunk is a tank and Voltar heals, but most other characters can serve more than one purpose.

The variety of skills ensures it never feels like there's one 'correct' character build. None of them are so weak alone that they need support classes in order to survive, but teams of three friends who play together have got plenty of scope for making tactical builds. There's depth here for those who want it, but on the surface Awesomenauts is relatively easy to pick up and play.

The inclusion of keyboard and mouse controls in the PC version have forced a few substantial changes to the game, though. The Xbox 360 version only supported eight-direction aiming, while mouse support upgrades this to 360 degrees.

This massive advantage to ranged characters meant that a lot of the game needed to be rebalanced, and at this stage it doesn't feel like it's quite there. Playing with a controller still remains an option, but puts you at a big disadvantage: moving and aiming are mapped to one stick, which naturally takes away a lot of control. The other problem is the AI that replaces human players who drop out during a game. Erratic, dim, and yet often still hard to beat, the AI isn't much fun to play against.

To compensate for their lack of tactics, these AI chumps seem to automatically gain solar at a rate that's almost impossible to keep up with – a cheap balancing trick that's overtly unfair. When you're playing against humans it isn't a problem, but this isn't reassuring for new players. It's a hell of a lot less complicated than other MOBA games, but many are likely to be turned off after a few practise games against the evil AI.

Adding a new control scheme changes the game in unexpected ways, and Ronimo still has work to do if they want to stand out from the crowd. It's charming, addictive, and on the verge of being a genuine classic – a gateway drug and an ideal introduction to the burgeoning action-RTS genre. But as things stand, it isn't quite awesome.

The Verdict

Awesomenauts

Awesomenauts has fantastic potential, but is not quite there. Tweaks to the balancing and AI will make this one a star.

We recommend By Zergnet

Awesomenauts free weekend blasts off

The excellent Awesomenauts is free to play until Sunday, and will be available to buy half-price for the duration.

The excellent Awesomenauts is free to play until Sunday, and will be available to buy half-price for the duration. Awesomenauts cheerily translates the levelling, lane-pushing and tower bashing of Dotalikes onto a 2D plane and dresses it up as a Saturday morning cartoon punch-up. It feels like Bucky O'Hare has teamed up with Captain Planet to fight the Ninja Turtles, but with more robots and less IP infringement. Read our full verdict in the Awesomenauts review, and download it now via Steam.

3DRacers Zooms Out of Beta, onto IndieGoGo

There is a lot of buzz nowadays about 3D printers.

There is a lot of buzz nowadays about 3D printers. These machines allow you to construct almost anything you want, so if you can imagine it, you can make it. Who wouldn’t love that idea?

Now, the 3D printer meets indie gaming with 3DRacers .

The upcoming game from the Italian developer of the same name will allow gamers to design their own racing car, then download the schematic in order to make it on their 3D printer. Using the online editor, gamers can select from an array of cars and customize the colors, decorative accents, and so on. The data is then downloaded to the player’s computer, and the components of the car are printed with the 3D printer. From there, the racer is assembled and programmed to be made ready to race.

What do you do with your completed racer? Take it to the track, of course! The 3D printer is also used to construct racing courses for the little cars. Using the Android or iOS app, or even by downloading and printing a remote control, you control the car and make it follow the course. The app enables you to connect with other racers around the world using the same course and compete to win the race. Up to one thousand players can compete in the same race at the same time. Real-time scoreboards and lap times keep track of the victors; each car is equipped with a sensor which allows it to detect the specially designed gates on each track. According to lead developer Davide Marcoccio, the game will feature two additional modes of play – Battle mode, which adds power-ups and weapons to the racing experience, and SIM mode, which includes warm-up laps, pit stops, and realistic fuel and tire consumption.

The developer describes the game as designed “by makers, for makers.” The racers are equipped with Arduino boards which have Bluetooth and motion drivers, and the rechargeable battery permits up to 30 minutes of gameplay at one time. It was demonstrated in October 2014 at the European edition of Maker Faire, Make magazine’s celebration of crafts, science projects, and other do-it-yourself creations.

Now, the 3DRacers team invites the international racing community to be a part of launching the game. An Indiegogo fundraiser just launched for the project. In the meantime, players are encouraged to visit the online editor and enjoy designing and printing racers. You can also learn more about 3DRacers and keep up with all the latest news by visiting their Facebookpage.

Seven Navy SEALs reprimanded for consulting on Medal of Honor: Warfighter

What was the price of Medal of Honor: Warfighter?

What was the price of Medal of Honor: Warfighter? £30? (Soon to be a tenner in the Steam Xmas sale?) Well whatever the price, it's cost seven Naval Special Warfare personnel dearly, as they've been punished by the Navy for consulting on the game without permission. For the sake of authenticity - something that, despite the accurately modelled guns, isn't exactly the game's strong point- the seven received "a punitive letter of reprimand and forfeiture of 1/2 month's pay for two months," as confirmed to Polygonby the Department of Defense.

The SEALs, two Senior Chief Special Operators and five Chief Special Operators, are being charged with revealing classified information, misuse of command gear and, as CBS put it, "violating the unwritten code that SEALs are silent warriors who shun the spotlight." Basically, they're ninjas.

CBS also report that the seven are members of the moderately famous Team Six, one of whom was apparently present on the raid that resulted in the death of Osama Bin Laden. It's not clear what they contributed to Warfighter exactly, but it probably wasn't the feature where you can hide behind a wall for a few seconds to regain full health.

While the seven have already faced administrative proceedings, the Department of Defense have confirmed that "an additional NSW [Naval Special Warfare] investigation is ongoing to determine if more personnel may be involved."

Awesomenauts is coming to PC

The delightful 2D MOBA, Awesomenauts is coming to PC.

The delightful 2D MOBA, Awesomenauts is coming to PC. It's been out on the consoles for a few weeks, but it'll be bringing its cheery Saturday morning cartoon charm to Steam "very soon." beyond the bright art style, Awesomenauts is notable for the way it manages to map Dota-esque concepts like lanes, towers, creeps and jungles one a single plane. The collection of heroes is nowhere near as large as League of Legends or Dota. Instead of hundreds, there are six, but they behave as differently as you might expect a rat manmonkey in a jetpack and a brain in a jar to behave.

Check out the official Awesomenauts sitefor more details, and be sure to catch the new PC trailer and screens below, if just for the Awesomenauts theme tune.

IGM Mobile’s ‘Find A Way Jose’ Giveaway!

Hello readers,
It’s the weekend and, here at IGM, we like to think that means it’s time to pelt our fanbase with free stuff!

It’s the weekend and, here at IGM, we like to think that means it’s time to pelt our fanbase with free stuff! Last week we posted a review of a charming little puzzle game we all enjoyed at IGM Mobile called Find A Way Jose . Don’t remember it? Check out the review right here, but make sure you come back, because it is the subject of this week’s giveaway!

Courtesy of the guys at Artlab and, of course, the team here at IGM Mobile, our readers are going get every drop of in-game content for this tricky puzzle game at the low, low price of nothing . That’s right! No in-app purchases, and the base game is free on the App Storeright now.

