Space Engineers Preview

 
These days it’s very easy to look at a game and dismiss it as a Minecraft clone. The concept of survival, resource gathering and building is one that Minecraft brought to a huge audience. However, though there are plenty of clones out there, many developers have pinpointed the strong points in Minecraft’s style and have made it their own. Space Engineers is the perfect example of utilising inspiration, rather than copying a winning formula. Though it is based around a block placing system, the developers at Keen Software House have allowed the player much more freedom, as you are building in zero gravity.
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As the game is currently still in Early Access, there are a few features that are gradually being implemented. One such feature that was recently pushed out was multiplayer. Suddenly the cold depths of space aren’t so lonely. With the options and tools for PvP at your disposal, you will probably find yourself in a dogfight at some point during your playtime. The greatest thing about said dogfights is that you can build your own fighter ship. Whether your inspiration comes from Battlestar Galacticas Cylon Raiders, Star Wars’ Tie Fighter, or even Dr Evil’s phallic ship, you can probably build it.
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When it comes to building, it is split into three categories, small ships, large ships and space stations. Each subset has its own limitations and advantages. Obviously a large ship is going to be something along the lines of a Millenium Falcon or even the much larger Star Destroyer, where as a small ship would be more ideal for single purpose tasks, for example a ship with mining drills on the front to extract ores from the surrounding asteroids. Large ships often have space to move around inside as opposed to smaller ships which are likely to leave very little space to mover about within. Lastly is the space station, which as you may have guessed, won’t be exploring space due to its stationary lifestyle. This allows you to have a safe place to return to so long as you build a beacon to remind you where it is, as space is rather expansive don’t you know?
With missiles and chainguns as your primary attack power when you build ships, you may wonder how combat works within Space Engineers. The answer is very well. In fact Space Engineers has some of best destruction I have witnessed in a game. The crumpling of the steel plates you use to build your ship shows impact marks, and with the possibility of entire corners of your ship collapsing in on themselves. It can actually be very intense being stuck inside a ship that is being pelted with heavy fire. In fact in one of the dog fights I was in, I was subjected to my ship being torn in half from the heavy barrage of explosives that found me. Residing on the half of my ship that was missing the gravity generator, I was forced to float around the husk of my once glorious ship killer.
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As there are several essential components to ship building, all kinds of tactics can be implemented when it comes to protecting your vital components. The first thought would probably be to hide you reactor away from potential gunfire, maybe behind some heavy armour? This however will affect your ships mass and thus your ship’s speed and manoeuvrability. The fix? Well of course you could add more thrusters, or even more gyroscopes to aid your ship’s turning circles (Or should I say your ship’s turning sphere?) but that will again affect the mass. Your best choice is to first decide what you want your ship to be most proficient at, whether it is an agile run and gun kind of fighter, or a behemoth with heavy weaponry.
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Of course before you can even think about building, you will need to collect yourself a hefty amount of resources to start out with. Fortunately you come equipped with a grinder, for dismantling ships, a welder for fixing and building with and a drill for tunnelling through space rocks. The terraforming in Space Engineers is very well executed, whether you fire missiles into an asteroid, plow through with a hand drill, or even build a mining ship to help gather the essential ores, which happen to float away into space if you don’t grab them quick enough.
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Survival mode isn’t the only option though, as you get the choice of creative mode too. Obviously resource gathering isn’t a priority in creative mode, which gives you a lot more freedom in terms of building. If you plan on creating some huge death star, creative mode will be your best bet. That being said, survival offers you multiple scenarios to start out with. You can start with absolutely nothing, which could be considered the hardcore option. You can start with a space station as your base, or you could start with a crashed ship that you must fix up. In any of these instances, it is safe to say that the struggle for a place you can call home is always going to be easier with more players to help bring that dream to fruition.
In terms of content, even at this early stage you will find hours of gameplay just leaking out of the asteroid fields that surround you. Survival is lacking in a few desirable features, such as enemy ships to fight against, but what is on the plate will certainly satiate any space-based construction hunger you may have. With updates and new content coming out at a nearly weekly rate, it will be a while before Space Engineers gets old.

The Evil Within – Survival Horror’s New Kingpin?


