Thursday, January 2, 2014

News::Best Racer of 2013

gamrReview's Craig Snow: "This year saw the release of sequels for some of the biggest and most well-received racing franchises of the generation, from Sony and Microsoft's big hitters Gran Turismo and Forza, to multiplatform staples Need for Speed and GRID. It was a somewhat bittersweet return for many of these, however, with the rise of controversial micro-transactions marring the post-launch period for some of the above. Look beyond that controversy however and the games themselves consist of some of the best racing gameplay to have graced our screens in recent years."



via N4G: pc news feed http://n4g.com/news/1428570/best-racer-of-2013

News::Continue Play's 2013 Awards

Continue Play, a new platform-agnostic gaming site, has published their first annual awards. What was the best console game? What was the biggest disaster of the year? Who won best developer of the year?



via N4G: pc news feed http://n4g.com/news/1428243/continue-plays-2013-awards

News::Heavy Duty: Hands On With Call of Duty: Ghosts' Newest Game Mode

TheSixthAxis goes hands-on with the latest game mode added to Call of Duty Ghosts, Heavy Duty: "Call of Duty Ghosts is a good game. Its not the best in Activisions power-selling series, but its certainly up there, taking a slight step back yet bringing some new innovations to the table. Though beguiling if you havent got a clue what youre doing, the custom, piece-by-piece loadouts are a great idea, as is the paring down of some killstreaks. In Modern Warfare 3 they were ridiculous and no less so in Black Ops II, Ghosts finding that middle ground between the most recent entries and Call of Duty 4..."



via N4G: pc news feed http://n4g.com/news/1428547/heavy-duty-hands-on-with-call-of-duty-ghosts-newest-game-mode

News::GTA Online is no longer static, will evolve based on feedback

Aaron Garbut, Art Director at Rockstar North, explained with excitement the growth process behind GTA Online.



via N4G: pc news feed http://n4g.com/news/1428564/gta-online-is-no-longer-static-will-evolve-based-on-feedback

News::Yakuza's Producer May Hate GTA, But He Certainly Respects It

News::Activision's Marvel Games Pull A Digital Disappearing Act

News::League of Legends Cosplay Is Best Done By Pro Players

The League of Legends division of Korean pro team CJ Entus chose quite an interesting way to greet the new year. Instead of doing montage videos, they have dressed up two of their pros, Madlife and Flame, as League characters Blitzcrank and Ezreal.



via N4G: pc news feed http://n4g.com/news/1428437/league-of-legends-cosplay-is-best-done-by-pro-players

News::Cannons Lasers Rockets is a MOBA in space

It looks like yet another MOBA is about to hit Steam in the form of Cannons Lasers Rockets, and that's just fine with me. This one looks a bit different, as it's a (cue thunderous voice) -- MOBAAAA innnnnn spaaaaaaaace.


Soon, you'll be able to grab the game as a part of the Early Access Program, but it's also a free-to-play title. Evidently it sports a "simplified" control scheme that makes it easier for newer players to acclimate, while veterans will still have the opportunity to discover the game's depth.


It's interesting to say the least -- let's see how it pans out.


Cannons Lasers Rockets [CLRgame]


Cannons Lasers Rockets is a MOBA in space screenshot


Read more...



via destructoid http://www.destructoid.com/cannons-lasers-rockets-is-a-moba-in-space-268339.phtml

News::Best Action/Adventure Game of 2013

gamrReview's Nick Pantazis: "There's no question that the Action/Adventure Award is always one of the most hotly contested, but this year was really a bloodbath. At least one of the nominees of this genre is probably in the top 5 of everyone's favorite games this year. From the haunting The Last of Us to the robust and rambunctious Grand Theft Auto V, and the Zelda sequel everyone has waited 20 years for. These are our favorite Action/Adventure Games of 2013."



via N4G: pc news feed http://n4g.com/news/1428358/best-action-adventure-game-of-2013

News::Developers' Most Anticipated Games of 2014

But what are game developers themselves looking forward to in 2014? We've already asked them for their games of 2013. Now it's time to ask the likes of Peter Molyneux, Palmer Luckey and Jonathan Blow, complete with Twitter bios, for their most anticipated games of 2014.



