Note: iOS 9 + Facebook users w/ trouble scrolling: #super sorry# we hope to fix it asap. In the meantime Chrome Mobile is a reach around
hot  /  reviews  /  videos  /  cblogs  /  qposts

Crowdfunding

Star Citizen mad money photo
Star Citizen mad money

Space epic Star Citizen hits $100 million in crowdfunding


How about tossing a few bucks my way...
Dec 14
// Steven Hansen
The ambitious, multi-faceted space epic Star Citizen has hit a hell of a new milestone, crossing $100 million in crowdfunding. The project was just at $50 million one year and two months ago. A year before that, it sat at $15...
Psychonauts 2 photo
Psychonauts 2

People are throwing money at the Psychonauts 2 Fig campaign


Only $1.2M to go...
Dec 09
// Vikki Blake
The Psychonauts 2 Fig crowdfunding campaign has raised over $2 million. At the time of writing, 13,630 backers have raised $2,121,471, which means 64 percent of the $3.3M has already been achieved with 34 days of th...

Did the Star Citizen trailer at the Game Awards restore anyone's faith?

Dec 06 // Nic Rowen
The delays have been one thing. I expected delays. Even when the Dogfighting module was pushed back from the summer of 2013 to actually launching in June 2014, I was fine with that. Sure, it was irksome when the Dogfighting module finally released and turned out to be a steaming pile of glitches, but I could roll with that. What has really bothered me though, what's chipped away at my faith in the game for the past two years, has been the lack of direction the team seems to have had. How every time you turn around, Cloud Imperium Games is announcing another huge feature or gamemode it promises will be the best thing since sliced bread, despite not delivering on what has already been promised. It's the tin ear, how they keep doubling down and going bigger while leaving backers hanging. Moves like bringing in Hollywood talent like Mark Hamill and Gary Oldman to star in the single-player Squadron 42 campaign (now slated to come out in episodic chunks rather than one cohesive story, yay). Call me a cynic, but it's hard for me not to wonder if all that backer-funded money could have been better spent on actually getting the game out the door than footing the bill for premium stars. I was excited to see Star Citizen make an appearance at the Game Awards because I wanted them to show me something that would get me back on the team. I wanted them to wow me with something like an in-depth gameplay demonstration, or a concrete release date, or a expository clip of the single player storyline. What we got was a trailer full of smash cuts of generic action and choppy frame rates. [embed]324673:61426:0[/embed] I still want to believe in you Star Citizen, but you're not making it easy. So how about you? Did you ever believe in Star Citizen, or did you think it was hogwash from the beginning and none of this surprises you at all? Did you buy in and are still excited, or do you regret it? Am I just a big grumpy baby and you thought the trailer was awesome? Let me know, I'm really curious about what other people think of Star Citizen at this point.  
Star Citizen photo
Adrift in space
I'm a lapsed believer. Two years ago, I was all about Star Citizen. You would have been hard pressed to find someone more excited by the idea of a galaxy spanning rough and tumble space sim than me (well, maybe those crazy pe...

Psychonauts 2 photo
Psychonauts 2

Double Fine is crowdfunding Psychonauts 2


Looking for $3.3 million
Dec 03
// Brett Makedonski
Almost eleven years after its release, cult classic Psychonauts is finally getting a sequel. Well, it's likely getting a sequel, that is. It depends on how badly fans really want it. At tonight's The Game Awar...
Amplitude photo
Amplitude

Amplitude set to release on January 5 for PS4


Ring in the new year
Dec 02
// Darren Nakamura
It has been a bit of a wait for Amplitude, Harmonix's 2014 Kickstarter success. It was originally slated for release in March of 2015, but was pushed back a few times to January of 2016. Still, a year is nothing if you consid...
Indivisible photo
Indivisible

Lab Zero's Indivisible hits funding goal


I have just lost several bets
Dec 02
// Mike Cosimano
Indivisible, an action RPG from the minds behind Skullgirls, was just funded through an Indiegogo crowdfunding campaign. The drive hit its $1.5 million goal after receiving a 20-day extension from Indiegogo administrators wit...
Indivisible photo
Indivisible

Shantae shimmies her way into the world of Indivisible


More than 80% there with 6 days left
Nov 29
// Jonathan Holmes
I had thought we'd seen all the cameo characters that Indivisible had to offer, but a few days ago, one the original "indies-on-consoles" icons of gaming was added to the already impressive roster of guest stars. Shantae has...
Fig crowdfunding photo
Fig crowdfunding

Fig's next crowdfunding campaign will be open to smaller investors


No need to be a millionaire
Nov 24
// Darren Nakamura
Fig has had a bit of a rocky start as a crowdfunding platform. It is much more selective about its campaigns than Kickstarter or Indiegogo, so it has only featured two campaigns since its launch in August. Outer Wilds just ba...
Indivisible photo
Indivisible