The-Evil-Within-Asylum-4    Survival Horror is a genre that keeps gamers on their toes. It’s suspenseful, scary, difficult, and downright disturbing… as long as it’s done right.  Over the past few years gamers haven’t been graced with too many memorable survival horror games, but despite that Bethesda and Tango Gameworks are stepping up to the plate. The difference is The Evil Withinmight actually be shaping up to become a top contender in the disappointingly short list for this unsettling genre.
During PAX East this year, I got a chance to see a gameplay demo and it looks interesting, to say the least. The visuals are crisp and the movement within the game looks fluid. The weapons menu looks easy to use, and the monsters, of course, leave you feeling a little uneasy (at least the ones I got to see, anyway). Unfortunately, I didn’t get any hands on time with the game itself, but the gameplay and short clip (shown below) that were played at Bethesda’s booth were enough to get me onto this bandwagon.
With creator Shinji Mikami at the reins of this new release expectations are high, and from what I’ve seen they’ll be met. Mikami, known as “The Father of Survival Horror”, is back to direct what could be one of the best survival horror games to date. Mikami is the creative force behind many fan favorites including Resident Evil 4, and Devil May Cry so fans familiar with those games are sure to be eager to get their hands on this upcoming title.
evilwithin2In The Evil Within, you’re playing Detective Sebastian Castellanos. During the investigation of a gruesome mass murder, you and your colleagues encounter a mysterious and powerful force (what this force is, I’m not entirely sure). After seeing the slaughter of your fellow officers you’re ambushed and knocked unconscious. When you wake up, your world will never be the same. You’re surrounded by monsters eating human flesh, and the world is crumbling around you. Reality seems like a distant memory, while terror and fear have taken its place.
During the gameplay presented at PAX East, we were shown two different points. This demo really seemed to focus more on the environments and combat system more than anything else. The previous demos that I had seen really pulled me into the game. They really made me want to see more and I still do, but the demo played at the convention wasn’t the most jaw dropping.
During the first part of the demo, you’re in an elevator that suddenly begins plummeting to the floor. Eventually you hit the ground, and miraculously come to your feet. You muscle the elevator doors open just enough to see… sunlight? You’re outside? Then you start to fall again… and end up in a body of water? You muscle the doors open and swim out, to find yourself in a huge city. There’s no distinct mention of what city you’ve materialized in, but what is known is that this city it’s literally collapsing before you. Buildings are falling, and the ground is shifting before your very eyes; needless to say, a little bizarre at this point.
After some exploration and collection of supplies, you find what looks to be an A-typical zombie. They’re dressed as if they’re a human, but are not friendly or… healthy looking. It was a little disheartening to see this game go back to such an overly used horror monster, but then I thought again. This game has explained very little about the plot, and to be blunt – I had no idea what was going on. Perhaps there’s more to them than just the dead coming back to life, or a viral plague. The way the game has gone so far my guess is as good as any. All I knew is that I still want to see more, so I’m not jumping to any conclusions just yet.evilwithin1
A neat feature that was revealed is the alternate way of “disposal”. Players are given the opportunity to burn the bodies, provided they have the matches to do so. Could this mean monsters don’t die unless burned? That could certainly make this game more interesting, and difficult.
The second part of The Evil Within demo was basically some elaboration on the enemy that is faced in the trailer (see below), the enemy with the metal cage on his head and the axe, currently being referred to as “Boxhead”. We get to see more interaction with multiples of that same type of enemy! Yes, you read that correctly…Boxhead isn’t just one monster. You face several of him in the game itself.
The demo primarily showed the environments, basic functionality, and a general idea of what to expect. The trailer and previous demos are much more exciting than the one that was seen at PAX this year. If this demo was just to show off the environment and maneuverability of the game, then it was successful in doing so.
The game is very mysterious at this point with little to no explanation of the plot, or how our hero got into the mess he’s in. With a release date only a few months away, this game still has many survival horror fans either scratching their heads or tenaciously clinging to the edge of their seats. I happen to be one of the latter. Although opinions circling the web seem to vary, I’m still hopeful. Then again, I’ve been waiting for another survival horror game since the Dead Spacefranchise that changed my life.
Set for a release date of August 26, 2014 this new thriller will be gracing our screens sooner than later. The game is set to be released on XBox One, XBox 360, PS3, PS4, and PC so everyone should have access to what will hopefully be a refreshing staple in the survival horror genre. This game has a lot of promise, but it’s also got a few points that fans are hesitant to jump into. I’m eager to see what this new title holds, and you can look forward to hearing my 2nd Opinions on it when August rolls around. Stay tuned!

