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Digital Distribution

Nintendo Land eShop photo
Nintendo Land eShop

You won't find Nintendo Land on the US eShop anymore


But really, who doesn't already have this that wanted it?
Nov 11
// Brett Zeidler
In a strange move that no one understands, everyone's favorite Mario factory has recently removed original Wii U pack-in Nintendo Land from the system's eShop. Exactly when, we're not sure. NeoGAF users found the title gone f...
Nintendo photo
Nintendo

Nintendo breaks previous digital sales record


Downloadable retail titles lead the charge
Nov 02
// Wesley Ruscher
Things are beginning to look up for Nintendo's digital sales. The company recently reported in their second quarter financial results briefing that the total money earned in downloadable sales, for the first half of this fina...
Xbox One photo
Xbox One

Xbox One game gifting may be coming after all


Major Nelson notes that it's still in focus
Oct 31
// Chris Carter
Back when the Xbox One was announced and all of that terrible DRM news came out of it, there was one pretty neat feature -- digital game gifting. Essentially, the practice allowed you to buy a game digitally, play it, then "g...
Steam photo
Steam

The Steam Family Sharing beta has started


Are you among the lucky first thousand?
Sep 26
// Jordan Devore
With Steam's Family Sharing feature, you can lend your Steam library with "family members" who are on authorized devices and all parties involved retain their own achievements and save files. A nice addition, certainly, thoug...
Greenlight photo
Greenlight

Superhot and Mount Your Friends greenlit on Steam


The latest batch of titles approved for release
Sep 18
// Jordan Devore
It's far from the best group of Steam Greenlight titles to move forward -- and that's putting it nicely -- but the September 18th group has a few standouts. Superhot, the first-person shooter where time moves when you do; the...

