Trackmania 2 teaser trailer has new look, same insane tracks

The first Trackmania was a free-to-play blast of fresh air in the racing genre.

was a free-to-play blast of fresh air in the racing genre. Beneath the straightforward visuals and insane, topsy turvy tracks it was a surprisingly competitive game. Global and local leaderboards provided plenty of reason to keep re-running the tracks, and a the approachable level editor spawned some utterly bonkers creations. Judging from the teaser trailer above, the realistic new look hasn't compromised the avant garde course design. There's no release date yet, but the official Trackmania 2 sitesays it's coming "very soon!" You'll find the first screen of TrackMania 2 below.

Audio Recognition Software Tracks Copyright Infringement on Twitch.TV

Twitch, following its purchase by Google, has now incorporated audio recognition to scan past and future videos for unauthorized third-party audio.

Twitch, following its purchase by Google, has now incorporated audio recognition to scan past and future videos for unauthorized third-party audio. This will affect the whole of the Twitch community’s video database, and may receive a response similar to YouTube when they updated their regulations with their own content recognition software. Twitch has partnered with Audible Magic, an automatic content recognition software company well-connected with the music industry, in order to find and recognize music on videos. This will include video game and ambient music.

Though this is unlikely to affect Let’s Play (LP) streamers and videos for indie games since most indie developers are typically open with allowing this kind of publicity, the audio recognition software is automated and imperfect. The announcement noted that it would only search for unauthorized use of third-party audio, but did not specify how it would know when the video had permission to use the specified audio. It also noted the possibility that the audio recognition would overlook content from copyright owners or return false positives, and that anyone with videos that they feel have been incorrectly flagged can send a counter-notification “that is compliant with the provisions of the Digital Millennium Copyright Act (“DMCA”).”

Audio recognition will not affect live streams, but there is an option for copyright owners to submit a notification if they believe their audio is used without permission. The details of that are currently unknown. It is possible that each notification will be reviewed before any action is taken on Twitch, although YouTube’s copyright infringement notification system tends to have an instant effect. Videos in storage will be divided into 30 minute blocks which will then be scanned for unauthorized audio. If any is found, those 30 minutes of video will be muted and audio controls will be disabled.

Twitch users are told that they are responsible for gaining the rights for the music used in their videos, but that they can use a variety of resources for free music, including Creative Commons, Jamendo, and SongFreedom. Some comments for the blog suggest that many are already considering moving to alternative video storage and streaming sites, such as Ustream, Hitbox, and OnLive. It is unknown as to whether this will affect how Twitch streamers can monetize their videos, but it’s my opinion that muting the content will avoid a need to provide copyright owners with funds, which would be an improvement over Youtube’s system. Unfortunately, this is sure to affect viewers the most, ensuring that some content will be video only, and might become unwatchable as a result.

Trackmania 2 trailer features subtle use of the word "TURBO"

The sun-bleached canyons, the cars polished to within an inch of their MOTS, the cunning use of the word "Turbo" 47 seconds in.

The sun-bleached canyons, the cars polished to within an inch of their MOTS, the cunning use of the word "Turbo" 47 seconds in. As pointed out by RPS, there's plenty of reasons to get excited for Trackmania 2, even though there's no confirmed release date as yet.

For more on Trackmania 2, read our full preview in issue 227 of PC Gamer UK, on sale May 11.

Audio Recognition Software Tracks Copyright Infringement on Twitch.TV

Twitch, following its purchase by Google, has now incorporated audio recognition to scan past and future videos for unauthorized third-party audio.

Twitch, following its purchase by Google, has now incorporated audio recognition to scan past and future videos for unauthorized third-party audio. This will affect the whole of the Twitch community’s video database, and may receive a response similar to YouTube when they updated their regulations with their own content recognition software. Twitch has partnered with Audible Magic, an automatic content recognition software company well-connected with the music industry, in order to find and recognize music on videos. This will include video game and ambient music.

Though this is unlikely to affect Let’s Play (LP) streamers and videos for indie games since most indie developers are typically open with allowing this kind of publicity, the audio recognition software is automated and imperfect. The announcement noted that it would only search for unauthorized use of third-party audio, but did not specify how it would know when the video had permission to use the specified audio. It also noted the possibility that the audio recognition would overlook content from copyright owners or return false positives, and that anyone with videos that they feel have been incorrectly flagged can send a counter-notification “that is compliant with the provisions of the Digital Millennium Copyright Act (“DMCA”).”

Audio recognition will not affect live streams, but there is an option for copyright owners to submit a notification if they believe their audio is used without permission. The details of that are currently unknown. It is possible that each notification will be reviewed before any action is taken on Twitch, although YouTube’s copyright infringement notification system tends to have an instant effect. Videos in storage will be divided into 30 minute blocks which will then be scanned for unauthorized audio. If any is found, those 30 minutes of video will be muted and audio controls will be disabled.

Twitch users are told that they are responsible for gaining the rights for the music used in their videos, but that they can use a variety of resources for free music, including Creative Commons, Jamendo, and SongFreedom. Some comments for the blog suggest that many are already considering moving to alternative video storage and streaming sites, such as Ustream, Hitbox, and OnLive. It is unknown as to whether this will affect how Twitch streamers can monetize their videos, but it’s my opinion that muting the content will avoid a need to provide copyright owners with funds, which would be an improvement over Youtube’s system. Unfortunately, this is sure to affect viewers the most, ensuring that some content will be video only, and might become unwatchable as a result.

TrackMania 2: Canyon screens feature plenty of flying cars

TrackMania's best courses looked like lumps of concrete spaghetti.

Trackmania 2 Canyons Thumbnail

TrackMania's best courses looked like lumps of concrete spaghetti. They were a mess of gravity defying banks and loops, broken up with ridiculous jumps and a hundred different ways to hurtle to your death. The latest TrackMania 2: Canyon trailershows that the sequel will be staying true to the bendy madness of the original.

These new screens prove it's going to look outstanding. Get a closer look below.

For more news on TrackMania 2, keep an eye on the newly launched TrackMania 2 website. The game's due out later this year.

FPS Bedlam Serves up Nostalgia and Reading Material

Here’s something for those who have played FPS games since the late 80s and early 90s: A video game is emerging from a unique collaboration with a book author.

Here’s something for those who have played FPS games since the late 80s and early 90s: A video game is emerging from a unique collaboration with a book author. We’ve mentioned Bedlam before, but the big news today is that the project is coming soon to Steam Early Access, in the style of an FPS that parodies other FPS games throughout history.

Heather Quinn is the main character, and she’s a gamer and an assistant in Ross Baker’s lab, who is a scientist developing medical technology. While in the books Baker is the protagonist, the video game switches things up and takes Heather “Athena” Quinn on a strange journey to rescue Baker who trapped himself in Starfire, a violent sci-fi game he played years ago. Meanwhile, Heather also explores Starfire and discovers interconnected worlds of video games, which documents the evolution of FPS games.

World War II World

In case that doesn’t sound convoluted, you can already venture into the story by reading the book, also titled Bedlam , by critically-acclaimed British writer Christopher Brookmyre. Brookmyre wrote up the game’s story as well, so this is a sort of unique book-game collaboration.

Role-playing World

While specific gameplay details are scarce, the Early Access version will feature 12 levels in two worlds, Starfire and Death and Glory. The full version is slated for a Fall release. You can check outwebsite for now, which has some details about the novel and screenshots of the game. The game will appear on Steam’s homepage starting August 8th, at 1:00 pm PST.

Steam Indie Spring Sale springs up, discounts loads of indie games in lieu of Easter eggs

To coincide with IGF , PAX , GDC , OMG and WTF, Steam have slung up one of their impromptu sales , discounting tons of indie games to ensure that our libraries continue to heave under the sheer weight of unplayed games.

, discounting tons of indie games to ensure that our libraries continue to heave under the sheer weight of unplayed games. How nice of them. I hope you've hidden your wallet after last time, because there are some cracking deals to be had, including Super Hexagon, Binding of Isaacand Terrariafor silly money.

There's no countdown, so I'm assuming the many games on sale are going to stay the same price until the sale ends on March 29th (the 'Featured' games will likely rotate day by day, without offering any additional savings). There's a lot of games going cheap - more than is evident from the main page - so be sure to poke around for the ones you're interested in. Here are few of the better offers:

FTL - £3.49 (50% off) Hotline Miami - £3.49 (50% off) To The Moon - £2.79 (60% off) Amnesia: The Dark Descent - £3.24 (75% off) Miasmata - £5.99 (50% off) Lone Survivor - £3.39 (50% off) The Blackwell Bundle - £3.74 (75% off) Retro City Rampage - £3.99 (67% off) Ultratron, which came out like yesterday - £3.49 (50% off) Euro Truck Simulator 2 - £12.49 (50% off)

Sherlock Holmes game Crime and Punishments explains moral choices in latest trailer

Sherlock Holmes, as far as I know, has never sent the wrong man to jail, never asked Watson to shoot the wrong hellhound or, conversely, ever played any of the right notes on the violin - he is, as far as his deductive skills are concerned, infallible.

notes on the violin - he is, as far as his deductive skills are concerned, infallible. That's why Crimes and Punishments, Frogwares' latest Sherlock Holmes game, is so intriguing. As the titular detective, you'll comb through the evidence, interview suspects and accuse the potential perpetrators yourself, in the seven different cases that comprise the game. Do a slap-dash job and you could send the wrong person to the gallows; even once you've determined whodunnit, you may be able to arrange a more compassionate outcome, as revealed in the following trailer.

As Eurogamernote, Holmes traditionally has no problem with working outside the law, so the decision to let the culprit go in the video fits in with the stories pretty well. I like that it's possible to finger (as it were) the wrong suspect, as it adds a layer of responsibility that should encourage you to be more thorough with your investigations.

Crimes & Punishments will be out around Spring/Summertime this year.

