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Found 67 results

  1. If you've been watching the news the last few days, you might be feeling a bit down about the world. However, it's always helpful to remind ourselves that there are good things in out there waiting to be made or discovered. One of those good things is, of course, petting dogs. Well, someone made a game about doing that and it's free! Will Herring, an animator, illustrator, game maker, and do-all-the-things-er, realized that petting dogs is easily one of the best parts about going to any party. Of course, that meant he had to capture that experience in a game. Enter Pet the Pup at the Party. Players take on the role of a socially awkward house guest who has mustered up the courage to arrive at a party. However, there are a LOT of people at this party and all of them seem to be strangers. What's an introvert to do? Why, scour the house for good dogs to pet while avoiding making eye contact with strangers! "Legend tells of a ~very good puppo~ hiding somewhere in this house!" reads Pet the Pup's description, "the clock is ticking and you’re running out of small talk… can you find the pup at the party?" To find each pup, players have to follow the sounds of arfs and borks to their source in the party. 52 good puppos can be pet, each one become a part of an adorable gallery of good dogs. You can download Pet the Pup at the Party for free on its website. Sit back, relax, and pet some good dogs. BORK!
  2. If you've been watching the news the last few days, you might be feeling a bit down about the world. However, it's always helpful to remind ourselves that there are good things in out there waiting to be made or discovered. One of those good things is, of course, petting dogs. Well, someone made a game about doing that and it's free! Will Herring, an animator, illustrator, game maker, and do-all-the-things-er, realized that petting dogs is easily one of the best parts about going to any party. Of course, that meant he had to capture that experience in a game. Enter Pet the Pup at the Party. Players take on the role of a socially awkward house guest who has mustered up the courage to arrive at a party. However, there are a LOT of people at this party and all of them seem to be strangers. What's an introvert to do? Why, scour the house for good dogs to pet while avoiding making eye contact with strangers! "Legend tells of a ~very good puppo~ hiding somewhere in this house!" reads Pet the Pup's description, "the clock is ticking and you’re running out of small talk… can you find the pup at the party?" To find each pup, players have to follow the sounds of arfs and borks to their source in the party. 52 good puppos can be pet, each one become a part of an adorable gallery of good dogs. You can download Pet the Pup at the Party for free on its website. Sit back, relax, and pet some good dogs. BORK! View full article
  3. Earlier this month, Waypoint ran a month long game jam called New Jam City that attracted a number of interesting entries. One of these entries lovingly resurrected the Noid, an advertising mascot for Domino's Pizza in the mid-80s. Strangely, the Noid managed to become somewhat popular, resulting in several video game adaptations of the character over the years. One of these was Capcom's Yo! Noid! for the NES in 1990. It wasn't a particularly great game, which is why the creation of a direct sequel, even as a game jam entry, is turning some heads. Yo! Noid II: Enter the Void ia a reimagining of the Noid as an early PlayStation One/N64 platformer that plays like a strange cross between Mario 64 and Tomb Raider. The game begins with the titular Noid losing his trusty yo-yo and platforming through New York City to get it back. However, that certainly isn't the end of the adventure. After obtaining the yo-yo, the Noid falls into the Noid Void, an interdimensional wasteland populated by strange mushroom creatures and peppered with various pizza-themed levels and collectibles. This is where Yo! Noid II opens up and allows for exploration and a great deal of puzzle solving. I'm going to level with you, this game is actually fun. Not in an ironic, "haha, isn't it dumb that they made a game starring the Noid?" way (though don't get me wrong, it is absolutely dumb that someone made another game that was in any way affiliated with the Noid, a fact that the developers certainly understood and embraced to great effect)- I genuinely enjoyed playing Yo! Noid II. Wall jumping and running work rather well when paired with a ledge grab mechanic that comes in very handy. The Noid can even use his yo-yo to swing between platforms, pull levers, and open pizza portals to other worlds. Oh, the Noid also dabs now, because of course he does. All of this is done in an endearingly janky style that's meant to be a call back to those early 3D platformers that both enthralled and frustrated a generation. It's unclear if the somewhat wonky and temperamental camera was designed to bring out that style or if it's simply a frustrating camera. However, for a short nostalgia experiment with a sense of humor like Yo! Noid II, I'm willing to give the benefit of the doubt. Yo! Noid II: Enter the Void is a far, far better game than the Noid has ever deserved, but it's free at the moment and certainly worth your time. You can download it directly from the developers to see what the Noid is up to in this age of HD gaming. There's also an official soundtrack because why not? The Noid is a thing again, so why not?
