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Posted by IGN Mar 17 2014 23:56 GMT in Xbox 360 News
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Two developers -- one from Riot and one from Microsoft -- discussed the intricacies of game stories, and came to some interesting conclusions.

Posted by IGN Mar 17 2014 23:55 GMT in Xbox 360 News
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Tangentleman is formed as an indie dev looking for more creative freedom.

Posted by IGN Mar 17 2014 23:42 GMT in Nintendo News
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It tries hard to tell the Straw Hats’ story, but you’d be better off just watching the anime.

Posted by Kotaku Mar 17 2014 23:00 GMT in Gaming News
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The Stomping Lands: that DayZ-like survival game with dinosaurs is rolling out a bunch of updates about the game and its mechanics all week. For example: you'll have to look up and use the stars to track down dinosaurs/pinpoint locations. You can read more about that here.Read more...

Posted by IGN Mar 17 2014 23:34 GMT in PlayStation News
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Did you know that fewer than half of the players who begin a campaign in Mass Effect 3, Arkham City, and Portal 2 actually finish it?

Posted by IGN Mar 17 2014 23:29 GMT in Xbox 360 News
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After 14 years, the corporate VP is out the door to do something different.

Posted by Joystiq Mar 18 2014 00:00 GMT in PC Gaming News
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A trio of former Disney Interactive developers founded Shark Punch this year, and their first project, The Masterplan, is a heist game set in the 1970s, due out for PC, Mac and Linux in 2014.

The Masterplan has players gather a team and resources to execute "the greatest heist in the history of mankind," and it has something to do with President Nixon abolishing the gold standard in 1971. It's top-down, 2D and physics-based with a "clever" AI system and real-time-with-pause mechanics.

Shark Punch comprises artist and designer Aarne Hunziker, CEO Jiri Kupiainen and programmer Leo Lannenmaki, and it's all self-funded. The studio's description offers the following insight: "Our focus is on creating games that offer deep, involving gameplay in a streamlined package. We do not make 'mid-core' games."

We were pretty sure a company named "Shark Punch" would be into hardcore things anyway. [Images: Shark Punch]

Posted by IGN Mar 17 2014 23:20 GMT in Titanfall
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Titanfall causes Xbox One UK sales to double & PS4 prices going up in Canada. Plus, why Metal Gear Solid 5: Ground Zeroes has no platinum trophy & Watch Dogs Takes 40 hours to finish.

Posted by IGN Mar 17 2014 23:19 GMT in PlayStation News
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Tune in on Tuesday, March 18, at 5:45pm PT for live updates from Sony's 'Driving the Future of Innovation at SCE' panel at GDC.

Posted by IGN Mar 17 2014 23:10 GMT in Nintendo News
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Pixel art is totally awesome! Join the pixel art love-in by taking a look at incredible demakes, indies, and pixel cities.

Posted by GoNintendo Mar 17 2014 23:03 GMT in Nintendo Stuff
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Hi! I’m Ben Ruiz, the artist and combat designer at Team Colorblind in Arizona. I’m super excited to announced that Aztez, the brutal, bloody, expressive, difficult, and replayable action game. For your own information, Team Colorblind is myself and also Matthew Wegner.

“Brutal, bloody, expressive, difficult, and replayable?!” is probably what you’re thinking as your eyes widen in the dim glow of my audacity. But I sincerely believe that we are cooking up something you will like! At its core, Aztez is two games. One of those games is a full on real-time beat ‘em up combat experience. We’ve piped in the feel and creativity of Bayonetta, the sensationalism and mobility of Capcom’s Alien Vs Predator, and the precision difficulty of classic Devil May Cry. As the combat designer, I’ve been studying these types of games for years, and I refuse to produce and hand you something that won’t dangerously raise your heart rate and dopamine levels. I grew up in the arcade, and I want to do for you what the amazing developers of yore did for me with their coin-ops.

The other game that comprises Aztez is an empire management strategy game, and that’s where the aforementioned replayability comes from. We decided early on that we didn’t want to make another beat ‘em up that forces you through a linear narrative and rote platforming segments, so we’ve created what we feel is an infinitely more interesting vehicle for thrilling combat; a randomized, historical Risk-like. Haha! It might be an overly unusual combination, but the way we see it, it can’t be any worse than grabbing more ledges or pushing around more blocks. And besides, if you do well in our strategy game, you might get to do some pretty profound history rewriting.

But, ultimately, Aztez is about the combat, and we want to make our mark on this generation of consoles with our own signature brand of digital power fantasy.

That’s it for now! Tell me what you think about all this and I’ll answer back in the least ridiculous way I know how. Which is still sort of ridiculous. I MEAN WELL.

Link

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Posted by Kotaku Mar 17 2014 22:30 GMT in XCOM
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Julian Gollop, the Bulgaria-based designed best known for creating the original XCOM game, has just launched a Kickstarter for a new "wizard tactics" game called Chaos Reborn.Read more...

Posted by GoNintendo Mar 17 2014 22:54 GMT in Nintendo Stuff
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A portion of a Sonic Stadium interview with SEGA's Stephen Frost and Kellie Parker...

