Sunday, June 23, 2013

News::Captain N concept art reveals Paperboy as the main hero

Captain N: The Game Master is a show that simply couldn't exist today. A gathering of videogame heroes and villains from all your favorite NES games, of both the first- and third-party variety, interacting and going on adventures together? It's one thing to have a crossover game like Smash Bros. or Project X Zone, but the number of licensing hoops that an animation studio would have to jump through just to be allowed to use these characters' likenesses is ridiculous. And even if a studio could clear those hoops, you'd get something (admittedly cool) like Wreck-It Ralph, which restricted licensed characters to cameo roles and had to adhere to the license holders' specifications on how these individuals could be portrayed.


But in 1989, videogame stars didn't have such defined characteristics, and Nintendo had so much control over third-party content that it could allow the use of characters from non-Nintendo-developed titles. With so much freedom, Captain N producer DiC Entertainment could get away with stuff like having Pit suffix "-icus" to the end of all his sentences; making Mega Man green and having him preface every other word with "mega"; turning Simon Belmont into a vain yet cowardly pretty boy; and anthropomorphizing a Game Boy into the Scooby-Doo of the gang.


But as bizarre as Captain N wound up being, it could have potentially been much, much crazier. On his deviantART page, former DiC artist Fil Barlow shared some of his concept art for the original show pitch to Nintendo. Instead of being called Captain N and starring Zapper-toting teenager Kevin Keene, it was originally going to star Paperboy from the game of the same name. For some undisclosed legal reason, the show was retitled Buddy Boy, though Buddy's profession remained unchanged.


Captain N concept art reveals Paperboy as the main hero screenshot


Read more...



via destructoid http://www.destructoid.com/captain-n-concept-art-reveals-paperboy-as-the-main-hero-256861.phtml

News::Skyrim Gameplay With Over 160 Mods

Heavily Modded gameplay of The Elder Scrolls V: Skyrim. Quick runthrough of Redwater Den, a dungeon that is part of the Dawnguard DLC. A great example of the close-knit Skyrim modding community!



via N4G: pc news feed http://n4g.com/news/1288609/skyrim-gameplay-with-over-160-mods

News::Second Chance Heroes Interview with Josh Drescher | Greenlit Gaming

Joe of Greenlit Gaming writes: "Second Chance Heroes makes me want to spend my time indoors on a beautiful sunny day and do nothing but mow down monsters with a multitude of weapons that the game provides. I had the pleasure of speaking with Josh Drecher, Creative Director for this fantastic game being developed by Rocket City Studios."



via N4G: pc news feed http://n4g.com/news/1288630/second-chance-heroes-interview-with-josh-drescher-greenlit-gaming

News::Costume Quest NVIDIA Project SHIELD Interview With Double Fine - Gamerhubtv

At E3 2013, Double Fine's Justin Bailey explains how NVIDIA Tegra 4 and Project SHIELD technology enhances Costume Quest in this exclusive interview.



via N4G: pc news feed http://n4g.com/news/1289017/costume-quest-nvidia-project-shield-interview-with-double-fine-gamerhubtv

News::E3 2013: Thief Has All of the Trappings, but Where's the Atmosphere?

Steven Strom takes a look at the reboot of Thief, and questions why it needs to carry the name at all.



via N4G: pc news feed http://n4g.com/news/1288972/e3-2013-thief-has-all-of-the-trappings-but-wheres-the-atmosphere

News::Former SOCOM Creative Director Says Current Military Shooter Trend Is Unsustainable

MP1st - "we asked former SOCOM creative director David Sears if he could offer up some of his advice to todays current popular, fast-paced, action-packed, AAA military-inspired shooter. Is the genre destined to continue in its ways, achieving bigger and better things, or is it on course to crash and burn, making way for a new type of military shooter?"



via N4G: pc news feed http://n4g.com/news/1288962/former-socom-creative-director-says-current-military-shooter-trend-is-unsustainable