via N4G: pc news feed http://n4g.com/news/1428406/developers-most-anticipated-games-of-2014

News::MapleStory EunWol, The Forgotten Hero, arrives in Korean server

The Korean live server for MapleStory recently saw the arrival of the latest hero character, EunWol. The forgotten 6th hero class, EunWol sacrificed himself before the other hero characters in order to seal the powerful Black Mage and protect his loved ones.



via N4G: pc news feed http://n4g.com/news/1428451/maplestory-eunwol-the-forgotten-hero-arrives-in-korean-server

News::Valkyria Chronicles 3 gets an English fan translation

Valkyria Chronicles was one of the best tactical games I had played in a long time when I picked it up at release. So when a sequel was announced (and subsequently localized), I was floored. Sadly, the third game in the series wasn't so lucky, and hasn't budged out of Japan.


That's where the fan translation project for the game comes in, and now, the team is finally done with their English translation patch. It'll work on either the PSP or the Vita, but you still need the Japanese version of the game to run it.


As an added bonus, there's a sale going on until January 8th for Valkyria Chronicles 3 on the Japanese PSN.


Valkyria Chronicles 3 [VC3translationproject via Dualshockers]


Valkyria Chronicles 3 gets an English fan translation screenshot






via destructoid http://www.destructoid.com/valkyria-chronicles-3-gets-an-english-fan-translation-268336.phtml

News::A Tale Of Two Developers, Or Where Steam Can Improve In 2014

GameRanx, by Ryan Parreno I wrote about Mutant Mudds' and PixelJunk Eden's financial prospects on Steam, and what it means for the developers and the platform. Make sure your Steam loving friends read this!



via N4G: pc news feed http://n4g.com/news/1428495/a-tale-of-two-developers-or-where-steam-can-improve-in-2014

News::Gene's Top 5 Games of 2013

Counter Attack Games: 2013 was kind of a tough year in gaming for me. I dont have my own PS3, Xbox 360 or Wii(U), because I opted out of that generation of consoles for a gaming laptop with now aging hardware. Bad move, I know. But there were a lot of circumstances in my life that justified that decision at the time. Knowing this, I ask the reader to understand that my Top 5 Games of 2013 for Counter Attack may be grating to more privileged players, but Ill only be rating the games Ive been lucky enough to be exposed to and enjoyed playing in 2013, some of which may have been released for consoles in 2012 or earlier but saw release for PC in 2013. Hell, in 2014 if I had to revisit this list it might be entirely different.



via N4G: pc news feed http://n4g.com/news/1428429/genes-top-5-games-of-2013

News::Let's Play - Call of Duty: Ghosts: Extinction Part 2

Start the year off right with the second installment of Let's Play Call of Duty: Ghosts -Extinction!



via N4G: pc news feed http://n4g.com/news/1428291/lets-play-call-of-duty-ghosts-extinction-part-2

News::Coming Soon - January 2014

Kadin is back with a ton of new games and other information for the month of January.



via N4G: pc news feed http://n4g.com/news/1428340/coming-soon-january-2014

News::Ignoring Competitive Gaming For The Sake Of Immersion

Blaine Smith of Camelot Post writes: With the recent announcement of the release date for The Elder Scrolls Online discussion about its most important features has been rife. One of these features that I feel deserves a second look is the perspective, more specifically the inclusion of both first and third-person view points.



via N4G: pc news feed http://n4g.com/news/1428325/ignoring-competitive-gaming-for-the-sake-of-immersion

News::Achievement HUNT #10

This week's Achievement HUNT, brings you Michael vs. Ray.



via N4G: pc news feed http://n4g.com/news/1428320/achievement-hunt-10

News::OMSI 2 Omnibus Simulator Review | PixelPerfectGaming

The OMSI Omnibus Simulator returns for another trip through the congested streets of Berlin. Its one of the most realistic bus simulators you will ever have the chance of playing, unless you have driven an actual bus that is. OMSI 2 is much like its predecessor with one exception instead of taking place during the early 1980s, OMSI 2 takes place in Germany during the late 80s, early 90s around the time the Berlin wall fell.