Rocket Robo – 2.5D Cave-Flyer Out Now

Rocket Robo is the first game from 17-year games-art veteran, Aaron McElligott, since going indie.

is the first game from 17-year games-art veteran, Aaron McElligott, since going indie. Having previously worked for Heavenly Sword and DmC developer Ninja Theory, McElligott has now released his cave-flying puzzler for iOS.

Rocket Robo features intuitive controls which have players tilt their device to guide the rocket-controlled robot around levels. Swiping up or down on the screen will cause the character to switch planes between the foreground and background in order to solve puzzles. The 57 levels across three worlds feature common mechanics such as teleportation, world-rotation and water-based puzzles. Along the way, a small narrative will unfold as players collect stars in order to restore power to the lighthouse where Rocket Robo was invented.

McElligott says he was inspired by the 1986 game Thrust , which had simple mechanics but skill-based controls, and says he hopes Rocket Robo emulates that rewarding challenge. You can check out Rocket Robo for iOS on the AppStorenow for $.99, with an Android version coming soon, and a review to arrive even sooner on IGM.

Terraria update teased with pictures of a new biome - and a penguin

Re-Logic continue to tease the surprise Terraria update announced earlier in the year.

earlier in the year. In a, designer and artist "Jimmarn" provides screenshots of a new ice biome. Rather than the light snow smattering that covered previous cold-weather climates in the game, this update appears to add a full winter world - with everything from frosty caverns to penguins.

"Some of you might wonder what Terraria related work I'm doing," writes Jimmarn, "and to be honest I do something in every category containing graphics/design. Everything from Tilesets, weapons, items, props, npc's to player graphics," suggesting the potentially huge scope of the update.

Previously Re-Logic head Andrew "Redigit" Spinks posted the below images, showing floating islands and jungle waterfalls:

4K Screenshot Showcase: Shift 2: Unleashed

Shift 2: Unleashed rarely crops up in discussions of great-looking racing games, but it's what on the inside that counts.

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

Shift 2: Unleashed rarely crops up in discussions of great-looking racing games, but it's what on the inside that counts. Specifically, the cockpit cam. Each of the 140 cars' interiors are immaculately rendered, and behind-the-wheel camera effects such as speed blur and selective focus draws the eye to approaching corners. Anti-aliasing in particular may have advanced since the game's March 2011 release, bettered by other games in the series such as Need for Speed: Rivals, but don't underestimate how good this game can look at 4K.

Download the full-sized image here.

Download the full-sized image here.

Download the full-sized image here.

Download the full-sized image here.

Download the full-sized image here.

Quantum Break confirmed for Windows 10

As revealed by the leaky membranes of the Brazilian ratings advisory board, Quantum Break is indeed coming to PC—or at least, to Windows 10 .

. What's more surprising is that it will see simultaneous release with its console counterparts on April 5.

But there's more. In a press release, Microsoft has announced that anyone pre-ordering the console version of Quantum Break will get the PC version thrown in. However, the fact that the PC code is redeemable specifically through the Windows Store makes me a little uneasy—it suggests that Microsoft may well keep Quantum Break locked to Windows 10, à la Fable Legends. I've emailed Remedy for clarification with regard to Windows 7/8 compatibility, and I'll update you should I hear back.

New Project CARS trailer claims it's the best looking racing game on the planet

Slightly Mad Studio describes Project CARS on its YouTube page as “the most authentic, beautiful, intense, and technically advanced racing game on the planet.” Well.

Slightly Mad Studio describes Project CARS on its YouTube page as “the most authentic, beautiful, intense, and technically advanced racing game on the planet.” Well. They'll feel rather silly when that Martian-developed racing game launches and absolutely crushes them, but until then, the latest trailer for the game looks like a strong claim to the title.

Direct your eyeballs at the trailer above, let them feast on the digital automobiles, and tell me where you've seen a more realistic car with the exception of the real world. As to whether Project CARS will look that good when it's finally release, we'll find out in November 2014, when it starts rolling out.

Besides its beauty, Project CARS will allow you to create a driver, race in a variety of motorsports, and challenge other players online in special community events and leaderboards.

Slightly Mad Studio, which previously worked on the Need for Speed Shiftgames, is also currently developing free-to-play racing MMO World of Speed, which will offer a more arcade-style experience, but is also quite pretty.

EA tones down its E3 presence in favor of hosting its own events

Kicking off in London at The Mermaid on June 12 and at Los Angeles' Club Nokia from June 12-14, EA Play will give attendees the chance to go hands-on with the latest EA games, win prizes, and nab some "exclusive memorabilia."
The event will also play host to a live EA press conference, which will be streamed online at 1pm PT and 9pm GMT on June 12.

Newsbrief: EA has lifted the lid on EA Play, a new event taking place from June 12-14, just two days before E3 2016 gets underway.

The event will also play host to a live EA press conference, which will be streamed online at 1pm PT and 9pm GMT on June 12. This will presumably replace the traditional E3 press conference the company has put on in years past.

After speaking with an EA representative, Kotaku reportsthat the company has relinquished its E3 booth -- though the company is still expected to take private meetings during the show.

Quantum Break confirmed for Windows 10

As revealed by the leaky membranes of the Brazilian ratings advisory board, Quantum Break is indeed coming to PC—or at least, to Windows 10 .

. What's more surprising is that it will see simultaneous release with its console counterparts on April 5.

But there's more. In a press release, Microsoft has announced that anyone pre-ordering the console version of Quantum Break will get the PC version thrown in. However, the fact that the PC code is redeemable specifically through the Windows Store makes me a little uneasy—it suggests that Microsoft may well keep Quantum Break locked to Windows 10, à la Fable Legends. I've emailed Remedy for clarification with regard to Windows 7/8 compatibility, and I'll update you should I hear back.

Project CARS trailer reminds you that it's still gorgeous

Just in case you forgot, the latest trailer for racing simulator Project CARS is a good reminder that it still looks absolutely incredible.

is a good reminder that it still looks absolutely incredible. The "Community Assisted Racing Simulator," which was funded with Developer Slightly Mad Studio's WMD (World of Mass Development) crowdfunding platform is still in development and available only to backers, so for now all we can do is gawk.

Since the game is also headed to Playstation 4, Xbox One, and Wii U this year, it's probably built to scale down quite a bit. But in the videos posted so far, and especially the screenshots posted by players in the games' beta, it easily looks like one of the most realistic racers to date. It will feature a dynamic time of day and weather system, pit stop gameplay, a comprehensive tuning system, and, of course, super realistic car physics. Besides looking better, the PC version will also support the Oculus Rift and SteamOS.

Developer Slightly Mad Studio, which previously worked on the Need for Speed Shiftgames, is also currently developing free-to-play racing MMO World of Speed, which will offer a more arcade-style experience.

EA tones down its E3 presence in favor of hosting its own events

Kicking off in London at The Mermaid on June 12 and at Los Angeles' Club Nokia from June 12-14, EA Play will give attendees the chance to go hands-on with the latest EA games, win prizes, and nab some "exclusive memorabilia."
The event will also play host to a live EA press conference, which will be streamed online at 1pm PT and 9pm GMT on June 12.

Newsbrief: EA has lifted the lid on EA Play, a new event taking place from June 12-14, just two days before E3 2016 gets underway.

The event will also play host to a live EA press conference, which will be streamed online at 1pm PT and 9pm GMT on June 12. This will presumably replace the traditional E3 press conference the company has put on in years past.

After speaking with an EA representative, Kotaku reportsthat the company has relinquished its E3 booth -- though the company is still expected to take private meetings during the show.

World of Speed preview: race posh cars without paying a penny

Written by Ben Griffin
For Slightly Mad Studios, the clue's in the name.

For Slightly Mad Studios, the clue's in the name. They've started this new driving sim in the middle of producing the massively ambitious Project CARS. This, their other racer, bills itself as a globe-trotting free-to-play MMO where gamers the world over form clans, pimp cars and tear up tracks from Moscow to Monaco. Think World of Tanks with plush leather interiors.

However, the confirmation of that precisely zero-pound pricetag could prompt eyerolls. There's no denying that – whisper it – microtransactions have a certain stigma; how will Slightly Mad keep fans from having their tires spiked by such a business model? Creative director Andy Tudor bristles at the term. “Stop saying free-to-play. I never said that. I said you could download the game for free. You can play the game for free, and you can compete at the highest tier. You can get all the best stuff in the game and you'll never have to pay a penny, yeah?” Tellingly about three minutes later he slips: “But as I said, the game is completely free-to-play.” Um.

Clearly there's confusion here, a kneejerk defensiveness that doubles back on itself. “It is very obvious and very annoying when you feel disadvantaged when someone spends money in the game and therefore wins,” says Tudor. “That's payto- win... We think it's terrible. Where microtransactions do come in, that's because we all have very busy schedules and devices to play on and our time is so limited. As a player, it's a godsend if I'm given an opportunity to accelerate my time through the game.”

Isn't this the same point masquerading as two different answers? So it's annoying when people spend money to win, but it's OK if they're in a rush? You hate it when other people 'accelerate' through the game, but it's somehow fine when you inject your experience with a little go-faster cash? It's worth noting that the second Shift game had paid-for shortcuts, yet it was still a full-price release. The free-to-play model can work, but in dodging simple questions such as 'what are you charging for?' (Tudor mentions gold rims before clamming up), it's hard to figure out Slightly Mad's business model here.

Pricing confusion aside, World of Speed is a grab bag of good ideas. Mid-race objectives, for example, are very Project Gotham. You might be asked to trade paint with an opponent, draft for ten seconds, drift around a chicane or avoid taking damage for a period of time. Objectives are randomly picked from a pool, but in cases where they contradict each other (wasn't it Plato who once pondered how it is one can both drift and draft?) they are specifically assigned. Interestingly, objectives are achievable regardless of what position you're in – World of Speed is not a game in which the fastest driver wins.

