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Card Hunter on Steam photo
Card Hunter on Steam

Browser-based tactical card RPG Card Hunter headed to Steam


New expansion coming soon too
Jul 02
// Darren Nakamura
Somehow I have missed out on Card Hunter for the past couple years. It released in 2013 and Destructoid's reviews patriarch Chris Carter loved it. I don't know how it wasn't on my radar; it has a lot going for it I'm into. I...

Into the Stars is an intense Space Opera, hits early access July 9

Jul 02 // Alessandro Fillari
Into the Stars (PC, [previewed], Linux, Mac)Developer: Fugitive GamesPublisher: Iceberg InteractiveRelease date: July 9, 2015 on PC (Early Access)Set in the far future where mankind has populated the outer reaches of the known universe, you take on the role of a captain for the last human ship carrying a most precious cargo. After a war with an alien race destroys the last colony of humans, you must lead the remaining survivors and your crew on an exodus through uncharted territory in order to find a new home in Titus Nova, located in the far end of the galaxy. Along the way, you'll recruit new crew members, trade with neutral alien factions, and wage an on-going struggle with the aliens that destroyed your home planet. With the fate of many lives in your hands, you'll have to make many tough decisions in order to secure the future of humanity, while also keeping your one and only ship in working order. The developers weren't shy about sharing their influences for Into the Stars. From Battlestar Galactica, to Firefly, Star Trek, and even Guardians of the Galaxy -- the folks at Fugitive Games wanted a space adventure that emulated the same wonder and awe from classic Space Operas, while injecting a tense and hectic atmosphere that gave players the sense that one wrong move could lead to disaster. Storytelling was an important area of focus for the devs, and while there aren't really any cutscenes or dramatic set-piece moments, the players will be able to create their own captain, crew, and ship parameters (with adjustable stats and areas of focus) from scratch -- giving them freedom in how they play and choose to forge their way across the galaxy.With an entire galaxy map to explore, you'll have to choose wisely where you want to guide your ship, as many different resources are consumed during travel, and dangerous foes might rear their ugly heads. Taking place on over 90 tiles shown on the galactic map, each space represents a sector of the galaxy that can be explored. Players can freely steer their ship within the tile and explore at their own pace. Each tile possess their own unique points of interests, planets, culture, resources, and other sources of intrigue. While some randomness comes into play, the developers wanted to give the entire universe a hand-crafted look and not rely on procedural generation to fill in the blanks. And the results are quite stunning. The visuals within Into the Stars are a feast to behold, and the work from the Unreal Engine 4 shows great promise. From soaring past gas-giants, derelict spacecrafts, to massive floating artifacts from alien cultures, there's much to explore within the galaxy, and it'll take more than one playthrough to witness all the visuals. Though be warned, spending too much time in a certain section of the galaxy will attract the attention of hostile forces that wish to wipe you out.Taking cues from titles like XCOM and FTL, the developers at Fugitive Games wanted to have a strong focus on crew and resource management while gathering resources and keeping ahead of danger. Your ship will need resources and a strong crew to keep flying, and in order to keep both on the up, you'll have to take risks and even make some sacrifices. When you come across planets and installations throughout your travels, you can send probes or Away Teams (a capable team of explorers) down to the point of interest to search for resources and valuables. Though bare in mind, these places can often be dangerous and result in some deaths or harm to your ship if things go south. During one instance, we sent our away team to a remote planet and found many valuable resources with no incidents. Unfortunately, our luck wasn't so great when we went to a derelict human spaceship. An accident occurred which resulted in the deaths of some crew. [embed]295154:59311:0[/embed]As a whole, Into the Stars is a game about taking risks. While some cases may call for the occasional space heroics, most of the time you'll have to play it safe. During planetary examinations, sometimes its better to send probes, which result in a mini-game where you mine materials. Though keep in mind, the lives of your crew and your cargo of human survivors are a valuable resource as well. While traveling in space, you'll come across merchants that may sell goods at the cost of valuable materials vital to the function of your ship. While giving away minerals may be easy, in some cases merchants may request some humans for the trade. It's a pretty grim prospect, and though it may be easy to turn down a request when its first presented to you, you might be in a tight spot and have to entertain the offer. By any means necessary, your ship has to make to Titus Nova, and you may have to make some decisions that could compromise your own captain's humanity.But what would any space opera be without epic ship battles? When you encounter foes that seek to raid your ship, or just want to wipe out what's left of humanity, you'll have to defend the vessel and command your crew in a battle of wits and instinct. Unlike other space-sims, battles take place in quasi-term based format within the confines of the ship. Within the bridge, you have a clear view of the attackers, and you'll have to simultaneously adjust shields, make repairs, and strike against the enemy when the time comes. Initially, I found the battles to be a bit confusing and somewhat dense. It's all in menus, and you have to keep track of different crew attributes and ship parameters to stay one step ahead of your enemies. When making repairs, your view switches over to the engine room as you monitor hull breaches and causalities, all while the enemies are still attacking. While the smaller foes can be easily defeated, facing groups of enemy ships and some of the more massive cruisers can result in somewhat lengthy battles.I was largely impressed with Into the Stars. While we're definitely seeing an influx of space-sims as of late, this title subscribes more to the technical school of thought, rather than the focus on action and explosions. While I admit I got a bit lost during some moments, and had to consult some tutorials, I found Into the Stars to be an incredibly ambitious game that seeks to install a simultaneous sense of dread and awe from players. Not many games can get me feeling nervous while traveling through a lush and colorful galaxy filled with rich cultures and places to explore. If you're looking for something a bit more introspective and technical for your spacefaring needs, then you'll definitely want to keep an eye on Into the Stars.Into the Stars - Early Access [Steam]
Into The Stars photo
Find a crew, find a job, keep flying
The Space Sim genre has been one of the most ambitious and sought after titles from developers and fans alike. Ever since the early days of gaming, there's been a desire to craft a title that allows for exploration across a s...

