Our pal Mike Cosimano (who, in all seriousness rivals Jonathan Holmes when it comes to kindness and all-around positivity) was our video editing man at PAX Prime earlier this month. I made sure he got a chance to check out s...
Leading into Tokyo Game Show, Bloodborne producer Masaaki Yamagiwa issued a challenge of sorts to players hoping to best the demo. He and Sony marketing manager Yasuhiro Kitao have since shared the results, as reported by Dua...
BioWare had my attention with those live-action teasers building up to Shadow Realms, but I've not kept up with the four-versus-one "modern" fantasy role-playing game since it was proper unveiled. If you're in a similar boat, here's Max Scoville and Mike Cosimano talking about it at length.
My general reaction so far is "Huh. That could be cool." I'm not sold on the episodic nature of the game, but a guy in a suit fighting fantasy creatures? Yeah, that's all right.
There's a new game coming out based on everybody's favorite television show, Adventure Time! You know what that means right? Go on and grab your friends, because we're going to some very distant la---actually, you might want to rethink going on this adventure.
Adventure Time Game Wizard's biggest strength is in its content creator. Using the iPad camera, you can scan in any level you've drawn out on a piece of graph paper, or you can draw directly in-game. From there, you can choose a themed backdrop based on the show including the Snow Kingdom, Candy Kingdom, and others.
There's a set of simple shapes and outlines you can draw, each corresponding to a type of platform. Want a lava pit? Just make two vertical shafts with zig zags in between. Need a moving platform? Just sketch out a striped rectangle.
There are a good number of platform types you can draw and combine to create your own levels, and Game Wizard offers an intuitive guide for all the shapes you can use. They never get more complicated than what you can trace on graph paper, and even when I didn't draw perfect lines, the scanner was always capable of translating past those errors.
Confession time: I'm pretty out of the loop when it comes to the indie game scene. I love me some Nidhogg, Samurai Gunn, and Crawl, but it's not uncommon for me to have only heard about these games just before release or later. With that track record, you won't be surprised to hear that I knew nothing about Titan Souls before sitting down with it at PAX.
I am so glad that I did, though. Between the music, art, and the brilliantly challenging combat, Titan Souls is far and away one of my most anticipated releases.
After checking out The Binding of Isaac: Rebirth at PAX Prime, I spent a decent chunk of time with another upcoming Nicalis project, Castle in the Darkness. It's a challenging platform-adventure PC game that feels all too appropriate given the company's prior involvement with 1001 Spikes.
Admittedly, words like "challenging" and "difficult" get thrown around often -- too often -- when describing games that aren't afraid to test players. But good lord, Castle in the Darkness was tough. I must have died 50 times during my playthrough, and that's being conservative.
Part of that has to do with your limited health -- a few hits is enough to do you in, at least early on -- and your knight's movement, which takes getting used to. He's quick, super quick, and his initial sword attack doesn't extend very far. It was frustrating at first to come to terms with all of this, but I suspect the fast pace will feel great with sufficient practice and muscle memory.
The game's structure is exploration-based in that you'll hit switches and acquire items that will allow you to reach previously inaccessible areas. There's also going to be a ton of bosses, based on what I played. That damn owl from the trailer gave me hell. Expect gear upgrades, too.
Castle in the Darknessis rather clearly inspired by NES classics in the genre, particularly Castlevania, which I don't consider to be a negative. Maybe you do. Either way, I'd suggest getting your hands on it before casting any final judgments. Could be pretty cool at the right price.
When Epic first announced Fortnite, I was on board based on the premise of defending player-made forts from monsters. But that was a couple of years ago. Things change.
My interest had been waning up until recently, when I got to spend two hours with the "action building" game during PAX Prime. Mechanically, it's like a mix of the third-person shooting and trap-laying defense of Orcs Must Die! with the scavenging and construction of Minecraft.
Flick, flick, flick. That’s all you’ll be doing in Skullduggery. Flicking to collect treasure. Flicking to outrun bosses. Flicking to line up stealthy headshots on unsuspecting enemies. You can play the game however you want (usually) -- fast or slow; just know that you’ll be flicking the whole time. And, if the build we saw at PAX Prime is any indication, it’s a flicking good time.
Skullduggery’s a title developed for tablets that borrows liberally from the simple mechanic that Rovio (maybe) popularized. By pulling back and letting go, players launch a skull across the screen. Do this ad nauseum, and you have Skullduggery. However, instead of an interspecies vendetta against pigs, this game’s protagonist has a goal that’s much easier to empathize with: riches.
It's certainly an exciting time to be an independent game developer. With the rise of Kickstarter allowing anyone with the knowledge, the skills, and an idea to find support, we're seeing a larger breadth of games come out that try something a bit different. One such game is Neverending Nightmares, and last year Jonathan Holmes wrote up a nice post about its Kickstarter campaign.
After a few ups and downs, the Kickstarter for this evocative horror title managed to make its funding goal. With release set for September 26, the developers are finally ready to unleash their survival horror game that's far more personal than most would realize. At PAX Prime 2014, I got the chance to check out an updated build and chat with some of the talent behind the game.