There are no strings attached either, here’s all you have to do after downloading the game:

1. On the main menu screen, tap 5 times on the game’s title (“Find a Way, Jose”)
2. Tap 1 time on the Gear Icon
3. Enter the password: ‘ igmag

Voila! Enjoy all of the 80 levels for free!

Don’t forget to show our friend Baruch at Artlab a little appreciation by leaving a review for the game on its App page. We’ll be running the promotion all week! So tell your friends, family, pets, and anyone else with an iOS device and a mind for puzzle games to get in on the free content while it lasts.

In the meantime, stay tuned to IGM Mobile for more news, reviews, previews and future giveaways to be noted on our Facebookand Twitterpages as well.

PC Gamer US Podcast #335 - Natural Reflection

Tyler likes Hawken , doesn't like Medal of Honor: Warfighter , and accidentally describes Blood Bowl; Evan's going Back to School in Left 4 Dead 2 ; T.J.'s going commando...I mean taking command in Natural Selection 2 , and Omri went back in time to play Singularity.

All that, plus the week's biggest news in... PC Gamer Podcast 335: Natural Reflection

Have a question, comment, complaint, or observation? Leave a voicemail: 1-877-404-1337 ext 724 or email the mp3 to pcgamerpodcast@gmail.com.

Subscribe to the podcast RSS feed.

@tyler_wilde(Tyler Wilde)

@ELahti(Evan Lahti)

@omripetitte(Omri Petitte)

@AsaTJ(T.J. Hafer)

@belsaas(Erik Belsaas, podcast producer)

Awesomenauts release date revealed, it's Wednesday

Colourful 2D MOBA Awesomenauts will arrive on PC this Wednesday, according to the game's updated Steam page .

. That'll give us the chance to break the deadlock in a never-ending robot war using a monkey in a jetpack, widely recognised as the cutest way to forcibly instil peace on a region. Unfrotunately, there are other heroes out there waiting to stop you, which only means MORE war. Will the monkeys in jetpacks never learn? Check out the trailer below for a dose of cheery Awesomenauts charm, and be sure to absorb the theme song.

Beat Back The Bunnies In ‘Slashear’

A few months ago we mentioned a rather interesting game by the name of Slashear, a new bright, cartoony action game with a few rather unique twists.

a new bright, cartoony action game with a few rather unique twists. If you’ve been looking forward to it, then we have some good news!

In case you aren’t aware of it, bunnies are the scourge of the Earth: beings of such unparalleled evil that all others tremble in fear before them. Fortunately for mankind, a new hero has risen up to fight back against the Leporidae menace. Disguised as a wolf and armed with only a baseball bat, you must fight back an onslaught of rabbits armed to the teeth.

Development on Slashear has been pressing ahead, and the game is just about ready to launch its Kickstarter campaign. Rewards for the campaign begin at only $7, with $15 getting you a copy for iOS and Android (as well as a high-res wallpaper pack, a special achievement and your name added to the game’s website and the game itself).

To find out more about Slashear you can check out our previous articleor the Slashear Kickstarter page. You can also check out the Slashear website, Twitterand Facebookpages to keep up to date with the latest information, as well as keep an eye on the official launch date for the Kickstarter campaign.

Jump to Section:Best Price

Comments
Our Verdict
A boring, unoriginal, morally bankrupt, ethically dubious glorification of war, that's not worth your time or money.

Things I have learned about war from the wholly authentic Medal of Honor: Warfighter: #1: Door opening privileges are granted with seniority. #2: A soldier's sidearm, whether a pistol or a machinegun, has infinite ammo. #3: If you run far enough ahead of your squad, you might see the moment your enemies blink into existence. #4: Bullets won't kill you if you're in the middle of a melee attack animation. #5: Tier One operators are total badasses and can kill hundreds of people on their own. #6: War is super-fun, and is a passion for some people, kind of like water skiing or samba dancing. #7: It is totally justifiable to repeatedly abandon your wife and child to go fight in a war. Your wife and child should probably just learn to accept both that and your inevitable death. #8: A lot of types of beard make you look like a bell-end.

It can be unfair to criticise a videogame for failing to live up to its marketing, when developers so rarely control their own. Instead ee should criticise a game for the messages it communicates while we play. Medal of Honor: Warfighter never gets near the “authenticity” it promised pre-release, but it has plenty to say about soldiers, and about war, and all of it is hateful.

The problem – aside from just generally being a bad, boring game, which I'll get to – is that Warfighter adopts a tone of uncritical reverence for both its subjects and its subject matter. Written by Tier One operators while on active duty – which explains a lot – Warfighter's story depicts soldiers as superheroes, not “manufactured or purchased” but “born into this life, blessed with a higher sense of purpose”.

You play as two of these superheroes, Stump and Preacher, as they investigate a terrorist operation smuggling explosives across the world, and as Preacher deals with problems at home. They do what needs to be done – gruffly mowing down bad guys in terrorism hotspots, ignoring orders when necessary, and occasionally deploying a hardy “bro”.

These are the men we want/need on walls, as Jack Nicholson described in A Few Good Men. Except A Few Good Men doesn't deify Jack Nicholson in the way Warfighter fawns over its bland leads. It turns out to be an issue of tone.

You can portray war like a silly, globe-trotting disaster movie, as Modern Warfare does, and you can scrape by without questioning your character's relentless killing. But when your story is told with stony-faced seriousness, a little critical distance might be a good thing. In fact, isn't it both dishonest and ethically abhorrent to do anything else? If your videogame is set in the real world and its characters kill hundreds of people without feels or personal injury, and then your videogame unthinkingly applauds those characters, you've created a multi-million dollar celebration not of heroism, but of violence and killing.

And the shooting is shit, too. Let's move away from the moral quandaries and tonal contradictions, just for a moment. The trick to enjoying the mainstream singleplayer military shooter, which includes Modern Warfare and Battlefield, is to remove them from the broader first-person shooter genre. Instead, think of them as arcade rail shooters, and therefore solely about popping out from behind cover, popping heads, and occasionally popping a new clip into your gun. By these meagre ambitions, Modern Warfare 3 was a mildly enjoyable romp – and Warfighter is still a failure.

Each of these games split neatly into three elements: the guns, the setting, and the set-pieces. War of Medal: Honorfighter's guns are the usual fare. You start each mission with what my uneducated mind thinks is a machinegun, but might be a sub-machinegun. You're then free to pick up AKs or shotguns and myriad other machinegun/sub-machinegun variations from your fallen foes.

I mainly stuck with the weapon each mission gave me, as they tended to have better scopes and iron sight, and because all the guns felt rattly and weak anyway. The setting of the game changes with each mission, and varies in geography if not in detail. Over the course of the game you fight in places like Pakistan, the Philippines, Yemen, and Bosnia, but every locale is depicted without personality. Concrete crumbles, dust fills the air, and men pop up from behind cover to kill you. Even when you visit Dubai, a fascinating urban folly, you could easily mistake it for a movie studio backlot somewhere in southern California.

There's no artistry in how the game shapes these battlefields. You slide from narrow corridors to open areas filled with crates, boxes, and burnt-out cars. Occasionally the lighting obscures where you're meant to go, rather than being used to lead you there. Time and again areas that look passable turn out to be unreachable due to invisible barriers. You never interact with the environment in an interesting way.