SS: You (Stephen) spoke about the composers not being set in stone, but I am curious if perhaps you’ll lean towards Sonic Team veterans like Jun Senoue, or maybe perhaps work with composers who are familiar to the people at BRB who worked at Naughty Dog and Insomniac prior, such as Mark Mothersbaugh and Josh Mancell who worked on Crash Bandicoot and Jak & Daxter, or perhaps David Bergeaud and others who worked on the Ratchet & Clank series?

SF: At this time, we are not talking about the soundtrack or the musicians involved in the game. We should have more details at E3, though.

SS: Again about the 3DS version, is it likely to feature some connectivity with the Wii U version? Sonic Lost World already did so I personally wouldn’t be surprised if it did.

SF: The 3DS game will have some connectivity with the Wii U but details of that have not yet been announced.

SS: Bob Rafei mentioned to The Guardian about there actually being 2D gameplay in the game. Is this more or less like Classic Sonic again, or is it actually more like the 2D sections in Crash Bandicoot? Also how much of them are there in the game? I would think the game is very much mostly 3D, hopefully with only a few 2D bits sprinkled in, just my personal opinion.

SF: As with most Sonic titles, where there is generally a mix of 3-D and 2-D-based gameplay. Sonic Boom will be no different. Given the focus on exploration of this new world for Sonic, we generally wanted to focus on 3-D. However, given our desire to deliver a “familiar but new” experience, you can bet that elements like the 2-D-based gameplay will certainly show up, but maybe with a few twists.

SS: Speaking of the characters in-game, I read that in single player you always have two of them at once, and up to 4 people can play at once with each of the four? So is there online co-op or 2-4 player local split-screen? Or is it like where maybe one person uses the GamePad screen and the other person or up to three others use split screen on the TV? And as I said there’s always at least two of them in single-player? So you can’t just have Sonic all alone? He has to have at least Tails following him while being controlled by the AI?

SF: At this time, all we have announced is that the game will support up to two players in the main mode with parts of the overall game supporting up to four players. In minimum, there will always be two characters together, but that doesn’t necessarily mean that Sonic has to be one of them. I also want to confirm that there are no online co-op features currently planned for this game. We felt, given the design of the game, that local multiplayer and co-op would be the more appropriate things to focus on. When people actually get their hands on the game and see how it plays, I think they will more clearly understand why we focused on what we did.

Posted by IGN Mar 17 2014 22:50 GMT in Xbox 360 News
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Look for Max: The Curse of Brotherhood on the Xbox 360 in spring.

Posted by GoNintendo Mar 17 2014 22:47 GMT in Nintendo Stuff
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Paper Monsters Recut - Screenshot: Paperland at night. #platformer #WiiU #steam #indiegame pic.twitter.com/x0QFRD74fH

— James (@MobotStudios) March 17, 2014

Posted by GoNintendo Mar 17 2014 22:46 GMT in Nintendo Stuff
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- one player gets to be the commander
- that person makes executive decisions, manages resources and surveys the map from a bird’s eye view
- this view is available on the GamePad
- other players choose different classes that will give them unique abilities
- players go into the map and build up their city, fortify it, explore new territories, and fight off enemies
- start off by choosing two of eight skills (called classes)
- examples are Rogue/Archer combo or a Woodcutter/Scout combo
- visuals are meant to give off the feeling of being inside a strategy board game
- Grant Kirkhope will be making the soundtrack
- Kickstarter campaign will begin on March 25th, 2014

Posted by Joystiq Mar 17 2014 23:30 GMT in Unity
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Android phone and tablet owners and iOS devotees might not be quite so divided in the video game space soon. Features recently added to Google Play game services, the tool used by developers to manage items like leaderboards and achievements in Android, included new multiplayer options for iOS devices. Additionally, as Engadget pointed out, an update to the Unity engine allows cross-platform multiplayer for iOS and Android players.

Google Play game services also received a change to their categories, bringing the total number of video game genres on the platform to 18. Lastly, Google plans to launch a "game gifts" service, which will allow players to send one another in-game items. The company launched its game services software development kit in May 2013 as an answer to Apple's Game Center service. Google also recently purchased Android controller manufacturer Green Throttle Games. [Image: Google]

Posted by GoNintendo Mar 17 2014 22:39 GMT in Nintendo Stuff
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A portion of a Nintendo Enthusiast interview with Michael Aschenbrenner of RCMADIAX...

NE: What are you doing differently for development of Super Robo Mouse now that you’ve completed your first experience with Wii U game development?

MA: Now that BLOK DROP U is released, at least in America, I will be taking my time with SUPER ROBO MOUSE. I feel that maybe I rushed releasing BLOK DROP U, and this was due to some financial reasons surrounding the costs involved with development. With that out the door, I can focus on making sure SUPER ROBO MOUSE is a quality experience from the start, without relying on promising content or feature updates.

Posted by GoNintendo Mar 17 2014 22:33 GMT in Nintendo Stuff
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@Hurricane4343 Certain types are endless (Potential Crimes & Various Online Stuff) while others aren't. So the short answer is YES.