Bombernauts photo
Bombernauts

Bombernauts makes me miss Bomberman


Baseball bats and bombs
Jul 01
// Jordan Devore
I probably can't take the day off to play Super Bomberman 2, so I'll pass along word of Bombernauts instead. It's almost ready for us. Ahead of the game's July 31 release on Steam, here's a refresher. Bombernauts is about bo...
Humble Borderlands Bundle photo
Humble Borderlands Bundle

Humble Borderlands Bundle adds more DLC


Claptrap and Headhunter DLC
Jul 01
// Darren Nakamura
Last week, Humble and Gearbox announced the Humble Borderlands Bundle, featuring Borderlands, Borderlands 2, a coupon for 75 percent off Borderlands: The Pre-Sequel, and a big chunk of downloadable content for the first two g...

Review: Her Story

Jun 29 // Laura Kate Dale
Her Story (PC [reviewed], iOS) Developer: Sam BarlowPublisher: Sam BarlowMSRP: $5.99Released: June 24, 2015 From the first set of clips tagged murder, I had several options of which narrative thread to pull at first. Did I want to look for clips related to the victim's name first? Maybe I should try to track down the name of the person accused of the crime? Perhaps I wanted to go in a completely different direction and try to find references to the murder weapon on the database. Right from the start, several different avenues opened up and the number of narrative options to explore only expanded as I went deeper into the case. You can't organize clips you find chronologically or watch them in order without re-searching for them, meaning that a lot of the work of piecing the narrative together is down to you as the player. There's an in game application that will show you which pieces of the case you've watched and which you have not, but it's up to you to keep track of where each statement falls in the timeline of police interviews and how their placement fits together. Much of the mechanical challenge in the game comes from piecing the story together in a way that draws conclusions you're personally satisfied with. At around two hours in, I had seen enough that the game offered to let me see the credits roll, but I personally wanted to know much more of what was happening and ended up playing for around six hours on and off before I was truly satisfied with my understanding of the events. Others I know felt they knew everything they needed within half an hour. In terms of pacing, Her Story lasts however long you want it to in regards to narrative. Any time you feel the game is ready to end, you can draw your conclusions and walk away. Ultimately, Her Story is a really inventive way of exploring a narrative with an impressive number of twists and turns. Every time I thought I understood what was happening, a clip would become unearthed that turned my understanding of the case on its head. The story was personal, uplifting, dark, twisted, insightful, and unnerving all at once. I know we get a lot of talk of narrative-focused adventures as "not games," but this is a narrative that undoubtedly benefits from its open-ended interactive nature. If this isn't a perfect example of how video game interactivity can enhance a narrative, I don't know what is. Being able to unearth these twists out of order, rushing to understand what you've found, and bouncing tonally back and forth across a series of interviews truly is the perfect way to experience this skillfully crafted narrative. It's not a typical structure for a game, but the mechanics really do work in the context of the narrative. If you like the idea of an open-ended '90s murder mystery with no guarantee you'll find a solid answer to its mysteries, then I can't recommend this highly enough. Her Story is a spectacular video game, and one of the most gripping personal narratives I've experienced in some time. [This review is based on a retail build of the game provided by the developer.]
Her Story review photo
Let's solve a mid-'90s murder
Her Story is certainly not what you would call a traditional video game. Set entirely on a police computer database in the English town of Portsmouth, it breaks a lot of new ground in terms of blending its narrative and gamep...