Which brings us to set-pieces, which are normally how these games imprint themselves on your memory. They're the moments when the game breaks the run-and-gun formula to offer you something different, and they're a fair watermark for the varying quality of these kinds of games. For example, Modern Warfare 1 has three standout moments: the nuclear explosion, the ghillie suit stealth section, and the creepy, quiet AC-130 mission. By comparison, Battlefield 3 has only one that really stands out, in its fighter jet mission.

Honor of War: Fightermedal has none. It tries. There's a sniper mission, where you take out enemies while accounting for bullet drop. There's a couple of sections where you drive a remote-control robot with a machinegun attached. There's mounted gun turret sections, on a helicopter and a boat. You get to steer the boat at one point and, in the closest the game comes to a unique experience, there are a few driving sections. The best of the latter has you dodging enemy patrols by pulling into lay-bys. It's a nice idea.

The three previously mentioned elements – guns, setting, set-pieces – coalesce into a tidal wave of apathy, and make the experience of playing Warfighter feel like a kind of spiritual death. How many burnt-out cars have I, will I, can I crouch behind in my life? How many times can I fire a mounted gun, making sure not to hold my finger down too long to avoid overheating? It's an oppressive, grinding slog.

As some consolation, the multiplayer at least fares slightly better. There are a few different modes, but I had the most fun in Hot Point. Each level has five bomb sites, which unlock in a random order. The attackers must blow up three of those bomb sites to win the match, while the defenders must prevent that from happening at three sites to win. This creates a lot of push-and-pull drama, last minute explosions or defusing, and rounds last long enough for new players to learn the map.

There's also the neat idea of 'fire teams', which works like a small-scale version of Battlefield's squad system. On any given server, you'll be paired with a random buddy. You can spawn on that buddy and replenish one another's health and ammo, and if they avenge your death, you'll immediately respawn.

It bonds you to a stranger in a fun and immediate way.

Otherwise, the multiplayer is held together by the same systems of points and medals and unlocks as established by every other game of this type. I haven't had time before writing this review to advance very far in these systems, so we'll revisit the multiplayer at a later date. Assuming that there's anyone else still playing, that is; the servers are already worryingly quiet.

Here are the next two entries on my list of things communicated by the boring, soulless, not-at-all authentic Medal of Honor: Warfighter. #9: Hey, didn't Call of Duty sell well? #10: There won't be a new Battlefield game until next year, so I guess we should try to fill that gap.

There is no gap for a game like this. Keep playing Battlefield 3 or any of the other, better games released this year. Or, I don't know, maybe you could take up water skiing or samba dancing.

Expect to pay: $60/£30

Release: Out now

Developer: EA Danger Close

Publisher: EA

Multiplayer: 20-player, 4 modes, plus 'real Ops' hardcore modifier

Link: www.medalofhonor.com

The Verdict

Medal of Honor: Warfighter

A boring, unoriginal, morally bankrupt, ethically dubious glorification of war, that's not worth your time or money.

We recommend By Zergnet

Grid 2's free Demolition Derby update releasing today

Are you a car?

Are you a car? If so, firstly, thanks for reading. I'm not sure how you're doing it, but it's appreciated. Secondly, you might want to steer clear of the site today, because there's an unusually heavy amount of news featuring twisted frames and crunching bodywork. Not only is a Destruction Derby type gamebeing crowdfunded, but also Codemasters are today releasing the free Demolition Derby mode for Grid 2.

The update adds the Detroit Demolition Derby Stadium, and the Jupiter Eagle Ray Mk 5 Demo Derby car to throw around it. It follows the recently released community patch, which brought a new Hardcore playlist, an updated online level cap, and mod support.

Sorry about that, cars. And whatever you do to escape the horrific images of your mutilated brethren, definitely don't go looking at the soft body destruct-'em-up BeamNG.

Tower of Guns Review: Weak Foundation

Clutching my Pizza Thrower (which actually spits out flying sawblades, not an oven-baked flat bread), I shoot at the door, opening it, because Video Game Logic.

Clutching my Pizza Thrower (which actually spits out flying sawblades, not an oven-baked flat bread), I shoot at the door, opening it, because Video Game Logic. I survey the large hall, a neo-gothic foundry with orange lava-rivers. My entrance spawns turrets – rows and rows of machines that gaze at me, promptly sending a barrage of slow-moving bullets. I move to a small corner of the room, out of sight of any of them, and turn my attention to several flying rounded-blade-droids chasing me, finishing them off first. Enemies explode in a confetti of multi-colored drops, and I proceed further, rushing down turrets which are too slow to hit me. A few rooms later, I kill off a boss; a flying, spinning contraption, which spits out lots of insignificant projectiles.

Enter Tower of Guns , a rogue-like FPS developed by Joe Mirabello, who one-manned the project with the help of his brother, Mike, who did the music, under the studio name Terrible Posture Games. It’s his first project, having before worked as a artist for AAA ventures. And his graphic skills show; in the comic-book like, slightly cell-shaded visuals that are vaguely reminiscing of Unreal Tournament, yet completely original. (The game is made using the Unreal Development Kit.)

Getting down to the nitty-gritty: ToG follows a schema similar to games like Risk of Rain and Rogue Legacy , giving the player a randomized, challenging walkthrough that has long-term rewards. Indeed, at the loadout screen – where you can select one gun to venture with as well as one perk – you can see how to unlock extra weapons and new perks. Then, you start at the Foyer level, with your level 1 gun, and you’re off killing turrets, tanks, and various contraptions. ToG has a good variety of enemies, none of the living kind, but lively nonetheless and moving from time to time. Basic turrets will greet the unwelcome intruder, teamed up with smaller, flying enemies, harder tanks, and a host of bosses. Defeated foes drop yellow orbs which recharge an item (once you acquire one), health, blue chips that increase your weapon EXP, money coins, and occasional “badges”, which buff your character.

Flying enemies are mostly a threat when in combination with many turrets.

The primary objective – defeating turrets and progressing through levels – highly varies because of the room’s wild customization. Most often, you enter huge rooms with staircases on the side, some platforms, big drops, and occasionally tighter spaces. ToG does well with easing you in; giving just a few, weaker turrets at first, and later upping them to utter hordes harassing you. The problematic part with room design, especially the large ones, is that it’s too easy to get in some corner or small section where you have to deal with only a small part of the spawned enemies. You can take out the seekers first easily, while none of the turrets can reach you. While this seems like smart play, very frequently there are turrets that don’t aim — as in, they shoot a designated spot — which effectively makes them harmless targets. It’s something new to have them placed on the ceiling, and they shoot straight down, but it’s too easy to just not be in that space, take out all the other enemies, and then just stand and take all of the remaining ones down – they were never able to hit me. That left me with mixed feelings, because I didn’t feel like a smart, skilled player, rather like someone who found a hole in the system and exploited it.