News::Grading the Big 3 of Gaming E3 2013 Report Cards

E3 2013 is now in the rear view of the video game industry, but that doesnt mean gamers and the media wont be talking about the show for the next couple of months. It was an exciting convention featuring two brand new consoles, a host of amazing looking next-gen gaming experiences, and a handful of creative indie gems. Its safe to say that each of these categories generated a massive amount of buzz on the show floor, which is exactly why E3 is held each year, and why it can capture the imaginations of the gaming public unlike any other industry event.



via N4G: pc news feed http://n4g.com/news/1288942/grading-the-big-3-of-gaming-e3-2013-report-cards

News::Battlefield 4 destruction will be more like in Bad Company 2

DICE admits that they weren't satisfied with destruction in BF3, and promise to improve it in Battlefield 4.



via N4G: pc news feed http://n4g.com/news/1288955/battlefield-4-destruction-will-be-more-like-in-bad-company-2

News::Company of Heroes 2 review | Examiner

Inside the real-time strategy title, players are tasked with the careful distribution of forces to ensure that the supply lines stay open in order to receive the resources necessary to keep the iconic battles of WWII churning. This is the heart of Relics Company of Heroes 2. Only instead of stepping in the American Allied boots during the invasion of Normandy as depicted in the first game, Company of Heroes 2 places fans on the Eastern Front and in command of the Soviet Red Army as they lead the battle to push Nazi forces from their country. Company of Heroes 2 features classic resource gathering alongside fast, instant battles that should satisfy any fan of real-time strategy gaming regardless of their desired play style. Those wanting a more action-oriented experience can quickly build an army to devastate their enemy head on, while those who enjoy the strategy and tactical aspects of the genre are also capable of finding these elements within the game.



via N4G: pc news feed http://n4g.com/news/1288949/company-of-heroes-2-review-examiner

News::CC Impact Presents Neverwinter

Join Capsule Computers editors Joe Morgan and Joshua Moris as they introduce you to the world of Neverwinter. Theyll show off questing, leveling, and more, ultimately culminating in a five-player run through of one of the games first major dungeons.



via N4G: pc news feed http://n4g.com/news/1288984/cc-impact-presents-neverwinter

News::Mega Man Unlimited is done! Beams down in July!


It's been a long road, but Philippe "MegaPhilX" Poulin's Mega Man Unlimited is finished a ready for release on July 14, 2013. Oh my...


Quick recap: Shortly after Mega Man 9's release, Phil whipped up a video of what he imagined Mega Man 10 could look like. He received such positive praise for his concept that he began turning it into a full game. A few years and a title change later, Mega Man Unlimited was looking less like a fan's side project and more like a direct 8-bit successor to Mega Man 6's level of pixel art detail and wild new gameplay concepts, qualities that neither MM9 or 10 truly built upon.


Phil never released a demo for Unlimited, so there's no way of knowing what to expect. It could be a bust, or it could be one of the most brilliant takes on the classic Mega Man formula to date. From what we've seen in trailers and read on the game's Facebook page, its potential for greatness is high. Keep those fingers crossed!


Megaman Unlimited Trailer - Message from Dr Light! [YouTube]


Mega Man Unlimited is done! Beams down in July! screenshot






via destructoid http://www.destructoid.com/mega-man-unlimited-is-done-beams-down-in-july--256859.phtml

News::Webcomic Megatokyo still exists, will get a visual novel


Oh my God... do you guys remember Megatokyo, the Western-created, manga-inspired webcomic about two American nerds who decide to take a trip to Japan, get stuck there, and find out that the country is exactly like all the anime and videogames they consumed as kids? Did you know that the damn thing is still running !? And it's now being adapted into a visual novel?


I was reading this way back when I started college. I remember attending Anime Weekend Atlanta 2004 and getting comic creator Fred Gallagher to sign and doodle in my copy of the first printed volume. I was a huge fan back in the day, but I lost interest because of the drastic changes in the comic's tone and direction -- technically, it didn't have much direction to begin with.