— Jonathan Morin (@Design_Cave) March 17, 2014

@MadsDroger No, Chicago is free of access like a normal city. But you need to work to monitor it all...

— Jonathan Morin (@Design_Cave) March 17, 2014

YouTube
Posted by MM Mar 24 2011 03:08 GMT in Bob's Game
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Viddd
yeah i remember seeing this
bob is insane still
Gold Prognosticus
I was surprised to hear he was friends with Alex Peake of Code Hero infamy (though to be fair he has been making an effort to try and pick up the pieces communication-wise), though I guess in hindsight I shouldn't be given what little I know of Bob (I kinda missed most of the whole Bob's Game fiasco when it first came about and only really caught up around the time the nD was announced).
Still quite an interesting read regardless.

Posted by Kotaku Mar 17 2014 21:30 GMT in Unity
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All work and no play makes Jack a dull boy. All work and no play makes Jack s dull boy. All work and no play makes Jack a dult boy. All work and no,play makes Jack a Dull Boy.Read more...

Posted by Kotaku Mar 17 2014 22:00 GMT in Gaming News
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As cool as the Buster sword and Gunblades are, they're not the only memorable weapons in Final Fantasy, you know.Read more...

Posted by Valve Mar 17 2014 22:13 GMT in Steam
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Battle Chess: Game of Kings™ is Now Available on Steam Early Access!

It took 2,000 years for someone to make chess better!

The most challenging game on earth comes to life in Battle Chess. An entire medieval world at war is reflected on the checkered field.

Everyone who's ever had a knight take a pawn has seen that capture as more than one piece replacing another on the board. In player's minds, the bold knight, resplendent in his armor of silver or ebon, sallies forth and slays the foul footsoldier. Combat, mortal combat, is the heart and soul of chess, but this aspect of it can only live in the mind's eye... until now!

Lots of computer chess games capture the basics of chess. Only Battle Chess brings chess to life by combining a magnificent chess logic system with colorful, humorous, and dramatic three-dimensional animations.

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Posted by Joystiq Mar 17 2014 22:30 GMT in Gaming News
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When players first tried out Monaco, the neon-colored heist game by Pocketwatch Games, their feedback was at odds with some of the game's fundamental rules. In a talk today at the Game Developer's Conference in San Francisco, level designer Andy Nguyen illustrated how the developer listened to players without compromising Pocketwatch's vision for a new spin on stealth. To the uninformed observer, it might even appear as if Monaco simply plugged its ears and shook criticism off.

Monaco was thrust into the hands of 400 beta testers, some of whom felt obstructed by the strict line-of-sight vision granted to the game's would-be burglars. They wanted to see the whole map, not just what was in front of them, and plan the heist looking from the top down. "When i think about that, it reminds me of the idea of traditional stealth, and what traditional stealth means to people," Nguyen said, drawing a comparison to another breakout hit in the stealth genre, Mark of the Ninja. Unlike that game, however, Monaco wasn't positioned as a game about observation and flawless execution of the plan. Like a heist film, the goal was to foster frantic escapes, improvisation and exciting moments-gone-wrong.

Posted by Kotaku Mar 17 2014 21:00 GMT in Gaming News
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Ever wonder what it would look like to fly faster than a speeding bullet? Well, the folks at CorridorDigital got their hands on a UAV with a camera and decided to use it to envision what it might look like if Superman spent a day wearing a camera on his head.Read more...

Posted by Rock, Paper, Shotgun Mar 17 2014 22:00 GMT in PC Gaming News
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GDC is the indie scrappiness to E3′s mainstream AAA cacophony. E3 is a terrifying place that has only brought me suffering. GDC is, or at least has been the last two years I’ve attended, a really splendid time. Based around a massive range of talks from all aspects of the industry, rather than publishers’ competing subwoofers, the emphasis here really is on the craft, rather than the explosions. As I explore it once again, I’m going to share the experience in diary form.

… [visit site to read more]


Posted by IGN Mar 17 2014 21:51 GMT in Gaming News
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Details regarding Apple's reported Healthbook app have surfaced, revealing robust fitness tracking software for iOS 8.

Posted by Valve Mar 17 2014 21:24 GMT in Steam
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Substance Indie Pack is Now Available on Steam!

Pursuing our efforts to reach out to indie developers, our mission is not only to develop the most advanced and innovative texturing tools out there but also to democratize their use, by making them accessible to the wider community of artists and developers.

The Substance Indie Pack includes Substance Painter, Substance Designer, Bitmap2Material and 30 PBR Substances, all in Indie versions.
You can use them for commercial purposes, as long as your company/entity doesnt generate more than 10 000$ per year.

Contains Substance Designer, Substance Painter, Bitmap2Material, and 30 substances included as a free DLC.

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Posted by Kotaku Mar 17 2014 20:30 GMT in Gaming News
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Arise, Bumblebee Prime? The tiny yellow Volkswagen that cost like $3 back in 1984 finally nabs a show-runner spot, as The Hub Network announces he'll lead a fresh team of Autobots in a new Transformers animated series, in production for 2015. Read more...