Sony choose GDC as its coming out party for its virtual reality platform, Project Morpheus. The goal was to build interest at a show where just about every developer in the industry is in attendance. And from the look of the lines at their GDC floor booth yesterday, every one of those developers had someone in line to try it out.
We finally got our faces in the headset late last night to try out the new demos that Sony prepared for the show. We were surprised to find that Project Morpheus is already on a level playing field with Oculus Rift, and even shows it up in some places.
I've kept up cold indifference towards Mega Man 9 -- I mean Mighty No. 9 -- since its announcement and Kickstarter success. With the recent alpha footage coming out, though, I'm sold. Look how gorgeous those animations are. Look how smooth.
Mega Man is dead. Long live Mighty No. 9.
Capcom, you need to get right. The last six years have not been good compared to the six prior.
The wonderful Papo & Yo was successful enough for Minority Media to start production on a new game, Silent Enemy, which we haven't seen too much about in the year since its vague announcement.
It appears Minority is also ...
A new alternative controller exhibit made its debut at GDC this year. Amazing selections from 14 independent teams were shown at ALT.CTRL.GDC on the GDC show floor yesterday, and every one of them had my imagination running. ...
Along with Push Me Pull You, I got to finally see what Musclecat Showdown was all about. And. It. Was. Glorious.
You and another muscle bound cat have to strike your owners requested poses, and the person that's able to do them the best wins. The only controls are with the analog sticks on a controller, with each stick representing your cats glorious arms. That's it, that's the entire concept. Super simple, and super fun. Essentially think Pokemon, but instead of fighting, you're posing.
The main draw here is the lovely visual style, which was created by Adventure Time and Bee and PuppyCat artist Natasha Allegri. Here's some snippets of gameplay for you to get a better sense of what the game is all about.
Imagine never having to use the right analog stick to move a game's camera or reticle. Instead, you'd use your eyeballs to aim or move the camera -- simply look at what you want to shoot at or move to.
This sounds like some dream for the future of gaming technology, but Sony has a working eye tracking demo at GDC this year. I had my doubts at first, but after having the infrared camera system calibrated to my eyes, I played Infamous: Second Son...
Last night I got to play a round of Push Me Pull You during the Venus Patrol party here in San Francisco. It was, without a doubt, the weirdest and best time I've had with a videogame in a long time.
So here's the basic premise. You and a partner each control one end of the "sports-monster," a conjoined humanoid Catdog like person. You're going up against two other players in control of the same thing, and to win you need to keep control of a ball on your side of the court the longest for multiple rounds. You're able to shrink or increase the length of your body as needed, and you'll be adjusting sizes a lot as you vie for control.
It's such a ridiculous concept, and it's a little bit disturbing too. It's essentially a f*cked up version of the Tron light cycle battles, expect here you're naked man monsters getting entangled as each team tries to wrap up their entire being around a ball. Videogames are just the greatest.
I wasn't able to capture any video, but there are these animated gifs that can give you some insight to the gameplay over on Push Me Pull You's website.
The Game Developers Choice Awards, the premiere peer-based awards show in the gaming industry, took place today in San Francisco, and the big winner of the night was The Last of Us with Game of the Year.
Ubisoft dropped this video today featuring some of the people working at Massive Entertainment, talking about their experience using the Snowdrop engine to develop Tom Clancy's The Division.
If you're hoping to see some addi...
Papers, Please took the $30,000 Seumas McNally Grand Prize at this year's IGF awards, joining last year's Cart Life.
The other winners include Gorogoa (Excellence in Visual Art), Papers, Please (Excellence in Narrative...
The sensory deprivation the Oculus Rift provides is great for immersion. And immersion is great for moody, atmospheric, scary games like Grave. Though there is a non Rift coming, so if you haven't sold your eye souls to virtual reality, don't stop reading yet.
I'm very glad I've put my face in several strange contraptions, including Rifts, this week and I still have my eyes. Someone is going to get their eyes stolen soon.
In Keiji Inafune's GDC talk, titled "Meanwhile, In Japan...," he recalled that the feeling around the first Mega Man game was comparable to that of indie game making today.
"Mega Man was the first original total that ca...
Keiji Inafune's GDC talk, titled "Meanwhile, In Japan..." opened by addressing a comment he made a couple of years back during another GDC talk. He was quoted as saying "Japan is over" back then. Today he was asked if he stil...
Borne out of Double Fine's yearly Amnesia Fortnight game jam, Hack 'N' Slash (as well as Spacebase DF-9) is getting a full release this summer. The top down action adventure game may look like a Legend of Zelda clone, but that's intentional, because the actual mechanics are different. And weird.
You actually hack the game, rewriting bits of its code and changing values in real time to affect how you interact with these iconic mechanics. I feel a little dumb and intimidated, too, don't worry.
Well, would you look at that. After hearing Epic Games has plans to roll out a $19.99-per-month subscription plan for Unreal Engine 4, we've know learned Crytek has announced a similar approach for its own CryEngine. But unli...
At Yu Suzuki's GDC postmortem of Shenmue, he fully detailed the classic Dreamcast game's development, from an early prototype to a Virtua Fighter RPG to its final beloved form. Many details, images, and concepts were shown for the first time ever, which was a total thrill for me as a huge fan of the game and Suzuki's other works.