Four is the lucky number here. Four versus four is the maximum player count. The average length of a race is four minutes. There are four different objectives for each player. This number wasn't an accident. Slightly Mad learned from Need for Speed: Shift's team-based DLC, in particular about making sure everyone on the team contributes. Mandatory objectives, for example, provide a framework for strategies that don't all tend towards 'get to the finish first'. It's hoped players will adopt roles, whether blocker, wingman, drifter or drafter, and tune their cars accordingly.

If the objectives are Project Gotham, the Territory Wars game mode is Driveclub. Here, if you post the fastest time on a track, your team's logo gets plastered across it for all to view. Then there's the Test Drive Unlimited clubhouse where you can paint cars, tinker with engines and invite friends over to walk around awkwardly. And there's the Airfield, a small hub resembling Dirt 3's Battersea Power Station and similarly stuffed with minigames.

As for the handling, it tends towards Midnight Club. You'll burn blue nitro down Moscow straights, smash benches by the Thames and take ramp-filled shortcuts in Monaco. “When it comes to competitors for World of Speed, we don't really think there are any,” Tudor says. “We look at games like Grid, Project Gotham and Burnout Paradise, but we really want to forge our own path.”

The drip-feed of fresh cars, tracks and modes will, I'm told, continue for years. When I asked about the ability to customise drivers, the answer was not “no,” but “we're not discussing that yet.” Provided Slightly Mad don't just drop the game and run, there's potential here for a something unique: a platform. A constantly evolving racers' paradise.

World of Speed looks set to plug a gap in the market – that of the massively multiplayer online racer. For Tudor, the format makes perfect sense. “What do you do in an MMO? You race through the game, you earn stuff, you craft new items, you play as a team to beat quests, you go on raids. It's like, 'yeah, that fits a racing game spot-on.'” Whether that divisive free-toplay model will intrude on what is otherwise a fresh and exciting racing game remains to be seen.

Fly in the House Review – Who Made this Mess?!

Solo developer Mikhail Konokh recently released Fly in the House , a uniquely strange title that plays on one of the world’s biggest annoyances: A fly buzzing around the house.

, a uniquely strange title that plays on one of the world’s biggest annoyances: A fly buzzing around the house. It almost seems too mundane of a task to make a game concept out of, but believe it or not, there’s a fair amount of depth to this versatile title that plays out through either Campaign or Arcade mode. For some odd reason, the player character has just returned after a several-year vacation. Why anyone would leave such a nice apartment for that amount of time is absolutely mind-boggling, but nonetheless, it is where the player enters. Of all the things to come home and find (a dusty home, a nest of arachnids, the skeleton of a squatter, etc) the one thing out of place is a fly that somehow made it into the house. It doesn’t matter how it got in, because your life is about to be re-purposed for one thing: Annihilating the fly to some generic heavy metal music.

The game is fairly short, with only three levels: Apartment, Office, and Castle. To keep the player from blowing through the game within just a couple minutes, each stage has a laundry list of accomplishments that must be checked off before moving on. In Campaign mode, the player is tasked with breaking a high score, collecting hidden items in the stage, sustaining a good accuracy percentage, and more. Not the least of which is to, of course, kill the fly.

After a few times of playing the first stage, it becomes apparent that killing the fly is not the true objective. The mission is to smash the home to pieces. Busting up tables, fracturing windows, and blowing a hole in the wall are not just possibilities, they are necessary to progress. Luckily, the list will show hints for achieving everything upon mousing over each item. While throwing everything around in your home, the fly might unexpectedly get squashed while you’re trying to hit your achievements. This presents a new challenge, especially when trying to chain combo your way to that 1000 point high score in one session. Killing the fly before reaching the score will end the round, and you’ll have to start all over again. The balance between friend and foe begins to blur as you frantically toss a shelving unit into the kitchen island for a massive combo, all while now avoiding the pesky fly. But while sparing the fly to hit a high score, there’s a chance it will escape through a smashed window, presenting yet another obstacle.

Campaign mode presents a heavy challenge, and can be very frustrating. I recommend muting the music, running a media player, and playing your own motivational death metal. Afterwards, when it’s time to wind down and enjoy some free-form home destruction, Arcade mode is there. In this mode, the session timer is removed, the music silenced, and the fly absent. Arcade mode is great for earning Ranks, which are achieved by performing ridiculous tasks. For instance, busting open a window will earn you the “Fresh Air” rank. I thought it would be funny to find a way to push the fridge out  through the kitchen window. To my surprise, it earned me the “Strongman” rank.

Fly in the House is a simple, silly game that can be played as a challenge, or just a time killer. The premise is an easy concept to grasp: Kill the fly. While the gameplay is addicting, the presence of challenges and silly humor keeps the experience interesting enough to keep playing again and again. Fly in the House is available on Steamfor $9.99 USD and is being maintained by the developer, who continuously provides updates to gameplay as feedback is sent in. I find FitH to be a challenging, addicting bit of mindless fun.

Pros

Addicting, physics-based destruction Arcade mode allows free practice time Lots of hidden items and achievements

Cons

Only Three Maps Limited content does not justify price

The Top 7 Games that broadened our musical horizons

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Tribes Universe devs talk character classes and massive PvP

Tribes Universe developers Hi-Rez Studios have been talking recently about their upcoming reboot of the Tribes series.

Tribes vengeance

Tribes Universe developers Hi-Rez Studios have been talking recently about their upcoming reboot of the Tribes series. They've revealed more about what the classes in the game will be like, the role vehicles will play and the tech behind the project.

Speaking to Ten Ton Hammer, Erez Goren, Tribes Universe Chief Designer and CEO of Hi-Rez Studios laid out their plans to have "a territory control meta game and a high level of world immersion to ensure that players feel that they are participating in an evolving, persistent world and not just a shooter match," adding that, "Tribes Universe is designed primarily around large-scale PvP. One difference from most typical shooters is that there are more roles to play and all players don't have to be engaged in pure shooting. For example, a player can specialize in transport of other players, focus on defense repairs, or focus on coordinating groups of players in a large scale attack."

Tribes Universe won't restrict players to straightforward 'Healer', 'Tank' or 'DPS' classes, either. "the game is designed around every player being able to do significant damage in addition to support functions. A player can wear heavy armor and shields and be more of a 'tank', or carry more repair devices as an 'Engineer', but there are no defined classes. There is also a lot less healing than is typical in an MMORPG game."

As has been previously announced, there will be vehicles in the game. Erez mentions they will be "an important part of the game", but aren't likely to be forming the brunt of an attack, saying "they will mostly be designed for support functions rather than to be primary damage dealers. Support functions include transport, forward spawn locations, ammo replenishment, stationary defenses, etc."

If you fancy getting an early look at the game, Hi-Rez are currently looking for alpha testers. For more information about the game, check out our post on the Tribes Universe announcement.

[via Bluesnews]

Dev Links: Stony Shore

“Apologies for a slow start from us, we’re going to commence updates regularly next week.

smithy2 (1)

Today’s Developer Linkstake a look at the little things… like minimaps, and the details of user-defined classes in programming, and… uh, frozen kittens?

Happy New Year!(Big Robot)
“Apologies for a slow start from us, we’re going to commence updates regularly next week. We’ve had a bit of a rough start to the year with Jim offline due to phone-company woes and James very poorly with some heinous fever. We’re sure you’ll want to wish him well with us.”

The Surprising Design of Crusader Kings II (Gamasutra)
“Paradox Development Studio’s Crusader Kings II has been one of the surprise critical hits of the year, garnering attention and salesbeyond what might be expected after a dozen Europa Universalis -style grand strategy games. I’m one of those critics, having reviewed it positively, and then only grown more impressed with its systems. What makes Crusader Kings II special and deserving of this praise is that it successfully models historical human behavior using a transparent system.”

C/C++ Low-Level Curriculum Part 10: User-Defined Types(AltDevBlogADay)
“Hello again peoples of the interweb. It has been quite a while since the last one (probably even longer than the gap between part 8 and part 9) so I thought I ought to pull my finger out and get the next post in the C/C++ Low Level Curriculum done.”

Improved Minimaps(Instant Kingdom)
“The minimaps in Driftmoon are very useful, but up until now they’ve been a bit on the blurry side. Since I wanted to re-render all of the game’s minimaps before release, I decided that now is a good time to see what I can do about increasing map details.”

The Video Game Kickstarter Report – Week of January 4(Zeboyd Games)
“Things are still a bit slow in the video game kickstarter world, but they’re starting to pick up. We have one relatively high profile project in the form of Akaneiro: Demon Hunters. Created by American McGee, one of the few developers (with Sid Meier) whose name frequently shows up in the titles of the games he makes, and Spicy Horse, Akaneiro: Demon Hunter appears to be a Diablo-style Action/RPG that is based on Japanese folklore and the story of Little Red Riding Hood…”

Mew-Genics Teaser Week 11(Team Meat Blog)
“Have you ever loved something so much that you wanted to bring it into the future so your childrens, children could enjoy it? or how about simply wanting to put something on ice before you get arrested for animal abuse? or how about just needing to freeze a kitten seconds before you off yourself so your future self can look at it on the wall to remember the life you once had?”

#2013yearofspace, Vlambeer Store Launches and LUFTRAUSERS Closed Beta(Vlambeer)
“You might have noticed we’ve started with offering merchandisea while ago – and we did that for two reasons. One of the reasons for that is that we just really like having physical things that we can touch. The other reason is that we often get the question whether people can donate to us, but we really prefer giving something in return for money. So, today we’re launching the Vlambeer Store– which isn’t really a store but more like a collection of direct links to things that allow you to throw money our way if you like our games. Of course, if you don’t like our games but just really want that die-cut CD with KOZILEK and Phlogiston-tunes, that’s completely OK too. Just hit the giant button in the header of the site to head over to the store.”

Joe Danger Touch!(Hello Games)
“We are getting really close to releasing Joe Danger Touch for iOS, and previews have been coming in thick and fast (we can barely keep up!) If you have an iPad, iPhone or iPod Touch, then check out some of these lovely words – we are getting super excited about how positive people are being!”