FFXIV photo
FFXIV

Final Fantasy XIV's Mac port isn't great


Moogles prefer the Surface over the iPad
Jun 29
// Joe Parlock
Players of Final Fantasy XIV are reporting major performance issues in the recently released Mac client. Low framerates, hanging launchers, and graphical errors are all being seen. On the official forums, and reddit, many pla...
Ink photo
Ink

Ink is like Super Meat Boy if Meat Boy's blood were a rainbow


And if the environment were invisible
Jun 26
// Darren Nakamura
Today is a good day to celebrate rainbows, eh? I mean, every day is a good day to celebrate rainbows, and even if that weren't the case, I'd still highlight Super 91 Studios' Ink. It started as an entry to Ludum Dare 32, who...
Dad Beat Dads photo
Dad Beat Dads

Belated Father's Day: Throw babies in Dad Beat Dads


My dad could beat up your dad
Jun 26
// Darren Nakamura
True story: my dad used to be quite the brawler. At a stocky 5'5" (165 cm), he was often underestimated. What he lacks in height and reach he makes up for in tenacity. What I'm trying to say is that I'm pretty sure my dad co...

Willy Chyr's Relativity is Escher art come to life

Jun 26 // Jordan Devore
I only got to play around in one world, but there are others, each with a different theme or pattern. One was straight out of House of Stairs. Their designs make a lot of sense once you know that Chyr does, among other things, installation art. It shows. Relativity is somehow his first game. He has something cool in mind for how those worlds connect, but wouldn't say any more about the transitions. I'm curious to see how everything ties together, assuming I don't get totally lost.
Relativity preview photo
Walk on walls
When you jump off a ledge in Willy Chyr's Relativity, you can keep falling. Forever. The abstract world, made up of floating platforms and puzzle rooms, loops. Why climb a huge flight of stairs when you can just "fall" to the...