Originally a collaboration with another gent by the name of Rodney Caston, Megatokyo was a simple four-panel "culture shock" comedy comic with no true on-going narrative. Once Caston left and Gallagher assumed complete control, it started to develop some semblance of a plot that mashed relationship drama with zombies and robots and other crazy sci-fi tropes. Eventually, the "drama" became too ridiculous and annoying, and I couldn't understand where any of it was supposed to be heading towards, so I stopped visiting the site.


Webcomic Megatokyo still exists, will get a visual novel screenshot


Read more...



via destructoid http://www.destructoid.com/webcomic-megatokyo-still-exists-will-get-a-visual-novel-256844.phtml

News::What I Want From Mirror's Edge 2

Its been a couple of weeks since E3, and the overwhelming full-body sensation that Mirrors Edge 2s announcement provided has finally begun to subside, giving me some time to not only replay the first game a hundred times but also think about what it really is that Id want from a sequel. Its gut-wrenchingly difficult for me to admit there are problems with DICEs door-bashing simulator, but I will do my best to choke them out.



via N4G: pc news feed http://n4g.com/news/1288998/what-i-want-from-mirrors-edge-2

News::Rezzed - Dreamfall Chapters

More development conferences for you. Dreamfall Chapters is a game that was successfully crowd-funded on Kickstarter back in February of this year, and also smashed its asking price by almost double. It has a planned released date of November 2014.



via N4G: pc news feed http://n4g.com/news/1288808/rezzed-dreamfall-chapters

News::Zillion-Dollar Madden Lawsuit Survives Another Verdict

News::North America League Championship Series Summer Split Week 2 Recap

Week 2 of the North American League Championship Series Summer Split is behind us, and with it came 8 great matches.



via N4G: pc news feed http://n4g.com/news/1288954/north-america-league-championship-series-summer-split-week-2-recap

News::The Making Of: Football Manager


The term ‘squeaky bum time’ may have been coined by Alex Ferguson during the 2003 Premiership title run-in, but it couldn’t be a more appropriate one for a game made some two decades before. Addictive Games’ Football Manager wasn’t just the template from which all future stat-crunching management titles would draw their inspiration, it also had a special ingredient that others failed to capture: the capacity to make you squirm in your seat as the shots rained in.


It’s often said that the most emotional aspect of the beautiful game for a manager standing on the touchline comes from willing the ball to cross the opponent’s goal line. The tactics have been established, substitutions made and team talk delivered – now it’s up to the players and blind fate. And whether it’s a Sunday pub league game or the European Cup Final, managers kick every ball and block every shot.


Judged by these standards, the original Football Manager on Sinclair’s 48K ZX Spectrum was a simulation par excellence. Willing the ball to cross the line – albeit a rudimentary white stripe on a flat green background – was one of the most emotional experiences to be had in home computing in the early ’80s.


Football Manager was the brainchild of Kevin Toms, then a professional computer programmer working with mainframe systems. He had always taken a keen interest in games of all forms. “Even when I was a teenager I loved inventing games – both board games and ball games,” he recalls. “I remember inventing a game called throwball, where you had to throw the ball from one side of the road to the other and try to hit the kerb at an angle so you would score points. The ball had to hit the angle of the kerb before hitting the road. Years later, I saw people still playing it. But today’s traffic would probably ruin it!”


For Toms, the evolution from designing ball games to hand-crafted pen-and-paper games to computer simulations was a natural one. “I love football, and I had invented several football management board games, but I could see what more I could do with a computer. Getting my hands on microcomputers gave me the opportunity to build it. I first got the idea from a programmable calculator. This was a very simple game, based on Battleships.”


