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

Indie

Humble Monthly Bundle has 70K subscribers

Feb 05 // Jordan Devore
Graham says subscriptions are at a point where "we can make meaningful deals with game developers to secure great content, we get to write our featured charity a $30,000+ check, and, because we can predict revenues fairly accurately, we've even started funding some small gaming projects, Humble Originals, that you won't find anywhere else and that our subscribers will get to play first." Supporting charities is a big part of the company's identity, whether it's giving back ten percent of proceeds from the Humble Store, five percent from Monthly subs, or left up to the user to decide in name-your-price bundles. I asked how they arrived at that amount for this service. "It's always tricky to craft a new business model," said Graham. "When we launched Humble Monthly, we had to do a lot of guesswork about the best way to frame everything so that we could get the product off the ground. By giving ourselves more flexibility with which we can use to pay for game content, I think we have helped the product be more successful and more sustainable, which I believe will actually mean more money for charity in the long run." Today is the first Friday of the month, which means February's games are unlocked for existing members. The full lineup is Alien: Isolation, Titan Souls, Broken Age, Volume, Penarium, Dropsy, Elephant in the Room (one of the "Humble Originals" made specifically for subscribers), and a "sneak peek demo" of Planetoid Pioneers with custom content. The early unlock for next month's bundle is Ark: Survival Evolved, that open-world game with ridable dinosaurs. Folks who sign up now will get immediate access to the title, but it's too late to secure February's offerings.
Humble Monthly Bundle photo
February's games revealed
Last year, Humble began a new monthly bundle service. The basic idea is that on the first Friday of each month, subscribers receive a batch of undisclosed PC games. One of the featured titles is always announced and made avai...

Review: Tachyon Project

Feb 05 // Chris Carter
Tachyon Project (PC, PS4 [reviewed], Xbox One)Developer: Eclipse GamesPublisher: Eclipse GamesReleased: July 15, 2015 (PC, Xbox One), Jan 19, 2016 (PS4)MSRP: $9.99 Tachyon, as the name probably suggests, is housed upon a foundation that involves a cheesy cyberpunk hacking plot. Players are placed into a dystopian future of sorts, hacking police stations and corrupt governments by way of a tiny ship. In a way, it's kind of like the setup for the Sly Cooper spinoff Bentley's Hack Pack, but a lot more serious. And really, there is a bit of charm there, especially if you dig the cyberpunk aesthetic. I commend Eclipse Games for trying something other than the "menu to shooting" approach, and it helps ground the campaign a bit and give the whole affair meaning. Some light commentary during missions also helps make things interesting while you're blasting away. The soundtrack, like the story, has a muted, chill feeling to it, which I dig. While Happy Hardcore songs during bullet hell dodging is great, I like the low key electronica soundtrack here, as it meshes well with the game's dark hues and not-too-bright neon visuals. Gameplay-wise, Tachyon operates on a twin-stick control method, with two sets of power-ups mapped to two buttons. That's all you really need to know, and once you start progressing on your journey, more options will open up. The shooting bits in general work well, and I like how using your normal cannon has a recoil effect (but not jarringly so) -- forcing players to course correct and get to know their ship a bit better. Players can also min-max stats by choosing a new chassis to suit their own style of play. I'm more of the defensive health-conscious player myself. Levels primarily stay engaging because of interesting enemy types. It's mostly stuff you've seen before, but black holes that suck up bullets, kamikaze ships, and generally aggressive AI will keep you on your toes. It's also easy to tell everything apart and identify its logic, so you don't have to constantly guess what a specific enemy type is. Tachyon Project isn't a remarkable shooter, but it's well-designed on several levels. There's no multiplayer to speak here, but with a decent campaign, lots of customization, and New Game+/Endless modes, you'll be perfectly fine going at it solo. [This review is based on a retail build of the game provided by the publisher.]
Tachyon Project photo
Hackin' like Jonny Lee Miller
While the shoot 'em up genre isn't the king it once was, more and more gems are coming out every passing year. New development studios are taking to Steam and mobile, and even Cave is coming out of the woodwork to become rele...

Destructoid Rocket League photo
SW33T!
Mr. Destructoid has been around for almost 10 years now (!!), and in that time his cold steel frame has graced a few video games. First there was Bomberman Live, then came Raskulls and BurgerTime World Tour. Heck, the green m...