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Our Verdict
An addictive and challenging step forward for team-oriented shooters.

Tyler Wilde provides commentary followed by the original text of our Tribes 2 review from the June 2001 issue of PC Gamer US.

After the surprise announcement of Rainbow Six Siege, some more time with Evolve, and the sudden Battlefield Hardline closed beta, I've been thinking a lot about cooperative and competitive shooters since E3. A hell of a lot is owed to the Tribes series—from Battlefield, especially—so to pay respects to a classic in the genre, here's our original 2001 review of Tribes 2.

The only difference is that the original review didn't have embedded YouTube videos. YouTube didn't exist. Neither did this website. Spooky.


Tribes 2 review

The best online title of the year? Could be. Dynamix is back to lay out the multiplayer love...

Required: PII 300, 64MB RAM, 12MB 3D card

We recommend: PIII 600/Athlon, 128MB RAM, 32MB GeForce2, broadband

There's a damn good reason why the original Tribes has a cult following: branching off from Sierra's quasi-obscure Starsiege universe, Tribes offered the perfect blend of team-based gameplay and first-person-shooter thrills.

But the big kicker was the game environment. While other games locked you into stinky dungeons and claustrophobic nuclear-weapons facilities, Tribes took deathmatching outside , with its sprawling mountain ranges and miles of rocky terrain.

After two years of semi-underground status as a beloved online shooter, the game has finally stepped aside to welcome its long-awaited successor. After announcing that Tribes 2 would feature a single-player training mode designed specifically to make the Tribes universe accessible to newbies, Sierra's delivery of the sequel may be the biggest “quiet” event of the gaming year.

At its core, Tribes is just Capture the Flag. With turrets. And power generators. And multiple armor classes. And mines and sniper rifles and long-range sensors. If you haven't played the original Tribes before, there's a good chance that Tribes 2 is going to kick you in the ass for a few weeks—at least until you grow accustomed to the ungodly number of strategies that drive the game.

While games like TeamFortress Classic and Counter-Strike can be played independently, with each player doing his or her own thing, Tribes 2 requires you to work as a team if you want to succeed, and indeed to get any real sense of purpose in the chaotic, sprawling environments. Capturing the flag is a Herculean accomplishment, requiring you to communicate with teammates in a combined effort to knock down turrets, disable enemy sensors, and escort flag-carriers.

Fortunately, giving orders and accepting computer-assigned tasks is pretty easy—the traditional Tribes voice chat menu is back in full effect, and you can bark out various phrases (and insults, such as the infamous “Shazbot!”) with a few simple keystrokes. A selection of character voices is included so you can vary the harshness. Tribes 2 also includes microphone support for broadband gamers, allowing you to strap on a headset and dole out the chatter. (Note to the bandwidth-impaired: turning off the mic feature can result in big-time lag reduction.)

So what's new? Tribes 2 lets you cobble together your own loadout and combine armor types with special weapons and attacks. The game has a handful of preset “classes,” though it's possible to edit together your own class for that personal touch of destruction. Each player is given a jetpack as well. If you've ever wanted to rocket through the skies while firing missiles at your target, your day has come.

But the coolest addition to Tribes 2 is vehicular combat. A large percentage of maps feature a Vehicle Base, where any player can “spawn” a limited number of armored personnel carriers, bombers, and grav-cycles. Just jetpack yourself into the driver's seat and you're in control. Best of all, your teammates can hop into the gunner's seats to pick off incoming enemies with impunity.

There are few thrills like spawning a flying personnel carrier, inviting your team to hop onboard, and driving a fully loaded, six-man Havoc gunship into the heat of battle. Vehicle control is extremely wonky at first, and takes practice—but if you do crash, you can always check out the hellzapoppin' explosion effects that send rubble flying everywhere.

We should also mention that Tribes 2 is a real looker. The outdoor environments are sugar-sweet, with rolling hills, craggy peaks, and reflective lakes. The characters are outfitted in slick, badass armor skins, and show off lovely motion-capture animation. The dynamic lighting is pretty slick, too—for example, if your generator gets knocked out, your base is eerily lit by auxiliary neon signs.

Still, you'll only be basking in eye-candy if you have the right hardware. If you happen to have a GeForce card, you're in luck—a smooth-playing game awaits you. However, if you're stuck with a Voodoo card, you're hosed: the sequel has dropped native Glide support, and consequently runs like a pig on 3dfx cards, and thus far Sierra's tech folks have shown little enthusiasm for fixing this issue. Gee, thanks.

The only other downside to Tribes 2 is that it's still a bit on the chaotic side, and few people—apart from close-knit clan members, anyway—pay any attention to the orders system. While every player can bring down an overhead RTS-style map and dish out orders to their team members, whether or not anyone follows your commands is another matter entirely.

And no matter what you do, you'll always have snot-nosed bastard teammates giggling madly as they steal your vehicles or team-kill your buddies. For dealing with these unruly peons, Tribes 2 contains a handy-dandy user-initiated voting system, where you can choose to kick out a player or turn off team damage. Now that's democratic gameplay for ya.

As might be expected, playing the game off-line isn't nearly as much fun. There are a half-dozen training missions designed to get you up and running, but they barely scratch the surface of the game's complexity. It's easy to set up and run a game with 16 AI bots, but the resulting gameplay is pretty dry: you can't use bots on any of the vehicle maps, which cuts out about half of them.

Niggles aside, this is one helluva game— and a significant evolutionary step up the ladder for online shooters. The team coordination demands a sophistication that few shooters have ever asked for. If you've grown weary of Counter-Strike and TeamFortress Classic, it may be time to set foot into the vast killing fields of Tribes 2. There's no doubt that with the right hardware, Internet connection and teammates, you'll get a truly unique, and amazing gameplay experience. But fall short on any one of those requirements, and you could be heading for a pit of frustration. Just remember to keep your Shazbot together. — Colin Williamson

The Verdict

Tribes 2

An addictive and challenging step forward for team-oriented shooters.

We recommend By Zergnet

Year Walk’ – Not Your Average Walk in the Forest

‘Year Walk’ – Not Your Average Walk in the Forest
Known for their distinguishable art style and peculiarly adorable characters with games like Bumpy Road and Kosmo Spin , our fellow developers at Simogo have recently ditched their cute-sy atmosphere to take on a more serious role in conveying some new themes with their recently announced game, Year Walk .

Although no official date has been released for this upcoming mobile app other than that it will debut this winter, this 2D first-person adventure game is without doubt drawing a few heads already from both Simogo’s loyal fan base and newcomers to the iOS platform. Set in 19 thcentury Sweden, Year Walk will take the user on an adventure through the forest in the crunchy snow discovering the various encounters of the Swedish tradition in taking a year-walk to foresee any hints or possibilities of what the next year might have in store.  Of course, there is more than meets the eye and the newly released trailer for Year Walk does not fail to emphasize that. While one might envision the idea of walking through the forest on a snowy evening as calming, reflective, or awesome, the preview of this upcoming mobile app has featured some not-so-calming images including various spinoffs of goats, a human fetus, and a beating heart.

Simon Flesser, co-founder of Simogo summed the game up quite perfectly in defining Year Walk as a mix of, “…folklore, strange creatures, and maybe a little bit of the occult”. If you like your mobile games with a teaspoon of Swedish folklore, a smidge of scary and a dash of uncharted forest, feel free to keep your eyes peeled for more news on Year Walk here at IGM Mobile. Sweet dreams!

"Guitar Hero is still relevant," says Activision

Next Generation sat down with Activision Senior Vice President of Marketing Bill Kassoy on Friday to discuss Guitar Hero , EA's competing Rock Band , and casual games for Wii. "There was a lot of unmet demand due to controller shortage with the release of the first Guitar Hero ," Kassoy said when asked about the franchise's massive success. "As a result, we invested heavily in ramping up production

UK Chart: Tomb Raider enjoys best launch of 2013

Tomb Raider has debuted at No.1 on the UK all formats all prices chart with the best launch of 2013 to date. The game sold more than twice the number of copies managed by Aliens: Colonial Marines when it recorded 2013's previous best launch. The title also beat 2006's Tomb Raider: Legend to record the strongest first week sales for any game in the series, although as pointed out by retail monitor Chart

Simply Minimal: ‘Bounce Box’ Arrives At The App Store

Possibly, the simplest app just got released at the App Store: Bounce Box .

. Just launched May 2nd, Andy Wallace announces that Bounce Box is available universally, for iPhone and iPad.

Bounce Box challenges your reflexes, a pick-up-and-play, with an endless action game, filled with the chiptune superstar, Bubblyfish. It’s based on a classic arcade-style game, combined with the near-trance state-of-mind feeling. Bounce Box is not only simple, but compelling as well by requiring the player to keep the balls in the box. Every hit changes the color pallet of the game and as more balls enter the game, the visuals become more fluid as the game increases in difficulty.

You’ll definitely be mesmerized by the flowing background, as the gameplay blends in with the visuals. There is also Game Center leaderboards where you can compete with your friends or the whole world.

Keep the balls in box and watch the mesmerizing background as classic arcade game play blends seamlessly with trance visuals. Last as long as you can as you contend with more and more balls.

More information on Bounce Box is available on Andy’s official website. Bounce Box is available at the App Store, universal for iPhone and iPad for $0.99.

Win! A chance to play Download Festival

Wednesday 30 May 2007 Love Guitar Hero II? Wish someone other than the cat/your little sister would watch while you play it? How about playing to the same crowd as Iron Maiden, My Chemical Romance and Linkin Park? Thought you might like that. Well, we've teamed up with RedOctane to offer a pair of tickets to Download Festival, with the chance to do exactly that. Download is being held at Donington

Artisan: Going Home Again Review – Living the Life of a Not-Quite Starving Artist

Unseen Kingdom released Artisan: Going Home Again last week for PC through Desura.

last week for PC through Desura. The game is a life-sim RPG focusing on a character named Ellie who’s trying to earn enough money to buy her childhood home back by using the one trade she’s a little good at, art.