Goliath eliminates the repetition found in survival games

Jun 25 // Zack Furniss
In a hands-off session with Whalebox, I got to see some of the mechanics setting Goliath apart from other survival games. Playing as a 1930s fighter pilot who finds himself in a bizarre coalescence of time periods and alternate worlds, you're as likely to find a pyramid as you are a spaceship. Or lizard people. Or spacecrafts. Oh, and you have a fancy robot arm. The arm's purpose isn't solely to make your anachronistic character look dorky; this limb serves as your axe, pick, or other resource gathering tool that you would have to create in another game. Since you start out with it, dying is less heartbreaking since you won't have to gather rocks and logs just to build tools to begin your process anew. You won't have to wait long until you can build one of the titular Goliaths. I was told that you can access the first one, the Wood Goliath, within ten minutes of starting. Whalebox wants you to get right into the fray, since you can't fight in human form. Since the denizens of the wild may find you to be a delectable treat, it's usually wise to stay in your Goliath. If it's ever destroyed, you get about 80% of your materials back so it isn't too much of a grind to get it back up and running. If you need to get out to craft or forage, you can set it on autopilot to let it fend for itself. There seem to be plenty of options as far as Goliaths go, too. You can choose from three on the fly, but there are fifteen variants of the wood, iron, stone, and crystal types. You earn these variants via achievements; for example, using long-ranged weapons often can earn you a sniper Goliath. You can also draw on them to create your own custom designs, provided you find the right berries to create paint.  The stone type was my favorite out of what was shown in the demo. There's a temperature gauge whenever you reach extreme climates, and the stone Goliath acclimates to these rapid shifts in heat. When in snow, it covers your rocky exterior and you gain a defensive bonus whereas fiery surroundings give you a magma form with flame damage. Combining all of this with head, torso, arm, and leg slots to customize means I'll be spending most of my time trying to look fashionable. We went through a few basic quests in the beginning that showed how strange this world could be. The first one that we saw was given to the player by a self-aware robot who wanted his pet robot bird back. After tracking down the bird, we learned that he had found a group of real birds and thought he belonged among their number. After that, we saw various factions, including the fantasy-esque Forest Folk (read: fox people), a group of religious robots who worship their creator, and some lizard people. You can build reputation with these groups by doing tasks for them that start simple but become complicated. Since everyone that you meet was also warped into this new world, no one trusts each other. By aligning yourself with a faction you can earn special Goliaths, but midway through the game the opposing groups find themselves in an all-out war. You had better be confident in your choice by then. Though the world is procedurally-generated, it's broken up into fifty levels called shards. They're not very large, which eliminates the need for fast travel. Since this is more structured than an average survival game, death isn't permanent. When I asked them how death would work, they had one of my favorite ideas I've heard re: video games in awhile. They're not sure if they can get this to work yet, but they want several years to pass if your character dies. When you come back, faction dynamics will change and the world will look different. Everything you knew before has been altered in some way. Cool! The story will have multiple endings and will be written by an Eisner-nominated comics writer. Though they only showed the fighter pilot, Whalebox plans on having more characters so that players can identify with what they see on-screen. They mentioned a female medieval knight who has been masquerading as male. The more options the better, as there is going to be both co-op and player versus player modes. Four-player co-op will function similarly to Borderlands, where you can drop in and out of a friend's game and get credit for completing your own quests. While the team is undecided as to how many players the versus mode will support, they are going to let you bring your own customized Goliath. A "Capture the Human" mode was also mentioned as a possibility. While Goliath sounds enormously ambitious, even the early state in which I saw it showed promise. A survival action-RPG with a focused story mode, limited repetition, and customizable giant robots is right up my alley. It'll be coming out Q1 2016 for PC, Mac, and Linux. Consoles are an eventual possibility.
Goliath preview photo
This time your arm is the tool
Survival games like Don't Starve can provide some of the best moments in gaming. The early hours of trying to fathom how this new world works, the slow strengthening of self until you gain confidence, and the s...

Super Dungeon Bros plays like garbage, with humor to match

Jun 25 // Mike Cosimano
Super Dungeon Bros takes place in Rökheim. There are four rock-themed brothers: Axl, the angry one; Freddie, the one who knows no fear; Lars, the one who keeps saying 'love' ad infinitum; and Ozzie AKA Michelangelo From TMNT, But A Rock This Time. I had to look up this information on the provided fact sheet, because the 'bros' are not characters. They have a "thing" and that "thing" is drilled into your skull like a well-placed icepick at an Italian dinner party gone wrong. Here's an example: when the party encounters some enemies, Lars can say "Careful, they've lost that lovin' feeling." This is the patent pending "Bro Banter" system, controlled by the player via the d-pad. Now, imagine hearing this line dozens of times over the course of a single dungeon run. It's a joke that would be right on the edge of amusing...if told once. And that's not even the worst of it! Ozzie's catchphrase is "That's what she said," a phrase I literally have not heard in years. When this was presented to me, I had to check my calendar to make sure I had not been trapped in some kind of 2011-centric time vortex. The Bro Banter system is supposedly reactive -- you can respond to banter from your compatriots with banter of your own, but I never got it to work organically during my play session. I did manage to get a confirmation that more recorded lines would be coming. Although I wouldn't get my hopes up for that, considering the fact that somebody told somebody else that recording a line from everyone's collective middle school experience and putting it in the game was a good idea. Playing the game is on the same level as the writing; it's bad. The characters are floaty and unresponsive, it feels like you're controlling an invisible character pushing the player character around. And the combat is somehow worse. The heavy attacks and the light attacks feel almost indistinguishable. I also found myself struggling with the controls more often than I'd care to admit in mixed company. It's not that the game is complex, it's just flat -- like a can of soda left out in the sun. The enemies feel same-y, both in terms of design and attacks. What separates an ice giant from a small goblin? Not much aside from their health bars. And when the weapons feel so inefficient, that larger health bar can be a real nuisance. Some of the loot in the full game could potentially mitigate this issue, but the game still has fundamental control issues. Maybe it was that 'last day of E3 funk', but the action made me want to take a nap. In order to complete 100% of the game, players will have to spend about 100 hours of their time with Super Dungeon Bros, which feels like a threat. The game plays terribly, and it's not amusing. Yes, it has couch co-op, but so does the excellent Diablo 3 console port. There are funnier games, there are better brawlers, there are more engaging couch multiplayer titles, there are more rewarding dungeon crawlers. Just because Super Dungeon Bros comprises all of those elements doesn't mean any of them work.
Super Dungeon Bros photo
Keep that dungeon locked
Unnecessary negativity is a blight, especially for writers. It can poison the mind and alienate the reader; a cancerous state of mind that serves nobody. Personally, I try and avoid it whenever possible. That mentality does m...