Undertale photo
Undertale

Indie dev offers support for bringing Undertale to Wii U


The more platforms the better
Feb 05
// Chris Carter
Even though just about any PC can run Undertale, folks are still wanting to play it on consoles. It turns out that a Wii U port just isn't in the cards though for now, as the developer isn't exactly sure how to go about ...

Review: Fortified

Feb 04 // Jed Whitaker
Fortified (PC, Xbox One [reviewed])Developer: ClapfootPublisher: ClapfootMSRP: $14.99Released: February 3, 2016 Fortified's story is quite familiar; robotic martians come to Earth and start destroying every living thing in their path, and it is up to four heroes to stop them. In this case, the heroes are made up of four different selectable characters ranging from a spaceman, a rocket scientist, a secret agent and, of course, a handsome captain of the team. For my playthrough, I chose to play as mostly the rocket scientist as she was the only female character available. Each character has special abilities that they can do for a brief time upon filling a meter, and the rocket scientist's allows her to fly around the map with endless clips of ammo and invulnerability. Her starting weapon is a grenade launcher that knocks enemies in every direct with each explosion, which is a nice way to delay the advancement of martians. Each level plays out in a varying number of waves of enemies. Before each wave, players have the ability to stage defenses along the path enemies will be following as they attempt to blow up your base, or, in this case, rocket ship. Some stages only have one rocket; others have multiple and if any of them are destroyed, the level is lost. During waves, players can freely attack with their weapons of choice which have unlimited ammo but varying reload times. After completing stages, characters gain experience points and upon leveling up gain points to unlock and upgrade weapons and defenses. Each character levels independently and has their own set of unlockables, though it appears there may be some crossover between characters. XP is only gained when completing levels for the first time on each difficulty, or by grinding the endless waves of Invasion mode, so you can't cheese the system and grind the first level to unlock everything quickly. This keeps the game from being a total cakewalk, but it certainly isn't hard. [embed]338092:62075:0[/embed] I was able to complete the 12 stages on offer without much of a challenge. I believe I had to retry three or four levels, but that was typically caused by loading into the levels without needed defenses. Specifically, early on in the game, I was given the choice between unlocking a couple of options, and I didn't choose the auto-turret that fires at flying enemies, therefore I got quickly bested in the next stage. Luckily, you can redistribute your points between levels as you see fit, and unlock the necessary equipment without any hassle. While there are two other difficulties available -- hard and the unlockable insane difficulty -- they don't feel like what I was hoping for. Hard limits you to 15 seconds between waves with a 15-second respawn timer, but otherwise felt the same as the normal difficulty. Insane only has five seconds between waves, enemies can kill you in one or two hits, and respawns are only at the start of each wave. The time between waves doesn't matter so much as you can place defenses whenever, nor does an extended respawn timer for the most part. Insane mode felt mostly unfair and cheesy. Multiplayer, on the other hand, is a bit more difficult in the sense that enemies take far more damage before keeling over. I would have preferred to see more enemies instead of having them be proverbial bullet sponges, but I guess this is intended to encourage players to work together -- if only players did that. Can't blame the developer for your teammates not communicating or working together, though. Overall the online experience was smooth, with no noticeable issues. Playing Invasion mode with a high-level character felt far too easy, as I was able to build enough defenses to sit back and let them do all the work for me. That said, it is a nice addition, but only has three different maps to play on, so unless you plan on using it to grind XP, I don't think it adds much longevity to the game. While 12 levels may seem like a low amount, it felt just right to me. The game didn't overstay its welcome and the levels were varied enough to remain interesting. Some of these levels have over 700 enemies to kill, with tons of them on the screen at the same time. Impressively, the Xbox One version didn't have any noticeable framerate issues or slowdowns, keeping a pretty nice 60-ish frames per second. While the graphics aren't all that spectacular, the art style stays true to the films of old that it is based on. As far as audio goes, get ready to hear the same song over and over, as apparently there can be only one. Somehow, I still found myself both humming it and hating it by the time the credits rolled. Overall, I enjoyed my time with Fortified, but it is hard to recommend as a single-player-only experience due to it being too easy, and with no split-screen on offer, you're going to have to make friends or play with randoms online. The entire story consists of three short cutscenes, so those wanting a deep narrative need not apply. If you're looking for a campy romp with some friends and a few thousand martians, though, Fortified is easy to recommend. [This review is based on a retail build of the game provided by the publisher.] Fortified (PC, Xbox One)Developer: ClapfootPublisher: ClapfootMSRP: $14.99Release Date: February 3, 2016 If you're familiar with any of the campy 1950's sci-fi flicks, then Fortified's story will be quite familiar; robotic Martians come to planet earth and start destroying every living thing in their path, and it is up to four heroes to stop them. In this case, the heroes are made up of four different selectable characters ranging from a spaceman, a rocket scientist, a secret agent and, of course, a handsome captain of the team. For my playthrough, I chose to play as the rocket scientist as she was the only female character available. Each character has special abilities that they can do for a brief time upon filling a meter, and the rocket scientist's allows her to fly around the map with endless clips of ammo and invulnerability. Her starting weapon is a grenade launcher that knocks enemies in every direct with each explosion, which is a nice way to delay the advancement of Martians. Each level plays out in a varying number of waves of enemies. Before each wave, players have the ability to stage defenses along the path enemies will be following as they attempt to blow up your base, or, in this case, rocket ship. Some stages only have one rocket; others have multiple and if any of them is destroyed the level is lost. During waves, players can freely attack with their weapons of choice which have unlimited ammo but varying reload times. After completing stages, characters gain experience points and upon leveling up gain points to unlock and upgrade weapons and defenses. Each character levels independently and has their own set of unlockables though it appears there may be some crossover between characters. XP is only gained when completing levels for the first time on each difficulty, or by grinding the endless waves of Invasion mode, so you can't cheese the system and grind the first level to unlock everything quickly. This keeps the game from being a total cakewalk, but it certainly isn't hard. [embed]338092:62075:0[/embed] I was able to complete the 12 stages on offer without much of a challenge. I believe I had to retry three or four levels, but that was typically caused by loading into the levels without needed defenses. Specifically, early on in the game, I was given the choice between unlocking a couple of options, and I didn't choose the auto-turret that fires at flying enemies, therefore I got quickly bested in the next stage. Luckily you can redistribute your points between levels as you see fit, and unlocked the needed equipment without any hassle. While there are two harder difficulties available, the hard and unlockable insane modes, they don't feel like the difficulty I was looking for. Hard limits you to 15 seconds between waves with a 15 second respawn timer, but otherwise felt the same as the normal difficulty. Insane only has five seconds between waves; enemies can kill you in one or two hits, and respawns are only at the start of each wave. The time between waves doesn't matter so much as you can place defenses at any time, nor does an extended respawn timer for the most part. Insane mode felt mostly unfair and cheesy, but might be the best way to play if the difficulty doesn't scale with multiplayer; I hope that is the case. Playing Invasion mode with a high-level character felt far too easy, as I was able to build enough defenses to sit back and let them do all the work for me. That said, it is a nice addition, but only has three different maps to play on, so unless you plan on using it to grind XP I don't think it adds much longevity the game.
Review: Fortified photo
Domo arigato Mr. Martian Roboto
The 1950s were considered the golden age of campy sci-fi films, with aliens often invading Earth alongside giant animals, and, of course, robots.  Fortified tries to recreate the feeling of those films in a third-pe...

