Tag Archive

Forget Sports Managers, Here’s A Management RPG


Posted on June 15, 2016 by Renee Gittins

While I enjoy sports here and there, I never quite understood the draw of sports management games. Now that I’ve seen Epic Tavern, I can understand the appeal: recruit, manage and reap the rewards from your own heroes. Enjoy their victories, work against their failures and quirks. It just so happens that my heroes swing swords at dragons, not throw balls around.

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Epic Tavern promises to “[combine] classic RPG elements with a unique combination of roster management and social simulation gameplay” as you run your tavern. As the tavernmaster, you must make many decisions, from the adventurers you recruit to the quests to send them on to the way your tavern looks and feels, and, of course, the number of pints you warm your heroes’ bellies with!

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I am rather fond of the heroes tavern concept. One of my favorite board games is Red Dragon Inn, where you act as an adventure drinking, gambling and brawling within an inn. Thus Epic Tavern has thoroughly sparked my interest with its promise of humorous interactions, fun management, and diverse paths and results.

Fittingly, Epic Tavern is based in a land called Beor.

Fittingly, Epic Tavern is based in a land called Beor.

Though Epic Tavern is not available currently, it has a Kickstarter campaign that launched on May 25th and that will run through June 28th. It funded in its first week, and now 135% funded at $54,040, well above the $40k goal. Games on Kickstarter have been struggling more in the recent years than they did back in 2012 when any video game concept was funded instantly, so their early success is quite impressive.

The campaign is not doubt assisted by the fact that the team at Hyperkinetic Studios has a shining roster, with well-over a collective 100 years of experience in the game industry, including on titles such as Deus Ex: Human Revolution and Resistance: Retribution. Such experience helps garner the confidence of backers.

I am greatly looking forward to playing this silly game and gathering my own group of adventures with frothy pints of beer!


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Capcom announces Resident Evil 7


Posted on June 14, 2016 by Jason Nason

It’s going to get seriously creep in July. Capcom showed off a teaser trailer for Resident Evil 7 biohazard at the Sony Interactive Entertainment E3 press conference last night. And it looks slick.

Resident Evil 7 looks to be going back to its roots as it puts the story right back to where it all began – in the middle of nowhere. And to make things even more terrifying the game is going to be set in first person view in a photorealistic style. There hasn’t been a first person Resident Evil game since the side-game Reside Evil Survivor.

Resident Evil 7 is scheduled for release on PlayStation 4, Xbox One and Windows PC in North America and Europe on January 24th, 2017. The full gameplay experience will also be available via the included PlayStation VR Mode.

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Steam Dev Days Returns


Posted on June 9, 2016 by Renee Gittins

Members of Valve’s Steamworks program, which provides game developers and publishers the tools needed to publish their games on Steam, received emails today announcing that the much coveted Steam Dev Days is returning.

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The first Steam Dev Days was held January 15-16 in 2014 and was regarded as a highly informative conference with quality talks and networking. While Valve used it to heavily market their struggling Steam Machine and Steam Controller, they also showed their virtual reality headset, now known as the Vive.

While the first Steam Dev Days was invite-only and cost-free, it looks like Valve is intended to expand their audience, allowing even non-Steamworks members to sign-up for notification when registration goes live. However, it does seem that Steamworks partners will get preference.

The registration fee is noted to be $95, though the cost is almost certainly more to discourage people who may not attend from signing up rather than to offset the costs of the event. While some talks will pitch Valve’s products and services, all of the sessions last Steam Dev Days were well done and contained valuable knowledge.

Though the Steam Machine was the focus of the first Steam Dev Days, it looks like the Vive and virtual reality has taken its place as the hot topic for discussion.

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As Valve gave away a BRIX Pro Steam Machine and prototype Steam Controller at the previous Steam Dev Days, and gave a Vive Pre to each attendee of the Vision Summit 2016, some are wondering if attendees of Steam Dev Days this year might find a Vive in their bag of goodies.