  4. Earlier this month, Waypoint ran a month long game jam called New Jam City that attracted a number of interesting entries. One of these entries lovingly resurrected the Noid, an advertising mascot for Domino's Pizza in the mid-80s. Strangely, the Noid managed to become somewhat popular, resulting in several video game adaptations of the character over the years. One of these was Capcom's Yo! Noid! for the NES in 1990. It wasn't a particularly great game, which is why the creation of a direct sequel, even as a game jam entry, is turning some heads. Yo! Noid II: Enter the Void ia a reimagining of the Noid as an early PlayStation One/N64 platformer that plays like a strange cross between Mario 64 and Tomb Raider. The game begins with the titular Noid losing his trusty yo-yo and platforming through New York City to get it back. However, that certainly isn't the end of the adventure. After obtaining the yo-yo, the Noid falls into the Noid Void, an interdimensional wasteland populated by strange mushroom creatures and peppered with various pizza-themed levels and collectibles. This is where Yo! Noid II opens up and allows for exploration and a great deal of puzzle solving. I'm going to level with you, this game is actually fun. Not in an ironic, "haha, isn't it dumb that they made a game starring the Noid?" way (though don't get me wrong, it is absolutely dumb that someone made another game that was in any way affiliated with the Noid, a fact that the developers certainly understood and embraced to great effect)- I genuinely enjoyed playing Yo! Noid II. Wall jumping and running work rather well when paired with a ledge grab mechanic that comes in very handy. The Noid can even use his yo-yo to swing between platforms, pull levers, and open pizza portals to other worlds. Oh, the Noid also dabs now, because of course he does. All of this is done in an endearingly janky style that's meant to be a call back to those early 3D platformers that both enthralled and frustrated a generation. It's unclear if the somewhat wonky and temperamental camera was designed to bring out that style or if it's simply a frustrating camera. However, for a short nostalgia experiment with a sense of humor like Yo! Noid II, I'm willing to give the benefit of the doubt. Yo! Noid II: Enter the Void is a far, far better game than the Noid has ever deserved, but it's free at the moment and certainly worth your time. You can download it directly from the developers to see what the Noid is up to in this age of HD gaming. There's also an official soundtrack because why not? The Noid is a thing again, so why not? View full article
  5. Disco Bear Will Dance into Your Heart

    Laughter filled a small corner of the crowded convention space. In the middle of the largest show aimed at putting gaming's biggest and flashiest on full display, laughter is often in short supply. Excitement? Oh, you better believe it! Smiles? All over the place. Cheers? Constantly ringing out. But laughter is a rarer thing. So when I heard laughter from around a tiny booth tucked away on the show floor of E3 2017, I knew I had to investigate. And that's when I found it - a game so pure and good that it improved my life with its simple existence. Disco Bear. Players control the titular disco bear, a polar bear who loves to dance. After suffering an embarrassing, traumatic incident in 1977, Bear leaves the dance floor for good. Five years later, he comes out of retirement to bust a move one last time to save the local roller skating rink. The characters are all still images of animals in various poses of varying ridiculousness. The gameplay isn't deep, merely using the arrow keys to boogie to the best of the player's ability. The idea appears simple on paper, but the humorous execution leaves players smirking and laughing along with the comedic narrative. Disco Bear isn't the most complex game ever created, but it is certainly an incredibly effective game at achieving its goals. While I watched people play it in that E3 booth, everyone was smirking and chuckling as they wiggled their way through Disco Bear's adventure. I can honestly say that my life is better for having played it, and that's not something that can be said for a lot of games that I've played throughout my life. I had an opportunity to talk with Katie Pustolski, a graduate student at the University of Southern California and one of the co-creators of Disco Bear. Here's what I learned. Could you tell me a little about Disco Bear? I don't think I've ever seen anything quite like it. Katie Pustolski: [Brian Handy and I,] we made this within a course of 15 weeks. The project is a heartfelt story about a bear being asked to dance again. It's an interactive narrative, it's very simple controls; it's only arrow keys, and there's no objective, no challenge, it's really just kind of a cute, silly experience. One of our experience goals was actually just to make people laugh, and smile, and it seems to be working really well! We've been getting a lot of positive feedback. The best thing about showing this game is seeing everybody's reactions. Certain people react differently, but there are certain points within the story where most people just burst out into laughter, or it's so unexpected--they weren't expecting the girl in the beginning to die. It's dark humor. So how did you actually go about and get pictures of the animals? Did you get those online? Pustolski: Yes. A lot of searching online; we tried our best to find images under creative commons licenses so that we can actually use them, cut them out and whatnot. Actually, during the credits, we have this giant wall of text that credits to all the pictures that we found online, and we did the same with sounds. We also have a music composer on the project who made the music, who is not here, but he is Bill Piyatut. He is not at the table at the moment, but yeah, other than that, we had Eileen Mary O'Connell who is a comedic consultant, so we asked her about