Spooky Space Survival photo
Spooky Space Survival

It's you versus the planet in The Solus Project


Early Access in two weeks
Feb 04
// Jed Whitaker
This new trailer for the sci-fi single-player survival game The Solus Project shows off a lot of new content, and confirms some details that will surely make more than just me happy. Specifically, the developers co...

Review: Blitz Breaker

Feb 04 // Chris Carter
Blitz Breaker (PC [reviewed], iOS)Developer: Boncho GamesPublisher: Boncho GamesReleased: February 2, 2016 (PC), TBA (iOS)MSRP: $2.99 Blitz Breaker doesn't waste any time. Within seconds, you're in, learning the game's ins and outs, which are comprised of a sole jump button and directional inputs (with support for a keyboard or gamepad). Your player character can't move traditionally, and therein lies the gimmick. Instead, pressing a button will allow you to dash in any one of the cardinal directions. Jumping is a tertiary function, only used in specific cases, because trying to actually control your leap will only result in a wild dash. Here's the most interesting part of the game, mechanically -- once you commit to a direction, you have to see it through until you hit something. Since you can't just course correct constantly, it becomes part puzzler in that sense, especially when rooms start filling with spikes and conveyor belts. Smashing against a wall is commonplace, with the resulting force often catapulting you into danger. You'll need quick reflexes to get through this one, but paying attention to your surroundings is key too, so there's a balance. Some of my favorite puzzles involve multi-screen sequences, which force players to recall layouts to unlock doors and smash barriers that are required to reach the exit at the end of every stage. There is some trial and error involved though, as dashing into another unknown screen can result in an instant death. It's not too frustrating given the lenient level restart option, with the exception of boss gauntlets, which can get pretty tough and lengthy. [embed]338811:62114:0[/embed] The simplicity and relatively small rooms are clearly made with a mobile audience in mind, which makes sense after I realized that it's coming to iOS at some point in the future. Thankfully, pesky IAP (mobile DLC) is nowhere to be found, and you're getting the whole enchilada with your purchase. There is an "arcade" mode, but it's basically just a different delivery system for the campaign. With no multiplayer component, there isn't a whole lot there after all 101 levels are completed -- and once you get the hang of the game, they go by quickly. Blitz's art style is reminiscent of a bygone era, but the design team puts its own spin on it, and the soundtrack is one of the best indie productions in recent memory. Blitz Breaker will bring a smile to your face if you enjoy games like Super Meat Boy, though the experience isn't nearly as deep. Once you've blazed your way through, there isn't much there to coax you into staying, but you'll have fun with the ride all the same. [This review is based on a retail build of the game provided by the publisher.] 
Blitz Breaker photo
Gotta bump fast
I've said it before, but I really enjoy this era of gaming. Sure, there were a lot of classics in the retro era, but many were few and far between from the same usual suspects. Now we have talented developers ready and willin...