Borderlands screenshots photo
Borderlands screenshots

Tales from the Borderlands: Catch a Ride screenshots, we got 'em


Catch a screeeeeeeeeen!
Jun 23
// Darren Nakamura
Tales from the Borderlands: Catch a Ride is out today, and it continues the excellence the series has been known for thus far. As I normally do while playing through Telltale titles, I had my finger firmly planted on the F12 ...
Humble Borderlands Bundle photo
Humble Borderlands Bundle

Borderlands headlines the current Humble Bundle


A good entry point for newbies
Jun 23
// Darren Nakamura
Today is just a Borderlands day, it would seem. Not only did the third episode of the stellar Tales from the Borderlands release today, but now we have word that the mainline loot-shooters will be doing the whole Humble Bund...

Review: Tales from the Borderlands: Catch a Ride

Jun 23 // Darren Nakamura
Tales from the Borderlands: Catch a Ride (iOS, Mac, PC [reviewed], PlayStation 3, PlayStation 4, PlayStation Vita, Xbox 360, Xbox One)Developer: Telltale GamesPublisher: Telltale GamesReleased: June 23, 2015 (Mac, PC)MSRP: $4.99, $24.99 (Season Pass)Rig: AMD Phenom II X2 555 @ 3.2 GHz, with 4GB of RAM, ATI Radeon HD 5700, Windows 7 64-bit [Editor's note: there will be no major spoilers present for the episode reviewed here, but events in previous episodes may be discussed.] When we last saw Fiona and Rhys, the duo had just constructed the Gortys Project while Vaughn and Sasha were being held hostage. Atlas Mugged ended with a significant Telltale choice for Rhys to make: trust Fiona in her ability to improvise the situation or trust the shadow of Handsome Jack residing in his own cybernetic head. Though the decision was given a lot of weight, the episode concluded before we got to see much of an effect. As it turns out, the opening sequence to Catch a Ride plays out quite differently depending on which option was selected earlier. It's enough of a difference that along with the review code, Telltale sent a message imploring me to play through the episode twice in order to see just how far-reaching the consequences are. The differences are there, and they persist until about the third act, but at that point the two branches sort of homogenize together. Without giving away too much, trusting Handsome Jack unlocks the help of three characters who aren't necessarily available to those who instead trusted Fiona. However, by the end, all three are out of the picture one way or another, despite that they could have been particularly useful. [embed]294552:59205:0[/embed] It shouldn't come as a surprise to anybody who has played a Telltale game in the past few years that the overall narrative threads all begin and end in the same place, but Catch a Ride does feel like an improvement in that regard, if only slightly. Though the player cannot really affect how the story ends, certain scenes play out differently enough to warrant another look. One silly change I appreciated was that Rhys's Echo Eye ability is corrupted if he lets Jack into his systems. Instead of the dry humor found in the default descriptions, Jack inserts his own brand of over-the-top musings. I do wish this idea were taken further; there is a section in which Rhys has to hack a computer and having a digitized version of Handsome Jack ought to have helped in that situation. Fiona also goes through some questionable design territory with her abilities. Where her sleeve gun was previously limited, providing the possibility for interesting choices, its power is unlocked in the episode. It nullifies the opportunity cost that piqued my interest in Atlas Mugged; when I spent that incendiary bullet singing Finch's hair off in the second episode, I thought that would be the last time. Now it almost feels like Telltale is trying to set Fiona up to be a proper Vault Hunter in Borderlands 3. While on the one hand it will definitely be cool to see Telltale's original characters in Gearbox's next effort in the main series, it would detract from her uniqueness as a smooth-talking con