The game is played mainly with a mouse, with a few keyboard shortcuts that don’t always work the way they should. Players will control Ellie as she tries to find freelance jobs, complete them within the deadline, and work on her own personal projects in order to reach her final goal. Players will need to balance the workload in order to make sure that Ellie doesn’t get too stressed, or lose inspiration while trying to complete a job.

Artisan splits each day within the game into three different parts: Morning, afternoon, and night. Each part of the day can be used to do any particular task, although it is better for Ellie to simply sleep through the night or suffer serious stress consequences. Players can use the morning and afternoons to search for new jobs, or simply go out and visit the Library, the Museum, or walk through the park. Ellie can also spend time and money to work on her personal projects, which range from simply writing random poetry for free inspiration and stress relief, to working on a comic book or an artistic masterpiece. Ellie can also create new clothing for her to wear, which provides different bonuses and passive abilities that allow her to fight off stress better and stay inspired.

Players can also have Ellie sketch or craft, which then leads to a mini-game that will determine just how well she does. Sketching will lead players to a memory-matching mini-game. There’s a time-limit to complete the entire level, which rewards Ellie with a finished C or B rank drawing and improves her technical ability by a small amount. Crafting is a mini-game that asks players to complete a picture by rotating and moving tiles on the screen. The end result is a number of cutely crafted items that Ellie can sell for a little money at the Museum gift shop, and a few other locations. There are also other skills that the player must keep an eye on and improve, or keep within a reasonable level, in order to continue the game.

Stress and Health aren’t skills that level up, but instead represent an important part of Ellie’s ability to keep working. Too much stress leads to lower health, and health that’s too low will leave Ellie weak and unable to work well for a while. Players will also need to keep Ellie’s inspiration high in order to keep her motivated with each task she gets her hands on. Finally, there are the three skills that level up with consistent use, up to a maximum of 10: Technical, Social, and Renown.

Technical represent Ellie’s ability to draw, paint, and otherwise create art for any given task. The better she is at it, the faster she can finish each job, even the more difficult ones. Social is fairly easy to understand, allowing Ellie to speak to people more as she tries to sell her items. Some characters will open up a bit more to Ellie when she’s more sociable as well. Finally, renown represents how well Ellie is known for her art. This improves with the completion of different jobs to start, but there are also options through completing personal projects.

The game’s graphics are adorable, using hand-drawn imagery to portray just about everything, including the characters, the menu, and the backgrounds. The game is colorful and the style is great, though it does feel like there’s less art than there should be. The matching mini-game for example provides a number of B or C rank drawings upon completion, which is simply represented by a sketched out piece of artist paper with a big letter on the front. I was hoping to see something more like concept art, or otherwise a more qualitative representation of the sketched out art instead of a rank and a number. This is an issue that affects all of the jobs and projects that Ellie works on, with the only reward being money instead of the final product itself. Or to put it another way, it feels like there’s a lot more quantity than there is quality.

The story follows Ellie as she works to buy her childhood home in order to make sure she can keep those memories along with something tangible, the house itself. It’s a bit selfish, but serves as a good starting point as Ellie meets different people and continues to work hard on her skills. Will she keep the house? Or will she find something better? There are several endings to explore, each based on different actions that Ellie takes to reach her goal. The story does fall flat a little bit when players realize that there is no time limit and thus no pressure of failure to worry about, or to drive players forward. What saves the story are the other characters, who are in many ways more interesting than Ellie herself. One character, for example, speaks on how he’s burdened with the knowledge that his birth is the reason his mother can’t stay in her career or follow her dream. It’s heavy stuff. Their stories are layered in different ways, with players learning more as Ellie continues to speak with them, get to know them, and show them some of her artwork for critiques or advice.

The game is somewhat long because of the amount of grinding necessary to improve certain skills, which is unfortunate because it tends to get a little repetitive. However, it helps that there are 15 different endings that players can discover, each dependent on what character Ellie befriended, and how she was able to reach her final goal of $50,000.

The game is fun with a very mild learning curve. The tutorial explains everything well enough, and it doesn’t take long for players to get in the groove of balancing between work, inspiration, and rest. However, there isn’t enough variety in the gameplay and the two mini-games to keep things interesting for long. As I said before, I found the side characters more interesting than Ellie, which leaves me in a neutral state when it comes to pushing her to succeed. The soundtrack, on the other hand, is a little repetitive, but keeps itself as background music and doesn’t really grate the nerves too much. The variety is interesting, with some songs having a blues feel to it, while others are simply contemplative. Each song uses only a few instruments to great effect.

I also cannot say that Artisan: Going Home Again is very innovative. While it is true that Artisan does something new by focusing on succeeding with a creative job, that particular element is still doable with a game like The Sims . Even the basis of the story is similar to another indie game called Recettear , in which the main character has to pay off her debt by learning to run a shop beneath her home. One of the major differences between the two games that Artisan could have considered was the implementation of a time limit.

In my personal opinion, Artisan: Going Home Again is a good game, but not a great one. Several things simply stood out as not artistic enough, which is ironic for a game that focuses on an artist and her lifestyle trying to make ends meet. It’s also a little unrealistic in the pressure-free environment that the game provides, not requiring Ellie to pay for her food, water, and electricity, or any other basic necessities except those that fund her project.<

Artisan: Going Home Again is available for PC on Desura, for $9.99. Based on the amount of gameplay involved in order to reach each of the 15 endings, this price is worth the purchase. However, if you don’t like repetitive, simple gameplay then this may not be for you.

Rock Band a Guitar Hero "imitator" says Activision

During a conference call today Gamasutra reports that Activision execs took a swipe at EA and Harmonix' Rock Band , saying that it "wasn't surprising that [ Guitar Hero ] has attracted imitators." Sorry, what? In case you didn't know, Harmonix is also the original developer behind the Guitar Hero franchise, which has since been pawned off to Tony Hawk 's dev Neversoft. Now, we're not big suited money

Artisan: Going Home Again Review – Living the Life of a Not-Quite Starving Artist

Unseen Kingdom released Artisan: Going Home Again last week for PC through Desura.

last week for PC through Desura. The game is a life-sim RPG focusing on a character named Ellie who’s trying to earn enough money to buy her childhood home back by using the one trade she’s a little good at, art.

The game is played mainly with a mouse, with a few keyboard shortcuts that don’t always work the way they should. Players will control Ellie as she tries to find freelance jobs, complete them within the deadline, and work on her own personal projects in order to reach her final goal. Players will need to balance the workload in order to make sure that Ellie doesn’t get too stressed, or lose inspiration while trying to complete a job.

Artisan splits each day within the game into three different parts: Morning, afternoon, and night. Each part of the day can be used to do any particular task, although it is better for Ellie to simply sleep through the night or suffer serious stress consequences. Players can use the morning and afternoons to search for new jobs, or simply go out and visit the Library, the Museum, or walk through the park. Ellie can also spend time and money to work on her personal projects, which range from simply writing random poetry for free inspiration and stress relief, to working on a comic book or an artistic masterpiece. Ellie can also create new clothing for her to wear, which provides different bonuses and passive abilities that allow her to fight off stress better and stay inspired.

Players can also have Ellie sketch or craft, which then leads to a mini-game that will determine just how well she does. Sketching will lead players to a memory-matching mini-game. There’s a time-limit to complete the entire level, which rewards Ellie with a finished C or B rank drawing and improves her technical ability by a small amount. Crafting is a mini-game that asks players to complete a picture by rotating and moving tiles on the screen. The end result is a number of cutely crafted items that Ellie can sell for a little money at the Museum gift shop, and a few other locations. There are also other skills that the player must keep an eye on and improve, or keep within a reasonable level, in order to continue the game.

Stress and Health aren’t skills that level up, but instead represent an important part of Ellie’s ability to keep working. Too much stress leads to lower health, and health that’s too low will leave Ellie weak and unable to work well for a while. Players will also need to keep Ellie’s inspiration high in order to keep her motivated with each task she gets her hands on. Finally, there are the three skills that level up with consistent use, up to a maximum of 10: Technical, Social, and Renown.

Technical represent Ellie’s ability to draw, paint, and otherwise create art for any given task. The better she is at it, the faster she can finish each job, even the more difficult ones. Social is fairly easy to understand, allowing Ellie to speak to people more as she tries to sell her items. Some characters will open up a bit more to Ellie when she’s more sociable as well. Finally, renown represents how well Ellie is known for her art. This improves with the completion of different jobs to start, but there are also options through completing personal projects.

The game’s graphics are adorable, using hand-drawn imagery to portray just about everything, including the characters, the menu, and the backgrounds. The game is colorful and the style is great, though it does feel like there’s less art than there should be. The matching mini-game for example provides a number of B or C rank drawings upon completion, which is simply represented by a sketched out piece of artist paper with a big letter on the front. I was hoping to see something more like concept art, or otherwise a more qualitative representation of the sketched out art instead of a rank and a number. This is an issue that affects all of the jobs and projects that Ellie works on, with the only reward being money instead of the final product itself. Or to put it another way, it feels like there’s a lot more quantity than there is quality.

The story follows Ellie as she works to buy her childhood home in order to make sure she can keep those memories along with something tangible, the house itself. It’s a bit selfish, but serves as a good starting point as Ellie meets different people and continues to work hard on her skills. Will she keep the house? Or will she find something better? There are several endings to explore, each based on different actions that Ellie takes to reach her goal. The story does fall flat a little bit when players realize that there is no time limit and thus no pressure of failure to worry about, or to drive players forward. What saves the story are the other characters, who are in many ways more interesting than Ellie herself. One character, for example, speaks on how he’s burdened with the knowledge that his birth is the reason his mother can’t stay in her career or follow her dream. It’s heavy stuff. Their stories are layered in different ways, with players learning more as Ellie continues to speak with them, get to know them, and show them some of her artwork for critiques or advice.

