Lozeng3r of the YouTubes created a video for a Saxxy Entry in the action or drama category. This video tells a sad tale of the Team Fortress 2
spy during a zombie outbreak. Even after you lose your one true love
there can be camaraderie found in your team mates and even those you’ve
been fighting against for so long. Can the Team Fortress 2
gang hold out vs. the zombie horde? Will the spy ever get over his lost
love? What happens when the Engineer turret runs out of bullets? You
will have to watch this video to find out.
The song is Globus - Save Me. I accidently felt.
Tomorrow, Guild Wars 2 will experience The Lost Shores, the second update for ArenaNet's MMORPG that will "forever change the world" of Tyria. The update, which goes live tomorrow, introduces a slew of new features and a one-time only, multi-stage event.
Although the event is a mystery, ArenaNet is slowly revealing details
about the "mini-expansion". Some of the new features include a new
Ascended rarity type, Infusion upgrades, and a new monster called Agony
who is found in the upcoming Fractals of the Mists dungeon. What's
Fractals of the Mist you ask?
Up until now all we've known is that its a new dungeon, but today ArenaNet released the first details about the dungeon and how it will work. According to ArenaNet, it's "unlike anything you've played in Guild Wars 2."
Fractals of the Mist is comprised of nine mini-dungeons, called
fractals, each offering a "distinct, separate experience with themes,
mechanics, and art specific to that fractal." However, you'll only need
to clear three of the fractals, which are chosen at random, for each
run. Every other round, before returning to the Mistlock Observatory
safe haven, you'll be faced with a bonus "boss fractal" similar to what
you'd encounter with Tryia's world bosses.
Despite being intended to challenge level 80 players, the dungeon is
designed to accommodate parties of any level. Additionally, to make
things more challenging, the dungeon scales up in difficulty. Fractals
of the Mist will remember your progress, and will poll the party's
levels when you enter, scaling the dungeon to the "highest common
attained level."
Your efforts will not go unrecognized, though. The higher the dungeon
scales, the more rewarding the loot. At a certain point, you'll need to
make use of the newly added Ascended items and Infusions to survive.
It looks like Call of Duty fans eager to get their hands on Black Ops 2 just couldn't wait until morning to pick up their copy of "the most ambitious Call of Duty ever."
Although we still don't have the official sales numbers, GameStop
president Tony Bartel revealed that the retailer sold more than 1
million units worldwide during the midnight launch period. "Black Ops 2 is shaping up to be our biggest game launch of all
time," Bartel followed up. This shouldn't come as too much of a surprise
given that Black Ops 2 saw the highest pre-orders in GameStop history.
We're probably still a few days from Activision releasing sales numbers, but earlier this week the company said it was well on its way to a "historic launch."
The demo discs that accidentally shipped with the Xbox 360 version of LEGO The Lord of the Rings are actually full game discs, only falsely labeled, says Warner Bros. Interactive Entertainment.
The publisher issued a statement after a number of game boxes were found with a disc marked "demo" inside.
WBIE said this error only affects certain shipments to Walmart, Target,
and Toys ‘R’ Us, which it's recalling from the retailers. The mix-up
doesn't apply to any other version of the game.
"Consumers who purchased a copy of the Xbox 360 version of the game
with the disc labeling error can contact customer support via email at
support@wbgames.com or phone at 410-568-3680 for a replacement disc,"
the statement read.
The goof does make you wonder how these things happen in the first place. LEGO The Lord of the Rings released yesterday for Xbox 360, PlayStation 3, PC, and Wii and on October 30 for PlayStation Vita, Nintendo 3DS, and DS.
Grand Theft Auto 5 has the distinction of being able to
generate a ton of hype without actually being overly hyped by Rockstar
Games. Every little bit of news that trickles out is enough to make fans
go bonkers, and rightfully so. For over a decade, the Grand Theft Auto series has provided consistently impressive gameplay experiences, and the upcoming Grand Theft Auto 5 just might be another notch in Rockstar's belt.
Of course, there are definitely a few individuals wondering why the
publisher didn't just start developing the game for the next generation
of hardware. While it would be very easy for Rockstar to wait out the
rest of the current console cycle and release its open world crime game
on the next Xbox and PlayStation platforms, that isn't exactly the
company's style.
"Rockstar is a content company, not a hardware company," explained
Rockstar President Sam Houser. "We use the technology we have to create
content, and we try not to let ourselves get beholden to the hardware.
The fact that hardware's so mature right now is exactly why we're able
to go on to the next level."
According to Houser, Rockstar has been able to really use the current
technology to its full advantage to deliver a game of the utmost
quality. "GTA 4 was our first attempt at a new platform and HD
visuals, so the first part of development was seriously difficult," he
said. "Now we know what the hardware's capable of, so it's become a lot
easier to move things along and a lot more fun, too. GTA: San Andreas came out at the peak of the PlayStation 2's cycle, and we put out a really good game thanks to that." San Andreas really was the biggest Grand Theft Auto game of its console generation. Houser's comparison between that classic and the upcoming Grand Theft Auto 5 is sure to get fans even more stoked for the game. Rockstar has already stated that this will be its biggest entry in the franchise yet, and after watching the latest trailer, it's hard to argue with the fact that it certainly has the potential to be exactly that.
The PC version of Assassin's Creed 3 will contain fewer bugs than its Xbox 360 and PlayStation 3 counterparts, promises Ubisoft.
A second patch (the first released on day one) is in development and
will eliminate problems on all versions — from disappearing enemies to
floating muskets and a host of others
Ubisoft fixed at launch. The PC version will include any patches made
from now until its launch and has a special patch to help it run as
smoothly as possible.