artist were she to become another gunslinging badass. Speaking of characters, we do get a few new cameos from the main series here, although their inclusion feels a bit like fan service. After playing through twice, I'm still not quite sure why they were there, but it could very well be something that is planned to be explained in the future. As it stands, they show up, say some funny lines, do some outrageously violent things, and advance the story in a way, but their motivation isn't clear. That is a relatively minor complaint, especially considering the best thing Catch a Ride has going for it is one of the new characters. Gortys turns out to be a friendly robot and she easily has some of the best lines in the episode. With the personality of an earnest young child, she feels so out of place in the dark wastelands of Pandora that I couldn't help but be charmed. Everybody on the planet is gruff, insane, murderous, jaded, or at least sarcastic that having one character who is none of those is just perfect. Some of Gortys's lines tap lightly on the fourth wall; those are worth a lasting grin. There is one scene of hers in particular that had me laughing heartily, both times I played through. Even knowing it was coming, the setup and delivery were so on point that it killed. Ashley Johnson's voice work was perfect for the role. I don't know how this story ends, but I hope Gortys survives the ordeal in one way or another, because Borderlands needs to keep that character around. It may seem like a lot of my thoughts on Catch a Ride are negative, but they are minor quibbles in the grand scheme. Though I'm a little disappointed the two protagonists aren't using their unique skills as much as they did in the first episode, the story they team up to tell is still completely engrossing. The writing is as sharp as ever, with plenty of laugh-out-loud moments. The end of the episode has just the right amount of cliffhanger to it. Tales from the Borderlands: Catch a Ride feels like a complete chapter in the story, but now I have a rough idea for what to expect in the next two episodes. With that narrative skeleton in mind, I am looking forward to watching the rest of the series play out now more than ever. [This review is based on a retail build of the game provided by the publisher.] Tales from the Borderlands: Atlas Mugged (iOS, Mac, PC [reviewed], PlayStation 3, PlayStation 4, PlayStation Vita, Xbox 360, Xbox One)Developer: Telltale GamesPublisher: Telltale GamesReleased: March 17, 2015 (Mac, PC)MSRP: $4.99, $24.99 (Season Pass)Rig: AMD Phenom II X2 555 @ 3.2 GHz, with 4GB of RAM, ATI Radeon HD 5700, Windows 7 64-bit
Telltale Borderlands photo
Worth the fare
[Disclosure: Anthony Burch, who consulted on the story for Tales from the Borderlands, was previously employed at Destructoid. As always, no relationships, personal or professional, were factored into the review.] Ever s...

Telltale Borderlands photo
Telltale Borderlands

Meet Gortys in this Tales from the Borderlands: Catch a Ride trailer


She's adorable
Jun 23
// Darren Nakamura
The third episode for Tales from the Borderlands is out today on PC and PlayStation consoles (with the rest out this week) so Telltale sent along this shiny new trailer for it. In it, we see some cameos from Vault Hunters Br...
Sword Coast Legends photo
Sword Coast Legends

Sword Coast Legends' Dungeon Master surpassed my expectations


A critical success?
Jun 20
// Zack Furniss
I was supposed to Dungeon Master a session of Dungeons & Dragons tonight, but that post-E3 fatigue comes in hard. So why not tell you about my hands-on session with n-Space's Sword Coast Legends, a new asymmetri...
Doko Roko photo
Doko Roko

Doko Roko looks magical with big swords and big explosions


Muy loco!
Jun 17
// Ben Davis
I don't care what anyone says, lovingly-crafted pixel art can still get me super excited about a new game. I know a lot of people are tired of pixelated indie games by now, but damn, they can be so beautiful! That's precisely...
Yooka-Laylee photo
Yooka-Laylee