Hidden Folks photo
Hidden Folks

Modern Where's Waldo-like Hidden Folks is mesmerizing


This could be a screensaver
Feb 04
// Darren Nakamura
Certainly, the drawings shown here are works of art on their own, but Hidden Folks really comes alive in motion. It's a far cry from the last Where's Waldo game I remember playing, which featured a series of low-res pixel art...
Undertale Port photo
Undertale Port

Toby Fox is looking into a Wii U Undertale port


Would need help remaking the game
Feb 04
// Laura Kate Dale
Undertale, that bullet hell RPG meme fuel that the Internet loves or loves to hate, has so far only been available for PC gamers, but that has not stopped gamers from clamouring for information about possible ports. Talking o...
Indie Games photo
Indie Games

Telepaint is the Titan Souls team's next game


'Portal meets Lemmings'
Feb 04
// Kyle MacGregor
And the follow-up to Titan Souls is... a puzzle game for iOS. Bet you didn't see that one coming! Described as "Portal meets Lemmings," Telepaint is about moving buckets of walking paint through increasingly co...
PS4 photo
PS4

Doujin hack-and-slash coming to PS4 this month


Mitsurugi Kamui Hikae
Feb 03
// Kyle MacGregor
Doujinsoft studio Zenith Blue's Mitsurugi Kamui Hikae is coming to PlayStation 4 in North America on February 16, Japanese indie game publisher Playism announced today via the PlayStation Blog. A word of warning, as someone w...
Broken  photo
Broken

Ex-Blizzard devs develop new episodic horror game, Broken


Another post-apocalyptic zombie world!
Feb 03
// Vikki Blake
Ex-Blizzard developers have banded together to produce new episodic horror game, Broken. Said to be inspired by games like The Walking Dead, The Last of Us and Half-Life, the new studio - Kollide Entertainment - wants to...

Review: AIPD - Artificial Intelligence Police Department

Feb 02 // Chris Carter
AIPD - Artificial Intelligence Police Department (PC, PS4 [reviewed])Developer: Blazing BadgerPublisher: Mamor GamesReleased: January 29, 2016MSRP: $9.99 One part Geometry Wars, one part...Geometry Wars, AIPD is a shmup that sports interesting neon visuals and a bumpin' soundtrack. It's relatively easy to pick up given its twin-stick nature, as the only nuances you'll need to learn are the differences between the scant few powerups at your disposal. There's gadgets like slo-mo, shields, and the like to choose from, most of which you've seen before. Despite the lack of innovation, AIPD succeeds at a base level with tight controls and a fun aesthetic. I also like how it occasionally switches objectives after clearing out specific waves, and presents players with a choice of challenges -- something like picking between "enemies do more damage," or "players earn less points." It keeps you on your toes constantly. And since there's several difficulty levels available, the top of which is actually challenging, it mixes things up even more. But once you realize that those challenge nodes are basically there as a smoke and mirror effect to hide the fact that there's one level (a circle), the formula starts to falter. There's just a few enemy types in total to do battle with, and only two -- the laser-blasting Battleship and the snake-like Bouncer -- are truly unique. The rest feel like fodder, and wander around aimlessly without any real rhyme or reason. Even though there's two colors (red and purple) to differentiate them, most of the time I couldn't tell them apart. [embed]338525:62101:0[/embed] As time goes on, you have the options to unlock new weapons and starting loadouts, but that's about it. Mechanics like the heat meter, which halts fire momentarily to jettison a bomb that can harm the player, are cool in theory (it sounds cool just talking about it), but they only serve to break up the pacing. The few modes that are available feel too similar, and the "creation" mode that I was initially excited to dive into only allows players to choose custom rulesets from a strict table, so you aren't actually given a lot of freedom. The good news is that AIPD supports up to four players locally, so if you have three other friends who are die-hard shmup fans, it's worth checking out. Otherwise you can steer clear and pick up the heap of other great shooters on Steam or PS4. Those platforms have no shortage of them. [This review is based on a retail build of the game provided by the publisher.]
AIPD review photo
Yes, that's the actual title
Who polices the AI Police? Good question.