comedy, and how do we try to make this funny, what can we do better? How did you decide on "Disco Bear"? That seems like a very specific thing, or alternatively, a very random thing. Pustolski: Oh yeah, so random. So during the ideation phase, when Brian and I were brainstorming, we knew we wanted to do something funny. Something with comedy, and spoil the space because this is a space within gaming and interactive media that's not touched on a lot. We're fans of awkward physics games like Octodad, but we didn't really want to do awkward physics, we wanted to experiment with other forms. Other forms of awkwardness? Pustolski: Awkwardness, and something to get a really good reaction from the player that's silly and fun and makes people smile. A little bit whimsical in a way. And we found through prototyping that simple interaction, such as playing with the arrow keys, was enough to get people smiling and laughing at a bear just dancing on the screen. One of the inspirations for this project was Colin's Bear. I'm not sure if you're familiar with it? It's like this small video on YouTube, I believe it's around 10 years old, but don't quote me on that because I'm not sure when it came out. This student made an animation project, but didn't feel like he got a lot out of his animation class, so he fulfilled all the requirements for the project within 20 or so seconds with this awkward dancing bear [laughs] and at the end it says 'Thanks for nothing.' That was one of the inspirations, and then of course, it just went from there, from that prototype of a dancing bear and simple interactions, expanded it, and it became what it is today. A lot of people approach video games and they have these grand visions of castles in the sky and giant wars and sweeping stories. So what made you focus on a dancing bear rather than a bigger, more hyperbolic experience? Pustolski: Brian and I worked on smaller projects together in the past for school, and we found that we have very similar humor. And again, during the ideation phase, we were trying to figure out what are we doing for this project? Ok, how about comedy? Ok, we we have a similar sense of humor, let's give it a go, let's try something in this area, because again, it's not touched on much. we wanted to experiment a little bit. So the base goal, just make people smile, make people laugh. Pustolski: I really like making people laugh and smile, so it just fit. How did you wind up at E3 with this game? Pustolski: It was actually Brian's idea to submit to IndieCade and we submitted it, and I guess they did some kind of judging and it was picked! And suddenly, we were here! And we're showing at E3, and this is great because this is my first time showing a game at a show or a festival; I'm a newbie at this. But Brian helped show a different project last year so he did something like this last year; he has more experience showing than I do. He's very good at showing games to people, and I'm still working on that. What is it like? Because not everyone gets to show off a game at E3. I'm sure there are good parts, and probably not so great parts. Pustolski: Good parts is networking with people, and obviously seeing people's reactions to the game. So far we've gotten a lot of positive feedback, positive responses and that's fantastic. Bad part, it's very tiring! And I go home, and my feet feel like they're on fire, but it's totally worth it. Would you ever considered making an expanded retail version of Disco Bear? Pustolski: We haven't discussed anything beyond what we already have, but this next year, Brian and I have to work on our thesis projects. Disco Bear can't be your thesis project!? Pustolski: Well, it doesn't count, because we have a full program, and a full year of working on our thesis. And it's individual too. So Brian has his own project he'll be working on, and I have my own project. How can people play Disco Bear? Is it out? Pustolski: Ah! Yes! It is out online right now at discobeargame.com. It is based in the browser. It's not mobile, it's only desktop/laptop because you need the arrow keys to play, but otherwise it's free, and you can go online right now and play it. --- Go out and play Disco Bear - it will at the very least improve your day with a ridiculous dancing bear.
  6. Laughter filled a small corner of the crowded convention space. In the middle of the largest show aimed at putting gaming's biggest and flashiest on full display, laughter is often in short supply. Excitement? Oh, you better believe it! Smiles? All over the place. Cheers? Constantly ringing out. But laughter is a rarer thing. So when I heard laughter from around a tiny booth tucked away on the show floor of E3 2017, I knew I had to investigate. And that's when I found it - a game so pure and good that it improved my life with its simple existence. Disco Bear. Players control the titular disco bear, a polar bear who loves to dance. After suffering an embarrassing, traumatic incident in 1977, Bear leaves the dance floor for good. Five years later, he comes out of retirement to bust a move one last time to save the local roller skating rink. The characters are all still images of animals in various poses of varying ridiculousness. The gameplay isn't deep, merely using the arrow keys to boogie to the best of the player's ability. The idea appears simple on paper, but the humorous execution leaves players smirking and laughing along with the comedic narrative. Disco Bear isn't the most complex game ever created, but it is certainly an incredibly effective game at achieving its goals. While I watched people play it in that E3 booth, everyone was smirking and chuckling as they wiggled their way through Disco Bear's adventure. I can honestly say that my life is better for having played it, and that's not something that can be said for a lot of games that I've played throughout my life. I had an opportunity to talk with Katie Pustolski, a graduate student at the University of Southern California