Chroma Squad an epic sentai TV show manager

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Chroma Squad was a game I desperately wanted to check out at PAX East earlier this month; however, due to time constraints I was unable to do so. Thankfully, hope was not lost! The guys over at Behold Studios, an independent game company based out of Brazil, were nice enough to send me a copy of their PAX demo! This gave me the opportunity to check out their “tactical turn-based manager game” before its Summer launch.
In Chroma Squad you play as a sentai TV show producer for an indie film company. You’ll be responsible for hiring actors, recording episodes, and crafting props for your show. Your job is to make the greatest sentai TV show ever. What makes this game so entertaining is that you not only control the overall management of the show, but you also get to control each actor during filming.
Manage your actors color, name, race, wardrobe, etc.
The game is at its best when it’s time to record an episode of the show, which you can name at the beginning of the game — I named mine “Power Force”. As soon as the camera’s start rolling, and filming commences, Chroma Squad goes from being a smooth management game to being one that resembles the classic turn-based Final Fantasy games.
At one point in my demo, while filming an episode for Power Force, I was introduced to the episode’s “boss”, or villain of the week, who happened to be a giant plant monster of sorts. After fighting off the monster’s minions, it was time for “The Power Force” to turn their attention to the main antagonist. I had to use all five members of my Power Force team in order to defeat this relentless villain. Plant Guy, I’ll call him, ended up overpowering four of my Power Force members, but he was eventually beat into submission by the last remaining member of the Power Force, Sarah Lee.
The battle was not over though. After the other members of my team woke up from their daze, Plant Guy — in good ole fashioned Power Rangers style — turned into a skyscraper sized monster. My team quickly combined their forces and became a massive mechanized warrior, ready to lay down the smack on super-sized Plant Guy.
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Here strategy became just as imperative as it was when I was fighting as five separate people. My mech warrior had four different unique abilities and a basic attack as well. The abilities were: an improved shield defense, a self healing ability, a punch attack that was more powerful than my normal blow, and finally a sword attack that dealt a good amount of damage. I had to be careful and sequence the use of my special abilities because there is a cool down time for each ability, and the time differed for each one.
I eventually beat the monster and ended the week’s episode. As the episode ended I was thrown back into the management game I began with and decided it was time to use some cash. I could have used the money to buy supplies such as helmets, suits, props, or items to help me craft, but I had to be watchful of the money so that I didn’t overspend.
The creators of Chroma Squad did a surprising job at creating a game that felt like it was two different games, and because of this I think it has an advantage of not becoming some dual game you quickly become tired of. It’ll be interesting to see what else I’ll be able to do during battles and with the shows management system once the final game releases this Summer for Windows PC, Mac and Linux.
Chroma Squad can be pre-ordered right now via their main site.

MONG Spotlight Presents: Starbound

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It’s Monday and that means it’s time for MONG’s Indie Game Spotlight. This week’s article focuses Starbound, a game currently in beta being developed by Chucklefish.
Starbound is a new space-sandbox adventure game which features endless procedural planets to discover and explore in single-playeras well as with friends in multi-player mode. In addition to the normal modes, there is also a hard-core perma-death mode for those favoring that sort of playstyle.  Starbound’s features are similar to the voxel based crafting games a la Minecraft and more recently Terraria,featuring an infinite amount of planets to land on and discover. Travel is handled from your space ship by using a feature called the Starmap.Starbound has quests and story driven missions to keep you occupied while fighting your way through the inhabitants of these planets and looting their treasures. In addition to crafting powerful armor and weapons, you can always find gear throughout planets’ endless caves and structures.
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In Starbound, your home away from home is your spaceship. Your spaceship is fully customizable, and you can use it to either make a crafting center, or just a display area for your most prized possessions. In order to travel the universe your spaceship needs fuel. At the beginning of the game, coal is the only available fuel source, but you can find upgraded fuels as you progress through the universe.
There are different “sectors” of the universe, representing different difficulties and levels of planets. Certain quests will need to be completed and bosses defeated before advancing to the new sectors. As you level up, you can upgrade the armor you crafted with newer materials that only spawn in the higher sectors.
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At the core of this game is its freedom and true sandbox style. If you feel like building a massive fortress, all you have to do is beam down to a planet and start constructing. Too lazy to build one? That’s fine as well, beam down to a planet and find an already inhabited settlement, and take it by force! NPC towns are littered about the planets, offering vendors and unique pieces to that race that you can either purchase, or just steal.
An interesting twist to the game is the interactions of the 6 playable races (with a seventh on its way) with their NPC counterparts. Some races are allies, while some are mortal enemies. Some will allow you into their towns to conduct business, while others will attack you on site. Each race has its own unique armor, weapon, and building materials, which allows you to take pieces you like from certain races that you can blend together into your perfect style.
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While the game is still technically in beta, there is plenty to do. Aside from progressing through the game and gearing up, one could literally spend days exploring new planets. There are hundreds of different biomes styles from desert to forest to ice caves, and each planet is different than the next.
Adding to the games replayability is the fact that Chucklefish is open to the mod community, and many mods have already been developed to further your creativity, including a fully modular spaceship, and some interesting other customizations.
Starbound was funded using its preorder page, and has raised more than $4 million, reaching all of its stretch goals. For more information please visit here.
My Opinion
When I first saw screens of Starbound early last year, I dismissed it as a Terraria clone, and didn’t really hold much stock in it. After watching the development closely I decided to give it a chance, bought an early access key, and began playing it. While Starbound shares the same kind of visual style as Terraria, and the same build one kind of item and upgrade as you level mentality, the games are actually quite different. The planets ofStarbound are so much more alive due to the NPCs and more variety in biomes. I have had a ton of fun playing Starbound so far, and with updates rolling out regularly, I will be busy with content for some time. Chucklefishhas stated that they have a lot more content planned, including more bosses and end-game PVP content, so the future of this game seems secure for quite a while.