Knights and Bikes photo
Knights and Bikes

Former Tearaway, Ratchet and Clank devs team up for action RPG Knights and Bikes


EarthBound sensibilities
Feb 02
// Darren Nakamura
I could write up a basic synopsis of Knights and Bikes right here, but honestly, readers will benefit most from just watching the video below. If you want to skip the obligatory "two dudes sitting in front of a camera talking...
Review pending photo
Review pending

I shot martians to death and lived to tell about it in Fortified


Impressions of a solo playthrough
Feb 02
// Jed Whitaker
One part third-person cooperative shooter, one part campy 1950s sci-fi, Fortified releases today for PC and Xbox One. I've had the chance to play through the single-player mode and will be doing a full review once t...
Rocket League photo
Rocket League

Expect Rocket League on Xbox One later this month


It's about time!
Feb 02
// Vikki Blake
Rocket League developer Psyonix has confirmed that game will be coming to Xbox One later this month. Replying to a fan on Twitter, the developer said that the game was in the process of being certified with ID Xbox, and it ho...
Crashlands impressions photo
Crashlands impressions

Crashlands is much longer than it needs to be


I get it, let's move on
Feb 01
// Darren Nakamura
It's easy to settle into playing Crashlands. To start, it takes on the fairly well-trodden survival genre, where players start with nothing, punch some trees, harvest resources, and eventually build fantastic items. It most c...

Like solving puzzles with little to no help? INFRA might be for you

Feb 01 // Jed Whitaker
Long story short, some rich guy bought up a lot of businesses in town and financially bankrupted them and is in cahoots with the local government, or so I gathered in my time with the game. While I enjoyed a lot of what I played in INFRA, I also found that it isn't a game for me. So instead of doing a full numbered review, these are my impressions for those of you who would surely love it. Most of your time in INFRA will be spent solving puzzles involving buttons, levers, and even some platforming. When those things work, they work great, but other times it can almost feel like you're glitching the game. For example, at one point I came across a saw mill and couldn't find a way through it. I did, however, find some crates that were able to be picked up and stacked, so I did just that to get on the roof and jump across to continue the game. Was this the solution the developers had intended or had I just "cheated" my way forward? I have no idea. "I have no idea" is a great way to describe many of the puzzles. I like to think of myself as a person of some intelligence, yet many times I felt I was just randomly pressing buttons or levers till I stumbled across the solution. Other times I'd piece together tidbits of information found on stationary or posters nearby to give me an idea of how to complete a puzzle, but most of the time there was no hand holding, for better or worse.  INFRA runs on the Source engine, but it makes good use of it; crumbling buildings, murky water, vibrant caves, and green foliage stand out while not being wholly impressive. For an indie title from a team that no one has ever heard of, it gets the job done and didn't make me want to tear my eyeballs out. If anything the graphics not being top of the line and striving to be realistic help set the tone of a city falling apart. I had hoped for a story driven mystery, but the story presented suffered heavily from a shoddy localization with bad grammar abound. On top of that, INFRA has some of the most unintentionally funny and awkward voice acting I've heard in a game. Upon starting the game, you'll be greeted with a boardroom where your boss is going over assignments with you and coworkers, and everyone is fully voiced in a scene that I'd call the video game equivalent of The Room as seen below. That is a both a compliment and a complaint by the way. If the original trailer hadn't had such wonderful voice work that got me to play the game in the first place, I wouldn't be writing this, but I also kind of love how awful it is.  [embed]336879:62074:0[/embed] After six hours, I got to the point that I felt I couldn't be bothered with stumbling through any more puzzles by chance. I don't think INFRA is a bad game by any means, just not one that I'm not ready for. It made me question whether or not I'm stupid or if some of the puzzles just didn't make sense, but it was often enjoyable. If you're looking for an interesting take on the first-person adventure puzzle game that will make you scratch your head, this is for you. Otherwise, maybe wait for a sale.  INFRA launched on Steam with the first part of the game available now, and the second part to be released later this year for free. Judging by the very positive Steam reviews, you'll get between 12 and 15 hours out of what is currently released for $15.  [embed]336879:62074:0[/embed]
INFRA IMPRessions photo
Voice acting equivalent of The Room
Some games just hand out answers to puzzles -- if you can even call them that -- with numbers or solutions written nearby. While the first-person adventure INFRA does this a bit, it certainly isn't holding your hand most...