Free Vive or not, this is a conference worth attending.

 


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Ticks Tales: Up All Knight is out now on Steam!


Posted on June 9, 2016 by Fionna Schweit

Phoenix Online Publishing and Digital Bounce House have sent forth a decree to all the lands to announce the release of the hilarious 8-bit adventure, Tick’s Tales: Up All Knight! Be on the look-out and ever vigilant against the mischievous Tick, whose ulterior motives have sent him on a good old-fashioned quest!

Colorful retro-graphics meet a modern comedic narrative in this send-up and homage to the classic point-and-click quest adventures. Now available for PC, Mac and Linux on the Phoenix Online Store, Steam, the Humble Bundle Store, the App Store and other online retailers for 10% off the regular price of $7.99 for one week.

The game features a story of knights and ticks, told in a beautiful pixel based world. Tick’s Tales is a true homage to the classic adventure games,” said Katie Hallahan, PR Director for Phoenix Online Publishing. “From the art-style to the puzzles and the in-jokes that will get a laugh from everyone who’s ever enjoyed a classic Sierra or LucasArts adventure: This game is made by a fan for the fans and feels like a game straight out that era in all the best ways. And the fact that Bryce made this entire game by himself makes it even more impressive!”


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Duskers | Review


Posted on June 3, 2016 by Robyn Robo

Duskers recently released after having spent several months in Early Access, luckily they have gone into a full release in good time and with great polish. This game skillfully blends three core elements: rogue like dungeons, tense claustrophobic space horror and puzzles. The game is split into exploration of individual ships, which function as your levels. Each is procedurally generated with a guessed at number of baddies lurking inside. Your job is to use your scrappy fleet of drones to outwit and outmaneuver those enemies to survive and piece together what catastrophe befell the universe. There are plenty of contenders, and you’ll keep a running log of all the front runners through your journeys.

All these planets, and you still can't land.

All these planets, and you still can’t land.

The game display looks like a mash up of a retro-futurist mainframe terminal dream and a DOS computer aided design interface. Your connection with the drones is fuzzy, displaying a barely lit outline of the interior of boarded derelicts. This will wash out, scramble and occasionally drop entirely like an a UHF antenna in bad weather. Your much safer off with the overhead map view, where you can see the position and activities of all your drones at once. Controlling them the only way possible: both hands on the keyboard. That’s right, this game has a command line and beside some primitive joystick like navigation of individual drones, it’s the only way you can navigate.

Schematic view of derelict.

Where you’ll be spending most of your time

And navigate you will, as ‘[na]vigate drone room’ is the essential command to move drones room to room. By stringing together commands on line with semi-colons you can order up whole sequences of events before moving to the next drone and getting it lined up for a day’s work too. Each command can be shortened to the minimum number of letters needed for it to be unique. If you’re into Cisco networking gear, you’ll love it. This game is not entirely unlike a light version of Robot Odyssey, the infamously difficult Robot building game from The Learning Company for old Apple II computers. Except maybe that death is swift, scary and permanent.

The overall ambiance of the game is spot on. Even the soundtrack is simply a collection of your drones clicks and beeps, alongside the background hums of empty spacecraft. Occasionally, you’ll hear the thrumming and screams of angry creatures trapped on board the drifting wrecks. Warning sounds will warn as ancient ships contort and lose integrity or are bombarded with space debris. The game has countless video effects, but they work into the mood instead of against it. Further, they’re mostly in the single-drone mode and won’t affect the overview screen you use most of the time. The simple seeming graphics bely that a full 3D engine is running with particle effects full bore. Despite that, I never ran into a single moment of noticeable latency or lowered frame rates, nor did the game ever crash and break the illusion. The interface is one of sitting at a spaceship control terminal, driven by an actual keyboard making it feel intensely real. It’s as spot on, with a good setup, as playing Elite with a VR headset and customized joysticks. All of this feeds into the slow, horror film pace of play.