Take a look at the full cast of Indivisible's guest characters


Don't stop believing
Nov 22
// Jonathan Holmes
Indivisible is currently in crowdfunding overtime, with over a million dollars raised and 13 days left in its extended Indigogo campaign. The game still has about $400,000 left to raise in that time, so it's anyone's guess if...
Anchors in the Drift photo
Anchors in the Drift

Second Fig crowdfunding campaign Anchors in the Drift failed to meet its goal


Only made about 21 percent
Nov 20
// Darren Nakamura
I was ready to eat crow at the very beginning of the Anchors in the Drift crowdfunding campaign. After wondering aloud if the general public would get behind paying sizable chunks of money for a free-to-play game, it opened s...
Indivisible photo
Indivisible

Indivisible crowdfunding campaign extended


About $500K left to go
Nov 13
// Jordan Devore
It's not over yet. Lab Zero Games has secured a 20-day extension on its Indiegogo campaign for Indivisible, a stylish side-scrolling RPG with shades of Valkyrie Profile and Super Metroid. As it now stands, Lab Zero has raised...
Dad Quest Kickstarter photo
Dad Quest Kickstarter

Close to home: dad throws son at foes in Dad Quest


Ah, the memories
Nov 09
// Darren Nakamura
I don't know why fatherhood has become such a prevalent theme among indie games lately, but I like it. There was Octodad, then Dad by the Sword, then Dad Beat Dads. Now there is Dad Quest, and it reminds me a lot of my own ch...
Failsafe photo
Failsafe

Failsafe wants to inject Mirror's Edge with a bit of Studio Ghibli


Not to mention sweet grappling hooks
Nov 03
// Joe Parlock
I’d never realised how much I needed Mirror’s Edge with a Studio Ghibli coat of paint until I saw the Kickstarter for Failsafe. Developed by Game Over, it appears to combine Mirror’s Edge, Studio Ghibli, Sh...
Indivisible photo
Indivisible

Lab Zero to launch Indivisible PS4 demo on Nov. 3


It takes a golden calculator
Oct 30
// Mike Cosimano
Today, Lab Zero Games and 505 Games announced a PS4 version of their Indivisible prototype, to be released on November 3 for all PlayStation Network users. If you have a computer and want to play the prototype right away...
Dragon's Lair: The Movie photo
Dragon's Lair: The Movie

Don Bluth and Gary Goldman are kickstarting Dragon's Lair: The Movie


First Bluth-animated film since 2000
Oct 27
// Joe Parlock
In the '80s, Don Bluth was almost single-handedly the biggest competition Disney had in the animation industry. When he wasn’t pumping out amazing films like An American Tail, All Dogs go to Heaven, and The Land B...
Anchors in the Drift photo
Anchors in the Drift

Scribblenauts developer hopes for $500,000 on Fig for its next game


Anchors in the Drift
Oct 21
// Darren Nakamura
When I hear "5th Cell," my mind goes to the good times I spent with 2008's action-tower defense Lock's Quest or 2009's creative puzzle platformer Scribblenauts. Those were cute, inventive 2D games. I definitely don't think of...
Wanderer photo
Wanderer

Feast your eyes on sci-fi platformer-RPG Wanderer


Lo-fi Firefly
Oct 14
// Darren Nakamura
When it comes to pixel art, there is good stuff and there is bad stuff. Recently launched on Kickstarter, Wanderer falls easily into the former category. I just love the look of the pixelated characters on the more painterly ...
Star Citizen photo
Star Citizen

$92 million space game gets Luke Skywalker, more Hollywood actors


Story mode cast, latest gameplay
Oct 12
// Steven Hansen
Star Citizen, the massively crowd-funded, ambitious space game, has seen a rough patch this year of missed release windows and a more recent lawsuit threats against a media outlet, but there's also a video game in developmen...
Aurion photo
Aurion

African-developed Aurion: Legacy of the Kori-Odan looking for funds on Kickstarter


Developers are from Cameroon
Oct 08
// Joe Parlock
Aurion: Legacy of the Kori-Odan is an incredibly interesting game. It’s billed as an “African-fantasy action-RPG,” putting a lot of emphasis on combos and combat while also having a setting based on African...

