Sunday, July 21, 2013

News::Dark Souls 2: New Details Emerge from SDCC

GR - "Dark Souls 2 is currently set to release early next year. While the first two entries into the series have garnered more of a cult following, this third entry is expected to make a big splash in the mainstream market. As Q1 2014 grows closer, more details come out of the veritable woodwork."



via N4G: pc news feed http://n4g.com/news/1315254/dark-souls-2-new-details-emerge-from-sdcc

News::Final Fantasy XIV: A Realm Reborn Gets New Screenshots Teasing the Open Beta

To tease players about the upcoming open beta of Final Fantasy XIV: A Realm Reborn Square Enix just published three new development screenshots of the game.



via N4G: pc news feed http://n4g.com/news/1315259/final-fantasy-xiv-a-realm-reborn-gets-new-screenshots-teasing-the-open-beta

News::Following a last-minute delay that pushed the launch from June to July, today Nvidia confirmed with

News::Digital Distribution and the Publisher/Retailer Hypocrisy

Used games are the scourge of the video game industry. They are the reason that games don't sell well, they are the reason why studios close and they also kill kittens, probably. This is the general industry stance on the topic of used games. Lamented by prominent figures like Cliff Bleszinski as the cause of excessive DLC, micro transactions and all manner of anti-consumer practices, it's clear that many figures in the industry would prefer that they disappear overnight.



via N4G: pc news feed http://n4g.com/news/1315225/digital-distribution-and-the-publisher-retailer-hypocrisy

News::New Lords of Shadow 2 gameplay emphasizes exploration

In an unexpected surprise here at Comic Con, Konami showed off an extensive hands-off gameplay walkthrough detailing more of the game’s systems, music, and environs. The demo took place a brief time after the events seen in the E3 demo, after Dracula has awoken from his thousand-year slumber and is exploring his castle in an effort to reclaim his lost power.



There are more reasons than ever to be excited about this game, so find out what it was all about below.


New Lords of Shadow 2 gameplay emphasizes exploration screenshot


Read more...



via destructoid http://www.destructoid.com/new-lords-of-shadow-2-gameplay-emphasizes-exploration-258489.phtml

News::Battlefield 4 Collectors Edition outed by Czech Retailer

Battlefield 4s multiple editions cant seem to be kept secret by any retailer. First, a Czech retailer has outed the full information on Battlefield 4s Collectors Edition basically it includes lots of plastic.



via N4G: pc news feed http://n4g.com/news/1315217/battlefield-4-collectors-edition-outed-by-czech-retailer

News::Pocket Gamer - Halo: Spartan Assault Review

Pocket Gamer - Halo: Spartan Assault isn't enough to make you buy a Windows-powered device, no matter how much Microsoft wishes it were. One game was never going to do that. What it is, however, is a spectacular, polished twin-stick shooter that gives Windows Phone and Windows 8 gamers something to crow about.



via N4G: pc news feed http://n4g.com/news/1315103/pocket-gamer-halo-spartan-assault-review

News::Kotaku ‘Shop Contest: Comic-Con Cosplay Extravaganza

News::How F*cking Good Is Civilization V?

Baden of WGB has finally gotten around to playing Civilization V thanks to the Steam Summer Sale, and needless to say he's rather impressed by the whole thing.



via N4G: pc news feed http://n4g.com/news/1315201/how-f-cking-good-is-civilization-v

News::All the Memories of an Unforgettable EVO 2013 are in this Superb Video

News::Steam Game Banning Players, Gets Petition.