and one of the co-creators of Disco Bear. Here's what I learned. Could you tell me a little about Disco Bear? I don't think I've ever seen anything quite like it. Katie Pustolski: [Brian Handy and I,] we made this within a course of 15 weeks. The project is a heartfelt story about a bear being asked to dance again. It's an interactive narrative, it's very simple controls; it's only arrow keys, and there's no objective, no challenge, it's really just kind of a cute, silly experience. One of our experience goals was actually just to make people laugh, and smile, and it seems to be working really well! We've been getting a lot of positive feedback. The best thing about showing this game is seeing everybody's reactions. Certain people react differently, but there are certain points within the story where most people just burst out into laughter, or it's so unexpected--they weren't expecting the girl in the beginning to die. It's dark humor. So how did you actually go about and get pictures of the animals? Did you get those online? Pustolski: Yes. A lot of searching online; we tried our best to find images under creative commons licenses so that we can actually use them, cut them out and whatnot. Actually, during the credits, we have this giant wall of text that credits to all the pictures that we found online, and we did the same with sounds. We also have a music composer on the project who made the music, who is not here, but he is Bill Piyatut. He is not at the table at the moment, but yeah, other than that, we had Eileen Mary O'Connell who is a comedic consultant, so we asked her about comedy, and how do we try to make this funny, what can we do better? How did you decide on "Disco Bear"? That seems like a very specific thing, or alternatively, a very random thing. Pustolski: Oh yeah, so random. So during the ideation phase, when Brian and I were brainstorming, we knew we wanted to do something funny. Something with comedy, and spoil the space because this is a space within gaming and interactive media that's not touched on a lot. We're fans of awkward physics games like Octodad, but we didn't really want to do awkward physics, we wanted to experiment with other forms. Other forms of awkwardness? Pustolski: Awkwardness, and something to get a really good reaction from the player that's silly and fun and makes people smile. A little bit whimsical in a way. And we found through prototyping that simple interaction, such as playing with the arrow keys, was enough to get people smiling and laughing at a bear just dancing on the screen. One of the inspirations for this project was Colin's Bear. I'm not sure if you're familiar with it? It's like this small video on YouTube, I believe it's around 10 years old, but don't quote me on that because I'm not sure when it came out. This student made an animation project, but didn't feel like he got a lot out of his animation class, so he fulfilled all the requirements for the project within 20 or so seconds with this awkward dancing bear [laughs] and at the end it says 'Thanks for nothing.' That was one of the inspirations, and then of course, it just went from there, from that prototype of a dancing bear and simple interactions, expanded it, and it became what it is today. A lot of people approach video games and they have these grand visions of castles in the sky and giant wars and sweeping stories. So what made you focus on a dancing bear rather than a bigger, more hyperbolic experience? Pustolski: Brian and I worked on smaller projects together in the past for school, and we found that we have very similar humor. And again, during the ideation phase, we were trying to figure out what are we doing for this project? Ok, how about comedy? Ok, we we have a similar sense of humor, let's give it a go, let's try something in this area, because again, it's not touched on much. we wanted to experiment a little bit. So the base goal, just make people smile, make people laugh. Pustolski: I really like making people laugh and smile, so it just fit. How did you wind up at E3 with this game? Pustolski: It was actually Brian's idea to submit to IndieCade and we submitted it, and I guess they did some kind of judging and it was picked! And suddenly, we were here! And we're showing at E3, and this is great because this is my first time showing a game at a show or a festival; I'm a newbie at this. But Brian helped show a different project last year so he did something like this last year; he has more experience showing than I do. He's very good at showing games to people, and I'm still working on that. What is it like? Because not everyone gets to show off a game at E3. I'm sure there are good parts, and probably not so great parts. Pustolski: Good parts is networking with people, and obviously seeing people's reactions to the game. So far we've gotten a lot of positive feedback, positive responses and that's fantastic. Bad part, it's very tiring! And I go home, and my feet feel like they're on fire, but it's totally worth it. Would you ever considered making an expanded retail version of Disco Bear? Pustolski: We haven't discussed anything beyond what we already have, but this next year, Brian and I have to work on our thesis projects. Disco Bear can't be your thesis project!? Pustolski: Well, it doesn't count, because we have a full program, and a full year of working on our thesis. And it's individual too. So Brian has his own project he'll be working on, and I have my own project. How can people play Disco Bear? Is it out? Pustolski: Ah! Yes! It is out online right now at discobeargame.com. It is based in the browser. It's not mobile, it's only desktop/laptop because you need the arrow keys to play, but otherwise it's free, and you can go online right now and play it. --- Go out and play Disco Bear - it will at the very least improve your day with a ridiculous dancing bear. View full article