"We've added extra DX11 support for the PC version," said Assassin's Creed 3 community manager Gabe Graziani in a developer Q&A on Reddit,
"so you'll notice some significant increases in texture resolution
(double-res in most cases, but quadruple in some), tessell"ation (which
is like, the new DX11 hotness), and some other shader improvements that
will have an impact, but aren't all that sexy to enumerate in a Reddit
post, hehe."
The upcoming patch will be detailed in the next week or so and feature
one fan-requested change — for Connor's hood to be raised post-game.
And here we go. This is probably going to be one of those articles
where the Electronic Arts fanboys come flying out and explaining how
their game is superior and Call of Duty is a lump of shit. But after
playing both games thoroughly, I can honestly say that Call of Duty:
Black Ops II, despite being an "umpteenth sequel" from the likes of
Activision, is a better experience overall than EA's Medal of Honor:
Warfighter.
And influence has nothing to do with this. Yes, Activision did fly out
a select few journalists to play the game beforehand, but the fact of
the matter is I could've been sitting in the middle of a cold hotel in
Hoboken with a 32" display and would've come up with the same verdict.
It's all about the game you play, not the surroundings that Activision
went all out for – though I am appreciative for being selected, don't
get me wrong.
I've chosen to break down each game, category by category, to explain
the differences between the two titles, and where I think Warfighter
went wrong in a certain kind of way with each one. So hold your "F*CK
WORKMAN'S EXISTENCE" hatred comments for a minute and hear me out.
Let's start with…
Story
Okay, in a first-person shooter, story seldom makes a difference, as
most people go rushing into competitive multiplayer just for the sake of
"pwning" their friends. But to some, story can be an influential part
of a game. Ask anyone who's played Halo 4.
Where Medal of Honor Warfighter's story went wrong wasn't on the
dramatic side. We realize that Tier 1 soldiers are human too and have
their experiences just like the rest of us when it comes to family
trauma and emotional fallout – even more so due to their circumstances.
But the game's fault is that it tried to push the story too hard, and
make us care about characters instead of establishing them. As a
result, it was hard to feel any sort of connection to Preacher and his
crew, despite what they were doing to keep their country safe.
With Black Ops 2, Activision went an extra mile to assure strength with
their story, as they brought David S. Goyer (The Dark Knight Rises) to
help put it together. As such, it felt a bit more established, I
believe. Not only do you get to see what happened to Mason and Woods
over the course of events following the first game (Woods has become an
angry old bastard, and for good reason), but you also feel a certain
connection with the main villain, Raul Menendez. There's a reason he's
so driven, compared to past villains from the Modern Warfare series, and
at one point you actually step into his shoes and see what kind of
madness he's going through, even if it is a bit over-the-top, in a
Scarface sort of way. It's better established than Warfighter, and by
the time you reach the conclusion, you're actually factoring in choices
and deciding on how you finish it, where Medal of Honor just…ends.
Some people will obviously feel that Warfighter's story is just fine,
and from a military perspective, makes more sense than the future
"psychobabble" that Black Ops II serves up. And they have their
opinions, of course. But in my eyes, the story in Treyarch's latest
just clicks better, and makes you give a damn about what's happening,
and what you become from your decisions.
Gameplay
Now here's where the two games kind of get a little more balanced.
Some people trashed Warfighter's gameplay as being somewhat unoriginal,
where Black Ops II gets picked on frantically for being a bit too easy
for some folks out there.
But here's the thing. Danger Close did make an interesting stride with
Warfighter, and that's with the driving stages. Racing through city
streets while keeping close tabs on your mark is excellent, and, for
that matter, the stealth-like stage is ideal too, and feels utterly
realistic. As for the shooting and other vehicular stages (like the
remote sentry), they're not bad, though there are times the flaws are
just too apparent, like occasional collision detection problems that
stop you from lining up a rocket strike on a distant building, or the
sniper stages where you think you have a target lined up and it sails
into the wall.
Not that Black Ops II is perfect either, as you could shoot a guy three
times and he's still somehow standing in very light circumstances. But
at least with Activision's game, you have a few gameplay options. A
stage where you're riding around on a horse while firing a rocket
launcher has some nuance to it, though it's definitely a far cry from
Lawrence of Arabia. Then there are the Strike Force stages, where you
manage allied forces from above before jumping into soldiers and
vehicles, to fight them from any angle. It's quite good, and you can
actually succeed or fail in these missions. As for the shooting itself
in the series, it's standard. You've seen it before, but it's so
effective you can jump in, slash necks and shoot people in the head like
a pro.
So each game has something to offer here, but in terms of accessibility
and interesting scenarios, Black Ops II pushes a little further.
Multiplayer
Here's something that's sure to be a dividing line with the hardcore
players out there. On the one hand, there are those who are so devoted
to EA products after being "turned off" by what the Call of Duty games
did, they'll defend whatever they release to the end. (These are
usually folks banned from the official Call of Duty servers, or think
it's full of "cheaters", if you will.) On the other, you have those
that live and breathe Call of Duty, barely breaking away to play
anything else – including Halo.
But judging on their own merits, let's see how each multiplayer experience sums up, shall we?
Medal of Honor: Warfighter does provide you with plenty to do, between
unlocking various Score Chain awards depending on your performance,
working with a paired partner in Fireteam, and trying out different
modes that will challenge you, including the eSports-directed Home Run,
which has become a favorite amongst the more hardcore fans.
However, there are small problems. The connection with the service
runs fine, for the most part, but there are times your Fireteam tactics
are questionable, forcing you to fall back to avoid certain death in
some cases. (Also, it doesn't help if you're paired with an idiot.)
For that matter, rewards can take a little longer to earn.
At least customization has its place here, with six classes to mess
around with and various units to unlock and perfect. I just wish there
was a way to really switch between them effectively in a match, just in
case certain weapons and tactics aren't working for you.