A petition has been created to get Steam game removed.



via N4G: pc news feed http://n4g.com/news/1314844/steam-game-banning-players-gets-petition

News::Halo: Spartan Assault Soundtrack Interview

Bs Angel: The digital soundtrack for Halo: Spartan Assault is now available for all major digital platforms. The new soundtrack has 27 songs composed by Tom Salta. To celebrate the release of the soundtrack and Halo: Spartan Assault, enjoy our chat with Tom on the creation of a new score for Halo. The digital version of the soundtrack can be purchased here.



via N4G: pc news feed http://n4g.com/news/1314728/halo-spartan-assault-soundtrack-interview

News::Call of Duty: Black Ops 2 - Vengeance Review | GameGrin

Although the summer video game drought is now in full force, that doesnt mean theres nothing to look forward to. In what has now become almost standard bi-monthly DLC, Treyarch has just released its newest add-on for Black Ops 2, featuring four new multiplayer maps and one new Zombies map.



via N4G: pc news feed http://n4g.com/news/1315187/call-of-duty-black-ops-2-vengeance-review-gamegrin

News::Wargaming Grabs Master of Orion and Total Annihilation as Historical Franchises Find New Homes

Several historical franchises have gone up for grabs in Ataris bankruptcy auction and have found new homes.



via N4G: pc news feed http://n4g.com/news/1315193/wargaming-grabs-master-of-orion-and-total-annihilation-as-historical-franchises-find-new-homes

News::Getting drawn into Scribblenauts Unmasked

I took a break from the crowded show floor of San Diego Comic-Con to relax for a bit with the latest build of 5th Cell's upcoming game, Scribblenauts Unmasked: A DC Comics Adventure. Scribblenauts has always been one of those games that's easy to pick up but hard to break away from, but the new superhero twist in this latest game gives us even more to get lost in.


Getting drawn into Scribblenauts Unmasked screenshot


Read more...



via destructoid http://www.destructoid.com/getting-drawn-into-scribblenauts-unmasked-258490.phtml

News::Video Review | Metro: Last Light Faction Pack DLC [Default Prime]

Bowlingotter reviews Metro: Last Light Faction Pack DLC for the PC from developer 4A Games.



via N4G: pc news feed http://n4g.com/news/1315108/video-review-metro-last-light-faction-pack-dlc-default-prime

News::SDCC 2013 - Blizzard Entertainment Micky Neilson Interview

Blizzplanet had an exciting interview with New York Times best selling author Micky Neilson. In his role as Blizzard Entertainment Publishing Lead, Micky discusses the status and plot of several World of Warcraft and Diablo III licensed projects. Among the roster are the Diablo III: Book of Tyrael by Insight Editions, the World of Warcraft: Bloodsworn graphic novel by DC Comics, the highly-sought by fans digital story titled Blood of the Highborne, and the World of Warcraft-themed children's book: Snow Fight which features King Varian, Thrall and Arthas the Lich King.



via N4G: pc news feed http://n4g.com/news/1315002/sdcc-2013-blizzard-entertainment-micky-neilson-interview

News::Star Ocean social RPG in the works for iOS and Android

Square Enix is taking one of its venerable franchises in a new direction with Star Ocean: Material Trader . A social role-playing game, the forthcoming title will eschew the series' traditional roots in favor of a card-based experience for mobile platforms.


Series producer Yoshinori Yamagishi is on board and is working alongside Circle of Mana team Hippos Lab to bring the game to iOS and Android devices later this year.


スターオーシャン シリーズ最新作となるGREEスターオーシャン マテリアルトレーダー の事前登録がスタート [Gamer via Joystiq]


Star Ocean social RPG in the works for iOS and Android screenshot






via destructoid http://www.destructoid.com/star-ocean-social-rpg-in-the-works-for-ios-and-android-258486.phtml

News::Shawen's Top 5 games So Far | OmniGamer

Shawn gives us his first video showing off the top 5 games he has played thus far in 2013.



via N4G: pc news feed http://n4g.com/news/1314702/shawens-top-5-games-so-far-omnigamer

News::Borderlands 2 devs talk lack of personality in playable characters

The biggest annoyance for the creators of Borderlands 2 was the lack of personality in the playable characters, writer Anthony Burch and creative director Paul Hellquist told Polygon at PAX Australia.



via N4G: pc news feed http://n4g.com/news/1314933/borderlands-2-devs-talk-lack-of-personality-in-playable-characters