  7. The Museum of Art and Digital Entertainment (MADE) has announced today that they will be officially resurrecting Habitat, the first graphical massively multiplayer game. Created in 1986 by Lucasfilm Games for the Commodore 64, Habitat proved to be popular, but costly, leading to its discontinuation in 1988. Nearly 30 years later, MADE has overcome the technical challenges and will be reopening Habitat to the public tomorrow. While there had been online games with thriving communities prior to Habitat, they had all been in the world of MUDs, Multi-User Dungeons, games where interaction and visuals were entirely handled by reading and inputting text. Habitat brought games from text into a functional graphics-based format. It also originated the word avatar as used for a digital representation of a player. Players could contract disease, commit murder, rob strangers, and own homes. The game world ran on its own player-driven economy and was also governed by the players. This apparently led to chaos in the early days of Habitat before laws and rules of etiquette were established. Cosmetic items and accessories became an obsession for many in the community - 30 years might be a long time, but gamers still loved looking cool back in the first graphical MMO. “Habitat was so far ahead of its time, it was never able to reach even a tenth of the potential of its capabilities due to the future having not been evenly distributed enough at the time,” said Alex Handy, founder and director of the MADE. “Today, we think of thousands of players being in a single world at once as normal, but Habitat built this type of environment 30 years ago with the digital equivalent of sticks and stones.” As an interesting sidenote: Habitat ran on a Commodore 64 online service named Quantum Link, the predecessor of America Online. This is part of what made making Habitat compatible with modern systems difficult. The architecture of the Commodore 64 and modern computers aren't super compatible, to say nothing of the server-side issues. Restoring Habitat took MADE four years and that was with the help of the original programmers, like Chip Morningstar and Randy Farmer, beta testers, and online contributions from retro enthusiasts and leaders in the tech industry. Fujitsu, the company that purchased the rights to Habitat in order to release it in Japan, Dolby, Sony, and Stratus all contributed to the restoration efforts, too. Randy Farmer was the original C64 client programmer and the first Oracle, one of the administrator gods of Habitat. He also took the lead role in restoring the Habitat software and service. Said Farmer, “We couldn’t have pulled off the small miracle of this game, then or now, without a lot of collaborators: some original team members returned to help out, like original lead Chip Morningstar, myself, and a few of the 500 1986 Habitat Beta testers (who built much of the online world you can see today). Also, many fans of the worlds/MMOs descended from Habitat and contributors from the vibrant C64 retro gaming community. Our contributors are around the world – and include various tech CEOs, CTOs and VPs! We’d all like to thank the MADE for making this project possible: to restore the first MMO, Lucasfilm’s Habitat.” The server hosting the restored alpha version of Habitat will go live to the general public on June 2 at 6pm PT. There will be a local kick-off event at the MADE's Oakland, California location. Players around the world who want to check out the revival of Habitat can do so for free. There will be some fiddling with a C64 emulator and connection to the server, but you can find simple instructions on NeoHabitat.org.
  8. The Museum of Art and Digital Entertainment (MADE) has announced today that they will be officially resurrecting Habitat, the first graphical massively multiplayer game. Created in 1986 by Lucasfilm Games for the Commodore 64, Habitat proved to be popular, but costly, leading to its discontinuation in 1988. Nearly 30 years later, MADE has overcome the technical challenges and will be reopening Habitat to the public tomorrow. While there had been online games with thriving communities prior to Habitat, they had all been in the world of MUDs, Multi-User Dungeons, games where interaction and visuals were entirely handled by reading and inputting text. Habitat brought games from text into a functional graphics-based format. It also originated the word avatar as used for a digital representation of a player. Players could contract disease, commit murder, rob strangers, and own homes. The game world ran on its own player-driven economy and was also governed by the players. This apparently led to chaos in the early days of Habitat before laws and rules of etiquette were established. Cosmetic items and accessories became an obsession for many in the community - 30 years might be a long time, but gamers still loved looking cool back in the first graphical MMO. “Habitat was so far ahead of its time, it was never able to reach even a tenth of the potential of its capabilities due to the future having not been evenly distributed enough at the time,” said Alex Handy, founder and director of the MADE. “Today, we think of thousands of players being in a single world at once as normal, but Habitat built this type of environment 30 years ago with the digital equivalent of sticks and stones.” As an interesting sidenote: Habitat ran on a Commodore 64 online service named Quantum Link, the predecessor of America Online. This is part of what made making Habitat compatible with modern systems difficult. The architecture of the Commodore 64 and modern computers aren't super compatible, to say nothing of the server-side issues. Restoring Habitat took MADE four years and that was with the help of the original programmers, like Chip Morningstar and Randy Farmer, beta testers, and online contributions from retro enthusiasts and leaders in the tech industry. Fujitsu, the company that purchased the rights to Habitat in order to release it in Japan, Dolby, Sony, and Stratus all contributed to the restoration