I love games like League of Legends and Dota 2, but their matches can take anywhere from 20 minutes to over an hour. SmashMuck Champions is looking to give us a multiplayer online battle arena (MOBA) with faster matches and ...
After more than doubling its modest Kickstarter goal of $6,000, AckkStudios has been hard at work on Two Brothers. The team's perseverance shines in the demo that's on display at PAX East, as its crowdfunded project shows signs of being something truly special.
If the style seems familiar, that's because it is. The developers enthusiastically admit that the game's heavily influenced by Link's Awakening, Pokemon, and Legend of Mana. While it borrows from past works, Two Brothers has a premise that's wholly its own.
Pioneers was chosen as IndieDB's "best indie of 2012," and after spending some time playing it, I can see why. The classic graphics are inspired by old-school Apple or Atari, and while they only use four colors, it still looks great. The gameplay is basically a turn-based role-playing game where you create a party of characters who have stats that determine how good they are at certain skills. The game is also a good mix of Oregon Trail, Pirates!, and Dwarf Fortress.
The goal is to create a party of adventurers to explore and map new lands, meet the natives, get rich from trading, and trying to survive while you complete quests. It's strongly reminiscent of older games from the Atari and Commodore era, but the gameplay is also very rich with a modern twist.
Don't know about you, but I have a real soft spot for supernatural tales set during the frontier times in North America. The mixture of exploring a new world mixed with the superstitions and myths of the time is heady stuff. Sang-Froid - A Tale of Werewolves has just that sort of story with gameplay that combines third-person combat and tower-defense-esque strategy.
Greenlit by the Steam Community, Sang-Froid is currently in a closed beta for those who have pre-purchased the game. Despite having some interesting ideas, it's still quite rough round the edges.
I've been designing some prisons recently. Well, I can scratch another item of my list of sentences I never expected to utter. I've been running them, too. Actually, facilitating the running of them, more often than not. I suspect that actual prison architects have a lot less hands-on time with functioning penitentiaries, but I don't know any to ask.
I'm not sure why, but I thought it might be a good laugh, this whole Prison Architectlark. It's probably rather telling about my lack of experience with the prison system that I actually expected whimsy. I feel a bit foolish now. Like someone drinking toilet wine.
I'm such a big fan of nautical combat that I continued to play Assassin's Creed III -- a game that bored me beyond belief within the first two hours -- just for the ship missions. So when Leviathan: Warships was announced just over a week ago at the Paradox Convention in Reykjavik, you could say that my interested was piqued.
That it turned out to be a turn-based co-op strategy romp with cross-platform play between PC, Mac, and tablets was the icing on the cake. I donned my captain's hat, went head to head against another writer, and came up with all manner of excuses when he blew up all of my ships.
I was sliding across the floor -- or more precisely, my dapper, gentleman cyborg warrior was sliding across the floor -- though I wasn't sure why exactly. The reasons didn't matter, as sliding is simply fun. I slid right through a door, and started to fire round after round from my oversized hand-gun. Yippee kay-yay mother-- I was sliced in half by a sunglasses-wearing monk wielding an energy blade before I could finish my battle roar.
The Showdown Effectis immensely silly. It's a smorgasbord of '80s tropes from cringe-inducing one liners and larger-than-life caricatures, to sanguine gore and flashy violence. That analysis is merely surface-deep, however.
After only half an hour of deathmatch shenanigans, it became clear that this ultra-violent multiplayer deathmatch bonanza is also a precise, skill-based affair that draws from a broad pool, including Super Smash Bros. and GoldenEye, the two games that Arrowhead CEO Johan Pilestedt cited as major inspirations for the game.
One of the very first games I ever owned that truly showed me the joy of gaming was SimCity 2000 for the Mac. I lost hours of my life managing the shit out of my various towns, altering the land to best serve my capitalist needs, and repeatedly failing to save Oakland after the firestorms.
I never got around to the other Sim City games after 2000, largely due to becoming primarily a console gamer. Now that I own a beast of a PC rig, there's no way I can pass up the new SimCity, even with as intrusive DRM measures as there are.
Last week, I got to visit Maxis's offices just east of San Francisco where I finally went hands-on with the city simulation title. I've certainly kept up with all our coverage, but it didn't really prepare me for what I was about to experience. I went in with the strategy I used to use when creating my utopias in SimCity 2000, but quickly found out that my old plans wouldn't cut it. While a bit jarring to my sense of nostalgia at first, I quickly found myself getting sucked into the experience.