Panzer Tactics HD Preview

Panzer Tactics HD is a remake of the Nintendo DS title of the same name from 2007 and Developers Sproing Interactive have certainly seized the opportunities that iPad and PC formats had to offer their game. Panzer Tactics HD is a traditional hex based Second World War strategy game in the style of the Panzer general series however it simplifies some of the visual complexities to better fit formats like the DS and IPad. 
The complexity of the genre has not been lost, just stowed away better so that you are not left prodding at tiny hard to read drop down menus with your big chipolata fingers. Panzer tactics provides all the size and scope and time eating gameplay of other turn based strategies it gives you plenty to think about.
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The game is built around three campaigns that put you in charge of Soviet, Allied and Axis powers respectively. These thirty missions can also be replayed as scenarios later or can be replayed making different choices in troop’s leaders and tactics. you see, You can often choose to rush to your primary objective and perhaps win a bonus in the next section for being quick, or you could choose to take your time and cover all the secondary missions which might lose you your time bonus but might gain you say cheaper tanks in the next round. Leaders can be hired to add to your troops abilities some will favour infantry over air units so this can also alter how your mission progresses whilst also adding to the re playability.
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When the DS came out in 2007 it received a fair amount of negative feedback about its Wi-Fi multiplayer which was unworkable due to difficulties matchmaking such a complex time consuming game. So wisely the developers stuck to their strengths and concentrated on the single player game. I totally applaud the developer’s decision in this; multiplayer is not compulsory and does not suit every genre. Specifically I doubt it would suit this one as it would require a host of boring samey balanced maps, not to mention the problems of finding someone who has two hours to spend on a match? Whilst I like what they have done for touch screen gamers as a pc user i found the control system initially unintuitive until I looked at it from the touch screen angle. Once the penny had dropped it became much easier to navigate the GUI and to direct my units.
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The game itself plays stably enough and seems fairly complete aside from some issues with missing text sections which I expect in a closed beta. The missions are well picked and reflect the progression of the war with relevant units appearing across the campaigns in much the same order as they did in history. The art assets and unit models are nice enough graphically and i have seen hex strategies with nothing more than unit markers do well in the past, but while that might suit the purist it wouldn’t cut the mustard with the tablet audience. I was very taken by the officer’s portraits; they seemed to sit in a joyful middle ground between the classic war films and situation comedies like “Dad’s army” and “Allo allo”. I have to admit i have not tried the officers yet in game, it’s hard to tell how much of a buff they would offer compared to their price (basic officer 5x the price of a medium tank).
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Equally the music and sound effects are better than most in fact the music sounds quite modern whilst still having the moody epic chords that fit world war two games so well. I think many fans of the genre will be keen to have a way to enjoy it on tablet, as this kind of game is perfect for a longish commute. Casual tablet gamers are also likely to enjoy this title and perhaps go on to enjoy hex based strategy games in general. Somehow i think the PC version might appeal to strategy addicts that want a quicker and more light-hearted fix, one that involves less squinting at menus. Personally I enjoyed this immensely once i had got to grips with its interface and I have every intention to stomp all over Panzer tactic’s 30 glorious missions. I heartily recommend you check it out on its full release as the hex map strategy game has held its popularity by virtue of the addictive fun they provide and Panzer Tactics is a great new example of the genre.