Nintendo eShop: A work in progress

Sep 14 // Tony Ponce
Armikrog - Pencil Test Studios Even the most casual gaming news reader understands that Wii U has been lacking in new retail game announcements. Publishers realize that software sales on the platform have been poor, so they've opted to withhold software support until Nintendo can build a sizable install base. But Wii U can't build a sizable install base unless it has solid software support -- quite the pickle, no? On the other hand, smaller independent studios are a lot more willing to take risks with Wii U. Adelman explained, "I think indie developers by their very nature are open to taking risks. They don't have big shareholder communities that they have to answer to, it's really trying something new and taking the path less taken." To that end, Nintendo has tried to lower the entry barriers in a number of ways, namely through Nintendo Web Framework and a special Unity deal. Though he's discussed both in past, Adelman restated the company's mission with these initiatives: "Nintendo Web Framework allows things like HTML5 and Javascript development, which I really think the big bonus there is just in terms of rapid prototyping and being able to take advantage of the features of the Wii U and seeing like what kinds of new gameplay mechanics you can do with that." As for Unity, "Normally, you have to pay twice. You have to buy Unity Pro, and then once you ship a game, you have to pay for a license to ship for the different platforms, so we did a deal with Unity so they can get the development tools for free and they don't have to pay any license fees. Really trying to make sure that their break-even point, the financial risk should be so minimal that, you know, why wouldn't they just bring it out to as many platforms as possible?" Q.U.B.E. - Toxic Games Nintendo is new to such an open environment, so many devs may still be unaware of the benefits of publishing on the eShop. This is where Baker chimed in: "Really our focus is, like Dan said, on education to the development community, to let them know that it's easier than ever before to develop content for Nintendo platforms." Roughly 80% of Wii Us thus far have connected to the Internet. That may not seem like much when you factor that fewer than four million consoles are out in the wild, but the percentage is still significant enough to make releasing digital-only titles an extremely viable strategy. Nonetheless, we aren't quite at a stage where digital games have as much mainstream appeal as boxed titles. "That's kind of my personal mission in life these days," Adelman stated. "If you talk to someone outside of the gaming industry, someone who doesn't necessarily follow [or] read all the blogs and keep up with the latest news, a lot of them are really unaware of a lot of these games. They've never heard of them, don't know that they even exist. So right now, it's a little bit of a niche audience of people who follow all of these games. "But I'm personally convinced that if you get these games into people's hands and they try them, they'll be shocked. They'll be surprised at how good these games are and say, 'I had no idea you could get these amazing games for $15, $20, $10 sometimes.' So I spend all of my time playing indie games; frankly, it's been a while since I played a full retail game just because there's so much great stuff out there. That probably says more about me than it does about anything else." Teslagrad - Rain Games Before he started working for Nintendo, Adelman helped launch Xbox Live Arcade on the original Xbox. You may think Nintendo hired him for that experience, but that wasn't the case. "It's more coincidental than anything else. I don't think Nintendo hired me because of that experience working on XBLA, because when I worked on XBLA, it was before it was a well-known brand anyway. That was back when it was on the launcher disc bundled with different games." Nonetheless, that time spent with Microsoft clued him on the direction digital console software ought to follow: "The main thing that I think that experience demonstrated to me -- and really just getting WiiWare started -- was there was this natural inclination when you start a digital distribution platform especially back then that it was, well, what digital games are out there? It was casual games, which are great -- match-three games and puzzle games -- but it seemed like a lot of those were very similar to each other. There were a lot of clones of, you know, if there was a popular game, immediately five clones of it. I always suspected that there's got to be a lot more you could do with digital distribution and a lot more variety of content." As he shared earlier in the interview, Adelman only really plays indie games these days. Not because big games don't have a place, but because he admires the passion and exuberance found in smaller communities. "I remember my first Indie Games Summit at GDC about seven years ago, and it was a small room with folding chairs, and some people were talking about some new little fragment of a game mechanic that they were just working on and playing around with. And I thought, these are my people! These are the guys that I've been looking for!" The big elephant in the room is, of course, Nintendo's lack of a unified account system. You've all undoubtedly read mountains of comments on this and other sites from users who refuse to make any digital purchases on Nintendo platforms until this glaring issue gets solved. Though this matter isn't under Adelman or Baker's direct control, I had to ask if there have been any new developments in recent months. Two Brothers - Ackk Studios The response was disappointing, as you might have guessed, but Adelman at least tried to offer some ray of hope. "We don't have anything new to announce, unfortunately, other than we've definitely heard that feedback many times from both inside and outside the company. It's definitely something that we're very much aware of. All development for the infrastructure really happens out of Japan, so we've kind of communicated this need in the market, and they're very much aware of it and working towards really just always improving the eShop." Curiously, developers themselves don't have as much of an issue with the current account structure. He continued, "In terms of how developers or consumers are impacted by it, I've definitely read a lot of frustrations from consumers. I actually haven't heard it too much from developers -- it just doesn't come up as much in conversation, or if it does come up, it's usually from a standpoint of them also being a consumer as well as a developer. But I have never heard a developer say, 'I'm interested in making games for the eShop, but because of this account system, I really don't feel comfortable doing that.' That hasn't seemed to be a barrier at this point." Long story short, Nintendo is aware of matters and is doing things its own way. But we already knew that. What I took from this interview was just how closely to its chest Nintendo likes to hold its cards. It's quite incredible to see that play out in person after reading countless other interviews and watching major figures like CEO Satoru Iwata and NoA president Reggie Fils-Aime ask for our patience and forgiveness during Nintendo Direct video streams. That's just the kind of company Nintendo is, for better or worse. Hey! There's a big Wii U update coming soon, so hopefully we'll see serious changes soon.
Wii U eShop interview photo
NoA's Dan Adelman and Damon Baker lay out Nintendo's digital plans
As we creep towards the one-year anniversary of Wii U's launch, players are readying themselves for the second-generation lineup of games that will hopefully make up for the rather dull spring and summer months. But with upco...