Review: Armikrog

Oct 06 // Caitlin Cooke
Armikrog (PC)Developer: Pencil Test StudiosPublisher: Versus EvilReleased: September 30, 2015MSRP: $29.99 The game opens with a spectacular bang, showcasing an animated sequence of our hero Tommynaut and his sidekick Beak Beak crash landing into Armikrog, a strange complex on planet Spiro 5. Within its walls there are puzzles to explore, secrets to unlock, and history to discover as Tommy and Beak Beak make their way through the desolate alien buildings full of various oddities to find a way home. From the onset Armikrog contains the charming, silly humor you’d expect from a TenNapel game, and of course throwback themes that reference The Neverhood. Gameplay rests on your ability to explore and figure things out on your own, moving from room to room collecting items that will come into play later. The age-old point-and-click rule of thumb “click on literally everything” especially rings true as each area contains various puzzles which you (hopefully) put together to make it through to the next building in the complex. There’s not much life to Armikrog save for a few adorable fuzzy blocks, raptor-like creatures on wheels, and alien octopi who speak in a strange tongue – but it’s up to you to figure out why. A statue of a wise-looking man appears in different rooms from time to time and talks to you in a whimsical manner imparting general advice, but that’s about the most interaction you’ll have besides chatting with Beak Beak. Just like being in The Neverhood, for the most part, you’re on your own. At any given time you can switch between controlling Tommy and Beak Beak with a simple click. Beak Beak’s abilities allow him to fit into small doors and occasionally fly around which prove useful when finding various items, however that’s generally the extent of the dual-character system. Tommy doesn’t really have any special abilities going for him (besides being the protagonist, if that counts). It’s fairly obvious when you need to use Tommy vs. Beak Beak, like when a button needs to be pressed or stood on, but the tricky part is understanding the order of when these things need to happen as contextual clues are virtually non-existent. The gameplay mechanics are quite simple since there’s not much to the action besides clicking on things and moving from room to room, however it’s the complication of the controls which may throw players off. Old-school game logic is very much prevalent – I often took an extremely long time to figure something out only to realize I wasn’t in the exact spot for it to trigger. There were also moments when the opposite was true, and actions were far too fluid – like a traveling cart that can send you flying in various directions if you’re not careful. Puzzles range from straightforward to insanely obtuse, and there were a few interesting ones in between that hit the sweet spot. I particularly enjoyed a music-based puzzle that popped up from time to time which had me placing little adorable nursery toys in a certain order. For the most part, puzzles rely on your ability to keep track of certain themes and recall various symbols and patterns throughout your journey. Unless you want to rely on GameFAQs, keeping a notebook and pen handy are pretty much key. Armikrog didn’t hold my hand and indicate what I’d done right or wrong, so blindly guessing and forging through by clicking around was a common strategy. I found myself backtracking through rooms multiple times to see if I had missed anything, but more often than not I just had a general misunderstanding or difficulty navigating puzzles. Some puzzles have a distinct or unclear order to them that won't register if done incorrectly. I also had trouble with certain color-specific puzzles – some feature yellow and orange, or blue and purple pieces that I found to be nearly indistinguishable from each other. Those who have a hard time with colors may have difficulty getting through these puzzles as well. The lack of an inventory, although a callback to The Neverhood, was still something sorely needed. After picking up an item, Tommy puts it into his stomach, and it’s never to be seen again save for when you click on the correct place on the screen. I would often forget which items were on hand, making it hard to connect the dots when the time came. There were also a few outdated choices in terms of the interface – the manual save/load function is ancient, the cursor is plain without indicating what can be interacted with and how, to name a few. I believe Armikrog aimed to be specifically old school in this sense, but it was a tad frustrating. Whether these choices were intentionally nostalgic or not, it got in the way of actual gameplay. Armikrog could use a bit more tightening in general. Subtitles were inaccurate to the point that it was fun for me just to turn them on and see what dialogue was meant to be in the game originally. However, the biggest offender was the bugginess around puzzles. At some points, they wouldn’t trigger correctly – for example after feeding a bug to Beak Beak (which is meant to trigger his flying abilities), he just sat there staring at me instead. There was also one point when he became stuck in his flying state, unable to move or trigger anything. Saving often is necessary to prevent situations like this. On the brighter side, the environments are stunning and truly make the game come to life in a way that was hard to achieve back in The Neverhood days. Graphics are crisp and vibrant, animations are smooth, and the environment is full of quirky textures like fuzz and moss that make it pop. The clay is of course the hallmark style of the game, and sometimes I found myself getting lost looking thinking how long it took someone to mold that particular scene. Music by Terry Scott Taylor was wonderfully quirky, but I wish there were more of it throughout. It was especially noticeable when working on a puzzle for a long time, as a single song would play and stop for a long period of time, then pick back up again later at a random interval. Similarly, despite the voice acting being top notch, I also noticed that sound clips would fade in and out when Tommy or Beak Beak were meant to speak – subtitles would appear but nothing would come out of their mouths. Armikrog’s story is simple and charming, even though the pacing is a tad rushed for my tastes. Besides the opening sequence, there’s not much to the plot until the very end. I was hoping for more substance, or even more silly vignettes to keep me company – but perhaps I’m being selfish considering how long it takes to animate one of those sequences. Overall, I appreciated the atmosphere and especially one of the very last puzzles, which I felt was one of the more creative things I’d ever experienced in a game. Armikrog does not surpass The Neverhood, but just like a successor to any celebrated piece of media, that would have been an impossible task. However, it does contain a unique charm in its own right which fans of The Neverhood or other old-school point-and-click adventures will especially appreciate. Those followers will likely forgive its faults for a taste of nostalgia, but others new to this realm may find it too outdated and unpolished.
Armikrog review photo
Claymation heaven
I still have my original copy of The Neverhood, bestowed upon me when my family bought our first Gateway computer in the mid-'90s. I was in complete awe over the challengingly silly puzzles, phenomenal claymation, and the ecl...