We decided for this year's PAX Prime panel, we would let our very own Max Scoville just do whatever dumb garbage he wanted to come up with. The result was: "Videogames Are Stupid: The Inherit Silliness of the Medium." Enjoy this recording, in which the people running the panel A/V equipment at PAX managed to blow out the audio, and listen to us wing an hour of talking about how absurdly stupid our favorite form of entertainment is.
It's no secret that gaming conventions are fertile ground for developers to try out their new creations. Back in April, Jonathan Holmes got the chance to check out SoundSelf with Robin Arnott, the creator of the unorthodox horror title Deep Sea, and saw first hand the impression it had on players. Utilizing virtual reality, players are taken for a ride through their own personal odyssey of light and sound.
During the hustle and bustle of PAX Prime, I got the chance to go on a special trip of my own, and it was clear that SoundSelf made quite a name for itself on the show floor. I also got some time to speak with Robin Arnott about his creation and the desire to create an existential experience that brings players to a state of zen and wonder.
There it is, ladies and gentlemen: your PAX Prime 2014 Dtoid group photo! It wasn't as big of a showing this year -- thanks a lot, PAX-tickets-that-sell-out-in-42-seconds -- but it sure was a pretty one. I know I say this eve...
Leading up to PAX Prime, Clapfoot released a trailer for its base defense shooter Fortified. It caught my eye for a few reasons, notably the '50s sci-fi movie theme and its general resemblance to Double Fine's Iron Brigade (formerly Trenched). There aren't too many games like it.
The build playable at PAX was fairly early in development but offered a decent enough idea of what to expect. Aliens are invading the city and you and up to three friends need to shoot them down, one wave at a time. I selected the character class with a jetpack, while my co-op partner had the unique ability to command soldiers around the battlefield. I think I made the right call.
We had the freedom to place defensive structures like machine gun turrets, a slowing device, and sandbags wherever we wanted within reason, and the shooting felt good -- surprisingly good. My favorite weapon was the rocket launcher, because it sent robot invaders flying all over the place. The physics were wobbly, exactly as you would hope. Again, think lo-fi science fiction.
With some proper maze-building techniques, we managed to funnel robotic spiders into a single lane so we could concentrate fire on flying saucers and other stragglers. The boss, a hulking robot, must have been inches away from our base before he went down.
I wasn't able to see the two remaining characters, upgrades, or any other levels -- I'm told they will more than likely all be set within a city -- but I liked what was playable enough to keep Fortified on my radar. The game isn't releasing on PC and Xbox One until next year, so there's time for more features and polish. In speaking with art director Adam Garib, it seems like the studio has a solid grasp on what's needed to flesh out the experience. Fingers crossed.
Anyone who has played Super Mario 3D World knows what to expect from Nintendo's upcoming Captain Toad: Treasure Tracker. That's because Captain Toad made an appearance periodically in his own levels throughout 3D World to lend a slower, more methodical style to the cat-suited platforming that mostly defined the game.
Nintendo realized that it may have a hit on its hands with the Captain, and thus Captain Toad: Treasure Tracker was born -- a game comprised solely of those bits where the protagonist hunts his way through puzzling levels for coins and gems. It's a simple concept, and one that our own Darren Nakamura covered in depth in an E3 preview.
Prior to this video being shot, Max may have taken a double dose of the assorted pills that truckers use to drive 36 consecutive hours. I can't be sure. It wasn't my day to keep track of him.
But, the point you should take away from this is how realistic that elephant's ass (probably) looks. With booty physics like that, it's no wonder Far Cry 4 ended up as one of our top games of PAX Prime.
At PAX Prime, I got my first and what could be only opportunity to try Upsilon Circuit.
You see, once it goes live, eight people will be able to play at any given time. That's eight people, total. And the "permadeath" here is actually permanent. You lose? Your turn is done.
While everyone else watches, waiting for their coveted chance in the spotlight to hack away at monsters and explore, they can directly influence the direction the game takes. The audience has control to, say, spec out players' skill trees, or spawn a deadly trap.
Legend of Dungeon creator Robot Loves Kitty is billing this as part online game show, part action-RPG. At PAX, I saw more of the latter than the former, but Upsilon Circuit's Max Headroom-esque digital host Ronny Raygon was set up on a nearby television to talk smack to attendees. He got into an argument with some kid about whose glasses were cooler.
Before you ask who would pay for something like this -- for a chance, maybe, to play once -- know that it's going to be free. In speaking with Robot Loves Kitty's Alix Stolzer, it sounds as if a large part of the monetization will be geared toward trolls or audience members who otherwise want to screw over the player characters, not help out. I told her that was a good idea.
It's still early days for Upsilon Circuit and there are a lot of unknowns, but what was shown at PAX gave me confidence in this somewhat crazy, definitely ambitious project. If the game catches on and finds a stable audience, it's going to be a fascinating experiment to take part in.