The original Costume Quest was a seminal game for Double Fine; it was the first game to come out of Amnesia Fortnight, a two-week period of experimenting with small-scale games. Costume Quest's success led the way for Stacking, Iron Brigade, and other download-only games.
Now, Costume Quest 2 is here just a few weeks before Halloween and it's delivering the same fun as the original. It may be a little too similar in some spots, but there are plenty of improvements to satisfy fans.
The Civilization series is famous for playing out in unplanned marathon sessions, where "one more turn" quickly turns into five more turns, which turn into another hour, before the player finally looks away from the screen to see that it is starting to get light outside. Knowing this, I'm not sure what I was thinking starting the preview build of Civilization: Beyond Earth on a Friday night.
By the time I finished for that session, I had played for eight hours straight and it was then four in the morning. Then I went to sleep, woke up four hours later, and started playing again, eventually logging almost a full day's worth of play time in a single weekend.
Yes, this is still Civilization through and through, but there are some new concepts included that impact gameplay in significant ways. Though there are clear connections, Beyond Earth is far more than just a reskinning of Civilization V.
[Disclosure: I backed the Wasteland 2 Kickstarter and as such received an Early Access copy of the game.]
Wasteland 2 is one of the projects that saw success in the wake of Double Fine's Broken Age. Just a month after Tim Schafer's adventure game project blew past its funding goal, Brian Fargo and inXile Entertainment also saw their Kickstarter pull in millions of dollars.
Despite the original Wasteland dating back to 1988, there were more than enough fans who wanted to see a sequel made. So Wasteland 2 exists in a strange position where the fans who remember the original played a very different game than the one that's been delivered in 2014.
While PC RPGs have changed a lot over the years, Wasteland 2 is still very old-school in a lot of ways -- some good, some bad -- and remains true to its intentions and origins.
We've heard little from Massive Chalice in the year and change since its successful crowdfunding campaign that took in over a million dollars following Double Fine's even more successful campaign for Broken Age.
Just like that, though (imagine I snapped my fingers), it exists. It is at PAX and playable if you're there. If you're not, the video below features Brad Muir walking you through the PAX demo. Third option: I played the dang thing myself last week and will tell you all about it. It is good.
Gods Will Be Watching is a tough game. It puts the player in positions that they'd rather not be in and asks them to make difficult choices. In order to succeed at a mission, you may have to do unthinkable things, betray your morals, and become a monster just to survive a little longer.
It's also tough in another sense: the game is bloody hard.
"We’re now using wireless prototype controllers to conduct live playtests, with everyone from industry professionals to die-hard gamers to casual gamers. It's generating a ton of useful feedback, and it means we'll be able to make the controller a lot better. Of course, it's also keeping us pretty busy making all those improvements. Realistically, we're now looking at a release window of 2015, not 2014."
Hope noted that they're eager to get Steam Machines out there, but their number one priority is making sure they create the "best gaming experience possible."
How this will exactly impact the release of the SteamOS or all of the Steam Machines various PC makers are working on is unclear at this time.
Epic Games made its "future of Unreal Tournament" announcement and it's actually promising. There is, in fact, a new game in the works -- starting today with "a small team of UT veterans" -- that'll be developed in open collaboration with series fans and Unreal Engine 4 developers.
It's going to be free when it's released for Windows/Mac/Linux, although that won't be anytime soon. Epic will fund the game through an eventual marketplace in which devs, modders, artists, and gamers can buy, sell, or give away mods and content. The company will take a cut of earnings and stresses that the intent is for the new Unreal Tournamentto be "just free," not "free to play."
Updates will be streamed by way of Twitch, if you're fine just watching. Fans can participate in the forums, while UE4 devs will have full access to code on GitHub. My fear is that this project might become a "too many cooks in the kitchen" situation, but UT fans seem to know what they want, and Epic is promising a title that's "true to its roots as a competitive FPS." Fingers crossed.
Republique started off with a lot to prove. As a Kickstarted stealth game featuring stars like David Hayter and Jennifer Hale, the project garnered an equal amount of high expectations and skepticism. The move towards an episodic format and a backer reward snafu further added fuel to the fire.
But after playing through Republique's second episode, it's very clear to me that they have a long-term gameplan for this.
Anyone that has even the slightest bit of familiarity with Hotline Miami knows what defines it. The neon-swathed visuals, the gratuitous violence, the quick and unforgiving gameplay, and the blaring soundtrack all made the game as loved as it was. With regard to a sequel, any deviation from this formula would result in something that just wasn’t Hotline Miami.
So, Dennaton Games isn’t going to.
Judging by the build of Hotline Miami 2: Wrong Number that was at PAX East, the pieces are in place to give fans of the original more of what they want. The two stages on display showed off the exact style that many have come to know and love, but also expressed how Dennaton is ready to offer something a little new.
Sony discovered the 12 person team's game as part of its Latin America, Incubation Program and has been "instrumental" in getting it exposure, flying Palacios out to GDC to rep the game, and technology, giving the team dev kits.