Yooka-Laylee Kickstarter ends with over $3.25 million


More like Moola-Baybee
Jun 16
// Darren Nakamura
It was a long journey, but it has come to an end. A month and a half ago, the Banjo-Kazooie-esque 3D platformer showed up on Kickstarter, and it crushed its initial goal of £175,000 on day one, hitting over &p...
Beyond Eyes photo
Beyond Eyes

Beyond Eyes coming to Xbox One and PC


Hone your other senses
Jun 15
// Zack Furniss
Tiger and Squid is bringing its blind adventure Beyond Eyes to the Xbox One and PC. You play as a young girl without sight, and it looks like a beautiful little romp through a watercolor world. It's set for a 2015 release date.
Bloodstained Kickstarter photo
Bloodstained Kickstarter

Bloodstained Kickstarter ends with over $5.7 million pledged


Hit all stretch goals, set records
Jun 12
// Darren Nakamura
It doesn't feel like it has been a month since we were first asked "sword or whip?" or we first heard the term "Igavania," but here we are. Koji Igarashi and company launched the Kickstarter campaign for Bloodstained: Ritual ...
Bloodstained: Ritual photo
Bloodstained: Ritual

Bloodstained: Ritual of the Night cracks $4.5 million, gets Shovel Knight crossover


He's looking bulky
Jun 12
// Chris Carter
Bloodstained: Ritual of the Night is sticking it to the man, with $4.5 million raised, making it the most successful game on Kickstarter. But IGA and his team aren't resting on their laurels just yet, as even more conten...
Dyscourse DLC photo
Dyscourse DLC

Dyscourse free update 'Indie Island' out now


Formerly known as 'Indie Plane Crash'
Jun 11
// Darren Nakamura
During Dyscourse's Kickstarter campaign, the team at Owlchemy came up with a cool idea: take the basic idea of a bunch of weirdos stuck on a desert island and use indie game developers instead. They are probably still weirdos...
Telltale Borderlands photo
Telltale Borderlands

Tales from the Borderlands Episode 3 out June 23


Catch a Ride
Jun 11
// Darren Nakamura
In life, sometimes it's best to celebrate the little victories. For instance, the forces of the universe have prevented me from attending E3 this year, but as a consolation, Telltale is releasing Tales from the Borderlands Ep...
Diluvion Kickstarter photo
Diluvion Kickstarter

Manage an ornate submarine in the open world of Diluvion


2D and 3D gameplay
Jun 10
// Darren Nakamura
Sure, big name Kickstarters like Bloodstained and Yooka-Laylee are in the spotlight right now with their campaigns winding down having made millions of dollars. But don't forget that there are others out there looking for th...
Sword Coast Legends photo
Sword Coast Legends

Sword Coast Legends releases September 8, new trailer


Put away the pens and paper
Jun 09
// Zack Furniss
I'm loving being a Dungeon Master in the Fifth Edition of Dungeons & Dragons thus far, even if time has done its best to keep me and my adventurers playing Hoard of the Dragon Queen. I'm casting a sideways glance towards...
Humble Bundle photo
Humble Bundle

Old favorites return for the Humble Indie Bundle: All-Stars


Eight solid games for under eight bucks
Jun 09
// Jordan Devore
On the heels of its fifth birthday, Humble Indie Bundle has packaged eight damn fine games for its All-Stars bundle. You probably own most of these, but here goes anyway: Pay what you want: World of Goo, Super Meat Boy, Dust...
Programming puzzler photo
Programming puzzler

Tomorrow Corporation's new game is Human Resource Machine


An approachable take on programming
Jun 09
// Jordan Devore
I liked World of Goo. I loved Little Inferno (for reasons I'm still not sure I fully grasp). I'm into what Tomorrow Corporation is cooking. The team's next game, Human Resource Machine, is an exercise in controlling office w...