In fact, enjoyment from ToG goes significantly down when you discover that as long as you’re moving, about 90% of things in the game can’t hit you. Which makes sense in a way, but just feels too simplistic since it works like an easy solution for almost all of the game. Sadly, this applies to many of the bosses. There’s 15 of them. One of the first I met is Dr. Turret, a spinning tower that has multiple parts attached to it. Initially, I used the columns for cover and peeked out to shoot, but that wasn’t very effective because of flying seeker minions (they respawn a little too fast for me to remove them and stay in my strategic spot). But, all I needed to do is run in circles while facing and shooting the boss, and I hardly got hit by Dr. Turrets’ barrage of bullets, saw blades and explosives. Unfortunately, this “strategy” works for almost all the bosses, Grandpa Napoleon probably being one of the bigger offenders. Lanternofolus, Doomball, Mama Spinbot are all easy pickings. Just move and shoot, and even though they usually send a barrage of explosives at you, hardly anything will hit you. A few bosses do require a different strategy or some creative thinking – for instance, the Wall of Spikes and Egg Scrambler – who put up an environmental challenge. But, simultaneously, the Egg Scrambler is particularly unforgiving and has wiped me out almost every time, even when I play with decreased difficulty and a lot of powerups.

This is a frequent situation, where you can safely pick off turrets that can’t hit you before proceeding.

Funnily enough, the drops from the enemies are one of the first, if slight, frustrations of ToG . Loot disappears after about 15-20 seconds, which frequently means you have to dance and dodge all the bullets, making an effort not to forgo gains. Oftentimes, turrets are placed far on the other end of huge halls, which means you won’t get to them on time. Occasionally, I had even more significant loot – a badge – get stuck on a wall or ledge just a little too high for the tiny jump you start with. There are some solutions to this: there’s a perk that stops loot from disappearing, and it’s possible to have additional, higher jumps. But sacrificing other valuable perks (the one buff you choose at the beginning of the game) for loot that stays a bit longer won’t matter in almost all other situations, and finding extra jump badges might not happen until later parts of the playthrough, if at all. Another situational drop is an increase or decrease in difficulty, which seems to affect a lot of factors. But the chance of getting the right one to match your situation are just not very good, and can even backfire on you if you misjudge how well you’re doing.

Drops feel unbalanced, and even though ToG is supposed to feel very random, being a rogue-like game, the loot drop system is either a great hit or unsatisfying miss. The badges, which offer bonuses such as improved damage, stronger armor, faster moving speed, higher jumps, more luck, max health etc. simply feel very generic. They’re just uninteresting. Of course, damage and armor are the most practical, but there were multiple playthroughs in a row where I didn’t find a single one of them. A Magnet that draws in loot a little better might seem useful, because I don’t have to run around in a circle gathering dropped items, but there’s a point where the loot becomes somewhat obsolete. The blue drops that level up your gun only do so to level 5, 6 the most, which means you can max out the power of your gun at stages 2-3 (and with one of the perks that I chose consistently, even earlier).

It’s really too bad that the gun won’t level up more, because it’s just asking for more interesting upgrades. The saw blades from my Pizza Thrower still only bounce off the walls a single time, as they did at level 1, with the addition of increased fire rate and damage. A weapon like this is just begging for a more interesting effect, like more wall bounces, or the ability to go through enemies. This is helped by having a gun mod, usually dropped from bosses, but those drops were either almost non-existent or far too frequent, and you can have only one gun mod. The gun mods, again, are a hit or miss. Some are generic – faster fire-rate, increased critical hit chance, vampiric health drain, and aiming upgrades – while some of the more interesting ones give spread fire, target seeking, or mine-placing. The problem with gun mods is that some are clearly better, and you can have only one, so not all of them present a strategic choice. Why have a precise gun (which you don’t need anyway, since most targets are big) that shoots perfectly in line with the aiming reticle, when you can have seeking bullets?

The Egg Scrambler is one of the harder, and more interesting bosses.

Design-wise, a lot of credit goes to the creator for having a creative sense of humor that permeates throughout the game; from the item and gun names, to the witty dialogue that accompanies you at the beginning and end of stages. The dialogue is nonsensical and gives a semblance of a story, changing randomly with every playthrough; it’s usually a conversation between two unusual characters, like a dog and his master, the Mirabello himself and the creator, or even you, the player. One of the best ones was a throwback to text adventures. It’s something small, but it ties well with the ridiculous theme of the game and its guns, like the “Consolation Charger” that you get after dying four times. It’s definitely worth it to discover the guns, which vary greatly in their use, but a few like the Babel Gun are an all-in-one sort of package, with great damage, speed, and area-of-effect burn. Bosses, too, are very creative, complicated creations. It’s unfortunate that in practice, they don’t work so well.

Therein lies the most encompassing issue with ToG . The ideas in the game — randomized rooms, enemies, loot, usable items that you carry with you, almost all of the bosses — sound better on paper than they are in practice. The loot is unbalanced, and the perk selection has too many duds. You can find up to 64 usable items in the game that recharge with yellow orbs from enemies, but again, many of them are borderline useless. Again, having just a single usable item seriously limits you, since many of them are so situational. I’d much rather see the game difficulty upped a lot, in exchange for letting your gun level up a lot more with far more interesting badges, drops, and so on. The times when I built a satisfying, good loadout, with a great gun mod and item, were quite rare.

The experience with ToG can be very ambivalent, especially given that it’s easy to discover strategies against rooms full of enemies. Many times running to the other side, behind turrets, results in easy domination. But it’s not that ToG is a walk in the park (it certainly isn’t), and that there’s no effort involved. There is some depth to it, but it’s too watered down by the unexciting perks and badges, and the weird frequency of drops, along with the poor placement of many turrets. It’s perplexing to discover that rooms are entirely skippable, and defeating the enemies is actually optional. Obviously, this is detrimental early on, but once you’re buffed up, you can speedrun easily. Ultimately, ToG illuminates a delicate difference between something somewhat simplistic, and something easy; unfortunately, it is much more often the former.

Medal of Honor: Warfighter launch trailer

Medal of Honor: Warfighter is now out in the US - sequel to the so-so reboot of the series that patriotically gunblammed its way through a homogeneous mass of life-weary Afghanis in 2010.

Medal of Honor: Warfighter is now out in the US - sequel to the so-so reboot of the series that patriotically gunblammed its way through a homogeneous mass of life-weary Afghanis in 2010. And to celebrate the launch of the game, and its sun-eclipsingly huge day one patch, EA have revealed this launch trailer in which lots of things explode to the triumphant but poignant wail of electric guitars.

As one character says sagely, "We're going to take the fight to them - wherever they are, wherever they go." If you would also like to take some of this fight, possibly to a threatening but nonspecific them , check the video after the jump.

We've only just got our review code through (which usually indicates that the game's publisher considers it critic-proof or the very opposite of that), but we will get our impressions of the game to you as soon as possible.

Grid 2's community patch will introduce mod support

This is a surprise.

This is a surprise. Codemasters' more recent racers have been perfectly fine PC ports (aside from some dark times with GfW Live), but they've never seemed interested in the more flexible aspects of the platform. Naturally, the community has been happy to break open their engines and go tinkering inside, but the mods they created were never officially supported. That's set to change with Grid 2: the developer announcing that mod tools will be introduced in the upcoming Community Patch.

"We've decided to assist these players by adding some basic support to the game that allows modified data and when enabled the game will now save your progress," write Codemasters. "Please note that the save file is separate to the one used by the unmodified game and online play, leaderboards, achievements and RaceNet functionality will all be disabled to protect the integrity of the main game.

"This is our first step into supporting mods and it'll be a learning process for us. So we'll be looking to get your feedback along the way and we'll make improvements over time where possible. When the tools are at your disposal, do let us know what you think. Above all else we look forward to seeing what you create."