Like most game coders in the early ’80s, Toms started programming as a fun experiment, showing the results to friends as he went along. The early text version of Football Manager was written on both a ZX81 and TRS-80 and then converted to the ZX Spectrum in a couple of months. Toms recalls that his friends were so gripped by the early prototypes that he struggled to keep them off his keyboard, which gave rise to the name of his company, Addictive Games.


But when it came to fitting everything into the Spectrum’s limited memory he decided to use BASIC rather than assembler. “I wrote it in BASIC because being a strategy game it needed the maths and logic that BASIC provided. Assembler would have been too slow and clunky and would have constricted the design process. The graphics, when I added them in for the Spectrum, used the machine’s Boolean logic and it was fiddly, but again memory compact.”



Working nights and weekends, Toms disregarded the graphical side of the game until he’d refined the strategy and inter-relation of the tactical decision making. It was important to him that even without any visuals the game had an emotional centre. “The text version of the match was simple – you waited to see if goals were going to be scored. But I understood how to create the tension and excitement; you never knew quite what was going to happen, you could not predict when it ended. And the way you had set things up – your team compared to the opponents – strongly affected things. Despite that, you could never be sure of winning, as in real football. I think the way such things are balanced is the art of game design.”


But introducing graphics didn’t come without some concerns. “I wanted to create all of those emotional effects and still maintain the integrity of the gameplay. The key to it was ensuring nothing was predetermined. As the players passed the ball around, decisions were being made. There were huge limitations technically – very limited memory, very limited graphics – so creating the feel of reality was part of it, with what were just stick men. Then it was about making them do intelligent things – making radical design decisions to work within the limitations that were there – and binding it all into the game.”


It was the combination of the hidden calculations and the graphical match highlights – much celebrated in 1982, somewhat derided now – that gave rise to the game’s emotional core. Watching as your striker moved into the penalty box, pausing for what seemed an age, then shooting desperately wide could result in much gnashing of teeth. When the game’s popularity was at its peak, anecdotes were thrown around of young men breaking keyboards, tapes, even their own toes.


As a 1982 release, Football Manager hardly pushed Sinclair’s hardware to its limits, presenting a plain green expanse with white lines to indicate the dimensions of the pitch, and stick men flickering across it. And though the ball was square, the animation rudimentary and the goal posts unrealistically spaced, it didn’t seem to matter. Football Manager had an emotional pull that converted many kids, not to mention their dads, to the home computing craze.


The strategic options were minimal by today’s standards, but, for the era, they presented an enduring level of depth. But how much of this depth was due to real calculations and how much down to mere perception? “In the case of the original Football Manager I tried to create a range of possible strategies and tactics within a limited number of resources,” explains Toms. “There was still plenty of scope once I had created player skills, energy, morale, injuries and the attributes of your opponents. All of these things interplayed with each other, and I spent plenty of time refining the design. But it was at the design stage that I set the pattern of the interaction between the various attributes.”



Football Manager creator Kevin Toms.



With just three positions – defence, midfield and attack – and two player attributes – skill and energy – players could understand the nuances of the game almost instantly. But conquering it was another matter, and the lack of tactical options allowed Toms to place a greater emphasis on risk versus reward. Players could deal on the transfer market, of course, with top signings costing as much as £25,000, but an inability to have much in the way of a roster of players, plus an aggressive attitude to injuries, saw many games played with just nine players on the pitch.


“But this was my favourite feature and it was the most effective one,” defends Toms. “The way that the combination of loss of energy and risk of injury meant that you couldn’t always play your best players and you needed to rest them. This closely matches real life, and adds a lot of fun and strategies to the game.”


Football Manager was a far cry from the hand-holding ego-massaging simulations Toms decries in the modern-day equivalents. With four leagues and seven skill levels there was plenty of scope, but many found even getting into the old first division a struggle. Others accused the game of outright cheating. But they were only correct on this last point on the hardest difficulty, where CPU teams had player attributes which simply couldn’t be achieved by the player.