Freebies photo
Freebies

Apogee's shmup Stargunner is free on GOG.com


There's also a sale on the Square Enix library
Sep 13
// Jordan Devore
I had forgotten that Apogee Software made a sidescrolling shoot-'em-up -- one with '90s-rific pre-rendered 3D graphics, no less. That's more to do with my terrible memory and general cluelessness when it comes to the genre th...
Steam photo
Steam

Valve announces Steam Family Sharing


Limited beta starts next week
Sep 11
// Jordan Devore
Steam letting users share their game libraries has been suggested before as a possibility, and it puts a smile on my face to see that we're finally getting the feature. With Family Sharing, you can share your Steam library wi...
Deals photo
Deals

Pick five games on GOG.com for 80 percent off


And there's a decent selection to pick from, too
Sep 09
// Jordan Devore
Digital distributor GOG.com has a promotion running for the next week that let's users choose five games out of a total 25 applicable titles for an 80-percent discount. Unless you're some sort of game-playing machine (hi Chri...
Linux photo
Linux

No Linux support on GOG.com for the 'foreseeable future'


Never say never
Sep 06
// Jordan Devore
Linux and GOG.com might sound like a match made in heaven, but in practice, there are some notable issues holding such support back. As expected, the financial incentive doesn't seem to be there. The digital distributor spoke...
Greenlight photo
Greenlight

Valve approves 100 new titles on Steam Greenlight


Now this is progress
Aug 28
// Jordan Devore
Valve has been candid about Steam Greenlight not being where it ought to be yet. There's been talk of wanting to fix bottlenecks in the system so that more games can get approved which, more recently, has resulted in more fre...
Aksys 3DS and Vita sale photo
Aksys 3DS and Vita sale

Aksys throwing a sale on 3DS and Vita digital shops


Save big bucks on Virtue's Last Reward, Muramasa, BIT.TRIP, and BlazBlue
Aug 22
// Tony Ponce
Atlus isn't the only company ringing in the start of a new school year. Aksys Games is also so pleased that all the little brats are sweating in a classroom where they belong that it decided to place a number of games on the ...
Origin photo
Origin

Is that you, EA? 24-hour refunds on Origin games


More of this, please
Aug 20
// Jordan Devore
In a surprisingly progressive move, Electronic Arts will offer full refunds on game downloads for Windows or Mac that are purchased on its distribution platform Origin. What's the catch? There isn't one, really. You just have...
GOG photo
GOG

GOG.com is pushing hard to attract indie developers


An alternative to Steam Greenlight
Aug 19
// Jordan Devore
What's it take to submit a game to GOG.com? Find out for yourself -- the distribution platform has a page for exactly that, and it's refreshingly transparent. It's also a decidedly different approach than the one Steam is tak...
Oculus photo
Oculus

Looking for Oculus Rift games? Find them on Oculus Share


Official hub now in beta
Aug 19
// Jordan Devore
Many of the cooler virtual-reality projects I've encountered for the Oculus Rift have been one-offs, coming to my attention either because they gained traction in the press, on YouTube, or made waves elsewhere. Having a place...
Atlus 3DS sale photo
Atlus 3DS sale

Three Atlus 3DS games are each $10 off on eShop


Code of Princess, Etrian Odyssey IV, and Soul Hackers are discounted until August 31
Aug 19
// Tony Ponce
Good news, cheapskates! Atlus is keeping the Nintendo love train going by dropping ten bucks off select 3DS eShop titles until August 31. This is in addition to other deal running through the end of the month, in which you'll...
PC photo
PC

Games for Windows Live Marketplace closing soon


I didn't even realize it was still open
Aug 16
// Jordan Devore
The Xbox.com PC Marketplace, which is where you can go to purchase Games for Windows Live titles, you non-existent person, you, is about to shut down. Microsoft has set its closure for the very near future: August 22, 2013. "...
Retail sales photo
Retail sales

Ubisoft's digital boss says retail sales won't go away


Digital and retail both have their pros and cons
Aug 16
// Brett Makedonski
It may seem like we're moving toward a world where it's more common to have your library of videogames stored on a hard drive instead of a shelf, but Ubisoft's VP of digital publishing doesn't quite completely envision that s...
Deals photo
Deals