News::Preview: Disney Infinity | Xboxer360

Ben of Xboxer360 writes, "Disney is a name synonymous with adventure, fun and childhood dreams. With a long spanning career of some amazing movies, the transition to games was only logical. For years this mixture of great storytelling and advanced technology (well, as advanced as it was way back then) worked well, creating some of the most memorable gaming experiences, but in recent years this quality has dipped somewhat, leaning more towards the dreaded licensed game. So when I heard about Disney tackling the toy box with Disney Infinity, using a system much similar to Skylanders which utilised toy figures and a power portal as a means of offering tradeable upgrades, I was dubious as to whether this would be a great game or simply a cash cow. Luckily I got the chance to get my hands on Disney infinity in full and I can safely say it's great! Not only does it looks downright cool (yes I know I'm an adult) using some fantastic models and a well made base station or Infinity Base...



via N4G: pc news feed http://n4g.com/news/1314778/preview-disney-infinity-xboxer360

News::BLTN Reviews: Spider-Man: Shattered Dimensions (PS3, 360, Wii, PC) Review | SuperPhillip Central

"It's a month of Spider-Man here at SuperPhillip Central. We previously reviewed Ultimate Spider-Man, and now we have a BLTN review of Spider-Man: Shattered Dimensions. What are Better Late Than Never reviews? These are reviews for games that are too recent to be retro and too old to be regular reviews-- hence, Better Late Than Never. Back in fall of 2010, Beenox was approached to work on a brand-new Spider-Man game. Since then, they've been the main minds behind the web-slinger's video game dynasty. Their very first attempt was an incredibly admirable effort in Spider-Man: Shattered Dimensions, a game that takes four Spider-Men from alternate universes and puts them together in one all-new adventure. But are four Spider-Men really better than just one?"



via N4G: pc news feed http://n4g.com/news/1314999/bltn-reviews-spider-man-shattered-dimensions-ps3-360-wii-pc-review-superphillip-central

News::Watch_Dogs Devs Explain How The Game Will Make You Think while Snooping Around

Yesterday Ubisoft held a Watch_Dogs panel at San Diego Comic Con titled Does Privacy Exist? As part of the panel Lead Story Designer Kevin Short explained how the hacking features will push players to make moral choices not directly related to the main story in the sandbox environment of the game.



via N4G: pc news feed http://n4g.com/news/1315172/watch-dogs-devs-explain-how-the-game-will-make-you-think-while-snooping-around

News::iRacing Circuit Gilles Villeneuve screenshots released

VVV: "New screenshots for iRacing have surfaced, showcasing a brand new track currently in development: the Circuit Gilles Villeneuve set in Montreal. Famous for hosting the annual Canadian Grand Prix since 1978, no release date has been announced as of yet, but iRacers shouldn't have too long to wait judging from the progress shown in the screenshots."



via N4G: pc news feed http://n4g.com/news/1314934/iracing-circuit-gilles-villeneuve-screenshots-released

News::New Edge of Eternity Screens

New screenshots have emerged from Midgar Studios upcoming multi-platform title, Edge of Eternity.



via N4G: pc news feed http://n4g.com/news/1314957/new-edge-of-eternity-screens

News::Groundswell: Cellar Door on Rogue Legacys creation, Greenlight success, and Castlevania

EDGE - Rogue Legacy seemingly surprised everyone with its success, even its creators.



via N4G: pc news feed http://n4g.com/news/1314826/groundswell-cellar-door-on-rogue-legacys-creation-greenlight-success-and-castlevania

News::Game Informer - Test Chamber Rogue Legacy

Game Informer - We take a look at the punishing indie platformer with the exceptional progression mechanics in this episode of Test Chamber.



via N4G: pc news feed http://n4g.com/news/1314818/game-informer-test-chamber-rogue-legacy

News::PAX Australia Day 2, hands on with Oculus Rift

PAX Aus continues into Day 2, and Good Game Australian and New Zealand gets their hands on the Oculus Rift, checks out some more Aussie Independent Talent, and sees some quality cosplay.