Kickstarter photo
Kickstarter

Ant Simulator dev quits, claims partners spent money on 'bars, strippers'


Game is canceled
Feb 01
// Chris Carter
[Update: Game Informer managed to get the other side of the story, which you can read here. Either way, Ant Simulator is dead.] For the past few years, fans of VR have been keeping an eye on Ant Simulator -- a promi...

Review: Shadow Puppeteer

Feb 01 // Laura Kate Dale
Shadow Puppeteer (PC, Wii U [Reviewed])Developer: Sarepta StudioPublisher: Snow Cannon GamesReleased: January 28, 2016MSRP: $14.99 Shadow Puppeteer is a puzzle-platformer about a young boy whose body and shadow become severed by an evil figure, and their quest to become one again. You use one analogue stick to move the child in 3D space, while using the other stick to control his shadow on a 2D plane. The boy can move items around, altering the locations of shadows, and can pass through obstacles like smoke that cast a solid shadow, blocking movement for the shadow child. The first thing to note about Shadow Puppeteer is its lack of technical polish. Cutscenes have visible compression artifacting, the menus are poorly produced, every move to another small environment involves a lengthy loading screen and the beautiful art style is let down by the quality of the in-game models when compared to the visual design of the cutscenes. In short, it looks and feels very rough around the edges. [embed]338045:62072:0[/embed] While playing Shadow Puppeteer, I couldn't help but compare it to Contrast and Brothers, the two games whose mechanics it poorly mimics. Where Brothers' use of dual character control felt seamless and responsive, SP frequently felt loose, unresponsive, and fiddly. Where the shadow manipulation puzzles in Contrast were thematically tied and provided impressive visual spectacle upon completion, those in Shadow Puppeteer often felt basic, simplified, and unconnected to the world of the narrative. Oh, and the game is terrible at proper checkpointing. There were times where I died, had to replay multiple rooms, each with a load time between them, and re-watch a cutscene to return to making progress. This did not feel challenging; it just felt tedious. Shadow Puppeteer tries to do interesting things, but ultimately comes off as unpolished, bland, repetitive, and mediocre. I really tried to enjoy it, but I just couldn't bring myself to care about it. [This review is based on a retail build of the game provided by the publisher.]
Indie photo
The worst of both worlds
Shadow Puppeteer; a game that takes the shadow-manipulation mechanics of Contrast and the dual character control of Brothers: A Tale of Two Sons and wraps them in a Tim Burton aesthetic… and doesn't do any on...

Superhot release date photo
Superhot release date

Superhot releasing on PC February 25, Xbox One in March


Trailer gets me superhot and bothered
Feb 01
// Darren Nakamura
Superhot has been looking supercool for a while now; those immediately sold on the initial concept have had to wait for a superlong time. The wait is set to be over supersoon; Superhot will release on Linux, Mac, and Win...
News roundup photo
Strangely lenient towards cock fighting
I am very pleased to announce that this week is 100% bodily fluid-free. There’s no wee, no poo, no nothing. It’s been a totally wholesome, family-friendly week in gaming news! The most NSFW thing you'll find is th...

Star Mazer photo
Star Mazer

Create your own '80s anime adventure in Starr Mazer


Wall-to-wall shower scenes for me
Jan 31
// Nic Rowen
I used to skip Sunday school every weekend I could to watch poorly localized episodes of Tekkaman and Robotech and hang out in my pajamas. I loved them, but even at the time something seemed off about them, stilted ...
Sup Holmes photo
Sup Holmes

Dine in style with Even the Ocean and Anodyne creators Joni and Sean


Sup Holmes every Sunday at 2:30pm EST!
Jan 31
// Jonathan Holmes
[Sup Holmes is a weekly talk show for people that make great videogames. It airs live every Sunday at 4pm EST on YouTube, and can be found in Podcast form on Libsyn and iTunes.] [Update: Show's over! Than...
The Witness photo
The Witness

The Witness is already almost outselling Braid's entire first year


I hope Blow can afford piss breaks now
Jan 31
// Joe Parlock
After being in development since what feels like the dawn of humanity, Jonathan Blow’s The Witness is doing pretty dang well for itself. Not only did it get almost universal critical praise (nabbing a 10/10 in Destructo...