First Impressions: Taking a Toll Free Tour of Hotline Miami 2: Wrong Number on PS4

Did you like hurting other people? If so, then you were no doubt very happy when a new Hotline Miami game was revealed to be in the works. The critical and commercial success of the original made the sequel a virtual certainty, and with Hotline Miami 2: Wrong Number due for release later this year, we got the chance to take the PlayStation 4 version out for a neon and blood soaked killing spree.
For the uninitiated, the series involves massacring the enemies in each stage as quickly and as messily as possible, with the aim of earning a high score for your homicidal troubles. Slowly and methodically clearing a level won’t propel you up the leaderboards, so chaining kills and executing enemies with a variety of weapons is required. This isn’t as easy as it sounds, as the ultra-aggressive antagonists will kill you with a single hit, bringing your assault to a dead stop.
With only a couple of levels available for our preview, we didn’t spend a huge amount of time with the sequel, but it was immediately apparent that the frenetic fast pace is still present, with death approaching from all angles. Fortunately, restarting a stage is still instantaneous, and we were thankful for this mercy as our skills as a masked murderer were a little rusty to say the least.
After experiencing a horrendous number of deaths, we finally managed to get back in the flow, and found that this edition isn’t doing anything particularly different to its predecessor. As a result, if you were previously turned off by the graphic content or steep difficulty curve, then this game isn’t going to change your mind in the slightest.
Still, while you may find the same formula on the surface, there are many changes to be uncovered beneath its fatal facade. For starters, new masks – which are accompanied by old favourites – ultimately affect the manner in which you tackle a stage. Whether it’s giving you the ability to do a roll that’ll help you to evade enemy attacks or letting you control two characters at the same time, these totally change the title’s flow.
The wider roster of characters also feeds into the story, which explores how the events of the first game have been emulated by a number of twisted personalities. These range from a director making a film inspired by the original killings to a group of wannabe vigilantes that idolise the first game’s jacketed protagonist. Outside of this brief overview, we can’t tell you much more about the story, but the snippets that we saw certainly pointed to it being as uncomfortably disturbing as its predecessor. One particular part of the demo demonstrated this well, as we mortally wounded an enemy while calling his wife and telling her to come and collect his carcass. Ice cold.
Less disturbing is the return of the electronica-inspired soundtrack, which will make you want to play the entire game with headphones on. The music in the demo provided the perfect backdrop to the hyperactive onscreen action, and we were happy to learn that a number of the artists behind memorable tracks from the original will be making a return.
Still, our short time with the game did leave us pondering what people really want from a sequel: more of the same, or something new? Hotline Miami 2: Wrong Number definitely has both feet placed in the former camp, but that’s not necessarily a bad thing – especially if you’re one of those strange types that likes hurting other people.

Hitman Go Preview at PAX East 2014

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Daniel Lutz, creative director at Square Enix Montreal, previewed Hitman Go for GamerFitnation at PAX East.
Hitman Go takes an interesting approach to the Hitman franchise. Instead of the usual stealth shooter, the mobile Hitman is an isometric tactics game.
Watch the video preview, in which Lutz shows off the game.   