via N4G: pc news feed http://n4g.com/news/1315045/pax-australia-day-2-hands-on-with-oculus-rift

News::Buy Weed On Steam For 10 Dollars

Gameranx: "Steam Trading Cards are finally worthwhile, but only if youre playing Port Royale 3."



via N4G: pc news feed http://n4g.com/news/1315041/buy-weed-on-steam-for-10-dollars

News::The Making Of: World Of Goo


This second, in a coffee shop in San Francisco, someone sits hunched over a laptop. They could be checking their email, or maybe creating a playlist. Or they could be one of an army of lonely home-workers who abandon their desolate apartments each day to seek out free Wi-Fi, triple-shot espresso and the approximation of human company that comes from sitting among strangers.


If you frequented branches of Coffee To The People, Peet’s and The Grind in SF in 2006, you might have spotted a particular pair of these free-spirited souls: indie developers Ron Carmel and Kyle Gabler. They first met at Electronic Arts. Carmel was a programmer with the pogo.com team, but found doing solely tech work soul-destroying. Gabler had more fun – building quick-turnaround game prototypes – but felt restless.


They both dreamed of something more: escape, freedom, a world where nobody served cookies in the company’s common area (actually, scratch that, they quite liked the cookies). “Ron and I both had special moments where we looked up into the sky with big wet eyes and thought that something out there is probably better than what we’ve got now,” Gabler jokes. “I think Dorothy and Ariel and every Disney princess have also had very special moments with very special songs about that same feeling we’ve all had.”


Despite barely knowing each other, they decided to take the plunge and go indie. Carmel approached his manager about taking a three-month leave of absence, but was turned down. When he immediately handed in his notice, EA relented and approved the request. It was too late.


“I was offended that I needed to actually quit in order to be treated well,” he says, “so I told them I no longer wanted a leave of absence because I didn’t want to work there any more. I might not have said it so politely, though. I can’t remember.”


“Ron is one of the most well-principled people I know and always speaks his mind,” Gabler chips in. “It’s called ’Ronesty’.”


With no development deal in place, scant savings and a good chunk of student loan debt still to pay off, they couldn’t afford an office. Instead they holed up in cafes among the other “coffee shop slackers” and prepared the papers needed to launch 2D Boy. It was surprisingly easy. “If you have saliva you can form a company in California,” Gabler says. Little did they realise, as they licked envelopes, what good fortune they sealed with that gooey drool.



“It was Ron’s warm, wet tongue that slithered all over our company registration,” Gabler tells us.



At the beginning, success seemed as distant as the cloud-shrouded peaks of Mt Kinabalu. It was all the more scary because what little startup capital they had was vanishing with each passing minute. They may have been working for themselves, but they were still on the clock.


“It was very uncomfortable watching my savings drain to nearly zero,” remembers Carmel of his trips to the ATM. Subsistence living meant they became used to thinking about money in terms of food, not devkit costs. “Fun finance fact: $12 is about two burritos,” Gabler says, laughing. Time – and their bank balances – conspired against them, and inspiration was in short supply.


“I don’t think we knew what in the world we were doing when we first started 2D Boy,” Gabler confesses. “We just fumbled around with a few ideas.” One involved a tree that you could grow and use to eat people. But it went nowhere. It was only when a friend sent them a video of a game being developed in eastern Europe that looked suspiciously similar to Gabler’s earlier game Tower Of Goo that they discovered their motivation.


“It hurt and felt weird, like getting your bike stolen,” Gabler says. “And that really gave us the kick in the pants we needed. It lit a fire in our tummies. Because if someone was going to clone one of my small games, we’d do it better, first!”


Tower Of Goo was part of the Experimental Gameplay Project that Gabler and some friends started in grad school. Each semester, each person would make a game in seven days based around a simple concept like ’evolution’, ’gravity’, or ’a game your mom would play’. His Tower Of Goo game was a weird delight, and it proved two things: first, that playing with anthropomorphic, talking balls of goo was fun; second, that building structures out of those squealing goo balls was even more fun.