L.A. Noire, Alan Wake, and Monaco are your daily deals


Rockstar titles are reduced this week at Green Man Gaming
Aug 13
// Alasdair Duncan
Whilst I've slowly weaned myself off pre-purchasing games, it's still a great way of saving some money without having to wait for a sale later in the year. Green Man Gaming's voucher system means you can save even on titles t...
Deals photo
Deals

Two Worlds II and Oddworld are your daily deals


Horror Fest bundle will cost you just a $1.01!
Aug 07
// Alasdair Duncan
The middle of the week usually brings a slight lull to the deals we're hunting for but there's still a few new bargains to be had. This Horror Fest Bundle caught my eye, offering Steam keys for Scratches, Vigil: Blood Bittern...
Amazon photo
Amazon

Amazon.co.uk launches digital game sales


About time too
Aug 07
// Alasdair Duncan
I've long looked at Amazon.com's more expansive videogame selection with envy compared to the selection at Amazon.co.uk; digital titles were the thing I wanted most and now Amazon in the UK has finally stepped into the ring. ...

GOG: Indies, nostalgia, and the evils of DRM

Jul 29 // Fraser Brown
"[W]e knew that at some point we will run out of classics to release." This was the first reason that Good Old Games became GOG, according to Rambourg, and shifted towards selling games of all ages, not just drawing from gaming's past. "So the question of 'Where do we go from here?' after we've picked all of the low-hanging fruit for classic games is something that has always been a part of our long-term strategy." By 2012, the platform had secured the likes of Black Isle classics Baldur's Gate and Planescape: Torment, beloved adventures like Syberia and Gabriel Knight, and famed strategy titles such as Sid Meier's Alpha Centauri and Master of Orion. If an old game wasn't there, it was likely because it was tied up in "legal limbo," Rambourg explains.  The industry had also changed since the platform's inception. An "indie renaissance" had begun, and GOG wanted to be part of it. "We decided that releasing modern games, specifically those which fit in with our audience, was a great idea. If these encapsulate the best qualities of the timeless classics -- the willingness to experiment, the need to craft experience that engage with more than just eye candy, and the capacity to iterate quickly, we know our fans will be more than happy to buy them." Within this "indie renaissance," adventure games have made a surprising comeback, and many have found themselves on GOG. Wadjet Eye Games has four titles up on the platform (one being a bundle), and I asked company founder and adventure game creator Dave Gilbert what impact being featured on the platform had for the developer.  "I think Resonance was our first game on GOG," he recollects. "But I don't remember exactly. In any case, it was awesome to be a part of the service. Sales definitely went up, and suddenly we were on a lot more radars than we were before. GOG is very selective about what they take. They take that first 'G' very seriously and as a result, Wadjet Eye was taken more seriously." And Wadjet Eye's titles have done well on GOG, all being rated between four and five stars by users. It's the community that rates these games, not arbitrary scores from Metacritic. More than just a place to buy digital titles, GOG was created with an eye towards fostering this community; one that was built around the values that Rambourg and his team share with PC gamers. The prominent user ratings, user reviews, and abundance of user-created lists and bundles of recommended games puts that community at the heart of the platform. "We wouldn't be where we are without our community," Rambourg admits. "We're extensively engaged with them, having adopted a pretty transparent dialog with them about what their opinions are and why we want to make the changes we do." GOG has a clear vision of what it wants to achieve, but it wants the community to be involved in the process of achieving it.  "We've run a number of surveys, for example, about site changes," Rambourg continues. "You know, we know what we want, but it never hurts to ask our users. GOG is also very responsive in social media and on forums. We really do understand that this community is a driving force behind our growth, so we would be fools not to listen to it. A lot of our expansion projects, like Mac support, have been born out of listening to our users." The feedback from the community is also important to the developers with products available on the site. Larian Studios has three games on GOG, including Divine Divinity -- four if you include preorders for Dragon Commander -- and CEO Sven Vincke has made good use out of the forums. "On GOG you have a great group of people who play a lot of RPGs, so for us it's a gold mine in terms of info on what we should do to make people have fun with the type of games we are making because ultimately that's what it's all about, ensuring that the people who buy our games have fun with it." Wadjet Eye's Dave Gilbert calls feedback a double-edged sword. "I saw many complaints about the notebook interface in the first two Blackwell games, so I removed it for the third. That resulted in even more complaints from those who really liked it. So for the fourth game I went back to the drawing board, asking people what they liked and didn't like about the notebook so I could make it work for everybody. So feedback is important, but sometimes difficult to parse!" Engaging with the community and asking them direct questions is key, not simply taking comments at face value. And it's not just engaging with the community that's important. Having direct feedback from the platform itself is a boon for indie developers. In contrast to Valve and Steam, who have, in the past, promoted completely unfinished, barely playable alphas as finished products, possibly overlooking QA, GOG is surprisingly hands-on. Neil Barnden of Stainless Games, the Carmageddon developer, filled me in on the assistance GOG provided his studio when it came to adding the classic title to the platform's library.  "When it came to preparing the original Carmageddon for release as an installable package, we were able to largely hand over the task entirely to the 'GOGologists' to do the work. As we were really busy already, working on Carmageddon: Reincarnation and the mobile versions of the original game, this was a great boon for us," Barnden informs me. "We really didn’t have to worry about the work; the guys at GOG just got on with it and came back to us with some outstanding technical questions towards the end of the project." Rambourg talks me through GOG's process for selecting and working with indies. "[F]irst our QA team evaluates them and often provides us feedback that we can pass off to the devs, then we make sure the developers are not doing anything problematic with their business models, then we make the devs an offer and see if we can come to terms." GOG also offers advances against royalties, which Rambourg claims is almost unheard of. "[A]nywhere from $5k to $50k USD isn't uncommon, depending on our estimates of how the game will do, and estimates on if the up-front advance will help make a substantially better game at launch." Even with the shift in focus to new titles, nostalgia continues to be important at GOG. It could be argued that the indie developers of today are continuing a tradition going back to the '80s and '90s, where small groups of people with even smaller budgets attempt to create something that stands out, something "a cut above the rest," in Rambourg's words. "A major part of that nostalgia is quite rational and well earned," Rambourg clarifies. "It is not remotely true that the '90s only saw phenomenal games. The games that we remember are the best ones. Back then, for each Baldur's Gate there was a Big Rigs Racing or Extreme Paintbrawl. Those games exemplify the worst in gaming: buggy code, terrible performance, and eye-hurting graphics. Today, it's just as true: much of what gets made in any industry is rubbish. But we try and find the gems, the games that have sparkle." When asking Dave Gilbert about the nostalgia aspect of GOG, I described Wadjet Eye's adventure games as old-school, but that's not really how he sees them. "It's funny. I don't think of our games as old, or even old-school. Sure, they might look old because of the pixels, but that's purely for budget/practical reasons instead of any desire to achieve an old-school aesthetic. We make the types of games we want to actually play, and the results seem to resonate with people. "So many adventure games try to reinvent the genre when they don't need to. The same could be said of many old-school genres like platformers, shmups, or turn-based RPGs. The GOG audience understands this. They aren't fans of these 'old' games just because they are old. They like them because they are, you know, good." With the advent of Kickstarter and crowd-funding, even more independent developers are coming out of the woodwork, which means GOG has a potentially even greater pool to draw from now. "Kickstarter is awesome. Across the company we have probably backed at least a hundred projects. There are, however, risks and challenges. The first big flop will burst the crowd-funding bubble," Rambourg warns. "So each Kickstarter developer should definitely underpromise and strive to overdeliver. As to successful Kickstarter projects being released on GOG.com, we have already launched FTL: Faster Than Light and Expeditions: Conquistador. We have also committed to releasing Project: Eternity, Torment: Tides of Numenara, and Wasteland 2, among others." Larian Studios recently had a great deal of success with its Kickstarter campaign for Divinity: Original Sin, and due to the studio's relationship with GOG and demand from backers, decided to select GOG as one of the platforms for Original Sin's distribution. Vincke believes that there's a significant overlap between the GOG community and the type of people who back Kickstarters, particularly old-school RPGs and strategy titles. "I believe -- and you see it from projects currently successful on Kickstarter -- that there's a large gap in the offers that exist in terms of games and demand from a specific part of the gamer audience, specifically strategy games and RPGs we grew up with weren't being made anymore... so for a long time there was no publisher interest... that created a gap between what certain players wanted to play and what was on the market." Kickstarter-funded titles and GOG make good bedfellows, according to Vincke. The latter proved that there was still a strong desire for old-school RPGs, and the former provided a means for developers to start making them again after so many years.  