http://gamerfitnation.com/2014/04/hitman-go-preview-pax-east-2014/

Virtuix Omni Preview



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75 lbs of steel, plastic and rubber. A new pair of shoes, a harness and enough space in your living room to house a medium size arcade cabinet. Virtuix’s Omni isn’t the kind of device one would buy on a whim, nor is it a standard motion-controller. The Omni is designed to bring us one step closer to the virtual reality (VR) experience we’ve all dreamed of and, with a little practice, it takes a giant leap forward for immersion.VirtuixOmni_1
Acclimatising to the demands of the Omni is no easy task. Indeed, Virtuix themselves use a third-party videogame, Gold Rush, as a short practice run before allowing people to experience Omni at it’s fullest. Once the player has donned the infamous Omni shoes and mounted themselves in the Omni itself – without the harness in this instance – they must simply walk forward to collect gold and gems littered across a simple linear runway. Learning to adjust to walk flat-footed rather than the natural heel-to-toe isn’t as easy as it may seem and most will develop an awareness of their gate more keenly than everyday life would present. As the player progresses the levels offered by Gold Rush become more complicated; throwing sideways movement, timing and stalls into the mix. It’s an immediate and instinctive way of tutoring the player of the requirements that the Omni has in order to gain the fullest experience: just like using an analog stick or Wii Remote for the first time, the player has to draw a mental line as to where it’s extremities lie.
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Once the player has gained their bearings they are offered the real Omni experience. Virtuix have developed their own videogame designed specifically for use with the Omni, replete with harness, model gun and Oculus Rift. TraVR is a good looking first-person shooter (FPS) that crosses science-fiction with suspense-horror, as the player moves slowly along dimly lit corridors with their partner. Cheap jump thrills suggest this to be a low-rent experience, but in truth this first taste of TraVR is simply throwing everything at the player. It has to be a convincing taste of what a full-blown Omni experience can be and for that it’s well built.
The player moves on and the videogame progresses from slow-pace to running to sprinting. It takes a little more time to become faithfully invested in the harness: you will not fall, but it doesn’t feel that way. The constant disconnect of becoming unbalanced is a worry that isn’t easy to abandon, but does come with time. Suspension-of-disbelief is the pot of gold at the end of the rainbow for VR and there are many trials it will have to overcome to get there. Simulator sickness is one, motion-control is another; Omni is closer to achieving this goal than any other walking peripheral VRFocus has been invited to experience first-hand despite these awkward barriers for entry.
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The model gun is not motion-controlled at this point so shooting is a simple case of lining up the centre of your vision on the enemy and pulling the trigger, but it remains an effective representation nonetheless. One would hope that, down the line, Virtuix intend to bring this closer to a real instance. Once having surpassed the hurdles of flat-foot walking and faith in the harness the Omni is as close to movement interpretation as you can currently get within virtual worlds, it can’t be too much to wish that other aspects of the experience follow suit.

Child of Light is beautifully unique

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In the past, I’ve argued at great length about how some video games are more than just a form of entertainment, more than just interactive creative work. Titles such as Okami, Journey, and Brothers are considered by many in the industry as works of art. Whilst many debate the philosophical concept of whether a video game can actually be considered as an art form, Child of Light is one such game that certainly makes a strong case.
Developed by a very small team at Ubisoft Montreal, Child of Light is a Japanese-style role-playing/platforming game, and looks to be a stunning example of what big publishers can achieve if they give creative freedom to their developers to experiment beyond the norms of factory-farmed franchises and multiplayer shooters. Make sure you hit the play button above to see the latest ‘making of’ video from Ubisoft.
Child of Light stars Aurora, the young daughter of a Duke who wakes up one day in the magical lost continent of Lemuria. You discover that the sun, moon and the stars have been stolen by a wicked queen and the only way for you to get home is to recover them. But it’s a coming of age story as much as it is good versus evil.
Clearly, the most striking thing about the game is its visuals. The dream-like, hand-drawn style uses the UbiArt Framework, the same technology behind Rayman Origins and Legends, but whereas those games had a humorous cartoon style, Child of Light looks like a striking ink painting come to life.
In a recent video interview, writer Jeffrey Yohalem claims his aim was to create an experience that felt like an epic poem to play. In fact, the writing in Child of Light is entirely in rhyme.
“It’s a love letter to JRPGs, but at the same time it’s much more accessible – it’s trying to bring this style of play to gamers who have never played a JRPG before.”
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However, unlike most JRPGs, Child of Light features co-operative play which is not only just an option, it’s recommended. In her journey, Aurora meets friendly firefly Igniculus who can be controlled by an additional player.
“We were inspired by Ni No Kuni, but the problem is you can only play single player – traditionally a lot of games are about going off on your own and being separate from people. We wanted to create an experience that was about togetherness.”
Watching the video above, you get a real sense that a lot of passion has gone into making Child of Light. The feeling from the team is that this was developed with the sole purpose of creating a deeply unique and enjoyable game, and not just a product that would help Ubisoft line their pockets. Child of Light feels genuine, but more importantly, it’s the sort of game I would show a non-gamer if I wanted to show them there was more to gaming than just mindless war violence and zombies. It’s brimming with imagination, beauty and originality, and if those aren’t qualities of an art form, then I really don’t know what is.
Child of Light will be released next week on the 30th of April, available as a digital download on PC via Steam, Xbox 360, Xbox One, PS3, PS4 and Wii U.