Now, on the other side of that coin, Black Ops 2 brings a ton of
familiarity. Fan favorite modes like Kill Confirmed, Team Deathmatch
and Domination return, but Treyarch has livened things up with the
inclusion of Party Games. Sticks and Stones stands out from the pack,
mainly because you're only armed with a crossbow and a knife. You have
three exploding shots in all, and once you're out, you'll have a heavy
reliance on running up to people and going stabby-stab.
Now, Warfighter has some variants to consider, lots of customization,
and plenty of worth in its own multiplayer, but Treyarch seems to have a
better understanding with its options. Sure, their multiplayer isn't
perfect when it comes to connections (the servers are being put to the
test tonight), and there are occasional "what the fuck!" moments when it
comes to you suddenly getting killed (though, let's face it, sometimes
it's your fault).
But with Black Ops II, there's a better understanding with the outreach
to eSports community, I believe. And if you don't quite "get" what
it's about, some tools can point the way. The Call of Duty Elite
service, which is now free, provides various gameplay videos that show
the pros in action, and can teach you a thing or two. If you think
you're ready to show something, you can also take advantage of the free
live YouTube streaming service, to capture gameplay video and show
everyone just how good – or sucky – you are. (And you don't even need
game capturing equipment, just a valid YouTube account and an
understanding of the rules.) And let's not forget Zombies, which is a
great exercise in co-op, even if the later stages get to the point
you're screaming at people in the name of survival. ("No, guard THAT
door, you shithead!")
EA fans can say how dedicated their multiplayer is, but Treyarch just
stacks the options like crazy. There is literally something for
everyone – unless players are banned from their service, that is.
The Rest
Medal of Honor: Warfighter requires a 2 GB install, mandatory, for HD
textures, where Call of Duty: Black Ops II does not. For some folks,
this isn't that big a deal, but if you have a lower-count hard drive in
your PS3 or a 4 GB Xbox 360 model, it does.
We didn't really get too much into graphics and sound because,
honestly, both games did a serviceable job with that. Black Ops II does
run a little faster when it comes to speed, though both games run into
their fair share of glitches. (Nothing surmounting to the point where
you'll say "The game's broken" but you get my point.)
I do think Warfighter's voiceovers aren't really that great. The
characters' voices just grate after a while, and every attempt they make
at adding something to the story…it just doesn't work. Black Ops II,
on the other hand, doesn't try to go too far over the top. Kamar de los
Reyes is a real standout as Raul Menendez, giving his voice a gruff
sense of conviction, yet not going into silly James Bond-like villainy.
And it helps to have Michael Rooker in your cast, no matter what the
case. (One negative, tho. As cool as it is having Tony Todd on the
team, he says "cocksucker" wayyyyy too often.)
It's hard to judge the DLC for the games thus far, as Zero Dark Thirty
hasn't released yet for Warfighter and we have yet to hear what Treyarch
has planned for Black Ops II. That said, at least both games are
receiving ample support, even though Warfighter hasn't sold as highly as
EA was expecting.
In conclusion...
Again, I need to reiterate that neither company's treatment had an
effect on this article. This is based on the weight of the products
themselves, which were provided for review and analysis coverage. And
the truth is, as hard as Danger Close tried with Warfighter, it just
doesn't stand out like other first-person shooters this year, despite
the military tactics and the serviceable multiplayer. With Black Ops
II, Treyarch sticks mostly with what worked so well in Black Ops, but
fine tuned the options available to players in the multiplayer section,
and throwing in some interesting segments in the single player (again,
horse + rocket launcher = crazy). It just feels better overall, in
spite of EA's best efforts.
Now, where the battle goes from here will be interesting, as in this
coming generation, we'll really see what both sides have to offer. EA
will have Respawn Entertainment's first title soon, along with DICE's
Battlefield 4 and whatever else Danger Close works on. Activision,
meanwhile, has Infinity Ward, Treyarch, and the top-secret project that
Bungie (the creators of Halo) are toiling away on.
So, for now, the victory goes to Activision…but who knows where it'll go from here.
Get ready to see pigs fly!
From the creators of Angry Birds: an all new game from the PIGS’ point of view!
Create the ultimate flying/crawling/rolling/spinning/crashing device and pilot the pigs safely to the eggs!
The
Bad Piggies are after the eggs again -- but as usual, nothing is going
according to plan! Can you create the ultimate flying machine and steer
them safely to their destination? Those tricky pigs have a few objects
they can use, but they need your help to turn these into the perfect
transportation!
With more than 60 levels, and free updates
coming up, you have hours and hours of pig-crashing, exploding, and
flying fun! Get three stars on every level to unlock 30 more puzzles!
HINT: Sometimes you need to play the level several times to achieve all
the objectives -- try building a new device or steering in a different
way to earn all the stars!
Features
● 60 levels crammed with flying/driving/crashing fun!
● 30 additional puzzles unlocked by three-starring levels!
● 4 sandbox levels to stretch your creativity!
● Ultra-special, ultra-secret, ultra-difficult sandbox level to unlock by collecting all the skulls!
● 33 objects to create the ultimate machine: motors, wings, fans, bottle rockets, umbrellas, balloons, and much more!
Mechanic Pig
● Need help? This little piggy will build it for you!
● Mechanic pig pre-assembles transport for you!
● All you have to do is pilot it!
● Tweak his design to get all three stars!
The Iconclasts is an explorative adventure platformer from indie
developer Joakim Sandberg (a.k.a. Konjak). It’s a gorgeous update on
Ivory Springs, which was released unfinished back in ’09. The Iconclasts
isn’t finished yet either, but there is a playable alpha that you can
download for free right now from Konjak’s site.
You should, because beneath that beautiful artwork you’ll find a
snappy shooter set in a world rich with a level of detail you only see
in games that have taken aeons to make. Go on, give it a download. It’s
only 20MB. Do it. DO IT.