“Really, it’s all about maths and logic,” says Toms about the game’s depth despite its limitations. “The art is taking real things and simulating them without the real physics. It is finding maths that gives the right effect. I think strategy comes about through the factors you choose to include in the strategy, and the way we choose to blend and balance them. The football management game has a fairly standardised format these days, which I like to think I have some credit for inventing. I still believe there is a big variety in how you can implement it. Even within that format there is still plenty of scope for invention.”


Toms still receives emails about the game today, something he says surprises him. Fans say they used to play the game for eight solid hours. Some send him photos of themselves playing the game in their bedrooms. Others jokingly refer to the failed exams or curtailed social lives they experienced because of Football Manager’s unique pull. “The nostalgia takes me back,” says Toms. “I meet a lot of people in daily life who seem to have been influenced by the game, or at least enjoyed it. And that is reward in itself.”


The post The Making Of: Football Manager appeared first on Edge Online.






via Edge Online http://www.edge-online.com/features/the-making-of-football-manager/

News::DualShockers | E3 2013 Preview: Batman: Arkham Origins A New Developer, A New Direction

David Rodriguez writes, "A while back, I wrote a preview regarding my thoughts as to where Rocksteady Studios could take the Batman: Arkham video game franchise in its next iteration. Suffice to say, I was mostly way off; Rocksteady is no longer the lead developer, as they have handed off their engine and assets to Warner Bros. Montreal. While the next game in the series, Batman: Arkham Origins, is not the sequel and conclusion to the Arkham series that I had hoped, there were some amazing changes in gameplay and overall design that have convinced me that Arkham Origins could be one of the strongest Batman games ever."



via N4G: pc news feed http://n4g.com/news/1288951/dualshockers-e3-2013-preview-batman-arkham-origins-a-new-developer-a-new-direction

News::Zack Zero game review (ActionRadius)

Zack Zero is action platform adventure where the main hero takes inspiration from elemental powers which you can use to eliminate enemies in different ways as well as help you across different platforms. These powers include fire, ice and earth.



via N4G: pc news feed http://n4g.com/news/1288806/zack-zero-game-review-actionradius

News::Nvidia GeForce 320.39 Drivers Leaked, New PhysX Software Included

DSOGaming writes: "Good news for all Nvidia users as a new set of drivers for the green teams GPUs have been leaked online. According to reports, this set will be released alongside Nvidias GTX760 cards, and comes with a new version of the PhysX Software. In addition, players report better framerates in a number of gamers (such as Metro: Last Light and GRID 2)."



via N4G: pc news feed http://n4g.com/news/1288910/nvidia-geforce-320-39-drivers-leaked-new-physx-software-included

News::Disney Infinity E3 Recap Featuring The Lone Ranger

The Lone Ranger Disney Infinity playset looks like a treat and features lots of fun stuff from the wild wild west including train robberies and other classic western goodness. Each playset for Disney Infinity will offer a wide array of franchise stuff to play with from the Disney universe weighing in heavily on the Pixar animated films.



via N4G: pc news feed http://n4g.com/news/1288632/disney-infinity-e3-recap-featuring-the-lone-ranger

News::Help Kickstart Megatokyo the Visual Novel Today!

"It's been an interesting week on Kickstarter, as tons of artists and designers have found the inspiration to shoot for their lofty ambitions with a bit of crowdsourcing. Although I just heard about this Megatokyo visual novel project on NeoGAF earlier today, the project has already managed to reach several of creator Fred Gallagher's lofty stretch goals for Megatokyo the Visual Novel within three days of its original announcement."



via N4G: pc news feed http://n4g.com/news/1288265/help-kickstart-megatokyo-the-visual-novel-today

News::Best Buy Weekly Deals Include Skylanders and Sim City

Best Buy's weekly deals include Skylanders Giants starter packs, Sims games, and buy 2 get 1 free pre-owned games.



via N4G: pc news feed http://n4g.com/news/1288818/best-buy-weekly-deals-include-skylanders-and-sim-city

News::Mega Man Legends 3 fans launch their OWN rescue rocket


It's apparent that Capcom has no plans to ever revive development of Mega Man Legends 3. It seems like Roll and Tron will never be able to finish their rocket and rescue Mega Man from the moon, as expressed during the cliffhanger ending of Legends 2.