I don’t think any other game I’ve played has ever made me jump back from my desk quite as much as this. The levels are twisty and doors or airlocks can fail at random with relatively little warning, so you have to be careful. I found it best to keep most of the doors on a ship closed off, deciding on ‘staging’ rooms to keep myself from losing more than one drone at a time. Once, using the fuzzed out video feed of one disabled drone, I was able to watch an enemy slowly walk into a room I had opened for him. With one multi-part command I closed him off from my disabled drone and was able to space him and tow my precious scout back to the ship. This game revels in something that only computer games can accomplish so well, everyone who plays will walk away with their own narratives.

Confidence of subjects may have been short-sighted.

Definitely short-sighted.

There is some ‘dialogue’ to the game. Corrupted pieces of occasionally relevant information with which you build a database of the ways in which the universe could have ended. Piecing it together is not unlike going over a conspiracy theorists cork board of delusions and after quite a bit of play, I still have no idea what really happened. I’m not even sure it matters, but at least the self assigned objectives give you something to cling on to, hoping to make it far enough to get an inkling of the catastrophe together. Reading through these is one of the few ‘breather’ moments the game really ever gives you.

Much of the game takes place between levels, as in any survival driven strategy game. Drones have abilities built in, and some number of upgrade parts you have to add for basic functionality. These include generators, sensors of various sorts, weapons and salvaging equipment. You’ll scavenge new parts for your ship and drones from the hulks you board. If you’re lucky you’ll also pick up some fuel and new drones. When you’re really lucky, if you like a ship enough and have safely cleared every area, you can commandeer it for your journey. Their are some basic resources of the world, scrap and fuel. Fuel comes in two parts: propulsive and jump fuel. the former moves you around systems, the latter between them. There are multiple systems in each galaxy & you move between galaxies with jump gates. All of these are scavenged, propulsive fuel is also replenished (by ram scoops?) when moving between systems. Between levels, scrap is used to repair your drones, and their parts. It’s also required for buying new parts from automated trading outposts that have survived past humanity’s end. You’ll find that most repairs are pretty expensive, so keep backup parts and only repair what you have to for survival. For example, I tend to build up an inventory of generators, gathering arms and tow hitches as you can’t properly scavenge without all of them. Much of the game strategy is based on this aspect of never quite having everything you’ll need to survive. You can’t revisit levels, even when you just picked up that one part you needed. As an example: I find myself switching from using stealth, to lures, to room sensors, to motion detectors for detecting hostile movement. These all work, in very different ways, for avoiding being taken out by the hostiles.

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Time to upgrade (or fix) my mods!

Learning the strategy, and calm careful approaches needed for this game will take a few hours. Even then, you may have runs cut short early from an unexpected turn. This game does not take it easy on you with a learning curve, outside of the built-in tutorial. You also must be prepared to occasionally be hit with a total oddball, such as an asteroid or losing video feeds while something important goes on. The precise balance of controllable and uncontrollable events will keep you on the edge of your seat. Many enemies are quite hard to predict at first. For example, swarms aren’t picked up by motion sensors, but by the loud buzzing you can hear on a drone’s feed next to their rooms. They can also move through the vents, so the room you’re in might not be as safe as you thought. Aside from this dangerous exploring, most of the game is run from the ship schematic overview, and by using preprogrammed commands to orchestrate drone movement. You can easily give a drone a whole sequence of rooms to scavenge and tell it when to return home. I do wish their where more commands along the lines of “once the drone has left room A, close its door” but the lightweight shell style of scripting works very well in this game. It is extremely robust and well though out. All considered, this game is extremely tense and on edge. It is rare to find a game that so perfectly conveys as sense of never being safe as this. Even save scumming with a force quit will not work on this game, it’ll simply act as if you had undocked, losing you access to the level you left and any drones you left behind. Those drones are pretty cute, with their little whirring movement and sometimes cutesy names. It makes it all the worse when they inevitably get smashed up. My stockholm syndrome cried out each time.