The blog post goes on to clarify that Steam Workshop support won't immediately be available, but that it's something the team are "discussing".

While there's no date for the community patch, the team say we should be "seeing some significant movement" next week. Here's a breakdown of the patch's other features:

Increased rewards in Custom Playlist A new playlist titled 'Hardcore' Level cap raise to 99 Fastest lap times have been included for online play A host of liveries previously restricted to single player will now be available in multiplayer The maximum number of laps allowed in a race has been increased from 5 to 10 Veto weighting has been changed and now only requires 51% of the vote Country flags have been included next a player's name plate online Reward for racing cleanly has been increased A vote to kick option has been included You can now skip the level up graphic Modding Support v1.0 [PC Only] Various bug fixes and background improvements

Thanks, VG247.

Song of Horror Shrieks out a Tune on Kickstarter

Among the ever-crowded indie survival horror genre, Song of Horror is trying to present a different experience from what we’ve seen so far.

is trying to present a different experience from what we’ve seen so far. Developed by Protocol Games, the story-driven game utilizes to a central mystery that must be solved, “cinematic camera angles” to modify the third person experience, lots of characters to choose from, and a focus on realism to make the game as engaging as possible.

Song of Horror is centered around the exploration of an abandoned mansion. Daniel Noyer, a former advertiser and entrepreneur, has to find his company’s most important client who hasn’t been seen in weeks. When he gets to the client’s mansion, nobody’s there except “the Presence,” an apparition that tries to kill him while inside the house. Players must survive the shadowy figure’s appearance and escape the mansion to save Daniel’s life.

As with other recent releases, Song of Horror takes more of an average Joe approach to the protagonists. There are 16 characters available, but they’re all common people who will have to survive the supernatural power inside the mansion. Additionally, in an effort to maintain a more realistic approach, permadeath is also part of the gameplay. Besides the mansion, other locations will also be explored throughout the game, slowly revealing the real story behind Daniel’s missing client.

The game was recently approved on Steam Greenlightin less than 5 days of campaigning, and now a Kickstartercampaign is live to gather funds for it. If it reaches the intended goal of $75,000 Euros before July 3, it will be available for PC, Mac, and Linux towards the end of 2016. For further information, visit the game’s official website.

PC Gamer US Podcast #329 - A Toast to Indies

Tyler, Omri, and T.J. discuss Steam Greenlight's first ten approvals , the most exciting new ideas in indie gaming , and Medal of Honor: Warfighter's decision to allude to the real world of war .

. Tangents include the plural of octopus, how best to backup vacationing editors, and a great deal of bread-related discussion.

Hear it all in PC Gamer US Podcast 329: A Toast to Indies!

Note: In the intro, Tyler intended to say "Omri 'Get to Know Me' Petitte," which is a much better rhyme. He deeply regrets the mistake.

Have a question, comment, complaint, or observation? Leave a voicemail: 1-877-404-1337 ext 724 or email the mp3 to pcgamerpodcast@gmail.com.

Subscribe to the podcast RSS feed.

@logandecker(Logan Decker)

@ELahti(Evan Lahti)

@tyler_wilde(Tyler Wilde)

@omripetitte(Omri Petitte)

@AsaTJ(T.J. Hafer)

@belsaas(Erik Belsaas, podcast producer)

Grid 2 to get belated Demolition Derby mode via free update

The original Grid came with a Demolition Derby mode, but that mode was curiously absent in its sequel, which we otherwise quite liked when it came out at the end of May.

when it came out at the end of May. Thankfully, Codies are making up for that, and are preparing to release two big updates to keep us racing around and rewinding time and then racing around again in perfect harmony. The first adds the aforementioned Demo Derby, while the second is a 'Community Patch' adding requested features and changes to the game, which you can read about below.

"The focus with GRID 2 was all about racing in a new world of competitive motorsport, both on and offline," Codemasters said in a. "But it's fair to say many of our 'old-school' GRID players were disappointed about the lack of a Demo Derby mode in GRID 2. Today we're pleased to tell you that we are currently working on this mode for GRID 2 we'll be making it available for free, across all platforms."

The Community Update, meanwhile, will offer such improvements as a 'Hardcore' online playlist that removes flashbacks and turns on full mechanical damage, a raised level cap (from 30 to 99), new liveries, country flags an so on.

The patches will be released "sometime in August", though Codies will announce a more specific date as soon as they know for sure.

Thanks, Shack News.

Cubemen’ Is Now Available For iPad, 20% Off Launch Sale

‘Cubemen’ Is Now Available For iPad, 20% Off Launch Sale
3 Sprockets have now released their quickfire strategy title, Cubemen , on to the App Store where you can grab it for your iPad.

Perfect for a pick up and play strategy experience, Cubemen pits red vs. blue in a small cube-based map which can escalate to explosive proportions. The developer, 3 Sprockets, describes Cubemen as a tentative mix of RTS and tower defence – though watching footage of the game really brings to life the fast pace of the gameplay.

Originally released for PC, this iPad release brings all of the elements over to your portable gaming needs, including the the action-packed single player components, PLUS, the game supports multi-platform multiplayer matches. So you can crack out your iPad and start blowing away an opponent playing through Steam on PC, for example.

There are 28 defense levels, 22 skirmishes and five defense modes which, alongside the leaderboards, should keep you going for a while. An extra feature to this version of the game is being able to take a picture of your face and stick it on your Cubemen, because why not?

To pick up your copy of Cubemen you should head on over to the App Storeas soon as possible as it is having a launch sale with 20% off, making it $4.49 for a limited time only.

More information on Cubemen can be found on the game’s official website.

Medal of Honor Warfighter Deluxe/Limited buyers bag bin Laden based bonus bundle

Not courting controversy at all (looks at calendar), EA has revealed that a bin Laden themed map pack will be included in the Limited and Deluxe editions of Medal of Honor Warfighter , as well as made available for individual purchase post-release.

, as well as made available for individual purchase post-release. It's called Zero Dark Thirty, and an official tie-in to what probably won't be this Christmas season's most feel-good movie.

The pack features one map set in the Darra Gun Market, where everyone apparently both a) has a weapon and b) isn't afraid to use it, which is rather what you'd expect from a gun market, really, and a fortified compound in Chitral where... uh... bin Laden wasn't. In fact, it's about 300 miles away.

Still, it doesn't really matter, I suppose. They're multiplayer maps rather than a narrative driven campaign of any kind, and the odds of the man himself appearing are very unlikely - unless EA wants to set the Guinness World Record for Most Teabagged FPS Character In A Single Round.

Here's a trailer that shows absolutely nothing except that someone owns After Effects...

...and a very slightly more content-having look at the film the map pack is based on...

EA promises to donate 'a portion' of map pack sales to its Project HONOR campaign, which focuses on raising awareness and charitable contributions to fallen soldiers. It also says that it will give at least $1 million from this pack, though not whether that will include a portion of any bump in Limited/Deluxe sales after today. Warfighter is out on October 23rd in North America, and the 26th in the UK.

Grid 2 preview - driving disciplines clash in Codies' story-driven racer

Preview by Craig Owens
There's no way of knowing who's the greatest racing driver on earth.