The prototype had just one green hill and 100 goo balls. The only goal was to build your ramshackle, sticky structure as high as possible. It wasn’t much to hook a full game on. “At first we thought we’d make a string of levels where in level one, you build a tower ten metres high,” Gabler deadpans. “In level two you build a tower 20 metres high. In level three, 30 metres high and there might be wind! And we were going to call it Tower Of Goo 2 or something. But, gosh, I bore myself even talking about that.”



Realising they needed a rethink, they decided to set themselves a simple rule: every level must be remarkable and unlike every other level. Working with open source packages – including Simple DirectMedia Layer and Open Dynamics Engine for physics simulation – they got to work expanding the prototype into something bigger.


Background art took a surreal turn, and gameplay altered with each new iteration of the goo balls (among the team’s favourites was the yellow Pokey Ball, but because of the way the physics engine was put together they could only ever have one Pokey Ball in any level at any one time). It was a slow, organic evolution. Even with a staff of two, 2D Boy soon found itself coping with its own version of office politics.


“We had some rough patches because we’re such different people and work in vastly different ways,” Carmel remembers. “Kyle works in spurts. Two weeks might go by in which Kyle’s brain grinds and spins and nothing seems to get done, but at the end of those two weeks, he spits out multiple fist-sized diamonds in a matter of a couple of days. I’m more the tortoise than the hare, so it was difficult for me to imagine how Kyle’s process was anything other than him simply slacking off.”


World Of Goo isn’t just a physics-based puzzle game. It’s also a surreal satire of (among other things) corporate power. It might even be read as a barbed riposte to 2D Boy’s former masters, that ’largE corporAtion’.


Helping the game’s goo balls to build gelatinous, teetering structures up to the factory pipes that will suck them into the World of Goo Corporation’s factory, you’re both their saviour and the unthinking architect of their doom. It’s a testament to the game’s whacked-out meta-story that what could have been Bridge Builder with snot instead morphs into a Pythonesque comedy of the absurd (with snot).



With their blinking eyes and over-excited shrieks, the goo balls in World Of Goo are more than just building blocks. They’re characters, too: standard black goo, wall-clinging green goo and the spike-impervious skull goo. Like the suicidal rodents of Lemmings or the needy aliens in Toy Story, they’re improbably cute.


They’re also players in a much bigger story. World Of Goo, like so many indie games from Braid to Limbo, knows that even the small can think big. It’s a physics puzzler with epic dreams. The story, written by Gabler, is like one of the goo structures you build in-game. It grows and grows into improbable shapes, speeding us from the opening simplicity of leading goo to suction pipes towards a mind-blowing exposé of the insane truth behind the World of Goo Corporation.


It is not a game that’s easy to forget, and it’s one that has inspired true devotion in its players (check out, for instance, claymation fan video The Sign Painter). “We ended up with weirder and weirder levels, hopefully with memorable set-pieces,” Gabler says. “Like poor Fisty the Frog, or a field of windmills, or crawling out of a giant subterranean creature’s stomach, out of its oesophagus, and then you rip off its eyes and use them like balloons to float away.”


Beyond the invention of the game’s levels was its epic narrative. More than just window dressing, it’s integral to the designers’ first rule that every level must be distinct. “This game totally hijacked our lives, so I suppose it makes sense that our personality quirks and stuff from our lives ended up oozing into the game too,” Gabler notes.


“For example, I just think plastic surgery and being really pretty forever is hilarious and tragic, so that’s pretty much all of chapter two. By the time we were working on chapter three, we were dead inside, so that chapter is all cold and mechanical, and probably also the most difficult. By chapter four we had lost all perspective on everything, and somehow created what I think is the strongest and most memorable part of the game.”



It’s true. Chapter four’s leftfield turn is as unexpected as it is delightful. It invites you into a green, glowing world of desktop windows (that you can build with) presided over by MOM, the lonely search engine turned spambot harbouring psychotic self-delusions and a nice line in heavily asterisked, end-user agreement small print.


