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Posted by Kotaku Feb 28 2014 17:15 GMT in Resident Evil 4
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Resident Evil 4 HD is out on Steam today! YouTube user Space Sharkicane (what a name) ran through the new PC version and compared the same scene with the PS2 version of the game. Take a look!Read more...

Posted by IGN Feb 28 2014 18:01 GMT in PlayStation 4
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There hasn't ever been a game quite like Metal Gear Solid 5: Ground Zeroes. This clip originally appeared in Game Scoop! episode 294.

The second I finished watching Gravity and firing the contents of my stomach out of my mouth’s airlock, I knew someone would turn that experience into a game. The movie, I mean. Not the projectile vomiting. I did not, however, think base-building strategy would be the first to make me think, “Hey, that reminds me of the part where it felt like my heart took a jackhammer to the inside of my chest!”

But here we are. Habitat is a space city builder about hurriedly constructing a near-orbit home from floating garbage. It melds Gravity’s “Gee, I sure could fall into the atmosphere at any given moment” tension with physics-based disasters and… oh jeez, I’ll just let this description do the talking: “It’s kind of like SimCity, if the cities were in space and you could crash them into one another and blow them up!”

Alright, you have my attention.

… [visit site to read more]


Posted by Valve Feb 28 2014 18:00 GMT in Steam
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Today's Deal: Save 75% on Warhammer 40,000: Dawn of War II: Retribution!*


Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Sunday at 10AM Pacific Time
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Posted by GoNintendo Feb 28 2014 17:58 GMT in Nintendo Stuff
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Well, this is a pretty unique idea. It's a tiny portable TV that's built for playing SNES games. The sad thing is, it only allows for ROMs. If you're using it to play SNES games you actually own cartridges for, I'm certainly not going to judge you! Thanks to Marvlink for the heads up.

Posted by Valve Feb 28 2014 17:58 GMT in Steam
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Chuck's Challenge 3D is Now Available on Steam and is 10% Off.
From the design veteran behind the classic game Chip's Challenge, comes Chucks Challenge 3D, a fiendishly addictive puzzler thats packed with features that will tease the brain and challenge the fingers. It also comes with a level editor that lets you upload and share your levels for everyone to play and rate, all from within the game.

Chucks Challenge 3D includes four different game modes:

PLAY through 125 levels, with your best times published online
CREATE your own levels with over 70+ Game Elements & share them with the world
SEARCH download levels created by other players
WEEKLY PUZZLE play the best user created level of the week

Meet Woop, just your everyday puzzle lovin purple alien capable of altering time and space. Woop has summoned all-round puzzle game legend Chuck Sommerville for one purpose - to create a universe of puzzles for him to work his way out of. Take control of Woop and help him navigate his way through level after level of obstacles and challenges that stand between him and reaching the exit portal. Shift blocks, find keys, flip switches, wade through water, hot-foot it through lava and do everything it takes to make it out in one piece and evade an army of hungry creatures who want nothing more than to turn our purple hero into a nice n tasty Woop Sandwich.

After 4 months of development & play testing this new version comes first to Steam.
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Posted by IGN Feb 28 2014 17:55 GMT in PlayStation News
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A new sci-fi adventure from Italian indie studio MixedBag coming this year.

Posted by GoNintendo Feb 28 2014 17:55 GMT in Nintendo Stuff
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A portion of a Kotaku interview with A Hat in Time's Lead 3D Environment Art Director, William T. Nicholls...

K: Mafia City is beautiful with its bright blue skies, colourful characters and cobbled streets. It's light and airy! Then there's that creepy Mansion. I was not aware there was an element to survival horror here in your 3D Collect-a-Thon. It's downright scary! Were there any influences for that level? How fun was it to design the level?

WN: I'm glad you think it's scary! That is the emotion we wanted to evoke the most when we designed Vanessa's Manor. Jonas was the genius behind the idea of Queen Vanessa and her Manor so I don't know what went through his mind when designing it but I can tell you that inspirations such as Luigi's Mansion played a part in the way you control Hat Kid in that level.

Another fun fact is the animation where she tumbles to the floor and crawls backwards is a neat reference Luigi's Mansion Beta and die-hard fans will recognise it.

The overall design for Queen Vanessa was created by our concept artist, Shane Frost and he is an absolute genius when it comes to the abstract and the strange. The music by Pascal Michael Stiefel also helps really define the horror of Vanessa as she stalks the hallways in search of you. I think he really nailed that suspense in the form of music.

Otherwise the actual development of the floors was an interesting challenge. Unlike Mafia City, this level has a fixed camera and doorways which act as gateways that lead into other rooms. We had to work out the best way to make it flow and one of the fun tasks I had to do was create several specifically shaped black planes that were placed between each room. They were used to block the camera and stop players from peering into nearby rooms which would have given them an advantage when avoiding Vanessa.