efforts, too. Randy Farmer was the original C64 client programmer and the first Oracle, one of the administrator gods of Habitat. He also took the lead role in restoring the Habitat software and service. Said Farmer, “We couldn’t have pulled off the small miracle of this game, then or now, without a lot of collaborators: some original team members returned to help out, like original lead Chip Morningstar, myself, and a few of the 500 1986 Habitat Beta testers (who built much of the online world you can see today). Also, many fans of the worlds/MMOs descended from Habitat and contributors from the vibrant C64 retro gaming community. Our contributors are around the world – and include various tech CEOs, CTOs and VPs! We’d all like to thank the MADE for making this project possible: to restore the first MMO, Lucasfilm’s Habitat.” The server hosting the restored alpha version of Habitat will go live to the general public on June 2 at 6pm PT. There will be a local kick-off event at the MADE's Oakland, California location. Players around the world who want to check out the revival of Habitat can do so for free. There will be some fiddling with a C64 emulator and connection to the server, but you can find simple instructions on NeoHabitat.org. View full article
  9. A couple years back, we told you about how the Internet Archive had added 2,400 MS-DOS games to its collection. That number of MS-DOS titles has since grown to over 4,000, but there are actually almost double that number of gaming titles that archived from other systems and consoles. The current total number of explorable gaming software on the Archive stands at 7,700. That's a lot of games! The console collection of The Internet Archive includes a staggering number of obscure systems. Ever wondered what it was like to play a Fairchild Channel F? They have 45 games anyone can try out. Never heard of the Epoch Game Pocket Computer? You can play five of those titles. In fact, there are 27 collections of uploaded and emulated software available, including over 1,500 Sega games across four of their consoles. Below you can find a comprehensive list of the consoles, the number of games in the collection, and links to their related collections on Internet Archive: Amstrad GX-4000 - 23 APF-MP1000 - 15 Atari 2600 - 519 Atari 5200 - 43 Atari 7800 – 73 Bally Astrocade - 20 Bandai Super Vision 8000 - 7 Coleco Colecovision - 234 Emerson Arcadia – 58 Entex Adventure Vision - 4 Epoch Game Pocket Computer - 5 Epoch Super Cassette Vision - 31 The Fairchild Channel F – 45 Magnavox Odyssey 2 – 122 Mattel Aquarius - 13 Mattel Intelevision - 21 Mega Duck WG-108 - 9 Neo Geo Pocket/Pocket Color – 316 Sega Game Gear - 446 Sega Genesis - 575 Sega Master System - 563 Sega SG-1000 - 74 Socrates - 8 Shoot ‘Em Up Construction Kit games - 323 Super A’Can – 9 VTech Creativision - 17 Watara Supervision - 44 However, are all of those games worth looking into? That answer is definitely a bit hazy. While Internet Archive can successfully emulate all of these titles, the controls and responsiveness of said games leaves a lot to be desired. The ideal way to play these is definitely not on the Archive, but it stands as a useful repository of history and research for those who want to know more about gaming's past. The uploaded titles include unfinished prototypes and builds for various games, too! Just be warned - there are a lot of... eccentric titles on the Internet Archive that have been made by homebrew developers and may contain some explicit material.
  10. A couple years back, we told you about how the Internet Archive had added 2,400 MS-DOS games to its collection. That number of MS-DOS titles has since grown to over 4,000, but there are actually almost double that number of gaming titles that archived from other systems and consoles. The current total number of explorable gaming software on the Archive stands at 7,700. That's a lot of games! The console collection of The Internet Archive includes a staggering number of obscure systems. Ever wondered what it was like to play a Fairchild Channel F? They have 45 games anyone can try out. Never heard of the Epoch Game Pocket Computer? You can play five of those titles. In fact, there are 27 collections of uploaded and emulated software available, including over 1,500 Sega games across four of their consoles. Below you can find a comprehensive list of the consoles, the number of games in the collection, and links to their related collections on Internet Archive: Amstrad GX-4000 - 23 APF-MP1000 - 15 Atari 2600 - 519 Atari 5200 - 43 Atari 7800 – 73 Bally Astrocade - 20 Bandai Super Vision 8000 - 7 Coleco Colecovision - 234 Emerson Arcadia – 58 Entex Adventure Vision - 4 Epoch Game Pocket Computer - 5 Epoch Super Cassette Vision - 31 The Fairchild Channel F – 45 Magnavox Odyssey 2 – 122 Mattel Aquarius - 13 Mattel Intelevision - 21 Mega Duck WG-108 - 9 Neo Geo Pocket/Pocket Color – 316 Sega Game Gear - 446 Sega Genesis - 575 Sega Master System - 563 Sega SG-1000 - 74 Socrates - 8 Shoot ‘Em Up Construction Kit games - 323 Super A’Can – 9 VTech Creativision - 17 Watara Supervision - 44 However, are all of those games worth looking into? That answer is definitely a bit hazy. While Internet Archive can successfully emulate all of these titles, the controls and responsiveness of said games leaves a lot to be desired. The ideal way to play these is definitely not on the Archive, but it stands as a useful repository of history and research for those who want to know more about gaming's past. The uploaded titles include unfinished prototypes and builds for various games, too! Just be warned - there are a lot of... eccentric titles on the Internet Archive that have been made by homebrew developers and may contain some explicit material. View full article
  11. The Dark Tower Game That Time Forgot