via N4G: pc news feed http://n4g.com/news/1428298/omsi-2-omnibus-simulator-review-pixelperfectgaming

News::Alexs Top Ten Games of the Year 2013

Gamer Horizon's Editor-in-Chief lists off his Top 10 Games of the Year.



via N4G: pc news feed http://n4g.com/news/1428187/alexs-top-ten-games-of-the-year-2013

News::25 Screenshots Show You the Fascinating ArcheAge World

ArcheAge(CN) 2nd Closed Beta is underway and players who are lucky to participate in the CBT are diving into the game now. As a sandbox open-world MMORPG, ArcheAge is very different from most hack and slash games. The economy system in ArcheAge makes it more closer to our real life and world. So production and trade become important part of the game. A slight move in one part may affect the situation as a whole. Those people who are tired of fighting and battles may love ArcheAge because it has a beautiful world and you can create an amazing lifestyle as you wish.



via N4G: pc news feed http://n4g.com/news/1428382/25-screenshots-show-you-the-fascinating-archeage-world

News::HonestGamers Indie Review // The Cat Lady

Gary Hartley Writes: Theres something surprisingly endearing and beautiful about The Cat Lady, a game based firmly around suicide, mental corrosion, surrealism, and grotesque murder.



via N4G: pc news feed http://n4g.com/news/1428135/honestgamers-indie-review-the-cat-lady

News::What's the...Game of the Year?

Why make one top ten when there can be multiple. Check it out as the Structure Gaming staff give their take on their favorite games of the year.



via N4G: pc news feed http://n4g.com/news/1428120/whats-the-game-of-the-year

News::Finland Powerhouse Merged? 7 Depraved's Key Players Joined Paragon(WoW)

A few months ago, we reported that well-known all-Finnish World of Warcraft guild Paragon announced to start to recruit members for the forthcoming expansion Warlords of Draenor. Recently, the recruitment of Paragon has made great progress, with 7 leading players from another WoW guild Depraved which majors in 10-man Heroic raid, joining Paragon. And Paragon has already succeeded in an entire 25-man team. Here is the list of those key players from Depraved: Hunter Riks-->Rikuss (Renamed) Druid Alzu-->Owlzu (Renamed) DK Verees-->Verestrasza (Renamed) Monk Tank Kaneli Heal Paladin Rathye-->Rathy (Renamed) Warlock Nverknow Priest Hanipuppeli -->Namm (Renamed)



via N4G: pc news feed http://n4g.com/news/1428115/finland-powerhouse-merged-7-depraveds-key-players-joined-paragon-wow

News::Hearthstone: Best legendary cards

Leet lists their top five legendary Hearthstone cards.



via N4G: pc news feed http://n4g.com/news/1428112/hearthstone-best-legendary-cards

News::Battlefield 4: Rush Gameplay Tips How to Crush it in Rush

Wanna know how to score more wins in the Rush game mode found in Battlefield 4? Learn how to properly protect M-COM stations while on the defending team, how to capture bases as an attacker, and more using these helpful Rush gameplay tips.



via N4G: pc news feed http://n4g.com/news/1428226/battlefield-4-rush-gameplay-tips-how-to-crush-it-in-rush

News::A taste of the new Carmageddon's car physics.

News::Telegraph Video Game Awards 2013

Another vintage year for video games comes to an end. Here, the Telegraph celebrates the best work from the industry in 2013.



via N4G: pc news feed http://n4g.com/news/1428335/telegraph-video-game-awards-2013

News::The Best Games of 2013

The Game Theory panelists have feverishly replayed, reconsidered and revisited many video games of 2013. Here are their selections for the years top releases.



via N4G: pc news feed http://n4g.com/news/1428332/the-best-games-of-2013

News::Top 10 MMORPG Games Coming Out in 2014

With the end of 2013, a new release schedule begins. And just as it has been happening in the movie world, fantasy and sci-fi are the main trends for 2014s video games. If youre a huge fan of online role-playing games then you surely wont want to miss the following games.