The game is somewhat long because of the amount of grinding necessary to improve certain skills, which is unfortunate because it tends to get a little repetitive. However, it helps that there are 15 different endings that players can discover, each dependent on what character Ellie befriended, and how she was able to reach her final goal of $50,000.

The game is fun with a very mild learning curve. The tutorial explains everything well enough, and it doesn’t take long for players to get in the groove of balancing between work, inspiration, and rest. However, there isn’t enough variety in the gameplay and the two mini-games to keep things interesting for long. As I said before, I found the side characters more interesting than Ellie, which leaves me in a neutral state when it comes to pushing her to succeed. The soundtrack, on the other hand, is a little repetitive, but keeps itself as background music and doesn’t really grate the nerves too much. The variety is interesting, with some songs having a blues feel to it, while others are simply contemplative. Each song uses only a few instruments to great effect.

I also cannot say that Artisan: Going Home Again is very innovative. While it is true that Artisan does something new by focusing on succeeding with a creative job, that particular element is still doable with a game like The Sims . Even the basis of the story is similar to another indie game called Recettear , in which the main character has to pay off her debt by learning to run a shop beneath her home. One of the major differences between the two games that Artisan could have considered was the implementation of a time limit.

In my personal opinion, Artisan: Going Home Again is a good game, but not a great one. Several things simply stood out as not artistic enough, which is ironic for a game that focuses on an artist and her lifestyle trying to make ends meet. It’s also a little unrealistic in the pressure-free environment that the game provides, not requiring Ellie to pay for her food, water, and electricity, or any other basic necessities except those that fund her project.<

Artisan: Going Home Again is available for PC on Desura, for $9.99. Based on the amount of gameplay involved in order to reach each of the 15 endings, this price is worth the purchase. However, if you don’t like repetitive, simple gameplay then this may not be for you.

Win! Xbox 360 with Guitar Hero II

Tuesday 8 May 2007 Because we love Guitar Hero - who can resist the charms of those snazzy guitar peripherals? - and because we love you, we've teamed up with publisher Activision to award one lucky reader an Xbox 360, 12 month's free subscription to an Xbox Live Gold account, with a copy of Guitar Hero II and two guitars to go with it. Two runners-up will also bag themselves a copy of the game and

Indie Intermission – ‘Espionage’ Spy Time

Welcome back to another Indie Intermission were I attempt to find some fantastic free online games for all to play and help you get through your day.

were I attempt to find some fantastic free online games for all to play and help you get through your day. Today’s game Espionage from Fredrik Brundin and Dominic Buchholz, it is an arcade time attack game developed in the style of a Game Boy game.

Espionage is a very simple and short game that has you running about this facility trying to steal as much data as you can, however you are working against the clock so you must make it out without getting too greedy.

Espionage is a very simple little arcade game which only offers time management skills but does provide a rather difficult challenge as you have to try to stop some of your baser impulses, and believe me this is much more difficult than you would originally expect.

Image taken from: http://www.819kids.com/retrostark/forum/viewtopic.php?f=3&t=112&sid=285bebe21f812c1208ee92d064ad2175

Average play time – 1 minute

Espionage is a very simple but very entertaining game that forces you to get the balance correct. Although it may not feel like much of a stealth game as you just run around collecting files the simplicity I feel does feed into the Game Boy theme creating a simple yet effective game.

You can get Espionage for freeand give it ago yourself.

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

Guitar Hero fix bricking 360s?

Activision and Red Octane rolled out an update for the Xbox 360 version of Guitar Hero II this weekend, and already a mass of unfortunate downloaders are reporting 'bricked' Xbox 360s caused by the update. The patch was released to address a whammy bar response issue, but if the mass of internet postings are to be believed many people are experiencing game freezes or even the infamous 'red circle of

The Narrow Path heads to Steam Greenlight

Earlier this year, Image Comics held a Game Jam centered around popular Zombie comic/TV show/game series The Walking Dead, challenging developers to make a zombie-themed game inspired by – but not related to – the franchise.

Of the 60 games that were entered into the contest, The Narrow Path came out as a Top-10 winner and now the braaaaaaaaains (sorry, I did try to resist a pun) behind the title, 2-man development team Beavl– with help of writer and artist Fernando Martinez – have taken the game to Steam Greenlightas they work on adding more content and polish to what they hope will be a successful commercial product in its final form.

It’s certainly an interesting take on the central theme, tasking players with the responsibility of wiping out human and undead alike with the aid of a mutant dog (no, we’re not sure why either) and growing their own personal army of shambling remote-controlled flesh-eaters (yes, really ).

Oh, did I mention that you do all of this from the safety of a camper van? I guess if you’re trying to protect yourself from being eaten by ravenous undead while working on wiping them out,  you can’t get much better than a mobile home.

With a monochromatic retro visual style, in keeping with the look of the comic which inspired it, and an offbeat streak of jet-black humor, the game is a fairly simple RTS with rogue-like elements – characters and equipment can be levelled up and upgraded, death is permanent and in the final release all levels will be procedurally generated.  The original Game Jam version of the game can be played for free now over on the game’s official website. It’s a pretty fun little game even in its original form, so here’s hoping that Beavl are able to expand it into something even better in the final release.

Take a look and let us know what you think in the comments.

Dark Souls II beta begins on 12 October

Dark Souls II beta begins on 12 October Registration is now live for Dark Souls II beta access, the first round of which begins in Europe, US and Australasia on 12 October. The second round will start 27 October. If you live in any of the above territories, you can download a Dark Souls II closed beta ticket here . You can also sign up through your PlayStation 3 by heading to the PSN store. Publisher

Mutant Mudds Deluxe – Modern Day Nostalgia

Mutant Mudds Deluxe instilled in me a sense of nostalgia from the very beginning of its catchy chiptune soundtrack, and it didn’t let up until I curled into a ball and wished for my childhood back.

Renegade Kid’s game, available on 3DS, PC and iOS, brings retro into the modern day with simple gameplay, bright, varied levels and an interesting depth-switching mechanic.

In true retro style, there isn’t too much messing about before the gamer gets right into the 8-bit action, shooting and jet-packing their way through a selection of levels. That’s what the people want, and Renegade Kid delivers. Aliens come to Earth, and, as Max, the protagonist, it is my job to get rid of them. Sorted.

Each level contains a guaranteed mix; platforms, depth, enemies and coins.

The variety of platforms change between levels, but one aspect remains the same – they’re all beautifully 8-bit, and provide challenge even without the creatures that trudge along them. There are the regular grassy greens of the beginning levels, ice, lava and even ghost levels.

MMD

Platforms move, disappear, and generally attempt to kill you, so it pays to stay on guard.

Onto Mutant Mudd Deluxe’s secret weapon; its depth. I’m not talking depth in terms of narrative or gameplay – the game is simple in the best kind of way – but actual depth. There are multiple layers to each level, which the gamer is able to jump between at certain points. For the majority of the game Max will be occupying the middle ground, but now and then will jump into the background or foreground to progress or for the sole purpose of collecting coins. This is fun to do, fun to see, and also wraps up something original in a charmingly retro package.

However, these are rather forgiving, so it’s all too easy to jump right back in and try again.Misjudge a moving platform, or fall through as one disappears, and Max may find himself welcomed by spikes below, taking the gamer back to a checkpoint. However, these are rather forgiving, so it’s all too easy to jump right back in and try again.

MMD Depth

My only problem with this depth-jumping ability was that I sometimes found it slightly difficult to differentiate between the layers, especially when there were things happening on each. I’m told that the original 3DS version of Mutant Mudd made this clearer, but others aren’t quite perfect in this respect.

In a game where even touching an enemy will remove health, it is definitely an issue, but it certainly wasn’t enough to decrease my enjoyment in any way.

The enemies add further challenge, and come in many shapes and sizes; all made of mutant mud, of course. Strangely, until I’d actually written that last sentence, I hadn’t even made the connection. There are tiny creatures need to be shot while crouching, large flying blobs that often need to be destroyed or avoided before they knock you from a perch, and even blobs with shields and swords – among others. These sword-and-shield ‘Mudds’ were probably most to blame for my frequent deaths, and yet I still couldn’t help but think they were cool. Must be the sword.

Just as cool is the 100 collectibles of each level – golden diamonds – which are a sure way to keep players putting their jetpack skills to the test. If certain jumps are not timed correctly, diamonds may be missed, and the OCD hoarder inside will whisper insults until the level is restarted and every coin is collected. Or maybe that’s just me?

All in all, Mutant Mudds Deluxe brings good old-fashioned enjoyment, with a few extras added since the original Mutant Mudds game. Though there probably isn’t enough new content here to warrant purchasing Deluxe if you have already played through Mutant Mudds, it is a perfect way to save the world from mutant mud-creatures for the very first time.

The narrative is set, though doesn’t take over the experience, and Max is left to the jet-packing, jumping and shooting delights. Whether through personal trial and error, or confusion during depth-switching madness, death won’t keep anyone down for long. No matter how annoyed a gamer may feel, they know they’re coming back for more, even if it’s just for the delightful chiptune soundtrack.

First batch of Guitar Hero II tunes to download

Through the power of rock (and Xbox Live) there are now nine songs from Guitar Hero I available to download for Guitar Hero II on 360. These songs will be the first of a series of monthly song packupdates that will last until rock and roll is dead. The songs will be available in packs of three for 500 Microsoft points each. To go with the new songs, Live users will be able to download exclusive theme

Out This Week: 20/07/12 – Tony Hawk's Pro Skater HD and Kingdom Hearts 3D: Dream Drop Distance

Out This Week: 20/07/12 – Tony Hawk's Pro Skater HD and Kingdom Hearts 3D: Dream Drop Distance It’s another dry week in gaming land, as people are too busy going watching a movie about a giant bat, or snapping up a million games for a quid in the Steam Sale. Anyway, Tony Hawk’s Pro Skater HD has the grinding Birdman return to his former glory with streamlined controls and a Nineties soundtrack, while

First batch of Guitar Hero II tunes to download

Through the power of rock (and Xbox Live) there are now nine songs from Guitar Hero I available to download for Guitar Hero II on 360. These songs will be the first of a series of monthly song packupdates that will last until rock and roll is dead. The songs will be available in packs of three for 500 Microsoft points each. To go with the new songs, Live users will be able to download exclusive theme

Hand of Fate – Tabletop Deck-Building Game also Coming to Xbox One

Hand of Fate , developed by indie development studio Defiant Development, will launch on Xbox One in January 2015.