The 2016 release date listed under the new trailer is a joke, but The Iconclasts is “still pretty far from done.” It may well be complete enough to scoop an award, though. Konjak tweeted yesterday to say that he’s submitted The Iconclasts to the IGF. “Hug me” he adds.
Here’s the latest trailer, packed full of boss monsters, laser zip lines and some fantastic character art
The world, right? It’s always in peril, always in need of saving.
I’ve answered the call countless times: slaying dragons, fighting
armies, battling aliens, banishing demons, assassinating Mecha-Hitler…
frankly, I think I’m done. It’s time to take a well-earned retirement
from saving the world and try to simply live in it. Luckily, there are a
number of down-to-earth simulation games that will allow me to do just
that.
I’m starting with WolfQuest, a free, downloadable wildlife simulation developed by The Minnesota Zoo and eduweb,
which lets you play as a young wolf in Yellowstone Park. The goals:
hunt, explore, survive, find a mate, and start a family. And, as this is
an educational game, I’ll be passing along some interesting and
completely true wolf facts to you as I play, unless you’ve already let
out a screech and closed this article the second you saw the words
“educational game.”
I begin by customizing my wolf’s appearance and adjusting its speed,
stamina, and strength. When prompted for a name I immediately choose
AirWolf, which probably says something about me and how much TV I
watched as a kid. As AirWolf, my most pressing need is food, which I can
track by scent with my Predator-like vision mode. I follow
some smells to find grazing elk, but as it happens, I’ve set AirWolf’s
speed slider to the setting that can only be described as Exactly The Same Speed As An Elk. This means I can chase an elk for three solid hours and never actually catch him.
Quest arrows will direct you to the nearest animal's butt.
Luckily for velocity-challenged Airwolf, who is getting annoyed with
spending all his time staring at fleeing elk-buttocks, there are plenty
of dead elk corpses lying around. Tons of them, in fact: it looks like
Corvo Atano has been through here on his way to assassinate the High
Elkseer. Unfortunately, it turns out eating dead elk is a challenge as
well: to bite something, a tiny “bite” icon has to appear on screen, and
I can only get it to appear by sidling slowly up to the corpse from
precisely the right angle to precisely the correct distance.
My belly (eventually) full, I’m on to my main objective: tracking
down the dastardly serial killer who is murdering all these elk. Wait,
no. Tracking down a mate! To do this, I must first visit three different
wolf territories and interact with one wolf from each area. After doing
some running, resting, catching rabbits, and dining on unending mounds
of dead elk, my keen wolf senses pick up the scent trail of another
wolf. I follow it until I come across a male, and determined to make the
first move, I try to approach him from behind to do some friendly
butt-sniffing.
These are either scent markers, or I've entered Pac-Man territory.
The game, however, doesn’t allow for such a thing, instead putting us
into a conversational face-off, where we can “talk” with body language.
The wolf asks me what my deal is, and I can respond aggressively (“I
want to be boss”), or submissively (“I’m not boss”), or decide to flee,
or wait for him to make a move. Most of the wolves I meet want to be
boss, but I kinda don’t. Who wants to be boss of the wolves? The hassle
of young wolves constantly trying to overthrow you, the responsibility
of managing the elk hunting committee, the phone calls, the paperwork…
it’s a headache I don’t need.
"I'd like to apply for the wolf position. My prior experience? Being a wolf."
After visiting each wolf territory, I finally manage to run into a
friendly female. I tell her I like her, we play, lick each other’s
faces, we decide to elope. It’s a story we’ll tell our grandchildren
before eating them because I can’t hunt elk worth a damn. I’m prompted
to name my mate, and while I intend to call her SheWolf, I find myself
typing in SheHulk instead, which probably says something about me and
how many comic books I read as a kid.
Now, it’s time to find AirWolf and SheHulk a wolf den to live in, to
protect us from the elements and to hopefully to give us privacy from
the game camera so I don’t actually have to sit here watching myself
hump a wolf on my computer. The idea is to find a den that is close to a
food source, but a safe distance away from other wolf packs. It
requires a thoughtful strategy that carefully balances personal safety
with hunting convenience, so I just move into the first den I can find.
Luckily, it’s a den surrounded by dead elk corpses, so we should have
plenty of rotting, maggoty meals to sustain us.
Now that I’ve got a territory, I’ve got to make sure everyone knows
it, which is best accomplished by distributing gallons of urine. I run
around lifting my leg all over the place until my territory is marked.
Having soaked my new home with pee, it’s time to start a family, and
thankfully, the game spares me the quivering haunches and thrusting
pelvises of simulated wolfsecks, and just tells me four pups have been
born. I name our pups Cerberus, Poochie, HulkWolf (after both my mate
and I), and leave the fourth pup named as nature intended: Puppy4. My
revised goals: hunt food and regurgitate it for them, make sure they
don’t wander off by picking them up and bringing them back to the den
(which also builds a trusting bond), discourage predators by keeping the
area around our home ankle-deep in urine, and fight off any persistent
invaders.
What follows is one of the most tense, anxious, and frustrating hours
in gaming I’ve ever experienced, as I have to find a way to find and
eat dead elk, vomit up food, corral the pups, pursue and attack
predators, and piddle over every single square inch of frontier,
simultaneously. It’s harrowing. No sooner am I running off to
find a fresh decomposing elk to gulp down than I get a message that I
haven’t marked enough territory. I start peeing like crazy and a nosy
wolf or coyote shows up, and the minute I chase it off, I get a note
that the pups are hungry. I dash off to find more elk corpses and return
to see that HulkWolf or Puppy4 has wandered off. While I’m collecting
them, I get another notice that I’m way behind on my task of urinating
all over the planet. It’s like a to-do list filled with vomit, wee,
neighboring jerks, and misbehaving children, so, like regular
parenthood, pretty much.
No dessert until you finish your vomit! Also, dessert is vomit.