    The first trailer for the upcoming Dark Tower film adaptation released today. While many people might ooh and aah over it (seriously, it's a really great trailer), a lot of people remain unaware that Stephen King's Dark Tower universe was translated into a video game years ago - and it is certainly worth a look. Back in the 2000s, Stephen King green lit a project that would spin off his Dark Tower universe into the realm of video games. It would be a trial run toward something bigger, possibly a full-fledged Myst-like expansion to King's universe. The project released in 2009 as a free browser game on Stephen King's official website under the name Discordia. While it is typically talked about as a completed concept, it seems the game was intended as an episodic series. Discordia at present consists of its first chapter titled For Callahan! with a second installment slated for 2015 that never materialized. Discordia was developed by a team of four people: Brian Stark, Judy Hahn, Robin Furth, and Marsha DeFilippo. The project sparked to life in 2002 after Stark and Hahn were contracted to redesign the Stephen King website in an effort to focus the branding of The Dark Tower series and provide clearer messaging regarding what the universe was about and meant. While working on how to accomplish those goals, Stark created some rough designs for the creatures and technology described in the books to use as references for the general look of the new website. Those images were never meant to become a game, but Marsha DeFilippo, one of Stephen King's longtime assistants, saw the pictures and felt inspired. Knowing the sheer amount of fan mail King received clamoring for some kind of interactive game related to The Dark Tower, DeFilippo brought Stark's designs up in a conversation with King while they were on a flight to New York City. King gave his blessing. Stark, Hahn, and DeFilippo began pouring over King's series and the reference compendium The Dark Tower: The Concordance created by King's other assistant, Robin Furth. The team decided to focus the story on the conflict between the Tet and Sombra corporations, centering the action on an original character called Op19. It would begin in New York City and bring players through to Mid World over the course of an investigative mystery to track down the elusive Arina Yokova, a corporate mobster who sells weapons of mass destruction from other worlds to criminal enterprises around the world, as she threatens to bring down the entire multiverse. The process Stark and Hahn went through to finalize their story concept was incredibly rigorous. Stark described it in an interview with Boxx (a company that helped design the workstations Stark and his team used for the game) saying, “We started by hyperanalyzing every word of the sections that we needed to create. We took detailed notes on everything that needed to be considered and in the end, every last detail described by Stephen in the books, was manifested in 3D.” The original promo for Discordia along with the introductory cutscene Though the concept originated in 2002, development on the game didn't begin in earnest until Robin Furth took on the role of director in 2008. Stark and his team handled the 3D modeling and creation of the mechanics, all of which had to run smoothly in Flash, while DeFilippo lent a hand with the world-building. All the while, Stephen King took on an executive producing role, stepping in from time to time to keep development grounded appropriately within his fiction. The actual gameplay of Discordia, which you can play for free on the Stephen King website, is relatively simple. It's essentially a hidden object game mixed with some gunslinging action sequences. Players explore locations from a variety of different angles and positions, looking for magical artifacts or clues. When players enter a new area, a new journal entry is created describing the scene and situation. Each object found provides even more information and can be examined for hi-res images unique to the game. Despite the desire from fans and the oversight of Stephen King himself, the team worried about how the game would be received. Would a browser game be able to stand out as indie games rose in popularity? Would an adventure game set in The Dark Tower universe attract enough attention? Stark even worried about public reaction to what the team had done to expand the lore of the beloved series, stating, “I wanted [fans] to start thinking “what if” again and not show up at my door with torches and pitch forks." Luckily, those fears seemed unfounded. DeFilippo recounted that public reaction seemed to be incredibly positive, "I knew we’d hit the mark when we got feedback that the Dixie Pig was exactly what readers had envisioned and that it was as though we’d reached into their mind and they were now seeing it on their computers, [but] a further litmus test was their question, ‘when can we have more?!’" Indeed, even while researching this piece two years after the promised release of chapter two, I still see recent comments from fans of The Dark Tower and Discordia asking when the second chapter will release. Currently, it doesn't appear that any development on the second chapter has begun, though Stark has expressed interest in revisiting the project at some point in the future. The feature film adaptation of The Dark Tower might put hopes for Discordia Chapter Two on ice for the foreseeable future. Looking back on it from 2017, Discordia's style of gameplay would be ideal for VR. Let me repeat that more emphatically: If Discordia Chapter Two does happen, it definitely needs to be in VR. That would add to the creepiness, the wonderment of the setting while making the shooting segments more interesting. Additionally, it would work while embracing the limited mobility afforded by current VR technology. Heck, you could even tie it all in better with the film franchises - maybe an live-action VR experience? Look, this was really a way for me to talk about the slick, new trailer for The Dark Tower that looks so freaking good (it even uses music from For A Few Dollars More!).