There's no way of knowing who's the greatest racing driver on earth. Motorsport is splintered across multiple disciplines, so the vast majority of drivers never go head to head. I wasn't aware of the problem when I arrived at Codemasters' headquarters to see Grid 2's singleplayer mode, but chief game designer James Nicholls has just shown everyone here an ESPN clip about the issue, and now I'm very concerned. Would a rally king beat an F1 champ in a city-based street race if they were both driving Japanese muscle cars? I have to know. Luckily, Codemasters has a solution.


"Overt focus on narrative drives Grid 2's singleplayer mode"

The World Racing Series is their fictional championship. It's an international crossdiscipline competition, and it's also the focal point for Grid 2's story. Multidiscipline racing tournaments don't just rev into life fully manufactured, you know, and Grid 2 is the story about the WSR's rise to prominence as much as it's your own, as you're hired at the outset of the game by ambitious entrepreneur James Callahan to become the poster boy for his new championship.

Grid 2 is a racing game with ambitions rivalling that of Codies' fictional Bernie Ecclestone. An attempt to combine multiple racing disciplines under one hood, there are few other racing devs with the experience and technical proficiency to even attempt the idea.

First up is a Barcelona street race at dusk. This is taken from an early point in the WSR's lifespan – and as such the crowds are relatively thin, sponsorship-light and the cars are merely high-end road vehicles, such as the BMW M3 Evo I'm driving. The racing club I'm trying to dazzle specialises in an aggressive form of elimination racing that sees drivers at the rear of the pack culled every 20 seconds, and the resulting race is a series of hard, ultra-combative scrums to be as far towards the front of the pack as possible each time the klaxon sounds.


"The resulting race is a series of hard, ultra-combative scrums."

Then we switch to more traditional European motorsport – a race on Austria's Red Bull Ring in lightweight, formula cars that could have driven straight out of Codemasters' F1 series. Grid's handling model manages the transition, however: it ensures the open-wheel race cars feel grippy and distinct. The drifty, highperformance sports cars I try last are the stars of a Chicago-based race from the end of the game – as the heaving crowds and sponsorship attests.

Grid 2 is a racing game with ambitions rivalling that of Codies' fictional Bernie Ecclestone. An attempt to combine multiple racing disciplines under one hood, there are few other racing devs with the experience and technical proficiency to even attempt the idea.

Gamasutra's UK editor Mike Rose ponders the larger role of his beloved PlayStation Vita in this opinion piece.

There's a running joke in the Gamasutra office, in which I suggest that the PS Vita may turn things around in the coming months, and EIC Kris Graft laughs at me for believing that the Vita is anything but doomed.

As Vita languishes, why is Sony still gunning for indies?

There's a running joke in the Gamasutra office, in which I suggest that the PS Vita may turn things around in the coming months, and EIC Kris Graft laughs at me for believing that the Vita is anything but doomed. [ I love my Vita (and also my Dreamcast)! - kg ]

It's only a recent back-and-forth, mind you -- up until the end of 2012, I too believed that the Vita couldn't possibly come back from its terrible first year, following dwindling sales and barely any notable game releases on the horizon.

But something around the start of 2013 began to sway my opinion. Sony started announcing numerous notable indie games coming to the handheld, at first periodically, then weekly, until the point where it feels like a day doesn't go bywithout a new indie announcement for the Vita.

The Vita's problem is two-fold: It doesn't have many games yet, and it's a tad on the pricey side, especially when it comes to memory cards. Of course, you could (successfully, no doubt) argue that the popularity of mobile devices is also a key thorn in the Vita's side -- although Nintendo's 3DS appears to be selling relatively well regardless.

So this new indie pull appears to be working towards solving the former problem -- if Sony floods the Vita with great indie titles, then surely the only barrier to purchase is cash-based? With this in mind, plus a potential price cut on the handheld this year, I could see light at the end of the tunnel for the Vita.

laufrausers.jpg Vlambeer's Luftrausers
Clearly Sony doesn't feel the same way. As part of the company's fiscal forecast for the current year, it predicts that in total around 5 million PS Vitas and PSPs will be sold combined.

Although Sony didn't break this figure down to the Vita alone, we know that the PSP currently sells around 10,000 units each week in Japan, and barely sells anywhere else, meaning that we're probably talking around 4.5 million Vitas by the end of March 2014.

This is a pretty incredible number, and not in a good way. We have no idea how many Vitas Sony sold in 2012 -- the company is still keeping this figure close to its chest -- but we do know that the Vita and the PSP sold 7.0 million units combined. It's not hard to imagine that this year's forecast for the Vita is essentially flat compared to the previous year.

Put it another way -- the Nintendo 3DS, Vita's closest rival, sold 17 million units in its first year, and 15 million during its own second year on sale. That's 32 million sold in two years, compared to the Vita's predicted 12 million max.

What the figure also suggests is that Sony has absolutely no plans to boost Vita sales in any way. We're talking no price cut, no sudden surge of "triple-A" games, and no spectacular, as-of-yet unannounced reason why PS4 purchasers would also want to pick up a Vita, as hinted at during the PS4 reveal earlier this year. Otherwise, that 5 million figure would surely be much higher, to compensate for any one of these boosts.

As Gamasutra's Christian Nutt said at the start of the year, it seems the Vita is under threat of being "Dreamcasted." These latest figures suggest that, whether Sony had a plan for the Vita or not, it's giving up on mass market adoption of the handheld and concentrating solely on the PS3 and the PS4 launch.
What's with the indie support, then?This leaves the question, then: Why is Sony pushing so hard for indie games on the PS Vita, if it's about to leave the handheld to die? And also: Why aren't the indie games helping? Why isn't this barrage of announcements boosting sales?

The latter may well comes down to various sticking points: in particular, a good portion of the indie titles being announced for Vita and PS3 are not new -- they are ports of existing PC and Xbox games. The prospect of playing titles like Hotline Miami, Spelunky, Machinarium and Limbo on the Vita is hugely exciting, but they are all games that many people have already played.

That's not to say there are no unique indie games coming to PS Vita -- far from it -- but the hype is mainly surrounding those titles that have previously seen fame on other platforms. Add to this that the mainstream is generally unaware of obscure indie gems, and you've got a reasonable idea of why indies aren't going to save the Vita.

As for why Sony is bothering with indies, this seems easier to explain: The company is preparing its developer relations in the lead-up to a make-or-break console launch.

hohokum.jpg Honeyslug's Hokohum
By bringing multitudes of developers into the PlayStation fray now, the publisher is making sure that it has reams of support for the PlayStation 4 come Holiday 2013. This isn't about the Vita at all, or even the PS3 -- Sony is taking names for its next big launch.

We can already see evidence of this happening. Rocketbirds Vita studio Ratloop is working on a PS4 game, and Thomas Was Alone dev Mike Bithell has strongly hinted at PS4 development. In fact, if you follow particular indie devs on Twitter, you'll no doubt have caught hints at PS4 development from various studios.

And then there's the most recent indie announcements for PS4: Hohokum, Doki Doki Universe, Primal Carnage, Blacklight: Retribution ... Sony isn't just courting indies -- it's gathering an army.