via N4G: pc news feed http://n4g.com/news/1428443/top-10-mmorpg-games-coming-out-in-2014

News::Riot Games president secures company against blames of gluttony

Guide4GameS: Marc Merrill, the president of Riot Games and producer of League of Legends has appeared on social news and website Reddit last night to defend the firm against blames of gluttony about League of Legends.



via N4G: pc news feed http://n4g.com/news/1428384/riot-games-president-secures-company-against-blames-of-gluttony

News::Amazon Year End Digital Deals: 1/2 Update

Gamerdeals: "The Amazon PC Digital Holiday Deals has been updated this morning with massive discounts on titles from $1 and includes price matching of the Steam Holiday Sale!"



via N4G: pc news feed http://n4g.com/news/1428431/amazon-year-end-digital-deals-1-2-update

News::Battlefield 4 Tank Destruction Epic Montage - Cavendish Music - Avenge Me

Battlefield 4 tank destruction montage with epic Cavendish music - Avenge me. A compilation of epic moments only in Battlefield.



via N4G: pc news feed http://n4g.com/news/1428408/battlefield-4-tank-destruction-epic-montage-cavendish-music-avenge-me

News::After New Years Amazon Deals-Forza 5 $39.99, Sonic Generations 70% off and more

Still a few deals going on after New Years at Amazon.



via N4G: pc news feed http://n4g.com/news/1428438/after-new-years-amazon-deals-forza-5-39-99-sonic-generations-70-off-and-more

News::Singapore-based Hearthstone Alley first wants Southeast Asia, then the world

GiA writes: "Have you heard about Hearthstone Alley? The community website for Blizzards strategy card game Hearthstone came to our attention when it promoted a beta key giveaway, but never did we think it would be Singapore-based! We caught up with the man behind the growing site 22 year old Silfer at the GE3 convention in Singapore over the weekend, where he was busy running his first-ever offline Hearthstone tournament."



via N4G: pc news feed http://n4g.com/news/1428109/singapore-based-hearthstone-alley-first-wants-southeast-asia-then-the-world

News::Roll Chan Evolution Is The Closest Thing We Got To A New Mega Man Game In 2013

If youre nostalgic for a Mega Man game check out Roll Chan Evolution. A romhacker edited the original Mega Man and made Mega Mans sister Roll a playable character.



via N4G: pc news feed http://n4g.com/news/1428094/roll-chan-evolution-is-the-closest-thing-we-got-to-a-new-mega-man-game-in-2013

News::Online Services What a F**ked up Xmas 2013

Craig Roberts - As kids were sleeping, adults were drinking and Santa was prepping his slay for his biggest night of the year, nothing could stop what was about to happen to kids and adults on Xmas day.



via N4G: pc news feed http://n4g.com/news/1428108/online-services-what-a-f-ked-up-xmas-2013

News::Race the Sun Review | Combo Caster

Race the Sun do not need big budgets to be a great game, just a gameplay that makes us lose hours and hours to run against the sun. The controls are as simple as the premise. We have to race against the sun, an endless race that ends only when hit against something. We have no control over the speed, we can only turn left and right, but Race the Sun is not about complexity but reflexes.



via N4G: pc news feed http://n4g.com/news/1428285/race-the-sun-review-combo-caster

News::Hidden Blades: Assassin's Creed IV's Malicious Multiplayer

TheSixthAxis takes a look at Assassin's Creed IV: Black Flag, this time focusing on the game's multiplayer modes. This article talks through both competitive and co-op play as well as the upgrades and refinements made since Assassin's Creed: Brotherhood.



via N4G: pc news feed http://n4g.com/news/1428410/hidden-blades-assassins-creed-ivs-malicious-multiplayer

News::IncGamers Alternative Awards of 2013

The bizarre, the fantastic and the downright stupid; all games will get their dues in the IncGamers Alternative Awards of 2013.



via N4G: pc news feed http://n4g.com/news/1428412/incgamers-alternative-awards-of-2013

News::Rockstar North’s Aaron Garbut on the making of Grand Theft Auto V – our game of 2013


“We went to an amazing spot called Bombay Beach and expected a real-life Trevor to burst out on us at any second.” – Rockstar North art director Aaron Garbut.