Neil Barnden shares this sentiment. "I think it's more likely that backers will embrace the idea of 'bringing something back,' plus their money is safer with something they remember fondly as being great fun to play the first time round. It's always going to be tougher to launch a new, unknown game concept on Kickstarter -- especially if your team is also new. "And GOG has been a huge force for the good of the older IP -- it's exactly what's needed; a well-established and trusted site that brings together classic titles where those who fondly remember them can go and find them, or the new generation of gamers can rely on to give them a painless introduction to the previous golden age of games without the need to find patches, workarounds, and hacks to get the old stuff working on today's hardware." And we're likely to see a lot more Kickstarter-funded projects appearing on GOG, according to Rambourg. "I don't see any reason not to add more Kickstarter-funded titles to our catalog in the future. A lot of those games come out DRM-free from the get-go which makes us happy, and also makes signing them a much easier job for us." GOG has always been a vocal opponent of DRM, featuring no games with DRM on the store whatsoever. I asked Rambourg if he saw DRM as a growing problem, with the likes of Ubisoft's Uplay and EA's Origin adding to the problem. "DRM is not a growing problem, it just continues to be one. We're about the only store that's remained committed to our DRM-free policy -- no game has DRM, no compromises; that does mean that some offers pass us by, but the longer we do this, the better our case is that DRM doesn't have any effect on piracy rates. I'd love for the day when you see launch title from EA or Ubisoft on GOG.com because they've signed on to the DRM-free philosophy." While this does limit GOG's catalog of games, it's not so much of a problem when it comes to indies, Rambourg informs me. "For now, most of the indie gaming scene does not use DRM, but for many of them that's more because DRM is a pain to implement than because they're directly opposed to it. Honestly, the majority of gamers are probably not that concerned about DRM. DRM is not a problem for anybody right up until the first time it stops them from doing what they wanted. "Steam's DRM is practically invisible to 80% of their users," he continues. "And the remaining 20% that is sometimes bothered by its implementation? A lot them probably already know about us. The majority will realize they don't have freedom only when, for example, a blackout happens, and they cannot access Steam to play their game." Rambourg remains optimistic, believing that the industry will eventually move away from consumer-punishing practices such as DRM. "Abiding to the DRM-free rule of course makes it a little more difficult for us to sign games from certain publishers, but we do believe the gaming industry will finally catch up with other branches of entertainment and will understand that penalizing paying customers -- because that is basically the practical effect of DRM -- gets them nowhere." Like most digital distribution platforms, GOG has frequent sales, where prices are slashed to what would once have been a ludicrous degree. It's never more obvious than it is now, during the summer. There are those who claim that this has a negative impact on the industry, devaluing games and giving rise to the consumer mentality of waiting until a title is at least 75% off before they'll buy it. Rambourg considers this a valid concern, and acknowledges the detrimental effect that it has on the industry. Yet it's a practice that has become increasingly necessary, as gamers become more and more used to these frequent sales. "I've talked about this a few times before: these sales are like a sugar rush. Big spike of energy, lots of fun. But a crash comes after. So you have another sale, and another one. And before you know it, your diet is mostly junk food, not the real stuff. "When I see gamers commenting -- and this is more and more common -- '$15 for a new game? Meh. I'll wait until it's on 50% off sale at least,' I know that we're seeing the fruits of this cheap binge. When you can get five games for a buck or two, it's hard to rationalize paying $30 or $35 for an indie game that's new now, but you know will be in a bundle in nine months or a year." And he admits that GOG is just as guilty of this as anyone else. "I believe that frequent sales hurt the value of games in the long term. Unfortunately they bring revenue and they are a big part of the digital market, and GOG.com is stuck on this binge as much as the next guy." Yet an attempt is made to retain the value of games that are better known and will, in Rambourg's words "sell regardless if they are on sale or not." It is, perhaps, not the response critics of the trend want to hear, but Rambourg and GOG are at least transparent.  Despite the significant changes that the platform has undergone since its relaunch in 2010 and rebranding last year, in many ways GOG remains the same. The aforementioned transparency hasn't disappeared just because it's become successful; it continues to actively promote and assist developers rather than just sell their games -- going so far as to feature interviews and insights into the development process, and, most importantly to some, it continues to stick to its guns and not capitulate to the proliferators of DRM.   For now, Rambourg and his cohorts are focused on signing more day-one games, finding more unreleased titles within the libraries of their partners, and working on a secret project which will launch next year. Rambourg promises me that it will "knock my socks off."
GOG interview photo
One year after being rebranded
It took a long time for me to be comfortable with digital distribution. I held onto my dusty boxes and physical media with grim determination, seeing no reason for me to move with the times. It was Space Quest that changed al...