, developed by indie development studio Defiant Development, will launch on Xbox One in January 2015. This is in addition to the previously announced Playstation 4, PC, Mac, and Linux editions. The game is a virtual tabletop board and deck building video game with RPG, rogue-like, and action-adventure elements that was previewed in the Indie Game Magazine’s September issue. (Which you should definitely check out!)

Computer gamers will also be able to play some original content featuring a hidden optional side quest with new encounters, locations, and items created by David Goldfarb; known for his work on Battlefield 3 and Payday . The side mission begins when players come across the corpse of a hunter that is also missing its shadow. Players will dive into the mystery surrounding a mythical creature capable of enveloping the land in darkness as they discover more shadow-less corpses, and fight to save the land from certain doom.

The team at Defiant Development are excited by the progress of the game, and the support and feedback they have received from the Steam Community. The Early Access buildfor Hand of Fate is currently available for $25 USD on PC, Mac, and Linux. For more information, follow Defiant Development on Twitteror Facebook.

Harmonix readies Rock Band

Cambridge (Massachusetts)-based developer Harmonix has teamed up with EA and MTV to develop Rock Band , a new music game that "takes the core premise of Guitar Hero and expands it tenfold." If you thought Guitar Hero 's two-player mode was cool, Rock Band hopes to blow you away with a new four-player option that lets you jam with other players over the internet, reports USA Today . Alex Rigopulos,

FIght For Your Lands in Highlands this April

If Disney were secretly making indie games, I would affirm that they’re working on Highlands.

In fact, they’re not, but their hand-drawn art clearly influenced this RTS-RPG hybrid by Burrito Studio, an indie team led by former Ubisoft developer Alexandre Borgia. The team describe the game as” Risk meets The Banner Saga” , and from looks alone, this adventure beyond the clouds, which releases on April 21st, will be highly charming.

In Highlands, players take the role of a family of noble heirs, fleeing their kingdom after it was taken by mercenaries. Their goal is to raise an army of unique characters and reclaim the flying citadels that are theirs by birthright. From exile to triumph, players will have to guide this small group to glory through morale mechanics and a bit of resource management. On the battlefield, the characters are controlled in the same way as in a real-time strategy game, while the combat is played out through a card game. Using these methods, players must destroy whole armies with the brave soldiers at their disposal.

The game was first launched on Kickstarter and was successfully funded with more than $23,000. Recently, Burrito Studio put a smile on backer’s faces announcing that Highlands is going to be released on April 21st. The game will be available on PC only. For our first impressions on Highlands , read IGM’s preview back in 2014, which you can find here. For more information, visit the game’s Kickstarter pageand tune in to its updates.

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Jump to Section: Best Price Comments Pros Feigning guitar mastery Shredding with a friend Looking like a mini James Hetfield Cons No online play No wireless controller Coughing up $60 for guitar #2 Go to page: Page 1 Page 1 Page 2 You can't play guitar. Sorry, dude, but we've heard you, and you can't. You see Eddie Van Halen on stage, rocking his way into guitar heaven and drinking his way into oblivion

IGM Interviews: Daniel Dez (OBEY)

A bunch of bunnies vying for control over a mechanized, imposing turret, which in turn lets them impose their will over their brethren — if there’s even been a playground for complex, underlying psychological manipulation, we haven’t seen it.

A bunch of bunnies vying for control over a mechanized, imposing turret, which in turn lets them impose their will over their brethren — if there’s even been a playground for complex, underlying psychological manipulation, we haven’t seen it. Daniel Dez’s OBEY revolves around implicit modes of suggestion and dominance. In a game where an all-powerful turret can decimate other bunnies in  a second, but can’t even load up its own special ammo or build fences, the player needs to incentivize and negotiate rewards with the bunnies not in power. And those start to betray each other, only to sneakily oust the current tower controller, in the end.

We caught up with developer Daniel Dez about his ongoing Kickstarter and the game itself, an interactive experience he’s been molding in his head for well over ten years. Dez shares insight into how much symbolism goes into the art behind his multiplayer game, the reality of the mobile vs. PC gaming market, and the devious strategies his playtesters have been coming up in OBEY ‘s structured yet freeform gameplay.

Indie Game Magazine: How has the development and the Kickstarterbeen going?

Daniel Dez: Well, the Kickstarter looks pretty rough as you saw. I’m not really sure what the future is going to hold, but I know I’m going to do something with it. I’m not going to just abandon it. I don’t [think the goal is too high], because at least for me, the whole point of running the Kickstarter is that I’m making promises to people, right. That I’m going to deliver this, and I’m going to deliver it in this date. And that is how much money it would take for me to be able to promise that.

Now if it fails, it doesn’t mean I won’t deliver some of the same things, but I’m not promising anything. I’m just going to do whatever I can or feel like it, or if something happens in my life, whatever, I get a job, maybe I’ll do it, maybe I won’t. I’m going to release something. That’s the scary thing for me now. I’m not certain that the audience is there, because on one hand, I’m not sure that they’re not pledging because of that, maybe they think it’s too high, or whatever, but on the other hand, if the players are there. So that’s my fear right now.

But I think the game is worth making. I’ve wanted to see this game made and played, I’m doing what I want. That’s kind of where I’m at with it.

IGM: Let’s go back to the beginning a bit. Tell me a little about when you went indie and what made you do it?

DD: My last studio job was at Kaos Studios. I started working there in like 2005 or 2006 and it was around 2008.was wrapping up. I was one of the first people hired at Kaos. There was nothing. There were no tools. They put me in charge of the environments. And there was no pipeline, nothing. We didn’t even know if we were using 3D Max or Maya. We were using Unreal 3 and so I started making tools. That grew, I was a deep part of Frontiles: Fuel of War , and when the game ended, I was getting married, and I was moving.

I knew I wanted to be indie, and I thought it was a good opportunity since I had to move anyway, so I just didn’t take another job. I had some contracts after that, but pretty much when I left, that was it. I never went back to another studio, and I just made my own games. Then I had a big success – I was pretty much the main developer onfor the iPhone. It had like six million downloads. I used the success from that to stabilize myself and basically fund the beginning of OBEY . That’s what brought me through those ten months that I’ve been working on it.

IGM: You’re coming from mobile back to the larger screen. How do you feel about this shift, and what are your thoughts on mobile vs. non-mobile?

DD: Near the end of GunApp , I felt like it was so saturated. I put out a couple apps besides GunApp , but they all basically disappeared. I don’t think it’s a coincidence. It’s so hard to make it in there, and not just that, but your customers are not people that know you or care about who’s making the game. It’s not like I can say, “I’m the developer of GunApp , buy this app.” Because it’s not the same as PC, and PC really is my roots. I like PC gaming personally. I have all kinds of devices, I mean, I’m a developer for mobile, so I have like, every device, and I don’t use any of them. My phone is one of the old-school ones that doesn’t have anything. The brick phones. I’m not really that kind of gamer.

So I want to get back to my roots, and if I’m going to make one more game, I’m going to make what I want. That’s what OBEY is, it’s the game that I always wanted to make.

IGM: Seems like you’ve had the idea for OBEY for a very long time.

DD: Yeah, like 2002 was when I had the first thoughts of OBEY . Originally, it was going to be just like a king of the hill type of game, where you can hide in the shadows. I actually started the game a long time ago using the OGRE Engine, but I was doing that on the side, as part time. It took so long that technology changed, things changed. I ended up throwing it out because everything I had done felt outdated. And then Unity came out, and I thought I’m gonna do it again in Unity. For me, it was the right choice, just because I’m alone.

IGM: Do you recall what inspired you in the first place?

DD: That’s a good question… I think it was just something I’ve never seen before, but I mean the idea of coercing the players, what is the meat of the game now, came later. I think that is important. That became the most important part of the game. Originally, it was just about hiding in the shadows and subverting whoever is in the tower. That was the basics. That’s kind of the basic gameplay, still. It’s not really what differentiates the game the most.

What differentiates it the most is that instead of commanding AI units around or heroes, peasants, whatever, you’re trying to command and control other human players. That to me is what really makes this a unique game.

IGM: OBEY says a lot about authoritarian systems. How does the gameplay explore those?

DD: What ended up becoming the centerpiece of the game is this, in essence: I wanted the emergent gameplay that came out of it to mirror the way that people are upholding authoritarian structures in real life. I wanted the gameplay to function just like power structures.

For example, maybe the robot killed me with the rocket. But I loaded that rocket myself into the robot. It’s just like I pay taxes so that the NSA can spy on me, for example. The guy that got killed by police, he paid taxes for that, he paid that policeman salary. So that’s one example how the game mirrors real life. Maybe I won in the game, but I did it in no small part by coercing the losing players to giving me points even though they knew I was winning.

Players betray each other in OBEY, even though both of the betraying players are vulnerable and they’re in losing positions, so they are basically fighting over scraps, trying to win the favor of the winning player even though they’re also opponents of the winning player. The winning player is not their ally. They’re fighting with each other. Or when players will basically be capo against one another. He’ll expose another player to the person in the robot, even though he’s not friends with the person in the robot. But this is kind of like how it happens in real life, a real sad example of this would be concentration camps, anywhere where people are executed and mass murdered. Who buries the people who were executed? The people who bury them are the ones about to be executed. They’re just buying time so they’re burying these people. And they’re doing the unnecessary job of the execution.