How did our game of the year winner, Grand Theft Auto V, make it from the drawing board to become the biggest-selling title of 2013? Rockstar North art director Aaron Garbut explains what it was like to be part of the five-year process of its creation, the challenges of designing a world for multiple lead characters, and the power of incredible lighting in setting an unforgettable mood.


How did having three playable characters inform your design choices when it came to building the world?


The world is always designed before the game. That’s just the way we do things. We have a chunk of preproduction where a subset of the art team lay out and build a white box city. We get the roads feeling good, the vistas working well and look at the skyline and landmarks. We spend a long time driving and building and tweaking and getting everything in place and feeling balanced, making sure the districts we have chosen will blend together naturally and as a whole create the feeling of the city. As missions and story come together, I work with the level designers to place missions and key locations and to utilise as much of the world as we can.


We did know the [biographies] for the three characters right at the start, so we knew we wanted to create an area for Trevor out in the sticks. Towards the beginning of preproduction, I met up with [Rockstar president] Sam [Houser] in LA, and we spent a week together driving about, just exploring and talking. During that trip, we drove out into the desert and eventually ended up visiting Salton Sea [in California]. We went to an amazing spot called Bombay Beach and expected a real-life Trevor to burst out on us at any second. When the full reference trip was organised, we sent a team out to Salton Sea for a few days.



GTA Online gave Rockstar more to think about than a traditional singleplayer campaign during GTAV’s creation.



With GTA Online planned as such a large part of the experience, and one which we knew we wanted to sustain, we really didn’t have the luxury of focusing solely on the singleplayer journey. We had to ensure that the world as a whole was coherent and of consistent quality. We also knew we wanted to give the entire world a sense of life, and to encourage and reward the player for exploring. I think if this was a linear experience, the three characters would have had a bigger impact on the design and workload of the world.


As it was, though, they just gave us a few anchor points. All the things that hung off of that – the contrasts, the fidelity and detail, the personality – we would have done anyway. At a certain point, the detail and scope is just so big that you can do what you want within it and it has little impact on production.


What were the most valuable lessons you’d learnt through previous GTAs that were transferable to this project?


Mostly not to get locked down to anything, whether it’s a process, a plan, a goal, an asset, an idea – anything. To keep completely open-minded, adapt to the situation and always look for a better way forward, rather than stick with what’s been decided previously. I don’t mean chop and change for the sake of it, but let what’s best for the game dictate the way forward. With a game that’s as large and complex as this, the ideas need to be fluid, and you need to be paying as much attention as you can to every aspect to make sure they’re working together.


We’ve got an amazing art team here that is extremely experienced at building open worlds. We’ve been doing it for 15 years, so a lot of the problems and solutions are just so ingrained in us that we don’t really notice them. There’s always new things that come along, though, and the nature of how we approach development means that we need to be ready to adapt. The world is built first, then missions, then structure and story, and all the time all our systems are developing and changing. Each of these things influences the others massively, so each needs to adapt to the others. We are always playing and refining, adjusting each element of the game to play better with the others. We’re rarely throwing away content; it’s more about adapting plans and constantly looking ahead with a clean slate, rather than sticking stubbornly to old decisions.



As always with a new Grand Theft Auto game, Rockstar set about building the world first, before designing missions, the game’s structure and then its story.



I always think of the process the same way I was taught in art college to draw or sculpt. It’s about sketching in the overall vision and then layering and working in additional detail, pulling the end result out of the page. It’s just that we have a thousand people all drawing at once on the same page. We’re lucky – a lot of us have been doing this together for so long that we know how to work together.


Looking back, how do you think the final version of the game matches up to your initial vision?


It’s hard to remember the original vision now. We always have a very basic idea of what we want to achieve, but from day one it’s evolving and adapting. As a game, the initial vision is always very rough. We decided right at the start we wanted to do three switchable characters, we decided who the main characters were and we decided the general tone for the game. Then we just built and evolved and let the game dictate itself.