Lords of the Fallen on PS4: A Challenge Worth Facing

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I’ve seen my share of challenging games, and I loved a whole lot of them. And honestly speaking, I could never put up with so many people that quit playing them early. But I’ve come around full circle to the point where I don’t see their impatience as a shortcoming anymore. There’s room for improvement in game design. And I believe that the team behind Lords of the Fallen on PS4 is after something that will narrow the gap between mainstream and core players. One bit at a time, that is.
First things first: we decided that if there’s a main feature of Lords of the Fallen that will be complex and challenging, the rest should be more or less streamlined. I’m not trying to say that we dumbed down anything. Take books written by Dan Brown or Harlan Coben, for example; they’re not deprived of any intellectual value. They’ve been skillfully written for the mainstream audience, so… why not games?
Lords of the Fallen will try to tell a story without imposing it. You won’t have to remember that the Fallen God’s name is Adyr to face him. You won’t have to memorize the names of crucial NPCs to follow their plots. But I’m pretty sure some people will really want to; and that’s enough.
You can get going just from the old legend that speaks about humanity defeating its god thousands of years ago, and then taking up the belief that it can completely wipe evil out of human nature. You might dig deeper and find out that people decided to write down the codex of the most deadly sins and that anyone caught committing them will forever be marked with a tattoo on his or her face, but your game experience will not be hindered if you lack that information.
Lords of the FallenLords of the Fallen
Most of the lore will be spread across the world in audio memoirs written by various inhabitants of our world. Most of the cinematics will focus on introducing players to the important enemies and combat events, while only the pivotal plot points and twists will feature movie-like scenes and camera-directed conversations. User interface and HUD will not be heavily ornamented, nor occupy unnecessary screen space.
When it comes to the combat system, we’re giving it as many sub-systems and dependencies as we want. Elemental damage? Sure, we’ve got quite a bit of that. Crafting? Of course — weapons, shields, and armor. Attribute weapon scaling? Just make sure you pick the right one. Do weapon move sets vary? Yup, with damage, speed, distance, types of combos, and attack chains. But bear in mind that there’s still a lot they have in common, so once you’ve learned that any attack initiated straight out of an evasive roll gives you that extra bit of distance and stability, you naturally apply that knowledge across all weapons.
There will be things tightly bound to a particular gear item, like perks, as well as universal features that work anytime and anywhere — like perfect timing for attacks, or charging. Bottom line: challenging games can be so much fun if they’re served up well. Meaning, the players can choose their own pace for learning the core mechanics.
Lords of the Fallen
Lords of the Fallen has been in development for some time, and we’ve shown the game to a wider audience a couple of times. So far we’ve been showing parts of the opening chapter, set within an Old Monastery just about the time when Harkyn, our hero, arrives alongside his mentor. The two are trying to figure out what made demons return after millennia have passed.
At the beginning of the game, the Monastery is pretty much a whole world to the player, so it feels like people can get familiar with the human realms and see how things work here. Then, we want people to venture off into the demonic dimension to get perspective and, well, be presented with the demons’ own reasons for why they do what they do.
And last but not least, Harkyn will finally be ready to descend deeper underground into where people believe the gigantic body of a Fallen God lies, and where he must be faced. There’s more than one ending in Lords of the Fallen, and together with a New Game + feature, we believe the experience will be worth replaying.

MotoGP 2013 second gameplay trailer

The second Moto GP 13 gameplay has arrived today and sees us take to the Jerez circuit in Spain. A fun circuit with a range of high speed and low speed corners but with a flow, it’s a course with a nice rhythm. Here we see Valentino Rossi on his 2012 Ducati (2013 bikes and riders to be added) taking to the track for some test laps. As ever the details and lighting continue to improve along with the new helmet cam, certainly giving that authentic edge though I prefer the view behind the bike.

Sound is a mixed bag, some notes sounding a little off while some commenter's have raised concerns at the size of the bike in comparison to the rider. At this stage that could be more down to the perspective of the camera view rather than the models. Either way this looks to be the most authentic Moto GP game in years and with an exciting season kicking off at Qatar last weekend there couldn't be a better time.