Odds are that as a child, you had the fascination of building things out of LEGOs. Or Lincoln Logs and Tinker Toys, if we're going back a ways. Whatever the case, as children, we have a keen enjoyment of building stuff.
This idea of entertainment was taken to the virtual realm on the PC with SimCity, a simulation title where one would play the deciding factor of a town's creation and sustained existence. A city would start from an empty patch of land and it would be up to you to maintain its life and potential growth. That, or you could run the city into bankruptcy and laugh as its residents rioted in the streets.
Well, good news. EA is bringing back our creation fascination with a newly realized, fully 3D SimCity title for PC and Mac simply called, SimCity...again. And the better news? It's just as fun as it was back in the good ol' days.
I may be a bit short, definitely hairy, and somewhat stocky, but I'm also quite claustrophobic. I'm like a dwarf paradox. I do love digging out caves and carving out dungeons and fortresses, though, and I've been doing plenty of that in A Game of Dwarves.
We've taken a look at the game during a few hands-on sessions this year, but recently I've had free rein to go mad, construct my own little Moria, hoard precious gems and ores to my heart's content. Unfortunately, my attempt was frequently threatened by monsters -- much like The Lord of the Rings' most famous dwarven stronghold -- and the lazy nature of my citizens.
Somewhere between checkers and chess, the contemporary turn-based strategy game resides. Advance Wars, X-Com, Heroes of Might & Magic, and Fire Emblem are known by many, loved by some, and mastered by very few. Their intricate systems are simple and colorful enough on the surface to attract a following, but none are quite as pretty as The Banner Saga: A great board game that never existed brought to life within the milieu of a gorgeous animated fantasy that never existed.
With a diverse range of influences in a genre developers rarely touch these days, The Banner Saga may just rekindle the turn-based strategy game and draw in players who usually ignore the decidedly stagnant genre due to its often drab presentation -- and Banner Saga’s gorgeous, soulful Vikings are anything but drab. The game is offering something players have long been asking for, but the Kickstarter that went 7x over its asking price of $100,000 already told us that much, didn’t it?
Cities in Motion 2 is city building game where the only thing you're building is the transit system, like roads, trains, buses, and so on. Buildings get placed automatically, players just have to focus on making sure the citizens can get around the city in order to make money.
This Cities in Motion takes place in the modern era, with a new night and day cycle based on 24 minute increments. Players will now have more control in how they can control their transit system. For example, you can make it so there's more public transportation options during rush hour in the morning, and then flatten out the schedule during non-peak hours.
The sequel will also have a multiplayer mode where people can work together or competitively to design the better transportation systems. Additionally, there will be a campaign featuring 12 scenarios, a sandbox mode, and map editor.
The team is taking what they did in the first game, and adding some more depth and control over the core systems to give something more for fans. Oddly there were no screenshots provided, by what I saw of the game was looking nice with the detailed environments. Cities in Motion 2 should be out sometime in 2013 for the PC and Mac.
[Destructoid is grabbing its rail gun and heading to Dallas, Texas this weekend for QuakeCon. Stay posted for game news, previews, and strange happenings from the infamous LAN room.]
Russian text, a neon colored flickering background, and haunting ambient music. Hotline Miami's title menu makes a strong first impression that can be mostly summed up in “WTF?” Even down to its nonsensical title, Hotline Miami is a strange game but, unlike its creator's past projects, it’s a focused, narratively driven game where all the obscure elements continually build a bizarre, twisted world and fun game.
For those not familiar, A Game of Dwarves is a PC strategy game built in the same vein as Dungeon Keeper, taking more than a few pages from the classic strategy-based god games of the 1990s, with helpings of Sim City and Minecraft throughout. An interesting combination both in theory and in practice.
It hasn't been very long since we first sawA Game of Dwarves, or even our first hands-on session, so be sure to catch Casey's preview for the basics. This go around, we did get a peek at the game's morale system and a quick tease of the research tech trees.
After pulling myself away from Johann Sebastian Joust for a few minutes, I got to spend some time playing The Moonlighters at E3's IndieCade. The Moonlighters is being developed by Red Dragon, which currently only consists of two guys: Teddy Diefenbach and Mike Sennott. They're currently searching around for a publisher to bring this game to the masses.
I really hope their search proves fruitful, because what I got to play at E3 was an absolute delight. The Moonlighters is an isometric heist game about a group of actors who used to perform movie heists, but their movies aren't profitable anymore so they decide to perform real heists. If that premise doesn't already get you interested, I'm not sure what will.