[Having] multiple characters was a leap of faith. It was an interesting idea, and it felt like we could do interesting things with it, but it also felt like a change to the core of the game that might backfire. I think it really worked out. It’s so hard during development to get perspective – you get so used to looking for the problems that it becomes almost impossible to step back and see the positives. On this project, despite living in that world for years, playing the missions again and again, it felt fun. It felt great to experience the world, to see it evolve from the basic building blocks to the finished detailed results with all the scenarios and life added. I still think of it like a real place in a lot of ways. That’s an amazing thing – to build what feels like a real place and then for nearly 30 million people to live there.


As a group of people, we’re never short of ideas. There are always things that come up during development that you want to add. Often we do, but the closer you get to release, the less that happens. I don’t feel like the game fell short, but there is undoubtedly a huge volume of plans and ideas that we wanted to do to push it further.



“There are always things that come up during development that you want to add. Often we do, but the closer you get to release, the less that happens.”



What I love about our GTA Online plans is that the game is no longer static. We can continue to add these things and evolve. That’s even more exciting these days, where through forums, Reddit, etc, we have a real direct connection to the people playing the game. We can respond to what they are into and what they hate more than ever. It’s something that really suits the way we work, the way we’re always trying to adapt the experience and avoid walking blindly down a set path.


Los Santos is the series’ closest analogy to a real location – how does that affect how it’s designed?


We always use the same process: working with real cities, starting on a macro level to define the districts we want to use, and working down. I think the only variation is how many real landmarks we decide to use once we get to the individual building level. I always feel we build our own world – we’re still a long way from being dictated by reality. Instead, we use it as a starting point. We’ll move entire districts about geographically, never mind individual buildings.


I’d never want to rebuild a city. I think that would be a lot less satisfying both for us to build and for the player to play. In a lot of ways, it would be less convincing, too. At least that’s how I rationalise it to myself. Only a relatively small subset of players ever get to know the real LA or New York. Most experience it through film and TV, or through short visits, and that’s a highly edited representation. We do the same: we take the feel of a city, the one we get through visiting and through experiencing it our whole lives through media, and build that. We compress, we edit, we emphasise certain things and we end up with something that in some ways, I think, feels more like the popular perception of the place than the actual city. Only because the popular perception isn’t the real city, if that makes sense.



“We compress, we edit, we emphasise certain things and we end up with something that in some ways, I think, feels more like the popular perception of the place than the actual city.”



The game’s lighting system works really hard to evoke moods – how important do you think it is to the finished game?


It’s absolutely vital. Good lighting makes all the difference; it’s what binds the experience together. We have an extremely good lighting team who have worked together to push and push what was previously possible. It’s a hell of a lot of work and tuning, held together by extremely optimal and clever code with a layer of hacky tricks over the top to give us the things that shouldn’t be possible.


Sam Houser once told us that recreating neon lighting in Vice City was an important breakthrough during its development. Were there equivalent points while making GTAIV and V?


On IV, that was when the lighting – and in particular the realtime shadows – came online. That was a revelation for us at the time, having spent years on PS2 baking in static lighting. Suddenly, everything felt solid. On V, it was similar: the lighting system was reworked and we had a system that could draw much nicer shadows over much farther distances. The first time I saw the shadows drawing all the way into the distance while flying over the city was one of those moments – and then when the lighting [level of detail] system came together, we suddenly had a world that seemed so much more alive at night.


From your position as art director, which part of creating the game was the most enjoyable?


I love working with level design. As we’re laying out the world and blocking it in, we’re considering gameplay and coming up with mission ideas. I always do my best to push those ideas through, but I think the most enjoyable part of the project is when we start to place everything in the world. Once the locations are in place and level designers start to get everything to flow together and the cutscenes plugging in, it ticks over from being a series of disconnected elements into a game. It’s at this point – once everything is in place, to some degree – that the work actually starts. It’s that last chunk when you make the hard decisions, where elements that are not working have to be changed and where you can iterate. It’s hard. It takes a long time. But it’s the bit that makes all the difference. I’m not entirely sure if it’s the most enjoyable, but it’s certainly the most rewarding.