Balls! The fans will just make their own rocket! With blackjack! And hookers!


The "100,000 Strong" Facebook group recently constructed a five-foot tall replica of the rocket based off official Legends 3 artwork. On February 9, the team visited the Hearne Municipal Airport in Texas, where the Tripoli Houston Rocket Club assisted in launching the rocket 9000 feet into the air -- not quite the distance from the Earth to the moon, sadly.


The group has just released the above mini documentary of the rocket's creation and launch, which admittedly falls on the sappy side. Nonetheless, the event was a heartwarming, symbolic gesture, and I'm glad that there were fans driven enough to see it through. If you want to skip right to the main show, jump to the 6:00 mark.


Get Me Off The Moon Rocket Launch Short Film [YouTube]


Mega Man Legends 3 fans launch their OWN rescue rocket screenshot






via destructoid http://www.destructoid.com/mega-man-legends-3-fans-launch-their-own-rescue-rocket-256839.phtml

News::Final Fantasy XIV: The March of the Lalafell Watch Hundreds of Midgets Romp Around The New Eorzea

One of the most interesting things about MMORPGs are events driven by the community, happenings never planned by developers (that are often left surprised by what their players can come up with) but that turn out more fun and engaging than any raid or epic quest. Apparently the Final Fantasy XIV community likes to march, and thats exactly what happened yesterday on the Ultros beta server of Final Fantasy XIV: A Realm Reborn. hundreds of players from all over the world created a lalafell character and joined up for a massive romp around the redesigned Eorzea. 193 Screenshots included.



via N4G: pc news feed http://n4g.com/news/1288851/final-fantasy-xiv-the-march-of-the-lalafell-watch-hundreds-of-midgets-romp-around-the-new-eorzea

News::The Witcher 3 Producer on Open World and Next Gen: Loading Screens Are a Passé Concept

According to CD Projekt RED The Witcher 3: Wild Hunt will be a big game, and wont interrupt exploration with those pesky loading screens that used to make us go grab a sandwich in the past. That seems to be the trend for the next generation as Executive Producer John Mamais explained.



via N4G: pc news feed http://n4g.com/news/1288836/the-witcher-3-producer-on-open-world-and-next-gen-loading-screens-are-a-passe-concept

News::Cat Fighter is a SF parody featuring some lovely, cute and fierce cats

What happens when you blend together cats with Street Fighter? Well time to find out



via N4G: pc news feed http://n4g.com/news/1288817/cat-fighter-is-a-sf-parody-featuring-some-lovely-cute-and-fierce-cats

News::Will Ghosts Finally Get Rid Of Lag?

One of the most integral parts of the Call of Duty franchise (arguably THE most integral part) is the multiplayer, and the guys at Infinity Ward are doing everything in their power to ensure we get the smoothest, fairest and most entertaining experience possible.



via N4G: pc news feed http://n4g.com/news/1288825/will-ghosts-finally-get-rid-of-lag

News::The Witcher 3: Wild Hunt Preview: A More Tactical RPG Combat | The Escapist

The Escapist: "Confession time: I've never played a Witcher game. The first one was originally released on PC, I'm a console gamer, so it just didn't work out, and I let it pass me by even when the series made the move to consoles. From what I've seen of The Witcher 3: Wild Hunt, I probably shouldn't make that mistake again. Even though the hour-long presentation at CD Projekt Red's booth was marred by crashes and technical issues, I still walked away thinking that The Witcher 3 looked like my kind of game."