PC deals photo
PC deals

Weekend PC deals: Square Enix, Darksiders, Saints Row


GOG.com has a big sale on Soviet Strategy titles
Jul 26
// Alasdair Duncan
GOG.com has a large amount of old-school titles reduced by 50% in its Soviet Strategy promotion, including the likes of IL-2 Sturmovik: 1946, Kings Bounty, and the UFO franchise. If Russians and strategy is right up your alle...
Nintend-no photo
Nintend-no

Nintendo says 'no' to Japanese indie developers


Nintendo precludes 'developers located in Japan at this time'
Jul 24
// Steven Hansen
Nintendo has spent much of this year reversing its previous, nose-upturned stance on independent developers. You may remember a couple years ago that Nintendo of America's Reggie Fils-Aime stated, "we are not looking to do bu...
 photo
Another casual discussion from the Dtoid news room
In this installment of Office Chat, Jim Sterling, Jordan Devore, and I discuss our impressions of where Grand Theft Auto is headed, based upon the latest gameplay trailer. Digital pricing discrepancies discovered during a be...

Wasteland photo
Wasteland

Deep Silver to handle Wasteland 2 distribution for inXile


Parternship lets inXile concentrate on making the game
Jul 11
// Jordan Devore
The publisher of Saints Row IV, Metro: Last Light, and Dead Island will be working with inXile Entertainment on the crowdfunded Wasteland 2. Deep Silver will be responsible for the role-playing game's release at retail, quali...
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Desura

Second Life maker Linden Lab acquires Desura


Indie- and mod-centric service isn't going away
Jul 10
// Jordan Devore
Linden Lab, the company behind the bizarre, fascinating virtual world Second Life and a bunch of other stuff you won't recognize by name has picked up digital distribution platform Desura. The service "will continue uninterru...
Deals photo
Deals

It's the final day of GOG.com's big summer sale


Daily deals reintroduced
Jul 04
// Jordan Devore
The 2013 summer sale on GOG.com has been leading up to this moment. For the rest of the day, you'll be able to find all of the daily bundles featured one last time. Nearly 500 titles are half price, and there are a bunch of b...
Business photo
Business

Long tail: How Defender's Quest is doing better than ever


Advice for continued success with digital distribution
Jul 02
// Jordan Devore
Defender's Quest: Valley of the Forgotten is one of the better tower defense titles you might not have heard of. Through clever use of role-playing mechanics, you're compelled to stick with its (admittedly pretty good) storyl...
PC deals photo
PC deals

Green Man Gaming unleashes its devilish summer sale


Six deals every six hours for six days. Spooky
Jul 01
// Alasdair Duncan
They say the Devil has the best tunes but Green Man Gaming us taking a cue from the dark lord and having a 666 Summer Sale, reducing six new games every six hours for six days. Right now you can get 75% off the price of Alien...

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