It's a smart move too. The biggest killer of a console launch these days -- well, ever, actually -- is a decent launch lineup, followed by months and months of nothingness (just look at the Wii U, for example). By building its indie relationships now, and showing these devs how easy it is to work with via Vita publishing, Sony is building an early reputation as an indie-friendly publisher, potentially pushing itself ahead of Microsoft before the race has even begun.

So whether you choose to mourn the PS Vita or not, be under no illusion: Sony is not expecting this indie push to move its handheld hardware off of shelves. "Saving" the Vita isn't the company's primary objective -- Sony now firmly has its sights set on making the PlayStation 4 the indie developer's platform of choice.

[Pictured at the top: HumaNature Studios' Doki-Doki Universe .]

Play Crysis 3, Dead Space 3 and Medal of Honor: Warfighter before everyone else

Five Australian shopping centres will play host to EA's inaugural Play First Game Tour, giving you the chance to go hands-on with games before they're released.

The tour will travel up Australia's east coast, stopping in Melbourne, Sydney and Brisbane and will feature sessions with Need For Speed: Most Wanted, Medal of Honor: Warfighter, Dead Space 3 and Crysis 3, with more to be announced.

Simon Smith-Wright, Regional Marketing Director at EA, said: "The First Play Game Tour is a great opportunity to bring these games to our fans before their release...This is the first time EA has had the chance to put on a public event of this magnitude in Australia.We're excited to meet our players around the country and to give them the opportunity to be the first to play the best of EA."

The dates and locations for the First Play Game Tour are:

VIC - Westfield Fountain Gate, Melbourne - Thursday 6 to Sunday 9 September, 2012 VIC - Highpoint Shopping Centre, Melbourne - Thursday 13 to Sunday 16 September, 2012 NSW - Westfield East Gardens - Thursday 20 to Sunday 23 September, 2012 NSW - Westfield Parramatta - Tuesday 25 to Sunday 30 September, 2012 QLD - Westfield Carindale - Thursday 11 to Sunday 14 October, 2012

EA will be on the lookout for some love after receiving a hiding for selling real MoH weapons onlineand following rumours that EA is looking for a buyer. Is the Play First Game Tour likely to get you down to the shops for a stickybeak at EA's upcoming titles?

GRID 2 mods bring back the cockpit view

But hardly anybody uses the cockpit view!

That's what Codemasters had to say, anyway, about the discontinuation of the cockpit view in its latest racer, GRID 2. Try telling that to PC gamers, though. Following GRID 2's release last week, modders have been working to build their own cockpit view—here's what they've come up with so far.

Modders have been congregating at the Race Department forums, where all manner of mods and additions have already begun to go up. Our first look at a GRID 2 cockpit view came courtesy of forum user Svartyr, who put together the blurry-but-serviceable view above.

That's been followed up by HoiHman, who did some further work on the car's interior before posting the below scheenshot. It's a lot less blurred this time around, but he thinks a dedicated texture artist may still be needed to get things looking 100%.

This is one of the best things about PC gaming: Don't like it? Chances are, you can fix it yourself. Codemasters revealed that only 5% of gamers used cockpit view in the original GRID, so you can understand the feature's removal in the sequel—though it's awesome that the minority can tweak a game to include obscure features, too.

Cockpit view isn't the only modded-in feature in progress; Race Department's got fixes on the way for all sorts of things, including less tire smoke and the inclusion of an array of hotrods.

PAX Prime 2014 – Strife, A New MOBA, Enters Open Beta

From Booth #3746 at PAX Prime, S2 Games is currently demoing their second-generation MOBA, Strife , which they’ve just announced has entered open Beta.

, which they’ve just announced has entered open Beta. This means that anyone who wants to give it a try can download the game at their leisure, and while the game is free-to-play, there are in-game purchases (mostly cosmetic) that are not required. For those who’d like to try their hand at a MOBA, but want to avoid the highly-competitive e-Sport scene, this announcement could be very positive.

New features launching with the open Beta include a partnership with Curse Voice(a gaming communication VOIP program), along with a companion app that allows single player interaction with lore, item crafting, stat checking, and the ability to earn resources from anywhere. Marc DeForest, CEO of S2 Games, envisions Strife gaming as such: “The way I’d play soccer with my kids is completely different from the way I’d play competitively in college or the way World Cup teams battle professionally. We designed Strife to be a game as accessible as soccer, to be enjoyed by players of all skill levels.”

One other thing that may turn off potential MOBA players is the required purchase of heroes in other games. In Strife , all heroes are free, and as mentioned previously, the only purchases are cosmetic (such as costumes and skins).

You can download Strife for free here. You can also visit the websitefor more information. If you’re currently at PAX Prime, visit S2 Games to try out Strife at Booth #3746. Don’t forget to follow them on Twitter, or like their Facebookpage for announcements.

Are you excited about the open Beta for Strife ? Does this seem like a MOBA worth playing? Or are you tired of MOBAs? Tell us in the comments!

Grid 2 trailer promises "redefined" multiplayer, including race rivals and YouTube integration

As far as I can tell, Codemasters exist in a separate universe to the rest of us.

As far as I can tell, Codemasters exist in a separate universe to the rest of us. It's almost exactly the same as our version of reality, except for one key difference: YouTube. First it was Dirt 3, which constantly recommended I upload uneventful wins to the video sharing site, seemingly untroubled by the fact that no-one would be remotely interested in displays of moderate competence. Now it's this Grid 2 trailer, previewing the game's "redefined" multiplayer and social features, including YouTube intergration.

I'm just not sure "Can ANYONE beat this guy?!?!" is a sentence that any commenter would type.

Optimistic integration aside, Grid 2's multiplayer plans do sound varied. Players will be assigned a rival based on their skill level, or can challenge people to compete in races. They'll also collect NPC followers - stealing them from opponents that they beat. Add in weekly challenges, and you've got a robust system for keeping online racers amused.

Grid 2 is due out May 31st.

Thanks, Polygon.

IGM Forum Find: Mark in DeDark

Alone in the dark, with only a candle as a guide, and monsters at every turn.

Alone in the dark, with only a candle as a guide, and monsters at every turn. A similar tale to Amnesia , but with a far less complicated storyline , Mark in DeDark is the third game by Francesco Bonizzi, a developer from Italy who has exclusively developed games for the Windows phone. A puzzle wrought with danger, part of the inspiration for this game comes from Daedalus, the mythical creator of the labyrinth that housed the Minotaur.

Monsters are a common sight in M ark in DeDark – zombies and skeletons appear seemingly at random (they have spawn points, and follow patterns of travel); a goblin creeps slowly and relentlessly through each level. All three of these monsters are attracted to candles, which can be a boon or a bane; they will stop to destroy a candle if one is left on the floor, giving the player time to get away. Werewolves aren’t attracted to the candle, but will randomly spawn a certain distance from the main character, follow for a bit, and then disappear, again, if they don’t catch them.

Through the dodging and lighting, players must find a key in each level to unlock the gate to the next area of the labyrinth. A secret item is also present for those brave enough to use their precious candles (they respawn at each level, but there is a time limit before they burn out), and with the discovery of 5 of these items, an extra candle (i.e. more time per level) will be added to inventory. The goal, of course, is to make an escape from the darkness.werewolf_front_attack_1

Pick up Mark in DeDark free for Windows phone here. Follow the game on Facebook (page in Italian), and check out the original forum postto chat with the developer.