via N4G: pc news feed http://n4g.com/news/1288737/the-witcher-3-wild-hunt-preview-a-more-tactical-rpg-combat-the-escapist

News::Murdered: Soul Suspect Preview - E3 2013 (NGN)

New Game Network: "It takes a certain amount of confidence in a project to announce it for current generation consoles when the next Xbox and PlayStation are winding up and will be available by the time your project is released. Thus is the situation that Murdered: Soul Suspect finds itself in a game announced during the dawn of next-gen for current platforms, set to release in 2014. Square Enix apparently has great expectations of the game to perform well on current hardware, and developers at Airtight Games are hoping to deliver. We had a chance to find out more about the game at E3 and see an early playthrough, and things do look promising for the new IP."



via N4G: pc news feed http://n4g.com/news/1288733/murdered-soul-suspect-preview-e3-2013-ngn

News::Forget the Saints Row 4 Dubstep gun, it's all about the Singularity Black Hole Launcher

GameZone writes, "Much has been made of the Dubstep Gun in Saints Row 4. Heck, a replica of the weapon is even included in the special 'Super Dangerous Wub Wub Edition' of the game. But while the Dubstep gun is the glitz and glamor of the game -- turning your foes into beat pumping, fist pounding, light flashing, dancing fools -- it's actually not my weapon of choice. Yes, it's over the top, but if you are looking for straight up overpoweredness, you're going to want the Singularity Black Hole Launcher."



via N4G: pc news feed http://n4g.com/news/1288669/forget-the-saints-row-4-dubstep-gun-its-all-about-the-singularity-black-hole-launcher

News::FIFA 13 Goals of the Week Round 29

FIFPlay: FIFA 13 best goals of the week scored by FIFA gamers @ round 29



via N4G: pc news feed http://n4g.com/news/1288101/fifa-13-goals-of-the-week-round-29

News::Dragon Quest X benchmark tool video

A video which takes a look at Square Enixs' Dragon Quest X benchmark tool which is available now.



via N4G: pc news feed http://n4g.com/news/1288601/dragon-quest-x-benchmark-tool-video

News::Rush Bros Review | ComboCaster

Rush Bros is a platform game with many elements of Super Meat Boy mixed with a rhythm game. All this looks great and if the analysis is up around then it would be really a fantastic game, however the good news are almost there. All that is well thought out and implemented in Rush Bros eventually be hindered by the controls that really need many improvements. Whenever I try to do something as a player and can not do it just because the controls do not respond the way I want, I have to think the game needs work or is convicted of a bad implementation. The game's story is the two DJs who want to face each other. This results of course in a game, not a battle of DJs normal but the two to run as much as get a route seen from a side-scroll. The goal in sugarcane level is therefore coming to an end as soon as possible. There are several possible ways, faster, slower, more or less traps and power-ups. It's actually quite traditional. There really is not anything very innovative here. If...



via N4G: pc news feed http://n4g.com/news/1288668/rush-bros-review-combocaster

News::Classic 3D Platformers Still In Demand, A Hat In Time Pulls In 500%+ Funding

The massive success of the 'A Hat In Time' Kickstarter campaign shows that gamers still dig the "collect-a-thon" 3D platformers that were popular in the late 90s.



via N4G: pc news feed http://n4g.com/news/1288715/classic-3d-platformers-still-in-demand-a-hat-in-time-pulls-in-500-funding

News::Terror Redefined: New Details on The Evil Within

Aside from being directed by survivor horror mastermind, Shinji Mikami (Resident Evil), not much was known about The Evil Within until Bethesda officially announced the games title via a terrifying live-action teaser trailer back in April. Even then, however, details were pretty scarce about Tango Gameworks horrifying, new IP, severely limiting what fans of the genre could expect, but not necessarily eliminating the hope that Mikamis newest creation would bring survivor horror back to its roots. With this years E3 unveiling more and more information on the most highly-anticipated titles, it only seemed fitting that more details would emerge for The Evil Within. After a brief look at some in-game footage, it became quite apparent why horror aficionados have every reason to be excited about Tango Gameworks promising title. The Evil Within brings back terror with a blood-soaked capital T.



via N4G: pc news feed http://n4g.com/news/1288776/terror-redefined-new-details-on-the-evil-within

News::Find Your Inner Geek Game Review: Rush Bros.