Adding to my stress is the continually twitchy bite icon, which I
need to use to pick up my kids, and the equally unreliable vomit icon,
which I use to empty my stomach in front of them so they don’t starve to
death. Thankfully, SheHulk is a huge help. While I am too slow to catch
and kill predators, she’s a rocket, tracking down and biting
encroaching coyotes to death, so I can get back to spraying down the
landscape and trying to bite my children properly.
While we’ve all had days like this, where everything needs to get
done at once and so nothing seems to get done at all, rarely does an
enormous grizzly bear show up in the middle of it and try to eat part of
your family. While I’m busy darting around, frantically barfing and
peeing all over the mountain, the bear begins nosing around little
Puppy4. I drop everything (everything, in this case, is Poochie, who is
dangling from my mouth) and chase after the grizzly. I can’t catch him,
as once again I am exactly the same speed as my prey, and worse, he’s
wily. He runs in a straight line while I chase him, leading me far from
the den, then executes a hook pattern, taking a long curving route back
toward my pups. Meanwhile, I need to rest, which is a nerve-shattering
thing to do when you can see a bear running hard for your babies. My
only hope is SheHulk, the hunter of the family, but when I get back to
the den I see she’s stuck inside a log, slowly walking in place. I hope
she hasn’t passed down her poor pathfinding genes to our kids.
My one mistake: bringing a wolf to a bear fight.
I chase the bear away before he can eat anyone, but he keeps
returning. I can’t catch him, and every time I leave to fill my stomach
for my kids, the bear is back trying to fill his stomach with my kids. With SheHulk still stuck inside a log, I feel like my only option is some sort of grisly truce. Look,
bear, I’m a reasonable wolf, and I recognize a stalemate. Let’s deal. I
will voluntarily give you one of my young, provided you vomit some of
him up for the others to eat, or at least piss on a couple acres of
mountain for me on your way out.
Sadly, before I can negotiate this reasonable deal, Bear shows up
outside our den and just stands there. I move in to attack, getting in
one bite before the bite icon vanishes forever, and Bear swipes me into
wolf heaven. My last image is of SheHulk, free from her log, walking
away. Avenge me, SheHulk. Avenge… m-m-me…
Airwolf died like he lived: with vomit breath in a puddle of urine.
Conclusion: I don’t think I want to be a wolf. A
wolf’s life seems way too busy, too complicated, and is quite
vomit-intensive. I enjoyed most of this simulation, though the
biting/barfing mechanic needs to work a little better. Frankly, I’m
surprised a video game industry titan like The Minnesota Zoo didn’t beta
test it a little better.
With Halloween lurking around the corner like Jason Voorhees at your
local summer camp, now is the perfect time to make an amazing costume,
find a bag big enough to store an entire neighbourhood’s worth of sweets
– and stay in all week playing games. (Did you know you can get
sweeties at the shops now?) This week’s selection box includes a
fraction of frogs, a pinch of medieval shark, a peck of birdie, a
sliver of Snayke, and an innovative first-person-ish platform game.
Enjoy!
This is not the weirdest thing you’ll see. Frog Fractions escalates brilliantly.
Go and play Frog Fractions right now. Seriously – right now. Don’t
stop to finish your coffee, put on pants, or complete that bowel
movement – click on the above link immediately. Although it
seems like a simple fruit-catching game with edutainmenty qualities,
Frog Fractions soon becomes so much more. It took me an embarassingly
long time to work out how to afford the warp drive – which is where the
game begins in earnest – so I’m going to perform a public service and
spare you the trouble. To get the warp core, all you need to do is
[REDACTED]. Then [REDACTED] the [REDACTED] until the game [REDACTED
REDACTED REDACTED]. Bet you’re kicking yourself, right?
NOT a medieval spinoff of the James Woods lawyer show Shark.
Rather than including Frog Fractions five-and-a-half times, I should
probably recommend some other games. Next on the list is Medieval Shark,
the latest military shooter from Activ… nah, it’s a score attack about a
medieval shark. A medieval shark with an executioner’s mask and axe,
because games are amazing things. I love this. It’s the
equivalent of those films where a mega something meets a giant something
else, but for once it lives up to the brilliant title.
If the bird bites too many fingers you’ll fall. What a fluffy little psychopath.
As good as that bit at the start of Cliffhanger was, it would have
been improved no end by an obnoxious bird pecking at the fingers of the
woman Sly Stallone was trying to save. No, Birdie, No! plays out like
that, but with a ledge instead of a length of rope, and no Sly ‘Don’t
call me Cooper’ Stallone. It’s still great, and tough, requiring a
dexterity I’m not exactly known for (I fell up some stairs the
other week). Proof, if more were needed, that birds are evil, fluttering
jerks that resent mankind and everything we stand for.
We’re looking forward to Snazzle 2: Snaykes… and Laddyers.
We told you about Snayke the other week,
but the Snayke-insired Snazzle just might be better than the original,
and not just because it’s named ‘Snazzle’. It’s a turn-based version of
the above (which, in turn, is based on the game you probably played back
on an old mobile phone), with Spacechem-style movement arrows and a
lovely, fragile soundtrack. It’s pretty much the same game as Snayke,
but at a far more relaxed pace that my stupid brain has a better hope of
keeping up with. Plus, and this can’t be overstated, it’s called Snazzle.
Sidescrolling platformers may have reached saturation point, but
sometimes all it takes for them to feel fresh again is a particularly
good gimmick – and Atum’s gimmick is particularly particularly good.
It’s a platformer as played by someone sitting at their computer; move
the mouse and you can look around your room. Things get smarter when you
realise you can interact with the game externally – for example, by
using your lighter to illuminate a gloomy area. This is something we’d
love to see expanded and refined.
Piloting one of Hawken’s mechs is an unusual feeling. They’re
simultaneously agile and clunky; aerobatic in spurts, but ultimately
shackled to the surface by their tonnage. While jetting to a ledge, I
usually crunch into the side, but using my thrusters to strafe, I shoot
in and out of cover like a water strider.