Join the Indie Game Mag Forumto share your indie game ideaswith us, and interact with your fellow devs and indie game fans. You could be featured right here on IGM Forum Finds!

Medal of Honor: Warfighter pre-order offer teases Battlefield 4, trailer teases multiplayer

A splash screen for Medal of Honor: Warfighter popped up on Origin over the weekend offering early access to Battlefield 4, as the above grab from NeoGaf user SalsaShark demonstrates.

user SalsaShark demonstrates. It feels like Battlefield 3 has only been out two minutes, but a follow up is surely being planned somewhere deep inside the DICE development bunker.

The banner has since been changed and all reference to Battlefield 4 removed. VG247spotted a tweet from the official Battlefield account that said: “Battlefield 4? If it isn't on Battlefield.com, it isn't official!” Now that tweet seems to have been removedas all mention of Battlefield 4 is gradually purged from the web.

Battlefield 3 still has quite a way to go before it's done. The second DLC pack, Close Quarters, was released recently, and there are three more planned over the course of the next year. DICE will be under pressure to turn out a sequel quickly to keep up with Call of Duty, and now Frostbite 2 has been built, the turnaround for a new title could be as low as a couple of years with a big enough team involved. Would you rather see Battlefield 4, or Bad Company 3?

Meanwhile, there's Medal of Honor Warfighter, which can be pre-ordered on Originnow for SEVENTY DOLLARS (FIFTY POUNDS).

That's the 'digital deluxe' version, which unlocks a US Seal Team Sniper, the SAS and the Russian Spetsnaz Alfa Group Heavy Gunner. The 'limited edition' version is a bit cheaperand comes with "a day 1 early multiplayer unlock of the U.S. Navy SEAL Tier 1 Sniper" Hmm. This is going to have to be one bloody good multiplayer trailer to justify that payout. Let's see, shall we?

GRID 2's first in-game trailer is all about the speed

Codemasters might be getting a little carried away.

Codemasters might be getting a little carried away. Sure, GRID 2 is all about going ridiculously fast, but they don't have to apply that philosophy to every aspect of their production. Take this trailer - the first dedicated showing of in-game footage. It lasts a scant one minute and ten seconds. Take out all the surrounding logos and you're left with 37 seconds of high-speed action. Guys! It's not a race!

What we do get is cars of various shapes and sizes jostling for position around the Californian coast, Paris and Australia's Red Bull Ring. If nothing else, it's nice to see Codemasters settle back down to a game that seems to be purely about racing. As much as I enjoyed the Dirt series, it did increasingly focus on silly Gymkhana showmanship. With any luck, GRID's tarmac tracks will put the emphasis firmly back on Codies enjoyable race engine.

GRID 2 is due out in May.

IGM Game Builds – 3 For Free (Lethal League, Rubble N Strafe, Barony)

Welcome to 3 For Free ,  a series where we take a look at indie projects early in development.

,  a series where we take a look at indie projects early in development. The good news for fans is that if you see something interesting here, there will be a playable public build to test out for yourself. Keep in mind, most of these games will be very early in development, so they are not representative of the final, finished product. We hope you enjoy!


Lethal League

Lethal League is a highly competitive 2D projectile fighting game that’s not for the weak. With great looking art and nice beats, the goal of the game is to launch a ball into your enemy and get a K.O. Imagine if a dodgeball and baseball had an ass-kicking baby, and you get Lethal League .

It’s a simple, addictive game that can quickly become very competitive, while retaining that essential fun-factor. In some ways it’s reminiscent of Divekick , with it’s simplistic design, addictive gameplay and high-stakes one hit kills.

The full game is due for release in Q4 on Steam and will feature a choice of characters and 4 player matches. The Prototype can be played through a browserand is well worth checking out, just make sure you turn up the volume to fully appreciate the excellent in game music.


Rubble N Strafe

Rubble N Strafe is an addictive side-scrolling arcade helicopter game with some wonderful pixel art and fast paced gameplay inspired by Harrier Attack .

After you’ve chosen your helicopter (Rubble or Strafe), you set forth into a 2D procedurally generated pixelated battle-zone, blowing up things to an excellent soundtrack reminiscent of John Carpenter scores. As in the old classic Chopper (NOT Flapppy bird – this is definitely NOT a Flappy Bird clone), you constantly travel forward, using the left mouse button to fly higher, and the right mouse button to drops bombs.

You then machine gun, bomb, and rocket your way through an infinite horde of enemy troops, completing missions, blowing up buildings, terrain, aircraft and boats, all the while collecting ammo and fuel so you don’t run out. Complete missions and keep your chopper in the air for as long as possible and you’ll earn a place on the online leaderboard. It’s an addictive, action packed piece of retro arcade action, full of destruction and pixelated carnage.

Download the PC Beta through Itch.ioand get the Android Beta via the Google Play Store.


Barony

Barony is a retro first-person dungeon crawler RPG, featuring cooperative multiplayer, roguelike elements and real-time action. Inspired by Ultima Underworld , System Shock , and Dagerfall , in Barony you travel through the vast subterranean complex known as the Devil’s Bastion, on a mission to kill the evil Lich, Baron Helix.

You’ll make your way through procedurally generated levels filled with a diverse array of friends, foes and challenges. Creatures are driven by needs (food, sleep, water, etc.) and all have their own personalities. Some creatures would beat you to death for their own amusement, while others prefer only to be left alone.

You have a choice of 10 character classes, from Barbarian to Joker, each with their own skills and bonuses, but are still able to master any skill with enough practice. Don’t get too attached to your character though, the permadeath system means that when you’re dead, you’re dead, although there’s plenty of loot and equipment to collect that will give you a fighting chance.

You can download the Alpha through the official websiteand back the game on its Kickstarter page

EA stop selling real Medal Of Honor weapons

EA have backed down from the Project Honor charity, which was raising money for soldiers' families through the sale of real weapons featured in Medal Of Honor: Warfighter.

EA have backed down from the Project Honor charity, which was raising money for soldiers' families through the sale of real weapons featured in Medal Of Honor: Warfighter. The press' negative response to EA's sale of real tomahawks and other weapons in order to "benefit the families of fallen Special Operations Warriors" has caused them to abandon the project.

Greg Goodrich, executive producer at EA, spoke to Eurogamerat Gamescom, saying that due to the the negative publicity "the Voodoo Tomahawk has since been removed from our website."

He went on to defend the project: "That was an effort to raise a lot of money for charity, and we were well on our way to raising a lot of money with that tomahawk, but I don't know what will happen with that now...That whole effort, we've been working with those partners because we wanted to be authentic, and we wanted to give back to the communities. Every one of those partners, none of them paid a dime for product placement - all the money generated went to Project Honor."

There seem to be some genuine good intentions behind the charity sale, but it's surprising that the organisers didn't pick up on how weird and scary it is for an entertainment company to sell dangerous weapons. What are they going to do with all those Tomahawks? They could get into some convincing Assassin's Creed 3 cosplay, or craft a huge iron throne for John Riccitiello. As reported last week, EA could be looking for a buyer, so if you're running low on deadly axes, you might want to consider putting together a bid.

Powered by Blogger.