Jonas had a fun time testing out puzzle ideas and we did unfortunately scrap a few but that's just how the development cycle is. I also had the pleasure of testing them out for him and it was entertaining breaking his sequences and giving him feedback.

Otherwise we felt it was traditional to have a "spooky level" straight after the colourful Mafia City as a sort of contrast. I hope that our fans pay close attention to the details. There's quite a "foxy" story to uncover if you look hard enough!

Posted by Valve Feb 28 2014 17:53 GMT in Steam
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Helicopter Simulator 2014: Search and Rescue is Now Available on Steam and is 25% off.
Become an emergency pilot and test your skills to their limits, as you sit in the cockpit of an emergency helicopter, across more than 40 challenging missions. Choose from 8 models of 'copter, each varying in size, ability and specs.

Fighting forest fires, communication failures, and conducting perilous search and rescue missions are just the start... you'll face many more natural disasters throughout your missions.

2014 edition comes with brand new Sightseeing Mode Challenge, that will allow pilots to explore each island in search of beautiful, but sometimes hard to reach spots with ultra-light helicopter. And if that's not enough there are lots of achievements to unlock. Game engine was also upgraded with newer shader effects to achieve even more stunning visual quality.

Game features:
- 10 different helicopters
- 45 various missions
- over 400km2 of terrain
- changing weather conditions
- well-balanced flight controls
- fully configurable controller support
- sightseeing mode in free play
- Steam achievements

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Posted by GoNintendo Feb 28 2014 17:48 GMT in Yoshi's New Island
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You are what you eat… pic.twitter.com/A8yNUNNLaG

— Nintendo UK (@NintendoUK) February 28, 2014

Posted by Valve Feb 28 2014 17:48 GMT in Steam
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One Way Heroics is Now Available on Steam and is 15% off.
Across all dimensions, the only constant is Darkness! A procedurally generated RPG-roguelike journey across the multiverse!

In One Way Heroics, you take on the role of an intrepid adventurer who must travel across the land and face the Demon Lord before a mysterious darkness engulfs everything.

Darkness always approaches from the left, and with each movement, attack and action you take, the darkness creeps ever closer. Forced to run right, you'll encounter any number of monsters, allies, thieves and shops on your desperate journey to stop the end of everything.

The good news is that you don't just have access to one world. You have access to all of them. Born with the mysterious power to travel to other dimensions, you can choose which dimension you wish to travel to in order to get to the Demon Lord.

Dimensions vary based on their name. One might be full of lush forest landscapes full of adorable animals and cunning thieves, while another might be full of corrupted hellscapes infested with demons. You might find likeminded heroes willing to journey with you, or you might meet no one and be forced to venture into the unknown alone.

Like a dimension you previously visited? Simply input the name at the Dimensional selection screen before you begin your journey. Want to try your luck with a random dimension? Type any word that pops into your head, and watch as One Way Heroics builds you a world based on the name you chose.

Infinite permutations. Infinite worlds. Infinite adventure.

*This game supports Cloud Saves for most system data including clear data and unlockables, however mid-game saves do not carry over.
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Posted by Kotaku Feb 28 2014 16:30 GMT in Transformers Universe
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Massively online tactical action game Transformers Universe is coming this summer, so it's about time developer Jagex started rolling out some exclusive robots for the Transformers Prime-inspired game. Say hello to Duststorm and Meltdown. Read more...

Posted by IGN Feb 28 2014 17:09 GMT in Gaming News
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The makers of Ittle Dew bring us Card City Nights, a little vampire boy thirsts for blood and two new free options arrive in this ASU.

Posted by Kotaku Feb 28 2014 16:09 GMT in Gaming News
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Thief's first PC patch is out now. It's supposed to fix some crash issues and optimize memory usage. If you've been playing on PC, has the game been working all right for you? Read more...

Posted by Kotaku Feb 28 2014 16:15 GMT in Gaming News
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There are many ways to write about video games and many reasons to do so. Kotaku's own comic-creating duo, Cara Ellison and Elizabeth Simins, have their own eight-panel suggestion for how to do it well. Read more...

Video
Posted by Rock, Paper, Shotgun Feb 28 2014 17:00 GMT in PC Gaming News
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In a year potentially chock full of amazing classic-style RPGs (Wasteland 2, Pillars of Eternity, the beginnings of Torment, etc), it’s easy to overlook Divinity: Original Sin. That, however, would be a tremendous mistake given that the Ultima-VII-inspired Kickstarter darling looks to have depth and personality in spades.

I corralled Larian in my very own (adoptive) hometown of San Francisco, and we played the opus-in-the-making’s latest build. I had to pre-record this one sans a camera, unfortunately, but Larian head Swen Vincke showed me nearly two hours of late-game (read: not in the alpha) gameplay and discussed how players can kill every NPC and still progress, non-violent approaches, how Larian *wants* us to break its systems, how it plans to avoid another disastrous Divinity II: Ego Draconis-style launch (despite some rather pressing bugs in the current version), comedy in a normally self-serious genre, talking to animals, and gobs more. This one is now near the top of my most-anticipated list. Tune in below.