Pro Tips: American Truck Simulator

Jan 30 // Patrick Hancock
Always remember to use your blinker 100 feet before turning. When driving down a steep downgrade hill, you should shift into a lower gear than one you would use to go up the same grade. You can avoid highway hypnosis by not focusing on a single object for more than two seconds. Remember to turn off your high beams when you are within 500 feet of another vehicle. Good drivers, according to the California manual, look ahead 12 to 15 seconds. This could be up to a quarter mile at highway speeds! On wet roads, reduce speed by one-third. Because we all know how much it rains in California. When backing up, turn the steering wheel in the opposite direction you want to move.  To go along with that, always back in as straight as possible. Correct the wheel as soon as drift starts to occur. Pull forward to make corrections when needed. Stopping distance = perception distance + reaction distance + braking distance. When well below the speed limit on a highway, turn on your hazard lights to warn vehicles behind you.
Truck Sim Tipz photo
Be a lean, mean, money-making machine
There are a lot of dangers out there on the road and a lot of things to keep in mind if you're going to carry cargo across state lines in the United States of America. I mean, they don't force drivers to take CDL tests for nothing!  So, being the helpful guy I am, I've decided to lay out some very important tips and tricks for anyone looking to perform well in American Truck Simulator.

Contest: Win a copy of Slain! and an Alienware Alpha!

Jan 30 // Mike Martin
[embed]336684:61996:0[/embed]
Contest photo
Freebies of a custom nature
Thanks to the amazing folks at Wolf Brew Games, Digerati Distribution, and Alienware, we have an awesome contest for you to enter. The prize? A hand-painted Alienware Alpha and a copy of Slain! (on its March 24 release). You can find the entry form, just below these words. If that isn't showing for you, please scroll down to the link below and enter there.

Stardew Valley photo
Stardew Valley

Harvest Moon-like Stardew Valley is out on February 26


Let's go live there
Jan 29
// Darren Nakamura
It seems like it's been forever since we last checked in on Stardew Valley, a pixel art farming life simulator/role-playing game that evokes memories of Harvest Moon in those fortunate enough to have played it in its prime (o...