The claustrophobic cockpit makes wide swings as I scan for enemies.
Past my HUD, the world looks like a refinery built of scrap metal and
then flooded with salt water for 50 years. Hawken’s rendering is
technically great—maps load very fast and the textures are
crisp—but the art and sound direction make it. The unnatural,
monochromatic theme of each map sells a blighted sci-fi world so
cohesive that the idea of observing “good graphics and sounds” takes a
backseat to just being there and experiencing it.
During the latest closed beta session of the free-to-play mech shooter,
I enjoyed stomping around so much that I was disappointed I constantly
had rockets in my face. When it came to actually scoring kills…well, the
video above is a bit misleading. I cut together my best moments with
three classes—Assault, Sharpshooter, and Rocketeer—but in between those
moments were a lot of me exploding.
Fight or flight
It seems odd to compare Hawken to the very different Tribes: Ascend, but
the contrast is useful. Tribes uses large, sparse environments and
minimalist bases to emphasize player movement. I think of Tribes’ maps
less as locations with hills and trees, and more as abstract race
tracks. That speed and the slow-moving projectiles make evasion and
escape Tribes’ primary survival techniques.
Hawken, however, is a cluttered place. While its mechs can jet around
too, the “fight or flight” choice almost always ends in a fight. If I’m
spotted at close range and the other guy fires first, I might be able
to jet around a corner, but I won’t get far before he’s on me again.
Either that, or I’ll clip a building, stumble off a ledge, get
disoriented, and whir around like a broken clockwork toy. So I turn and
fight. Unfortunately, he who shoots first generally stomps away
victorious.
Unless I pull off some impressive evasion or get a couple lucky hits
with a high-damage explosive, squaring off one-on-one against a mech
with full-health while I’m damaged is a death sentence. So in team
matches, sticking together is imperative. Alone, you’d better see the
other guy first.
Assault, Sharpshooter, and Rocketeer
As an incorrigible sniper, the Sharpshooter class appealed to me, but
only on the Sahara map, which is open enough to make long-range combat
feasible. I saw others make good use of its high-impact slugs and scoped
sniper rifle on the more confined, irregular maps, but I struggled for
clear shots. I likewise fared best with the Rocketeer on Sahara. Its
sticky grenades, which fire in threes with a satisfying plunk plunk plunk,
are a tough shot when the enemy has lots of cover to dart around, and
its swarm of missiles is most effective when you can maintain
line-of-sight long enough for a lock-on.
I was most successful with the basic Assault class mech. The other
two are difficult—and probably more rewarding had I the time to master
them—because they lack the Assault class’ high rate-of-fire. They’re
high risk (low fire rate), high reward (lots o’ damage), and demand a
more carefully-paced rhythm of primary to secondary weapon switching to
maximize damage.
The Assault’s high-speed rifle, however, steadily depletes armor, and
its secondary heavy rockets can be detonated mid-air for splash damage.
I got into a pleasant rhythm of pummeling opponents with my primary gun
until it was nearly overheated, then finishing them off with a rocket. I
would have liked more damage feedback, though. Unless I was paying very
close attention to an enemy’s little health bar, I didn’t get much
indication when a rocket hit its mark.
Hawken never strays from the fiction that I’m in a real cockpit, and
thus relentlessly bombards me with visual confusion caused by sparks,
malfunctions, and the general awkwardness of piloting a walking tank.
That consistency and fidelity makes it believable, which in turn makes
the fights more meaningful and desperate. But it also means that,
without explicit feedback where needed, it can be easy to lose track of
what the hell is going on. Did I hit him? Not sure, because SPARKS AND
FIRE! I can only imagine what it’d be like with an Oculus Rift.
Mastering the mechs
Hawken’s other three mech classes—Berserker, Infiltrator, and
Brawler—will have to wait for the next beta event. I’m still a rookie
with the three I was dedicated to learning during this brief session. I
also stuck to Deathmatch and Team Deathmatch while I became comfortable
with combat. I love the idea of Siege mode, in which teams collect
energy to launch giant ships at each other, then fight for control of an
anti-air silo to take them down, but it was too much while I was still
doing my best not to jet into walls.
There’s a lot to learn in Hawken—I didn’t even get into the mech
customization options and special equipment. It wasn’t hard to get a few
kills in my first round, but mastering one of Hawken’s mechs seems like
it’ll take awfully deep investment.
Say you’re slightly damaged and you encounter a full-health
Rocketeer. Do you try to evade his lock-on long enough to wear him down,
lure him toward your teammates, or try to lose him and find a place to
repair? Even if you have enough experience to make the decision, making
your clunky metal crustacean cooperate requires a lot of skill. That may
be good news, because it means that buying upgrades and items doesn’t
appear to be Hawken’s primary motivator. Hawken rewards players who are
good at Hawken.
Nailing down the range of possibilities afforded by modding’s
creativity yawns past the comprehension of us mere mortals. Yet, for a
platform housing exploding horses, rug-cutting Combine, and the nesting-doll appeal of Minecraft’s game-in-a-game sandbox, the PC keeps its lot of closed environments precipitated by developers and publishers as a means for balanced gameplay or brand protection. In an interview with True PC Gaming, Black Mesa Project Lead Carlos Montero flatly stated such a hindrance for mod growth “doesn’t make sense.”
“When you think about it, modders are like the ultimate fans,”
Montero explained. “They love this game so much, they’re doing real,
difficult, skilled work that you usually pay people for. Not only that,
but they can add so much value to your game for the rest of your
audience. Yet you still see companies look at this as competition. They
sue and shut down these projects and ignore or drop support for people
to mod their games. It doesn’t make any sense. In my opinion, it’s the
product of businesses (or lawyers) looking at this too analytically and
short-term without understanding the long-term value it can create for
their games.”
