Some fine young patriots are planning to save games journalism with a protest at PAX Prime this year. I am disappointed I will not be able to be there in person to chronicle their ground breaking protest, which involves using...
The father of Final Fantasy, Hironobu Sakaguchi, has announced his PAX Prime 2014 panel where he will discuss his history developing role-playing games, along with revealing more about his new RPG, Terra Battle. Find out more info at PAX Prime website.
Hideo Kojima's interactive teaser P.T. has been a hot topic of discussion for the past week and a half. While part of the talk has been centered around the great experience and the reveal of Silent Hills, many have just been trying to clarify what exactly is happening with P.T.'s final puzzle.
There are a lot of different methods circulating as to how exactly players can trigger P.T.'s end sequence. The problem is that none of them are really consistent. This video may have it all figured out, applying reasoning for the steps instead of blindly stabbing in the dark. There may be a few leaps in logic, but at least it all seems plausible -- especially for something that Kojima created.
The Xbox One may have a new edge on the console market with the addition of ReddX. The app allows Xbox One users to browse Reddit on their consoles, with all of the fancy features of the Xbone. Max has some recommendations for cool sub-Reddits to check out, and what to avoid if you have a soul.
Developer Inti Creates has just sent over some great news -- anyone who downloads Azure Striker Gunvolt for the first three months of its eShop release will get Mighty Gunvolt for free. The latter is an 8-bit style retro platformer that stars characters from Azure Striker, Mighty No. 9, and GalGun, and is a completely separate project that takes place over five levels.
After downloading Striker you'll receive a message with a download code for Mighty -- that's all you have to do. Stay tuned for full coverage of both Azure Striker Gunvolt and Mighty Gunvolt next week.
Max and I are coolin' out on the couch, talkin' about dumb old videogames. Samus gets a skimpy outfit in Smash Bros. Pokemon gets some teases, but Youkai Watch 2 looks cooler right now. And Hotline Miami might be getting a badass 1/6th scale figure.
When Teddy Diefenbach isn't working on Kyoto Wildor Hyper Light Drifter, he's reading what people are saying about his games online. Sometimes, no matter how much praise is given, all it takes is a single negative comment to put you in a bad, obsessive mood.
It's a feeling he's humorously captured in this music video for Trapped in the Comments, a parody of R. Kelly's one-of-a-kind, can't-believe-that-happened "hip hopera" Trapped in the Closet.
The newest iteration of developer Peter Sjostrand's Mega Man 2.5D is out, and you can download it off the official site.
The 3.0 beta boasts new co-op and single-player stages, including Splash Woman and Quick Man. Overall it's looking pretty great, even if you completely negate the 2.5D art style -- playing a classic looking Mega Man game in full co-op is a dream.
[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.]
Have you seen the latest trailer for Cuphead? From the looks of it, you might assume it's the work of team of passionate, experienced animators paying tribute to the cartoons that helped for their love of the medium. You'd be assuming right, except for the "team" and "experienced" parts. The bulk of the artwork for Cuphead comes from one man -- Chad Moldenhauer. He and his brother Jared are making Cuphead pretty much by themselves.
We talked with Chad and Jared about how they went from game enthusiasts to one of Microsoft's headliners at E3 2014, the design decisions that can make or break a 2D run-and-gun shooter, being the first to ever create a classic 1930's style handdrawn 2D animated game, and so much more. My webcam was all turned to crap this week, so please excuse my awfulness. I promise this week's show will be better.
I've been buried in gamescom news this week, but I've surfaced to relay the stories I'm most excited about to you. Life is Strange is an unusual adventure game from the creators of Remember Me. No Man's Sky allegedly would take actual millennium to explore. And we finally see what Claptrap has up his sleeve in Borderlands The Pre-Sequel. Turns out, it's a whole bag of tricks.
Sony came and delivered pretty much what I expected from their gamescom 2014 press conference. They had a boatload of indie games with interesting visual styles. They've continued their expansive trajectory of porting bigger indie games, with the announcement of DayZ coming to the PS4.
Of course they also announced slightly confusing and hard to believe hardware features with Share Play and the PlayStation TV's PS4 Remote Play. I used to raise a red flag when Sony promised cool hardware features, as they used to fall flat. However, they seem to be pulling off most of their offerings so far this generation.
Microsoft's press conferences often leave me with cranial damage from head-to-desk impact, but their gamescom 2014 presser felt pretty okay to me. I'm excited to see Microsoft making an attempt to partner with more indies. After their poor policies left them with a bad name among the independent development community, it seemed like the PlayStation 4 had substantially more launch content than its rival in the form of indie ports.
In retrospect, with it becoming clear that Rise of the Tomb Raider is not as exclusive as they made it out to be, I'm quite miffed. During the conference, any games that were only timed exclusives, had clear visual and spoken indication of the stipulation. We've been getting more clarification that Tomb Raider is maybe just a prolonged timed exclusive, but the language used in the presentation was pretty obviously meant to make us think Rise of the Tomb Raider would only be on Xbox. That's messed up.
Number 56 on the master list of 235 "Things that I say that sometimes annoy people who play videogames" is that it's very rare for a game to have "bad" controls. Most of the time when people say that, they are focusing too much their idea of what the game should provide them with, and not their responsibility to adapt to how the game handles.
Number 78 on my master list of 798 "Reasons I love about videogames" is that the interaction between the player and the game adds up to something that's more than the sum of its parts. Both parties are bringing something active to the table. When the game and the player don't fit well together, it's usually neither one's fault. It's a mutual lack of fit. This is especially true when it comes to a game's controls, though it's fairly rare to find a game reviewer who looks at it that way. The game almost always gets all the blame.
Thanks to my old pal Anthony Carboni, we've finally got some science to back up that claim. So the next time you play a round of Rhythm Heaven Fever and think "The controls must be jank cause I can't make these monkeys happy," maybe it's time to check yourself.
I forgot that I saw Guardians of the Galaxy last week, because it was good, but not as good as everyone's been saying. I also got real mellow playing the music puzzle game Sentris, and I want you to come to our stupid panel at PAX.
Bloodborne is looking as good as ever, coming off of a new gamescom trailer reveal from Sony. Plenty of gameplay is shown, and one of the major things I'm noticing is the enhanced engine, and how well it does with particle effects.
While visuals don't make a game, they can certainly enhance the experience of something like Bloodborne, where the atmosphere is paramount. That full moon gives me chills!