Review: American Truck Simulator

Jan 29 // Patrick Hancock
American Truck Simulator (Linux, Mac, PC [reviewed])Developer: SCS SoftwarePublisher: SCS SoftwareRelease Date: February 3, 2016MSRP: $19.99  Euro Truck Simulator has quietly worked its way into the lives of many gamers over the years, myself included. I'm not sure why or when I thought I'd enjoy it, but I'm certainly glad the decision was made. These types of games are many things for many people; some enjoy the serenity, others enjoy the realism, and I'm sure there are those who turn their trucks into a replica of Darkside from Twisted Metal and ram into anything that crosses their path. For those veterans, American Truck Simulator is more of the same but in a new region. Calling it "American" seems a bit disingenuous at the moment, since players can only drive through California and Nevada. That's a lot of area to be sure, but hardly represents America. Many will envision a coast-to-coast trek from New York to Los Angeles, or traveling on Route 66 from state to state, but neither of these are possible at the moment. I say "at the moment" because, like Euro Truck Simulator before it, players should understand that they are buying into a platform. Nevada is technically free DLC at launch (and is included in this review), and the development team is working on Arizona as future free DLC as well. As of now there's no definitive DLC roadmap, but SCS Software has stated that "it will take us years to cover the continent," if it is financially viable. For newcomers to the series, or those simply curious as to how this is a real thing, here's the deal. Players assume the role of an American truck driver, making cargo deliveries in California and Nevada. Early on, taking jobs from various companies, using their trucks, is a steady income. As profit increases, players can afford their own trucks and even hire other drivers to carry out jobs. There are only two trucks available at the moment, which is a bit of a bummer. There are, of course, plans to add more, but as of now there are a Kentworth T 680 and a Peterbilt 579. There are variations of the two and plenty of  customization options, which help make them stand out more, but it's still only two models of truck at launch. Drivers will also gain experience and level up as deliveries are completed. Upon leveling, stat points can be distributed to categories like fuel economy, long-distance deliveries, and unlocking new types of cargo. As if making an expensive delivery wasn't nerve-wracking enough, think about delivering explosive or chemical cargo! Increasing these statistics will net the player higher rewards for completing assignments under those categories. The benefits are very detailed to the player, allowing them to make informed decisions when leveling up. While driving, it's important to remember the rules of the road. Running a red light will result in a fine (damn red light cameras), as will speeding. While Euro Truck Simulator utilized speed cameras, here in America things work a little differently. Cops are constantly on patrol, and if caught speeding near one, a fine will instantly be deducted. There's no car chase or even getting pulled over, just cop lights and sirens and $1,000 removed from your bank account. Along the way, players may need to stop for gas, rest, get weighed at weigh stations, or get repairs. These must be done at certain locations and have corresponding meters on the HUD. The biggest concern with these is the time invested, since each assignment has a window in which the recipient expects their items to be delivered in. Just a heads up: if you're driver starts yawning, stop at a rest station! The traffic AI seems to be vastly improved in American Truck Simulator. Cars will stop early at intersections, making those wide turns that much easier. They also rarely pull out in front of your giant truck barreling down on them, though I have had that happen once or twice. Hell, they'll even slow down if your blinker is on to let you move over! Well, sometimes. There are a few different control methods, ranging from very simple to complex. Steering can be done with the keyboard or mouse, and of course the game supports both console and steering wheel controllers. I found myself most  comfortable with the Steam Controller and gyro controls. The biggest gap between the simple and the complex is changing gears manually, though even at its most complex it's not exactly a "hardcore" simulator. There's definitely a lot to manage, especially for me, but people who were looking for more depth in this entry won't find it here. Is it difficult? Well, it's as difficult as you want it to be. Making the controls complex is an easy way to make the game more engaging. Personally, I think the most difficult aspect is parking. When delivering cargo there will be three options. The hardest option yields the most experience, and will ask players to pull some fancy backing up and maneuvering in order to place the trailer where it needs to go.  The second option is much more achievable, while the third option is to skip it entirely and earn no bonus experience. It's a great to be able to say "you know what? I really don't feel like parking this explosive gas tank right now." To help pass time, a good amount of radio stations are available to listen to while on the road, and it is also possible to input a personal music library by relocating some files on your computer. I enjoyed listening to some classic rock stations while "working." I must say, listening to Eric Clapton's "Wonderful Tonight" while driving a big rig at night into Las Vegas is something that will stick with me probably forever. That's in part due to the beautiful engine. The scenery is quite a change of pace compared to the European scenery, which helps make this feel like something fresh, despite the mechanical similarities. Cities are also fleshed out more and feel more "alive" than ever before. Google Maps has been used to help create a realistic recreation of the Golden State, so many areas will be immediately recognizable to those familiar with them. Yes, players will begin to see repeat storefronts over and over again, but it hardly detracts from the overall immersion. American Truck Simulator caters to a wide array of people. There's something to be said for the serenity of cruising down a highway at night and obeying all the traffic laws. It's also a great opportunity to enjoy some audiobooks or podcasts while somewhat-mindlessly growing a trucking enterprise.  Those looking for vast mechanical or design improvements in the series won't find them here. The map is relatively small, considering the size of America, but the tradeoff is worth it: the scenery is fresh, accurate, and varied, while cities feel much more realistic. With two trucks and two included states, and another one on its way, American Truck Simulator is an investment into the series' future, but it's not a steep one and easily earns its value with what is already presented. So, while it may not be possible to go from Phoenix, Arizona all the way to Tacoma, it is possible to go from Oakland to Sactown, the Bay Area and back down. And that's just fine. [This review is based on a retail build of the game provided by the publisher.] 
American Truck Sim Review photo
California love
I live in New Jersey, so I think I know a thing or two about California. After all, I've listened to plenty of N.W.A. and Tupac, plus I've seen Fast Times at Ridgemont High.  Oh, and I've been to California a whole lot to visit my brother and for that one E3 I attended. Does this make me an expert? Yes. Yes it does.

Sunless Sea photo
Sunless Sea

Sunless Sea celebrates submarines with a free Steam weekend


Sorry, zubmarines
Jan 28
// Darren Nakamura
Sunless Sea is one of those games I wanted to check out last year but never got around to. I guess I should have, because it showed up on a couple of our personal game of the year lists. This weekend, I have even less of an e...

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