… [visit site to read more]


Posted by IGN Feb 28 2014 16:31 GMT in PlayStation News
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The lead writer of Far Cry 3: Blood Dragon has claimed we won't see gay lead characters in triple-A games out of fears sales will be hurt.

Posted by Joystiq Feb 28 2014 16:00 GMT in Gaming News
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Three former PopCap developers formed a new mobile gaming studio "inspired by the game-jam spirit," Fixer Studios. At its core, the studio consists of its three founders: Avery Alix, Eric Olson and Christopher Langmuir. The developer's first game is Sinister Dexter for iOS and Android, a spiritual successor to the 1977 pen-and-paper game Spellbinder. While the studio is being formally announced now, both Alix and Olson's LinkedIn profiles indicate that it was first founded in June 2013.

The "collaborative cloud" studio includes a rotating roster of 30 industry veterans. Fixer Studios opted for a "dynamic staffing system to manage production," according to its website. Team members will join up and drop out based on their "availability, interest and expertise," forcing team leads to delegate tasks and "mission critical activities" as needed to keep development on track. [Image: Fixer Studios]

Video
Posted by Kotaku Feb 28 2014 15:40 GMT in Gaming News
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Yep, Twitch is playing everything these days—even Suikoden II, one of the best RPGs ever made. Not quite as hilarious as Twitch Plays Pokémon, but hey. Check it out right here.Read more...

Posted by Kotaku Feb 28 2014 15:46 GMT in Gaming News
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On the flattest battlefield we've had so far, your five most nominated mousepads go to war. Hard or soft? Wrist rest or no? It's all up to you.Read more...

Posted by Joystiq Feb 28 2014 15:30 GMT in PlayStation News
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The manga-adapted ostentation of Jojo Bizarre's Adventure: All Star Battle is coming to PS3s in Europe and the Australasian region on April 25, but North America has to wait on a "spring" release window for now.

The flamboyant fighter, developed by Asura's Wrath studio CyberConnect2 (of course it is), is a PSN release in Europe and Australia, while North America is getting an additional limited run of physical copies. The most important news, however, is that of the pre-order bonus DLC for Europe and Australasia, if only for the descriptions Namco Bandai Europe provided in this week's press release.

We quote: · Yoshikage Kira (Chapter 4 - Diamond is Unbreakable): Originally a salesman who is aspiring for a quiet life, Kira is full of contradictions and madness. Why a man seeking discretion would be wearing a purple suit? Why a man seeking discretion would be a serial-killer for years? Lot of questions remains unanswered around this scary man and his terrifying stand: Killer Queen...

· Shigekiyo Yangu (Chapter 4 - Diamond is Unbreakable): Nicknamed "Shigechi", like a lot of characters in Jojo's Bizarre Adventure, he appears to be full of paradoxes. People thought that being naïve can't be associated with being a smart fighter? Ask Shigechi about it! His encounter with the frightening Kira remains one of the most important twists in the 4th Chapter... "Why a man seeking discretion would be wearing a purple suit?" Truly, we don't know. [Image: Namco Bandai]

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Posted by Kotaku Feb 28 2014 15:00 GMT in PlayStation Vita
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You got your first-person games. You got your third-person games. And now, if you own a PS4 or a Vita, you'll be getting a fourth-person game.Read more...

Posted by Kotaku Feb 28 2014 15:20 GMT in Gaming News
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Today's selection of articles from Kotaku's reader-run community: Quick-Quack: Why I Love Terrible Games • Gaming in Russia: From the 90s to This Day. Part 2 • Interview with Art Director of 3D Collect-a-Thon Platformer, A Hat in TimeRead more...

Posted by PlayStation Blog Feb 28 2014 16:00 GMT in N
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Hi everyone! This is Metanet, back with another update. Since our last post, we’ve been focused on getting N++ into an alpha state, which has mostly involved adding all of the particle effects, sounds, and animation that help to really bring things to life. While the main core of the game has been working for a while, it’s nice to finally see things with more bells and whistles!

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We’ve also been making and arranging levels — a continuous process that will go on right up until the game ships — as well as doing some playtesting. People are responding well to the new levels so far, although we may have made some of them a bit too hard. ;)

The good news is: we now have a playable demo which we’ll be showing soon at BitSummit and Game Developers Conference. If you’ll be at either of those events, please stop by and check it out!

For those of you who don’t really know what N++ is, today we’re going to delve further into one simple question: “What is N++?”