That said, with practice, patience and a freighter full of luck, you will eventually get into the rhythm of the game. On a good run, this means you’ll be able to explore further and further on each run and really make a bond with your drones and ship before they are reduced to dust.

My recommendation is to try this game, and when you do: BE PARANOID

I played this on my Ubuntu LTS / Steam / NVidia 960 machine with a provided download code and a ‘mechanical’ keyboard.


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SteamWorld Heist Hits Steam and PS4/Vita On June 7th


Posted on June 3, 2016 by Jason Nason

Image & Form announced today that SteamWorld Heist will release worldwide on Steam on June 7th! The price will be $19.99 USD and comes with a 15% launch discount for the first week after release.

On the same day, SteamWorld Heist will also be released for PlayStation 4 and PS Vita in the Americas. The game will be released one day later in Europe. The PlayStation versions will feature cross-buy (buy the game on one platform, get the other one for free).

“The Outsider” DLC pack, which adds new levels, hats, weapons and a playable character, will be available on the day of launch for both Steam and PlayStation for $4.99 USD.

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Fans Worry That Hard Reset Redux’s Graphics Have Been Downgraded


Posted on June 3, 2016 by Rae Michelle Richards

Hard Reset

Flying Wild Hog’s upgraded and augmented version of their 2012 FPS Hard Reset hits Steam and other digital distribution platforms today but some fans are already scrutinizing the game.  Complaints have included accusations of blurry textures, missing lighting effects, ambient occlusion being disabled among other changes.

The source of this comparison is a 4 minute long YouTube video by Candyland where these changes are laid out using rather short gameplay segments. Some commenters have pointed out that the developers may have intended to remove or change certain features, like lighting effects, in the name of optimization and higher overall framerates.

Graphical tweaks aren’t the only changes that Hard Reset Redux has when compared with the original – a brand new weapon, the Cyber Katana is only included in this remaster. It also features a new dash mechanic allowing for quicker movement when dodging enemy attacks and different enemy placement to help the game’s overall pacing & difficulty level.

So has this cyberpunk shooter gone through a downgrade in its’ quest to become stronger, faster and better? Check out the comparison video in the embedded player below and let us know in the comments section!

Here are the minimum system requirements for Hard Reset Redux

MINIMUM:

    • OS: Windows XP or Later
    • Processor: 2.5 GHz Intel Pentium 4 / AMD Athlon 64
    • Memory: 2 GB RAM
    • Graphics: 512 MB NVIDIA GeForce 8800GS / ATI Radeon HD 3870 or better
    • DirectX: Version 9.0c
    • Storage: 5 GB available space

 


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Starbreeze Buys Rights To Payday Franchise From 505 Games, Ends Microtransactions


Posted on May 30, 2016 by Rae Michelle Richards

Starbreeze Studios the developers behind the popular Payday series have announced a deal with former publisher 505 games that would see Starbreeze acquire the full rights of the Payday franchise in exchange for $30 Million USD of stock.

The next game in the franchise Payday 3 is currently under development as the terms of this  deal will see 505 & Starbreeze split revenue from the console versions of Payday 2: Crimwave Edition until their [505’s] marketing / promotion costs have been recouped and Payday 3 released. Revenue generated from the Steam release of Payday 2 will be in the hands of Starbreeze retroactively as of May 1st.

For fans wondering about the horrendous micro transactions that received absolutely piles upon piles of criticism, they’re being removed from all versions of the game. Introduced last October, Payday 2 would present players with locked “safes” that contained skins & stat bonuses but could only be opened with a  $2.50 USD drill item. Despite other games using a similar model for cosmetics – most notably Counter Strike: GO – the addition of stat boosters on skins caused an uproar within the community., especially since the developers previously said they would NEVER EVER INTRODUCE MICROTRANSACTIONS.