Based in part on Norma Desmond, the ageing silent screen star played by Gloria Swanson in the classic film-noir Sunset Boulevard, MOM is the most bonkers female videogame foil since GLaDOS in the Portal franchise. “She came out of nowhere,” Gabler admits. “I imagine if she were human, she’d be a massively plump, well-meaning woman with a very large bottom in a china shop. So, what kind of stuff would happen if she were not a human, but a lonely, formerly popular search engine? It just writes itself!” Just for the record, he adds: “She is not meant to represent either of our real-life moms.”


For Carmel, these kinds of “unexpected little things” remain the source of the game’s amusement. “After playing every level in the game well over a hundred times, the in-between pieces are what still move me,” he says, flagging as particular favourites the cutscene with the girl putting beauty cream on her face and the telescope shaking off a wayward goo ball in the final cutscene.


With a core creation team of two, it was clear that the game’s unique vision wasn’t being bland-ified through several dozen development meetings. The World of Goo Corporation reduces everything to uniform gloop but, at heart, those little goo balls want to fly away and be free. There’s a lesson in there for us all, probably.


Every indie developer needs a lifeline. For 2D Boy, the defining moment came when the game was announced as a finalist at the 14th Annual Independent Games Festival. For Carmel it was a huge relief: “I knew [then] that we would at least not go broke. Up until that point we only had anecdotal evidence that it was a game people would like. My mom told me the game is great and that it was going to be a hit, but she was not impartial, so I kind of ignored her.” They won IGF prizes for Design Innovation and Technical Excellence, which meant both halves of 2D Boy’s team could share in the kudos.



In financial terms, a rush of pre-orders and a lucrative deal to make World Of Goo into a downloadable WiiWare title was enough to put a smile back on their bank manager’s face. Allan Blomquist, Gabler’s old friend from grad school, was brought in to help out with porting the game from PC to Wii, becoming 2D Boy’s third musketeer in the process (“I prefer to think of myself as a third little pig,” he says).


On its release, World Of Goo proved as sticky a gaming experience as its gelatinous heroes would suggest. Spreading from PC to Wii, to iPhone to Mac, it also spawned merchandise and won multiple awards. It’s an indie game to rank alongside Super Meat Boy, Braid and Minecraft as one of the titles that has helped change the face of contemporary game development.


For Carmel, the good news couldn’t come soon enough: “That last year was probably the worst year of my life and I say this having been in the army for a couple of years, which was no cakewalk.” Without a studio team to run endless levels of quality assurance testing, bug tracking was a particular nightmare.


“There was no worst moment,” the programmer concludes. “That year and a half was one drawn-out worst moment. I had so much riding on this game that it messed with my priorities and my reality in pretty severe ways. After the game shipped it took me six months of doing nothing to recover and feel like myself again. Want to hear something crazy? I’d do it all over again.”


The post The Making Of: World Of Goo appeared first on Edge Online.






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

News::Wyv and Keep Review [Capsule Computers]

Jamie Laike Tsui of Capsule Computers writes: "Wyv and Keep is a retro themed co-op puzzle platformer that is sure to generate plenty of nostalgic feelings of the SNES glory days. Players will need to work as a team to successfully navigate the treacherous route to the treasure inside the pygmy temple, filled with snakes, poison darts, piranha filled waters, and more."



via N4G: pc news feed http://n4g.com/news/1315137/wyv-and-keep-review-capsule-computers

News::Lego Marvel Superheroes: Stan Lee Hulks Out - Comic-Con 2013

IGN: ''Yes, Stan Lee is in the game. Multiple versions of him.''



via N4G: pc news feed http://n4g.com/news/1315048/lego-marvel-superheroes-stan-lee-hulks-out-comic-con-2013

News::Ouya success Towerfall coming to PC: Developer says online multiplayer is a complicated problem

Developer Matt Thorson explains why online multiplayer in Towerfall is a feature that won't happen anytime soon and talks about the game's future in the fighting-game community.