The genre that best describes N++ is without a doubt “platformer.” You play as a tiny ninja who runs and jumps around a 2D side-view world full of interactive objects and deadly enemies, collecting gold and trying to make it safely to the next level. It’s fast-paced, tense and exciting.

However, N++ has a unique feel which distinguishes it from other platformers: the ninja moves with an exaggerated sense of inertia and momentum. Gradually learning how to control the ninja — developing an intuition for how it will react and how to harness its momentum — is one of the most challenging and rewarding aspects of the game. Once mastered, the ninja is capable of some fantastically agile acrobatics. There’s nothing like the thrill of pulling off a difficult maneuver to soar untouched through a swarm of enemies.

The levels in N++ are also a bit different from traditional platformer fare: instead of just boxy square tiles, there are many angled surfaces and smooth curves. This is no accident — the ninja’s momentum-based movement means that hills and slopes can be used as ramps to launch off of, and learning how to use the environment to your advantage is a key part of playing the game.

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The ninja can jump up walls almost as easily as running along the ground, which opens things up vertically and leads to a very dynamic and diverse range of levels. Playing N++ is kind of like what we imagine parkour / freerunning to be like – although much less physically demanding!

Each level is contained within a single 16:9 screen, which makes the game feel a bit like a puzzle-platformer – the question of each level is: can you figure out a safe route to the exit? More importantly, can you actually perform/execute this route? N++ is very fast-paced, and there aren’t many places where you can rest and plan out a route – the enemies just keep on coming, and they can’t be stopped, so you need to be able to think on your feet.

In order to beat a level, you have to first touch a switch which opens the exit, then get to the exit alive. Sometimes the switch is behind locked doors, and it’s usually guarded by several inadvertently homicidal robots. Occasionally the path to the switch is long, so you’ll need to collect gold along the way to add to your timer — the clock is always ticking, and running out of time means game over.

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In any case, because the level is visible all at once, you can take some time to mentally prepare before the level starts. Thinking about how to traverse the stage and working out where you need to go to activate the switch and make it to the exit in one piece is essential.

Though there are hundreds of them, each N++ level explores a different feeling, puzzle, or set of skills. Some are claustrophobic, others are vast and spacious; some are relatively short and easy, others are long and challenging. You’ll need to be flexible and creative to get through all of them!

Another unique aspect of N++ is its graphical style: it’s made up of very smooth, very clean anti-aliased vector shapes. We have put a lot of effort into making things as beautiful as possible, enlisting a minimalist aesthetic so the levels aren’t cluttered up with distracting detail — every graphic and bit of movement on the screen is significant. Structuring the graphics this way lets you as a player quickly “read” the state of the world with a minimum of effort, allowing you to focus on controlling the ninja rather than parsing a lot of extraneous visual information. Streamlining the visual experience lets us make the levels more complex and dynamic without overwhelming you or making deaths feel unfair.

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The vector graphics also enhance the smoothness of motion, so you can feel the ninja’s movement across fractions of a pixel. N++ is a game of precision, and when you’re trying to guide your ninja safely through a dangerous level, every pixel counts! As you attempt to solve each level, you’ll probably die a lot – but restarting the level is almost instantaneous, and you can retry as many times as you’d like.

The adjective which best describes N++ is probably a tie between “difficult” and “fun”; it can be quite challenging to master, but this creates a profound sense of accomplishment as you learn and develop your ninja skills. Levels which seem impossible at first become easy as you get a feel for playing, and possibilities open up as you learn new techniques and strategies. By the end of the game, you’ll be flying through densely populated worlds with a series of perfectly executed moves… sometimes right into a mine. ;)

N++ will also feature several multiplayer modes which let you cooperate or compete with your friends. Co-op sees two ninjas helping each other to reach the exit alive; these levels tend to be fairly devious and often involve traps and tricks which players must figure out together. Race mode is, as the name suggests, a 4-player race to the exit. The rules encourage some risk/reward excitement, and you’ll have to decide whether it’s better to just bolt for the exit, or grab some gold on the way.

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We’re also introducing a new Deathmatch mode, inspired by one of our favourite classic freeware games, Jump n Bump (you can try it here, best with four players). This mode will feature arena-like levels where ninjas battle to survive. We’ll talk more about the multiplayer modes in a later post, but hopefully this is enough to pique your curiosity for now!

We’re still in the process of making levels, but so far it looks like there will be over 1,000 new levels in the game, which will all have global and friend leaderboards. There’s also a level editor, so should you ever get bored of the built-in levels, you can create your own and share them globally (these will have leaderboards as well).

We have lots of fancy surprises to layer on top of the stylish graphics and fabulous particle effects you can see in the screenshots – and we’ll be throwing in a handful of our patented “fun-lockables” as well. Hopefully this gives you a better idea of what you can look forward to in N++. We’ll be back with more soon. Until then, watch the teaser trailer at the top of this post to see N++ in motion for the first time. Thanks for reading!