Now, those nasty microtransactions are gone and Starbreeze has pledged to add new content to Payday 2 for at least the next 18 months.

Check out the “E3 Teaser” released by Starbreeze for Payday 2 below:

 


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Mobile RPG Heavenstrike Rivals makes its way to PC


Posted on May 24, 2016 by Jason Nason

Square Enix announced today that their mobile title Heavenstrike Rivals is now available for free on Steam. The game was developed as a brand-new IP for mobile platforms by Square Enix and Mediatonic Ltd.

In Heavenstrike Rivals, players enter a war-torn world on the brink of extinction as they embark on an epic adventure full of highly immersive tactical battles – collecting and training over 700 fully animated units along the way.

The game already has over two million players on the mobile version, and the PC version features cross-platform play with the mobile app. The game offers real-time multiplayer battles with players from across the globe as well as regular league battles and special arena tournaments for players to fight their way to the top of the PvP leaderboards rankings.

Features of the game include:

  • Battles against players around the world in real time in simple, yet deep tactical battles
  • Collect and train over 700 fully-animated units
  • Cross-platform play with mobile devices
  • Embark on an epic quest across Lunnain to save the legendary Seven Sisters
  • Climb the Sacred League to earn epic rewards
  • Take part in regular events, raid battles and weekend Arena competitions
  • Characters designed by Ryoma Ito (FINAL FANTASY TACTICS® ADVANCE) and music by Ryo Yamazaki (FINAL FANTASY XIV®)
  • Full STEAM achievements and trading cards

http://darkainartsgamers.tumblr.com/post/144834310785/more-at-httpgamersdarkainartscom

http://darkainartsgamers.tumblr.com/post/144834562505/more-at-httpgamersdarkainartscom


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Rynn’s Adventure: Trouble in the Enchanted Forest launches in Wii U eShop May 26th


Posted on May 17, 2016 by Jason Nason

The release date for Rynn’s Adventure: Trouble in the Enchanted Forest has just been announced, with the game hitting the Nintendo Wii U eShop on May 26th.

Developed by Canadian developer Arcane Four Studios, Rynn’s Adventure is a 2D platformer game in which the player guides Rynn through a variety of environments teeming with magic and danger. The player will help Rynn combat the many enemies she encounters and outwit each of their fearsome generals. Rynn will eventually face off against the evil wizard himself in order to free her parents and ultimately save the Enchanted Forest and its inhabitants.

The invaders are a marauding army of fierce reptiles whose unopposed ruthlessness will destroy the Forest. Meanwhile, an evil wizard has kidnapped the king and queen and has them imprisoned in his dark castle. The only hope for the forest dwellers is Rynn, a spry young fox who also happens to be their princess. Rynn’s mental and physical agility, along with power gained from magical fruit, will allow her to halt the siege and defeat the evil wizard.

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Cyka Blat! Steam Summer Sale dates have leaked


Posted on May 17, 2016 by Fionna Schweit

The sacred Steam summer sale will return June 23 and run until July 4, at least that’s what reddit is tell us. In a leak that appears to originate from Russia and even says Confidential right on the image.  Hit the read more tag to see the image, but the gist of it is simple, the whole thing is just a time, its half in Russian and half in English (something many people have been quick to point out makes this look fake) and it says that the sale will be from 23rd June till 4th July.

Take all of this with a huge grain of salt, but its the same manner that the sales dates leaked in last year. its all pretty shady, but hey we know there is going to be a sale, and we know its going to be in summer, so this is probably a good solid bit of information. Hit the jump to see the leaked image.

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Final Fantasy X/X-2 Remaster Now Available On Steam


Posted on May 13, 2016 by Rae Michelle Richards

Square Enix has released their 2014 re-masters of two classic RPGs – Final Fantasy X & Final Fantasy X-2 on Steam for Windows PC. These updated versions boast improved visuals for their transition to high definition, a completely re-mastered background music soundtrack, a new auto-save function, debug like “no encounters” & game-play speed increases and unique to the Steam release – trading cards.