Although Black Mesa earned the silent blessing of Valve during its
lengthy session in the testing chamber, other ambitious projects met a not-so-friendly response from license holders legally stifling efforts. Montero’s thoughts—the rest of which you can read in the interview—reflect a sentiment by modder-turned-developer Tripwire Interactive expressing confusion over why companies would stop mods on their games.
The AI’s a bit iffy and the humour falls flat more often than Frank
Spencer, but if you’re looking for a quick dose of real-time
skirmishing, Hordes and Lords should suffice. Its defining feature is
the sheer number of troops it can fit on-screen at any one time; they
might be too small for you to actually make out the details, but at
least it looks like a proper, messy Medieval battle is going on (albeit
one with goblins and other fantasy creatures).
I wonder if the lord of Vandaria has ever been to Pandaria.
Another tactical battler, this time in the shape of a tower offense game. And
a tower defence game. (There’s probably a bit of tower maintenance
going on in there too.) There’s quite a bit to sink your teeth into
here, with upgradeable units, spells and even collectible card-based
shenanigans, if you can put up with a bit of Facebook and Twitter
nagging.
A charming storybook adventure about a not-quite-boy and his actual
dog. Not only is the writing fantastic, it’s backed up by some
beautifully chunky illustration and an assortment of memorable
characters. A good one to play with your kid, if you’re sick of reading
the same picture books over and over again.
The wonderful SAIcoron combines the card game Pairs, match-3
mechanics and dice, and the result is an impeccably designed puzzle game
with one horribly catchy soundtrack. The best puzzle games feel like
they’ve been around for years, and SAIcoron is no exception. In it, you
match dice – vertically, horizontally or diagonally – by flipping them
and seeing what number lies beneath. It’s simple, it’s brilliant, and if
you need to get any work done then you probably shouldn’t click on the
above link.
I’m including Organicraft not because it’s a good game – it really is
rather clever – but because I need to share my elation at finally, finally getting past level 3. Conceived for the Experimental Gameplay
project, Organicraft tasks you with growing one plant to match another
plant, by picking through a series of growth patterns. It doesn’t look
like much, but once you start you’ll have doomed yourself to an evening
of mathematical cultivation, and a night filled with dreams about
weirdly mutated trees. I just took a peek at level 4 and my head
exploded; hopefully you’ll do a little better.
Nitronic Rush was one of last
year’s hidden gems – a slick arcade racer set in a glittering digital
city and starring a flipping, flying, rocket-boosting car. It was the
final year project for a group of students at DigiPen, the
Washington-based game development university, and picked up awards from
multiple indie competitions – including the IGF, Indie Game Challenge,
and indiePub. We liked it alot, and featured it in last year’s New Years free games round-up.
Three members of the original Nitronic Rush team – Kyle Holdwick,
Jordan Hemenway, and Jason Nollan – are now going indie full-time as
Refract Studios. Their first game is Distance, a spiritual successor to
Nitronic Rush that is currently entering the final week of its Kickstarter campaign.
I spoke to the guys about their plans for the new game, the benefits
of getting a second shot at a good idea, and their experience of
graduating from university into a maturing indie scene. What are the main things that you’re doing now that you couldn’t do first time around?
KH: A lot of it just comes down to engine. We built Nitronic Rush
from scratch and when I say that I mean it’s all C++ – we used DirectX
and some APIs but it’s mostly from scratch. So networking and
multiplayer were really challenging and we didn’t really design the game
with that in mind right away. So that’s a big one – just the fact that
we’re using Unity. One of the biggest reasons we didn’t have multiplayer
in Nitronic Rush is just because of that [original] engine.
I’d also say, just design-wise… a lot of the things we found in
Nitronic Rush were found mid-way through or even towards the end of the
development, including Hardcore mode. One of the coolest things in the
game is that the car can turn and rotate. A lot of that was thrown in
right at the end. We know that mechanic works, and obviously a lot of
people have a lot of fun with it, so what if we can take that back and
design a game around it from the beginning?
We’re trying to make it so that Hardcore mode is more integrated into
the entire game – it’s not just a separate mode – and we’re trying to
do it so it makes more sense cohesively as part of the world. They’re
not just random floating tracks like they were in Nitronic Rush, they’re
actually built into the world and mechanically make sense. Also the
level editor, too – we had a level editor in Nitronic Rush but it was
kind of an afterthought – you had to go outside into the Windows browser
and enable it in a notepad file. This time, the level editor will be
much better and it’ll be something that you can go in and easily select
from the menu.
JH: I feel like we got lucky, in that a lot of the the playtesting
along the way really helped focus what was fun and cool – the flying
almost got cut at the end because we could barely figure out how to not
make it punish the player for going up into the sky because if you’re
going too fast you’ll crash into stuff. We found a happy medium in the
end but this time we’re starting with that and seeing if we can make it a
lot better. So I guess it’s taking a lot of that knowledge bringing a
professional edge to the whole thing.
KH: One of the big ones, too, is atmosphere – Jordan and I worked on a
number of more experimental, poetic games before working on Nitronic
Rush, and we want to bring some of that into Distance. We want the world
to have this mysterious past to it, and have some depth. I think one of
the best examples of that in Nitronic Rush was the billboards – we had
posters and billboards around the world that had some propaganda and
stuff on them. That’s exactly what we want to push a lot further in
Distance. You’ve mentioned Half-Life 2 as an influence from an
atmosphere point of view – but it’s a very different way of interacting
with the world when you’re a flying car. How do you establish that
atmosphere, given the way players will be interacting with the game and
what their goals are?
KH: I think that’s one of the most interesting challenges that we
have to face with this game. Initially we threw out of a lot of ideas
and one is the fact that you’re moving pretty quickly through the city.