The post Rockstar North’s Aaron Garbut on the making of Grand Theft Auto V – our game of 2013 appeared first on Edge Online.






via Edge Online http://www.edge-online.com/features/rockstar-norths-aaron-garbut-on-the-making-of-grand-theft-auto-v-our-game-of-2013/

News::Over the holidays, the fan group working on translating Valkyria Chronicles 3 into English have fina

News::Best of 2013: Shooters

2014 is already here. Whether you played the best games, cried at the best moments or did something great, 2013 brought yet another set of games that well all remember. This is especially true in the world of shooters. What are the best shooters that came out in 2013? Read more and find out.



via N4G: pc news feed http://n4g.com/news/1428417/best-of-2013-shooters

News::Lords of the Fallen has infinite gameplay, the main storyline quests will take 15 hours

Guide4GameS: Lords of the Fallen will have infinite gameplay and the main storyline quests will take about 15 hours to complete.



via N4G: pc news feed http://n4g.com/news/1428383/lords-of-the-fallen-has-infinite-gameplay-the-main-storyline-quests-will-take-15-hours

News::War Girl Games Discuss My Little Dictator, Kickstarter and Potential Console Realeases

Ryan from The Nerd Cabinet writes: "Ryan recently had the opportunity to talk to War Girl Games about the Kickstarter campaign for their title, My Little Dictator, a potential release on consoles and how the controversial World War II setting came about."



via N4G: pc news feed http://n4g.com/news/1428129/war-girl-games-discuss-my-little-dictator-kickstarter-and-potential-console-realeases

News::Treasures of Montezuma 4 Review by Hyper Focused Media

Triverse writes, "The Treasures of Montezuma series is a long running classic Match 3 style game, not unlike Bejeweled, that adds some slight changes to the formula and comes up improving everything. Anyone that is a Montezuma veteran knows what to expect, there is just more in the fourth installment."



via N4G: pc news feed http://n4g.com/news/1428375/treasures-of-montezuma-4-review-by-hyper-focused-media

News::Wasteland 2 Preview (Strategy Informer)

From Strategyinformer.com: "In the early years of the 21st Century, there once was a game known only as Van Buren. Its real name, the one it was intended to be released under, is perhaps more familiar: Fallout 3. Developed by the original Fallout team at Black Isle Studios, the game was set to be a top-down RPG with an advanced 3D graphics engine and turn-based combat. It was cancelled when Black Isle closed and Interplay tried and failed to turn out a console gaming hit. Fallout 3 finally ended up being made by Bethesda, and while great it was a world away from the previous games. Now at last thanks to InXile, Kickstarter, and 61,290 backers, Van Buren is back in the form of a sequel to the game that inspired Fallout in the first place - Wasteland 2. Ive been playing the beta and would like to share my impressions with you."



via N4G: pc news feed http://n4g.com/news/1428405/wasteland-2-preview-strategy-informer

News::OpenEmu vs. JSMESS: Battle of the Emulators

It seems that OpenEmu already has some competition in the emulation field. We now have two players in the emulation ring. In one corner is OpenEmu. OpenEmu is a software that is mainly for mac users. As I mention in my previous post, OpenEmu operates almost like iTunes. For example, iTunes has the ability to find the album artwork and other info essential for organizing your music library. Now, take that and replace music with retro games.



via N4G: pc news feed http://n4g.com/news/1428300/openemu-vs-jsmess-battle-of-the-emulators

News::SSR Episode 66: Our games of 2013

+We discuss our favourite games of 2013



via N4G: pc news feed http://n4g.com/news/1428273/ssr-episode-66-our-games-of-2013

News::GameTrailers Game of the Year Awards - Best Strategy Game

Much like the genre selected, we have to make this choice very carefully. Here's our award for Best Strategy game of 2013. (3:04)



via N4G: pc news feed http://n4g.com/news/1428197/gametrailers-game-of-the-year-awards-best-strategy-game