Also, players in the game will often be superficially helpful. They’ll be like “oh yeah, I’ll bring in rockets, I’ll bring you the stuff,” whatever the robot is asking, but they’ll also be bringing the dead corpses, in other words, doing subversive activity [remains of bunnies burned by the flamethrower give the robot penalties if deposited in the box].

One thing people did spontaneously, they’ll build a little fence somewhere that’s hidden to the robot, and they’ll create a body factory. They’ll create bodies by sacrificing themselves, and then the other players will take those bodies and put them in.

Anywhere the robot can instill fear with his light, that is where his structure of power is always in place. But anywhere where there is no fear, if there’s no light or he doesn’t know where you are or what you’re doing, that’s when the structure of power begins to collapse for that player.

Guitar Hero 360 dated for April

We've just learned that the Xbox 360 version of Guitar Hero II willarrive in shopson April 3rd. The game sports an entirely re-designed X-Plorer axe and there's also the suggestion of it having the most downloadable content for any game on the console. Make sure to mark the calendar so you can grow that wild '80s hair like a true rock star. March 19, 2007 Topics Family Guitar Hero II We recommend By Zergnet Load Comments

Next Xbox requires internet connection, blocks used games - rumour

Games designed for Microsoft’s Xbox 360 successor “will require an internet connection in order to function”, according to a report in the new issue of Edge magazine. Sources said to have first-hand experience of Microsoft’s next generation console told the magazine that all disc-based games will include online activation codes, making “a new iteration of Xbox Live” designed for the system an “integral

IndieGoGo: EndCiv Brings a New Perspective on Post-Apocalyptic Life…Without Zombies

EndCiv is the result of nearly 4 years of work by Crowbox Interactive, a two-person team who wanted to fill the survival strategy genre of games with one that featured post-apocalyptic life in a more realistic way.

is the result of nearly 4 years of work by Crowbox Interactive, a two-person team who wanted to fill the survival strategy genre of games with one that featured post-apocalyptic life in a more realistic way. There are no creatures trying to mindlessly kill the citizens of this world. The only enemies are the barren land in which resources are precious, and the other citizens who survived the meteor that struck the world and effectively ended society as we know it. Your task is to keep the other camps from becoming a threat by properly managing your time, resources, and taking care of the people in your corner of the expansive area to which you’ve been relegated; in addition, you must form alliances with those around you by trading goods and sharing the burden of life.

As the name may suggest, EndCiv is similar to the Civilization games, but on a smaller scale. One might compare it to The Sims , but rather than fulfilling tasks that ultimately don’t matter, you’re responsible for a greater number of people whose survival depends on more than your ability to tell them not to set the house on fire or drown in the pool. When you tell your citizens to build a kitchen, or a new dwelling, or even, yes, an outhouse, you must keep in mind that they need to gather materials (which means breaking down scrap piles to make room and salvage supplies), and they need to take breaks to eat and rest. As more people join, more buildings are needed, as well as more food and water. This challenge, with the extremely limited resources, is what lends what’s hoped to be a refreshing take on a popular theme.

EndCiv is currently seeking funding on IndieGogo, with a goal of €12,000 ($14,970 USD). There are 35 days left in the campaign, which you can view here; you’ll note that this is a fixed-funding campaign, so if they don’t make their goal, you will not be charged for a pledge. As part of our Crowdfunding Initiative, designed to help spread the word about indie projects, IGM is offering perks for pledges! At the €25 tier, in addition to the other rewards, people who pledge €25 will receive the December issue of Indie Game Magazine, and the €50 tier features a year’s subscription to Indie Game Magazine.

To find out more information about EndCiv and Crowbox Interactive, have a gander at their blog here. If you’re unable to pledge, but still want to support the game, you can vote for it on Steam Greenlight. You can also follow Crowbox on Twitterfor more project updates.

Are you excited about a post-apocalyptic game that doesn’t use zombies to create the necessary conflict? Tell us in the comments!

GDC: EA signs Guitar Hero developer

Electronic Arts has signed a deal to publish Guitar Hero developer Harmonix's next game, the company revealed at its GDC press reception. "I'm delighted to announce that after a long period of discussion Electronic Arts has reached an agreement with Harmonix and MTV to produce the next great thing from the makers of Guitar Hero , which will be... to be announced," joked EA Partners general manager

First Chapter Of AR-K Now Free For iOS and Android

Gato Salvaje Studio has released their point-and-click adventure AR-K to iOS.

to iOS. To celebrate the launch, the first chapter in the episodic series, entitled Gone With the Sphere , is now free on both iOS and Android devices.

DC and Marvel comic book writer, Greg Rucka, a prolific writer of characters like Punisher, Wonder Woman, and Spider-Man, joined the Gato Salvaje team to help AR-K come to life. You play as the sassy, ex-cop turned journalist Alicia, who struggles to make sense of her life after a mysteriously powerful and unearthly golden sphere enters her life. Between a hazy one-night stand, and being framed for a theft, Alicia must journey through a tale of horror, romance, and suspense to solve the mystery surrounding the sphere.

The game stars Ash Sroka, the voice of Tali Zorah in the Mass Effect Trilogy. Throughout the adventure, you’ll cross paths with Alicia’s friends, who consist of giant bulls and an anteater. The world has a psuedo science fiction feel, and characters have an animated film sensibility.

The story sprawls over four chapters, the second one being The Girl Who Wasn’t There , which is available for $2.99 on iOS and Android devices. The game is available on Mac, PC, and Linux for $9.99 on Steam. The game was successfully funded on Kickstarterback in May of 2013, with plans to release the next chapters in 2015.

For more information on Gato Salvaje, you can visit their official website here.You can find out more info on writer Greg Rucka by following him on Twitter.

Ruined endings - part one

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Jump to Section: Best Price Comments Our Verdict It's very similar to last year's game and still lacks a little magic, but the more organic-looking visuals, team creation feature and superb handling make this the best bike racer on PS4 so far. Pros Exemplary use of the official MotoGP license More organic-feeling environments than last year Rewarding and enjoyable bike handling model The bikes look

Pentumble Review – Mechanical Mayhem at its Finest

Once upon a time, there was a tiny robotic gear that got infused with the breath of life, and decided to go on a whirlwind adventure.

Once upon a time, there was a tiny robotic gear that got infused with the breath of life, and decided to go on a whirlwind adventure. This is the story I envision behind Pentumble , an adrenaline pumping, mechanical based platformer for iOS/Mac by Heftone. From a distance, it looks like every mechanic’s dream, but Pentumble oozes a magical charm that can capture the heart of any player.

When I first began playing, it took me a few seconds to figure out the ‘sticky’ gameplay mechanic, which basically allows your gear to attach itself onto any surface like superglue. In Pentumble, there are 36 levels of mechanical mayhem, which gradually gear up in difficulty (pun very much intended) but never stop being enjoyable. Your main aim in each stage is to reach the yellow star, while skilfully maneuvering through a labyrinth of spinning cogs, moving wooden platforms, spiky death traps, and gaseous flames once you reach the higher stages.

You move by simply touching the left and right arrows on the bottom left corner of your screen, while your thumb controls the jump button on the right. The crux of gameplay revolves around expert timing, your ability to generate an appropriate angle to jump at, and finally, jumping itself. In essence, it’s a platforming puzzle game that forces you to strategize in order to succeed, and succeeding is definitely harder than it sounds. But I can guarantee you’ll have a blast doing it.

Sometimes, you’ll have to collect keys (red and green) to unlock a section up ahead that is blocking access to the star, which enhances the challenging nature of the game in the best way possible. The level design in Pentumble is so unique and imaginative, that even when my robot gear turned to dust I was keen to give it another shot. Creating a game like this isn’t easy, but great game designers make it look easy. Each puzzle I was presented with felt like a joy; I could literally feel the gears of my brain working furiously in sync with the gears in the level. Pentumble is never too hard, and never too easy – it’s just right. It hits the sweet spot of difficulty and enjoyment that all games aspire to reach.

Another feature of Pentumble you might glean from the screenshots is the time and star rating system. They’re neatly tucked away in the top right hand corner, silently timing and adjudicating your gameplay. After you defeat a level, you are rated either one, two, or three stars depending on how efficient you were at reaching the yellow star; so basically, the quicker you can reach your goal the better. If you’re aching for a perfect three star run, each level has a replay option with pre-recorded/ghost times.

Just when you think this game couldn’t get any more awesome-it does. The accompanying soundtrack is like a fusion of techno-ninja music, and is fits like a glove with all the levels. If we get a sequel to Pentumble, I’d really like to have a different theme for each stage, as I believe that would boost the game’s atmosphere and engage players even more.

There were some levels that drove me mad (with delight, naturally!) such as the ones with bubbles (see above). Like bubbles in real life, they eventually pop, so you have to coordinate your jumps in time to hop along the bubble ‘gateway’ in order to reach the keys and the star up above. But given that I had reached the more complicated levels, I was secretly glad that I couldn’t beat the bubble stages in just a few goes.

All in all, I absolutely loved this game. There’s a perception out there that human beings can’t love cold, robotic things, but this 5 pointed gear is the exception, folks. Pentumble is engaging in all the right ways, and when my gear died I felt inspired to try again, rather than feel defeated by the slowly increasing difficulty level, which is a hallmark of wonderful game design. To add to that, winning is always within your reach, even if you’re a beginner, which is a really smart way to broaden the potential target audience. If you likedand swear by games that challenge your brain, do not miss this. It is the sort of game that slowly works its way into your heart, and before you know it, you’ve fallen in love with a metal gear. And what happens when you beat all 36 levels, my dear readers? My sincerest apologies, but I’m still trying to beat level 36 as we speak.

Pentumble will soon be available on the app store for iOS, but in the meantime, anyone with a Mac can have a go at the demo available on the Heftone website. Pentumble is an absolute treat. Let us know what you think about it after you’ve had a chance to play it for yourselves in the big white box below.

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