Moto GP 2013 will be released June 2013 and we'll have a stack of hands-on content on the way.



http://www.teamvvv.com/en/news/comments/MotoGP-2013-second-gameplay-trailer

Everything you need to know about Kickstarter sensation Star Command

Star Command 7, thumbnail 1Earlier today, we went hands-on with War Balloon Games's hotly anticipated space sim Star Command.

This is the oft-delayed and long-awaited mobile game that's enjoyed two Kickstarter campaigns and attracted almost $200,000 in crowdfunded cash. It's kind of a big deal around here, okay.

As I explained in my Star Command preview, it might not quite be what you're expecting. You can forget any plans about exploring the universe, conducting science missions on Phobos, or having diplomatic negotiations with aliens.

No, this game is all about combat. Fun, chaotic, tense, and tactical combat. But just combat, really.

If we weren't entirely clear about any particular element in our preview, here's a complete rundown of everything you need to know about Star Command.

When is the game coming out, and how much will it cost?

Ah, the sixty-four-thousand-dollar questions.

The developer is staying understandably silent on this (Star Command has missed more release dates than Duke Nukem Forever), but an April launch - for the iOS version, at least - seems feasible right now.

War Balloon says it will charge £1.99 / $2.99 for the game.

On which platforms is the game coming out?

As far as we can gather, the game will debut on iOS, with an Android edition following closely after. Expanded PC and Mac versions are promised, too.

Are there any in-app purchases in Star Command?

No. You can only buy upgrades and new crew members with tokens, which are awarded after a successful battle.

There are also no energy systems, pay-to-skip buttons, or buyable hats. There are wait timers, but you can't pay to expedite them and they're never more than a minute long.

Star Command

In how many ways can I customise a crew member?

You pick crew members from a pool of randomised human or alien astronauts, depending on where in the galaxy you hire new units. There doesn't seem to be any appreciable difference in the species (or gender) you pick.

You can rename your crew, mind, if you want to get the full Star Trekexperience.

Characters earn experience points in combat, science, and repair as they perform the associated jobs. If you get a certain number of points in one area, you'll unlock a special ability like faster movement speed, a greater aiming range, or faster repair.

To what extent can you customise your ship?

At the beginning of the game, not by a lot. You're forced into quite a specific layout by the tutorial, and your only options for customisation are to upgrade individual rooms.

You can upgrade a room by spending tokens. These upgrades range from making the military mini-games a little less demanding to making crew members heal faster in the medical bay.

These upgrades also have an aesthetic influence. If you put a supercomputer in the bridge, for example, you'll see a little pixellated processor appear on your ship.

You can apparently get a larger ship, which you can decorate to your choosing, in your second playthrough.

Can you engage in intergalactic diplomacy?

Not really. In most cases, conversations with roving alien ships will end in insults, threats, and then all-out war. Even in times where you're given an option to work with another ship, or trade tech, it will still end in war eventually.

There is at least one actual decision you can make, though. Early in the game, you're asked with making quite a big choice, and your decision will change the story, some locations you can visit, and the missions you'll take.

So, don't expect to do business with every alien you come across, though there is some scope for decision making.

Star Command

Can you devote your life to science?

No. In Star Command, a scientist is just another word for a healer. In the game, these so-called researchers simply heal wounded crew members and fix the ship's protective force field. Handy to have around, but not very scientific.

Can you explore the universe?

If by 'explore', you mean 'explore for new alien creature I can kill', then, sure, you can explore.

Once the tutorial is over, you are able to jump between a handful of different planets and take the associated missions in any order you like.

You're only picking locations from a map, though, so you don't get to dive into the deep expanse of the cosmos by yourself.

Can you change the difficulty level?

Not on your first go, no. You get lumbered with Normal, and there's no Easy.

Difficulty options labelled 'Heavy' and 'Black Hole' are locked at the beginning, but are presumably unlocked when you finish the campaign once.

How many save slots are there, and does the game have iCloud support?

There are three save slots, and one autosave slot which automatically marks your progress when you win a battle.

Doesn't seem to be any iCloud support, no.

Star Command

Will the game be updated after it comes out?

All signs point to 'yes'. There's a "Coming Soon" button on the home screen of the game, which features a picture of an eyepatch-sporting space marine and a dog.

Also, if you select a crew member and hit 'contraband', the game displays a "coming soon" message.

http://www.pocketgamer.co.uk/r/iPhone/Star+Command/feature.asp?c=49956