Final Fantasy X / X-2 HD was originally released on the PlayStation 3 and PS Vita in March of 2014 with a PlayStation 4 version released last Spring. Both games were originally released on the PlayStation 2 back in 2001 and 2003 respectively.

The HD collection is currently available on Steam for $26.39 – with a 20% launch bonus. Here are the recommended specs:

RECOMMENDED:

OS: Windows Vista or later
Processor: 2.4GHz quad-core CPU
Memory: 2 GB RAM
Graphics: NVIDIA Geforce GTX 450 / AMD Radeon HD 5750 with 512MB
Storage: 40 GB available space
Sound Card: DirectX Compatible Sound Card

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‘Five Nights At Freddy’s’ Dev In Negotiations To Remake Games For Consoles


Posted on May 9, 2016 by Rae Michelle Richards

Indie horror sensation Five Nights At Freddy’s could get a remake on current generation consoles according to the game’s developer, Scott Cawthon. According to Scott he is already in talks with “a few companies” about fully remaking the games to take advantage of the 8th generation of consoles.

The original Five Nights At Freddy’s and its’ sequels were developed in ClickTeam Fusions 2.5 – an visual orientated game development suite that eschews traditional scripting languages like C++ or C# for an easy to understand “Event Editor” grid system. While Fusion 2.5 is a very versatile creation suite that supports a number of platforms – and version 3.0 looks even more promising – it currently does not support major games consoles, making a full remake necessary.

FNAF and its spin-offs became almost overnight sensations after the first game’s massive success on YouTube in 2014. The player takes the role of a night watchmen during the 12 AM – 6AM security shift at Freddy Fazbear’s Pizza, a Chucky E Cheese analogue. Developer Scott Cawthron has developed 2 direct sequels to the original game and one less than praised attempt to turn the series into an RPG.

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GRIM.EXE Infects Epic Games’ Paragon


Posted on May 5, 2016 by Rae Michelle Richards

The latest hero to enter the combat arena in Paragon is GRIM.EXE a fully functional battle robot that comes with his own infomercial. Using an unlimited energy source that powers a large pulse canon GRIM.EXE is able to unleash devastating blasts at medium range, shield himself using another one of his abilities and knockback opponents with another.  His ultimate – a “Gyro Targeted Force Orb” – can pass through solid objects and home in on a single target, dealing them their final blow.

GRIM.EXE (and the little imp who issues him commands) will be coming for free to the PlayStation 4 and PC versions of Paragon on May 10th. Check out the chuckle worthy faux infomercial in the embedded player below. If you’ve never played Paragon before make sure to read our in-depth impressions before jumping in, Paragon is currently available as part of a $20 buy-in for access to the “pre-alpha” season.

[youtube id=”zo-DMLGXOF4″]


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Mighty Number 9 Has Officially Gone Gold, Out June 21st


Posted on May 2, 2016 by Rae Michelle Richards

Comcept, the developers behind the Kickstarter darling & spiritual successor to the Mega Man Franchise, Mighty Number 9,  have announced that the game has officially gone gold. Keiji Inafune, the mind behind the blue bomber and the protagonist of this latest game, Beck, wrote in part on the official Mighty Number 9 site about how crucial crowd funding was to the game’s colossal success 3 years ago.

Inafune wrote:

“It has been almost three years since the start of our Kickstarter campaign, which was only made possible through the support of our backers and fans around the world. This is a project where everyone’s passions were combined in order to create something very special, and we are looking forward to delivering the final product to everyone who was involved. There can be no stronger connection between game creators and game fans.”

Mighty Number 9

Mighty Number 9 now has a “set in stone” release date of June 21st 2016 for North America and June 24th 2016 for the rest of the world.  The PlayStation Vita and Nintendo 3DS editions of the game are expected to be released sometime later this year.

 


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