But we also want you to have a lot of freedom when you’re playing
through the game – it’s not an on-rails racer, so you can jump off the
track and go wherever you want. We’re going to do our best to encourage
players to do that, there will be hidden areas in the level and we want
there to be moments when it’s obvious that, hey, there’s something over
there that you should check out.
Another one is actually having a lot of the HUD UI built right into
the car. That’s again another thing that we’re experimenting with to
help with the immersion of the game. I don’t know if you’ve played Dead
Space, but they did some stuff like that. I thought that was really
interesting. It’s interesting, having the UI on the back of the car – on
the rear windshield. It’s the place the driver would never see – if
there is a driver?
JH: One thing that was funny coming out of Nitronic Rush was us
asking the question “is there a driver inside the car?” He’s getting
exploded 24/7, does that make sense? If there isn’t a person inside the
car, is the car the person? Is it kind of a Transformer? That’s a part, I
guess, of the mystery – what are the inhabitants of this world? At the
moment I guess they’re car-people, or something? That’s the mystery I
guess we’re going after. We’re doing some things – if you look inside
the car, we’re hinting a little bit at what we think it is. I guess it’s an ongoing process for you guys as well.
KH: Oh yeah, absolutely. What kind of person would be a car?
KH: [Laughs] It’s fun! That’s actually something that we can take a
lot further. It’s that idea that the car is a character in the game. To dial that back, then – why is that important? People will
come first and foremost for the feel of the thing, the arcade racing and
everything else. Why is it then important to have a sense of a
character, a sense of a place?
JH: I think for us, we have fun making it – that’s a part of it! Also
a part of it is that we really didn’t think about the car in Nitronic
Rush having character until people brought it up. We had an idle
animation where it would move the jets and stuff, and it started to feel
like maybe that’s a person of its own. Especially as an indie team,
we’re really avoiding humanoid characters and all that because it’s
incredibly hard to get right without it feeling strange. But it’s an
interesting thing to just inject a bit of human or animal personality
into the car because it’s a chance for us to experiment. It’s something
fun – I don’t know how many people are going to be pick up on it, but
it’s something that adds to why the car’s more unique than a random Need
for Speed racer.
KH: That’s exactly what I was thinking. To elaborate further,
honestly that’s sort of the process of every game we’ve ever worked on.
We come up with a lot of ideas initially and we playtest them and we
work with the feedback we get. One of the feedbacks we did get with
Nitronic Rush was that the car felt like a character. I thought that was
fascinating at the time. You mentioned that you don’t want to attempt humanoid
characters because that’s beyond your tech budget as an indie. I think
that’s true generally, and has influenced the aesthetic of indie games –
you see a lot of low-fi characters presented in emotive ways. Games
like Braid that take a particular retro aesthetic and try to make it
meaningful in some new way. You’re doing that with, as far as I can
tell, 90s PlayStation racing games.
JH: [Laughs] Yeah. Yes! So what is the feeling that you want people to get out of
their flying car in space? What is the emotional correlative of ‘flying
car in space’?
KH: I think it’s a strange combination of curiosity and adrenaline.
Obviously we want to have that adrenaline and that high-energy feel when
you’re racing and you’re trying to beat your opponent and beat the
obstacles, but we’re also trying to inspire that curiosity where you
want to see what’s hidden in the depths.
JH: Even for us… we’re heavily inspired by a lot of the indie games
recently. We mentioned a few of them trying to explain to people what
we’re going for. Journey, Limbo… because they do have such a strong
curiosity element that is just fascinating. You want to believe in the
world and see where the developers were taking it because you think they
have all the keys. The nineties element is just taking what was really
fun – the innate fun-ness of the car. I think a lot of indie games do
nail this, but normally you either get one or the other – you get games
that are super arcadey, and then you get things that are really focused
on trying to figure out what’s going on in the world. It’s just a fun
fusion for us. You’ve mentioned the potential for mod support, there’s also a
map editor – will you have a facility built in to share that stuff?
JH: For the level editor, we want to make that as integrated as
possible to the point where you’re sharing the levels within the game.
In terms of mod functionality, a big one is allowing people to make
their own cars and stuff like that. Honestly what that’ll come down to
is tools – what tools we have that we’re using ourselves. What’s the appeal of supporting that, in general? It’s a
tremendous amount of work, and you’re handing over a big chunk of the
game to the community.
JH: I think the biggest reason is instead of doing the game for
consoles we really wanted to stay with the PC because we really like
what’s happening with mod communities right now. It’s really powerful.
We’ve gone in a few times and talked to people at Valve and it’s always
inspirational coming out of there – they want their company to feel like
a modding community and they’re really powered by that. It’s something
really unique about being on the PC platform – it’s something that on
the consoles, you just can’t do.
KH: As hard as it is to make tools, we’re going to be making those
tools for ourselves so we might as well just add a little bit more time
and make it good enough for the user. That’s one reason. Second reason
is that if you can do that you can really extend the length of the game.
If anyone can make can tracks, the creativity is endless at that point.
I’m really excited to see where the community goes with their tracks –
even the few tracks that were added to Nitronic Rush were some of the
coolest ones in the game, afterwards. It’s a debate that’s happening everywhere – giving the player tools versus selling DLC separately.
JH: We may change our mind a year from now, but we’re not as excited
about having DLC packs. We haven’t had as much passion for saying that
we’re the gatekeepers of content. We’re a small team, and it’s almost
easier for us to let the community continue to put in content. I guess
it’s just more exciting from that angle, for us, to be one of the few
racing games to still do that.
KH: Realistically there is still room for both – and I’m not saying
that we’re going to do this – but as much as we try to open up our tools
to players to be able to add content to the game, I still think
there’ll be room for us to add features. Potentially new mechanics for
the cars, new AI in the world. Programming stuff, basically. Next: leaving DigiPen, the appeal of Kickstarter, and the importance of not being locked into a single job.