Indivisible photo
Indivisible

Skullgirls dev's metroidvania RPG Indivisible is looking pretty dang good


Up on Indiegogo, with a playable demo
Oct 05
// Darren Nakamura
Back in July we got a barebones announcement that Skullgirls developer Lab Zero Games has been working on a role-playing game called Indivisible and that it would begin a crowdfunding campaign for it late in September. It's ...
Home Free photo
Home Free

Dog RPG Home Free funded in five days


Kicks Arfer
Oct 05
// Darren Nakamura
Things have been looking kind of sad over on Kickstarter lately. Aside from the huge names making games like Mighty No. 9, Yooka-Laylee, Bloodstained, and Shenmue 3, it seems like the ratio of successes to failures has i...
Shenmue 3 photo
Shenmue 3

$6M isn't enough to make Shenmue 3 'gorgeous visually'


'I could do with a bit more money'
Oct 05
// Vikki Blake
$6.3 million isn't enough for Shenmue creator Yu Suzuki. Talking to Eurogamer, Suzuki said that while the game will be crafted in line with the funds available to it, the game "doesn't have to be gorgeous visually."
Home Free Kickstarter photo
Home Free Kickstarter

Control an abandoned dog in the city in action-RPG Home Free


Control your tears watching the video
Sep 30
// Darren Nakamura
The first few moments of the Kickstarter trailer for Home Free bring up sad memories of the Futurama episode "Jurassic Bark," which I apparently cannot even read the Wikipedia entry for without getting misty-eyed. Dogs, man. ...
BattleTech photo
BattleTech

BattleTech Kickstarter begins, immediately secures funding for 'stage 1'


Turn-based stompy robots live again
Sep 29
// Nic Rowen
[Correction: Contrary to what I reported earlier, Harebrained Schemes did not fund the initial $250K goal of basic funding on its Kickstarter. All of those funds came from backers. Harebrained has invested $1 million into the...
Jinko photo
Jinko

Fancy a game by the art director of The Nightmare Before Christmas?


I DO
Sep 25
// Vikki Blake
If you're a fan of The Nightmare Before Christmas (and why wouldn't you be -- Jack Skellington is adorable), keep an eye on upcoming game, Jinko. Deane Taylor, art director for The Nightmare Before Christmas (and 400 hours o...
Spaceteam card game photo
Spaceteam card game

'Cooperative shouting game' Spaceteam getting a card version


Up now on Kickstarter
Sep 23
// Darren Nakamura
Back when we interviewed Spaceteam developer Henry Smith about the free cooperative mobile game, he mentions the real-time board game Space Alert as an influence. Now things come full circle, with Mathew Sisson taking the tab...
Shenmue 3 photo
Shenmue 3

Shenmue 3's 'Slacker Backer' doesn't currently offer the PC version


It will 'soon', but we don't know when
Sep 22
// Joe Parlock
Shenmue 3, buddy, listen to me. There are so many people excited for you. You managed to break crowdfunding records and everything. Because of that, you need to stop being so damn vague and confusing with how you take people&...
Them's Fightin' Herds photo
Them's Fightin' Herds

Them's Fightin' Herds has the best name ever, and is also on IndieGoGo


I forgot to rein in the horse puns
Sep 22
// Joe Parlock
Lauren Faust, creator of My Little Pony: Friendship is Magic who also worked on The Powerpuff Girls and Foster’s Home for Imaginary Friends, has taken to IndieGoGo to help make the game Them’s Fightin’...
Harmonix and Fig photo
Harmonix and Fig

Harmonix will need your help (again) to make its next game


Sometime this fall
Sep 03
// Brett Makedonski
Harmonix is going back to the crowdfunding well after its successful Amplitude campaign, but it's not going the Kickstarter route. It's going with something far more trendy right now. The music game developer plans ...

Auto-loading more stories ... un momento, corazón ...