Review: Massive Chalice

Jun 08 // Steven Hansen
Massive Chalice (Xbox One, Mac, PC [reviewed])Developer: Double Fine ProductionsPublisher: Double Fine ProductionsMSRP: $19.99Release Date: June 1, 2015 A talking cup with the alternating voices of an old man and younger woman gives you a "Hello Commander," informing you that you, an immortal being tied to the chalice, are the only one who can navigate humanity to victory against the encroaching, monster-filled Cadence. With that brief set up, you pick five pre-generated families to serve as your starting vanguard of fighters. It's an aesthetic choice. Try and pick families with distinct flag colors (and fun surnames) because otherwise keeping track of them is a mess. The Fab Five have different stat-affecting traits (bred) and personalities (learned) and three different base classes that can be combined to make sub-classes with slightly different abilities. You're also seemingly bound to get stuck with an asthmatic early on whom you can rightly cast off into the scary orange mist because they will be useless and the life of an individual isn't worth much in a 300 year war effort. Massive Chalice operates on two levels. Combat is turn-based with grid movement and two actions per turn. Walk a bit and then attack, or walk further and leave yourself unable to attack are the big ones. The latter has a chance of leaving a character screwed if they wander into the obscured battlefield Fog of War and reveal a pack of waiting enemies. Outside of combat, there is scant decision-making and a lot of hitting the Advance Timeline button as you try to make it to year 300 to destroy the Cadence by building kingdoms for your characters to bone in to produce better soldiers and advance the bloodline. [embed]293482:58868:0[/embed] Combat, however, feels one-dimensional, perhaps appropriate for the rote meat grinder that is 300 years of war. There's no cover or overwatch, never objectives beyond kill everything within line of sight. Inch forward, kill, inch forward, kill. I often had to double back through the sometimes obnoxiously routed, procedurally generated levels to off one last monster that was content to, I guess, walk around in circles in the far off map corner for all its turns. Enemies are impressively distinct. Ruptures create a wide berth of corrosive tiles upon death, Lapses sap soldiers' XP, Wrinklers age soldiers on contact. But Massive Chalice only metes out these highly specialized enemies and facing them over and over, in larger and beefed up quantities, gets tiring. Its turn-based strategy feels brute forced and basic. Even with the addition of sub-classes and the tips screen advising carrying members of every class, I still felt like fielding a team of five Hunters to SOCOM its way through fights was ideal and borderline easy (on Normal mode). The Alchemist's volatile, limited projectiles killed more of my own troops than enemies in my last run and sending the melee-focused Caberjack into the fray always feels too dangerous. This, though, raises a huge problem with the lengthy final fight that I've found unwinnable without the area of effect moves of the other classes. Nation management, too, feels simple and sterile. You are asked to choose between research projects which take years to finish. The most obviously necessary are the Keeps, which is where you retire soldiers to and appoint a mate on the grounds of eugenics. I find that once I get Keeps built and Übermenschs screwing, research becomes haphazard. A couple pieces of gear (mainly for Hunters), the experience raising item, and then I'm mostly choosing something at random and slamming on the "Advance Timeline" button until someone else dies of old age and needs to be replaced at their post. It is clinical and the soldier stat effects feel slim (so long as you avoid breeding a handful of proper blights, like asthma). The idea of bloodlines is a good one, but the sparse overworld (the same Simon panel of territory and occasional, stoic look at a throne) does not support any narrative or connection in the vein of a Crusader Kings-like strategy game. All there is are brief, occasional text adventure events that have you make a decision (how will you settle a squabble between two troops?) that might affect some mild stat. Meanwhile, the short shelf-life of fighters doesn't support any connection to individual troops in combat, save for the one or two fights you'll have a high-level troop with a funny nickname. The most attachment I felt was to a flag color. This becomes a weird problem with the ending, which tries to suddenly loop back around and deliver an unnecessary story element that, at best, would "explain," in-universe, subsequent playthroughs. It is odd, unnecessary, and even robs you of basic world-saving catharsis. It also reminded me that, on Normal, I've yet to come close to my kingdom falling, which belies roguelike claims, while on the other hand I sort of dread playing 300 more years (plus failure restarts) on higher difficulties because of the simple combat. Massive Chalice is both beautiful and approachable, somewhat rare qualities in the genre. But its 300 year arc bends toward apathy and inhumanity. By mid-game, what was novel and enticing becomes a slog. The nation and bloodlines are mostly built out, ending the high level tactics, and battles become more brute force as the same enemies double in HP, power, and quantity. I felt like middle management making the same position appointments that a computer could make more quickly and all I got for my click click clicking was combat with bigger numbers on the same handful of stages. There is some payoff with the bloodline idea at the end, but it is not worth the rote meat grinder to get there. [This review is based on a retail build provided by the publisher.]
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