Two DJs enter, one DJ leaves. This sounds like a a battle between DJs to see who can mix the best track but, instead, players will find themselves racing against the other DJ to see who can reach the finish line first. Who will prevail?



via N4G: pc news feed http://n4g.com/news/1288482/find-your-inner-geek-game-review-rush-bros

News::AMHNetwork - Thomas Was Alone Review

AMHNetwork have published their review for Thomas Was Alone. Agree?



via N4G: pc news feed http://n4g.com/news/1288454/amhnetwork-thomas-was-alone-review

News::[E3] The best games of E3 2013

E3 2013 is now over and we have witnessed all the games on the show. Weve shown the promising games from the event, and we have revealed the overlooked games that deserves attention. But the wait is over, as we reveal the best games of E3 2013, in no particular order.



via N4G: pc news feed http://n4g.com/news/1288745/e3-the-best-games-of-e3-2013

News::E3 2013: Hands-on with Dark Souls II | Examiner

From Software's Souls games (Demon's Souls, Dark Souls) stand apart from other games in the RPG genre for their cryptic, yet wonderfully fleshed-out world and mythos, as well as their brutal and unforgiving gameplay. If the E3 2013 demo is anything to go by, Dark Souls II is NOT easier than its predecessor. At all. While I have a sneaking suspicion that the demo was made excessively difficult to compensate for the concern among fans in the community, the Dark Souls II demo is without doubt every bit as hard as Dark Souls, if not more so...



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News::Rising Storm (PC) | FTG Review

FTG Writes: Red Orchestra, known as a gaming series that captures the realism of historic wars, has returned to the market with a new look at a conflict that we have seen many times before. Rather than build another game with rarely played campaigns, Tripwire Interactive focused on bringing their style of gaming to the multiplayer area of the Pacific theater of World War II. Rising Storm pits the American-based allied forces against the Japanese-infused Axis powers in a biased, yet realistic approach to the first-person shooter. But is a game that has previously focused on sides of war that history glances over going to have an original take on a conflict weve seemingly seen all sides of?



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News::Upper One Games: Gaming for Cultural Preservation and Education

Kristen of Ghost Volta: "The Cook Inlet Tribal Council of Alaska announced with a press release that they were pursing a new venture to share the native culture of their tribe and educate a global audience, through gaming!"



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News::ShootMania Storm Review | RealGamerNewz

Ubisoft and Nadeo's latest entry in the ShootMania series shows promise, but fails to deliver on a decent enough amount of content and gameplay innovation / fun factor to keep active players around. The community has dwindled to nearly nothing and for a game that just released last month, unfortunately appears to have been all but abandoned completely. Though it still may be worth purchasing with a group of buddies, it has failed to meet even our lowest of expectations.



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News::The Black Crown Project Review - XCLANN

This is some thoughts on Random House's venture into the gaming world.



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News::The Thirty-Nine Steps Digital Adaptation Shows A Bright Future For Interactive Stories | The Archive

How The Story Mechanics's debut title The Thirty-Nine Steps moves interactive storybooks forward, and suffers growing pains in the process.



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News::Magrunner: Dark Pulse (PC) | FTG Review

FTG Writes: A dystopian future. The singularity. Magnets. This is not a list of things that baffle the Insane Clown Posse. These are the key points of Magrunner: Dark Pulse, the latest title from European development studio Frogwares. The game can be thought of as Portal with magnets, but it really is so much more than that. Those three points are just that only three of the many factors that make Magrunner: Dark Pulse a truly interesting PC title.



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