via N4G: pc news feed http://n4g.com/news/1315015/ouya-success-towerfall-coming-to-pc-developer-says-online-multiplayer-is-a-complicated-problem

News::'Assassin's Creed 4: Black Flag' Multiplayer Hands-On Preview | Game Rant

Game Rant: ''While at an exclusive party on the Jackdaw, Edward Kenways ship in Assassins Creed IV: Black Flag, we were treated to a very brief showcase of Ubisofts upcoming slate. Included in the showcase were highly anticipated titles like Watch_Dogs and Splinter Cell: Blacklist, but it wouldnt be a party on a pirate ship without Assassins Creed IV.''



via N4G: pc news feed http://n4g.com/news/1314947/assassins-creed-4-black-flag-multiplayer-hands-on-preview-game-rant

News::Surviving Draculas Castle In Castlevania: Lords Of Shadow 2 | GameInformer

GameInformer: "At E3 we got a look at Dracula at the height of his power, but during a demo at Comic Con, we got to see him in a more frail state."



via N4G: pc news feed http://n4g.com/news/1315123/surviving-draculas-castle-in-castlevania-lords-of-shadow-2-gameinformer

News::If Valve's Steam Policies Get Challenged In Court Gamers Could Resale Their Games, Says VZBV

Gaming Blend "According to the Verbraucherzentrale Bundesverband e.V., representative Eva Hoffschulte, speaking on behalf of the Federation of German Consumer Organisations and executive director Gerd Billen, the consumer rights advocacy group is trying to pursue the matter in court and they believe that things will get underway later this year."



via N4G: pc news feed http://n4g.com/news/1315121/if-valves-steam-policies-get-challenged-in-court-gamers-could-resale-their-games-says-vzbv

News::CC Impact Presents R.I.P.D. The Game

Join editor Joe Morgan and head honcho Phil Federico as they cooperatively play through the new 3rd person wave-based shooter from Atlus and Old School Games, based on the new movie, R.I.P.D. Theyll have to shoot, kick, punch, and invoke special powers to take out waves of enemies. Youll get to see a couple of different levels, several types of bad guys, and the way you progress with your weaponry throughout the game.



via N4G: pc news feed http://n4g.com/news/1315054/cc-impact-presents-r-i-p-d-the-game

News::SoundRadar - Super Meat Boy composer Danny Baranowsky

GamesRadar - Think it's impossible for an amateur composer to get into the big leagues of video game scoring? Danny Baranowsky, the man behind Super Meat Boy, The Binding of Isaac, Canabalt, and more, is here to prove you wrong (and, dare we say, provide a bit of inspiration). Listen in as he describes the journey from fan remixes to full scale composition.



via N4G: pc news feed http://n4g.com/news/1314819/soundradar-super-meat-boy-composer-danny-baranowsky

News::Amazon Announces All Day Video Game Gold Box Event

Gamerdeals: "Amazon is back again with another All Video Game Gold Box Event! The Gold Box Event kicks off Tuesday, July 23rd, 2013 and features one deal of the day, in addition to lightning deals every few hours... They will have video game deals on Xbox 360, PS3, PC, PS Vita, Mac, Nintendo Wii, DS, 3DS and Sony PSP games and accessories!"



via N4G: pc news feed http://n4g.com/news/1315012/amazon-announces-all-day-video-game-gold-box-event

News::Comic-Con 2013: Batman: Arkham Origins Preview | CraveOnline

CraveOnline writes: "With Batman: Arkham Origins not being reprised by its original developer, Rocksteady Studios, concern for the once groundbreaking comic book based title has been rising across the globe. Warner Bros. Games Montreal is a studio with a limited history of only working on Batman Arkham City: Armored Edition for the Wii U, so fan anxiety is not unfounded. However, once they see what the young studio has managed to put together, their worst fears will disappear faster than Batman himself."



via N4G: pc news feed http://n4g.com/news/1315036/comic-con-2013-batman-arkham-origins-preview-craveonline