Palacios discovered me, hustling to take advantage of his good fortune, while I shambled, eyes glazed over, trying to remember where I was going and where I had been. I'm glad he did, because chatting with him and playing To Leave perked me right up.
After the classic that was Diablo II, expectations for a follow-up were at an all-time high. Although it could never really meet those expectations, Diablo IIIwas a fine hack and slash, and I ended up replaying it time and time again with every possible class.
But it wasn't perfect of course, since loot was designed around the ill-fated and ill-designed Auction House, putting a damper on long-term gear goals. Diablo III: Reaper of Souls may not reinvent the wheel, but it eliminates many of the problems from DIII proper.
And most importantly, the Auction House is gone all around!
Fifteen years ago, The Powerpuff Girls was my jam. I used to watch it (along with Dexter's Laboratory) just about every day after coming home from school, but before firing up a videogame. A couple weeks ago, when The Powerpuff Girls: Defenders of Townsville was announced, I approached it with a level of caution appropriate for a beloved childhood franchise resurrected with a new look. That is to say, I was prepared for the worst.
Previously, developer Radiangames was mostly known for a handful of decent, but perhaps uninspired Xbox Live Indie Games. Licensed titles are often sub-par, and especially those that are timed to release in the same window as the source material. Despite all of that, Defenders of Townsville ends up as a unique, genuinely entertaining metroidvania.
Anyone can gain access to Unreal Engine 4 now with a new subscription plan, priced at $19.99 a month. This was announced this morning in a GDC press conference by Epic co-founder Tim Sweeney.
With this new plan, users can deploy to four platforms: PC, Mac, iOS, and Android. Developers will pay 5 percent of revenues for full access to Unreal Engine 4. This fee gets you the tools, access to full C++ source code (via GitHub), documentation, and forum support access. This new plan is available today, letting new developers download tools and get started right now (or in a few minutes -- the site is down right now).
Sweeney calls today the start of something new for Epic Games. He said that they’ve been working quietly behind the scene on new technology for awhile now. The future of the engine is inspired by a lot of changes in the game industry. The assumption was that bigger and better was going to be the continual goal for the future of gaming, but things have changed since, with mobile and VR entering the scene in a big way.
The newest form of Unreal Engine 4 was built to be highly usable for developers of all sizes. Sweeney says that even if you don’t know how to program, you could build a game in Unreal Engine 4. He confident enough about its ease of use that noted that the engine could potentially be a new outlet for the motivated Minecraft player.
It used to cost many millions of dollars and lots of licensing paperwork for AAA developers to use UE4 to make games. Sweeney admits that this is an outdated plan now. They’re shooting for practicability and accessibility with their new business mode; every developer on earth will have access to all the tools Epic has when they develop their AAA games now. For $20, cancelable at any time. How great is that?
As an example, they showed off a game they made with the tools, called Tappy Chicken. It was developed in two days with Blueprint in UE4, with no programming. Other examples of the tools were shown -- more on these later today.
An interesting exercise in game design is to identify assumptions about the genre or medium in general, then question those assumptions. One such assumption that most make is that control should feel natural and unobtrusive as the player's interface with the game. Octodad: Dadliest Catch challenges that idea, making awkward control central to the gameplay.
While the tasks in Octodad would be mundane in almost any other setting with a typical control scheme, they can be challenging or thought-provoking to an octopus dressed up as a human. By requiring a certain amount of care and effort, things like mowing the lawn or visiting the grocery store are made fun, though they can dip into the realm of frustration at times.
Yes, it's a cinematic, but it's one hell of an impressive cinematic. Fan or not, you can't help but get excited for The Elder Scrolls Online after watching this eight minute long movie. Makes you really wish for an actual Elder Scrolls animated movie like this. At the very least, we may be getting more short movies like this based on how this one ends.
The Elder Scrolls Online will be out on April 4 for Windows and OS X, and in June for the Xbox One and PlayStation 4.
Back in 2011, Re-Logic released Terraria, which gained massive popularity for its procedurally generated sandbox gameplay that had combat and objectives for those wanting more than just a place to go and dig.
It was a surprise hit for me, and I ended up spending hundreds of hours with it. Eventually, life happened and Terraria's creator Andrew "Redigit" Spinks announced that it would not be updated any more, but also that artist Finn "Tiy" Brice had moved on to form Chucklefish, whose first project would be what many consider to be a spiritual successor to Re-Logic's title, but set in space. Starbound was born.
Fans backed the project fervently, with its homegrown crowdfunding campaign topping a million dollars in under a month. Currently, they have sold over 180,000 pre-orders, taking in more than $3.7 million in support of the project. Starbound is an indie sensation, but while it does strive to be seen as its own entity, it will always be compared to its predecessor.
For the most part, comparisons between Terraria and Starbound are apt, and they provide a good starting point for discussion, but in the end Starbound is much more than just "Terraria in space."