  12. The first trailer for the upcoming Dark Tower film adaptation released today. While many people might ooh and aah over it (seriously, it's a really great trailer), a lot of people remain unaware that Stephen King's Dark Tower universe was translated into a video game years ago - and it is certainly worth a look. Back in the 2000s, Stephen King green lit a project that would spin off his Dark Tower universe into the realm of video games. It would be a trial run toward something bigger, possibly a full-fledged Myst-like expansion to King's universe. The project released in 2009 as a free browser game on Stephen King's official website under the name Discordia. While it is typically talked about as a completed concept, it seems the game was intended as an episodic series. Discordia at present consists of its first chapter titled For Callahan! with a second installment slated for 2015 that never materialized. Discordia was developed by a team of four people: Brian Stark, Judy Hahn, Robin Furth, and Marsha DeFilippo. The project sparked to life in 2002 after Stark and Hahn were contracted to redesign the Stephen King website in an effort to focus the branding of The Dark Tower series and provide clearer messaging regarding what the universe was about and meant. While working on how to accomplish those goals, Stark created some rough designs for the creatures and technology described in the books to use as references for the general look of the new website. Those images were never meant to become a game, but Marsha DeFilippo, one of Stephen King's longtime assistants, saw the pictures and felt inspired. Knowing the sheer amount of fan mail King received clamoring for some kind of interactive game related to The Dark Tower, DeFilippo brought Stark's designs up in a conversation with King while they were on a flight to New York City. King gave his blessing. Stark, Hahn, and DeFilippo began pouring over King's series and the reference compendium The Dark Tower: The Concordance created by King's other assistant, Robin Furth. The team decided to focus the story on the conflict between the Tet and Sombra corporations, centering the action on an original character called Op19. It would begin in New York City and bring players through to Mid World over the course of an investigative mystery to track down the elusive Arina Yokova, a corporate mobster who sells weapons of mass destruction from other worlds to criminal enterprises around the world, as she threatens to bring down the entire multiverse. The process Stark and Hahn went through to finalize their story concept was incredibly rigorous. Stark described it in an interview with Boxx (a company that helped design the workstations Stark and his team used for the game) saying, “We started by hyperanalyzing every word of the sections that we needed to create. We took detailed notes on everything that needed to be considered and in the end, every last detail described by Stephen in the books, was manifested in 3D.” The original promo for Discordia along with the introductory cutscene Though the concept originated in 2002, development on the game didn't begin in earnest until Robin Furth took on the role of director in 2008. Stark and his team handled the 3D modeling and creation of the mechanics, all of which had to run smoothly in Flash, while DeFilippo lent a hand with the world-building. All the while, Stephen King took on an executive producing role, stepping in from time to time to keep development grounded appropriately within his fiction. The actual gameplay of Discordia, which you can play for free on the Stephen King website, is relatively simple. It's essentially a hidden object game mixed with some gunslinging action sequences. Players explore locations from a variety of different angles and positions, looking for magical artifacts or clues. When players enter a new area, a new journal entry is created describing the scene and situation. Each object found provides even more information and can be examined for hi-res images unique to the game. Despite the desire from fans and the oversight of Stephen King himself, the team worried about how the game would be received. Would a browser game be able to stand out as indie games rose in popularity? Would an adventure game set in The Dark Tower universe attract enough attention? Stark even worried about public reaction to what the team had done to expand the lore of the beloved series, stating, “I wanted [fans] to start thinking “what if” again and not show up at my door with torches and pitch forks." Luckily, those fears seemed unfounded. DeFilippo recounted that public reaction seemed to be incredibly positive, "I knew we’d hit the mark when we got feedback that the Dixie Pig was exactly what readers had envisioned and that it was as though we’d reached into their mind and they were now seeing it on their computers, [but] a further litmus test was their question, ‘when can we have more?!’" Indeed, even while researching this piece two years after the promised release of chapter two, I still see recent comments from fans of The Dark Tower and Discordia asking when the second chapter will release. Currently, it doesn't appear that any development on the second chapter has begun, though Stark has expressed interest in revisiting the project at some point in the future. The feature film adaptation of The Dark Tower might put hopes for Discordia Chapter Two on ice for the foreseeable future. Looking back on it from 2017, Discordia's style of gameplay would be ideal for VR. Let me repeat that more emphatically: If Discordia Chapter Two does happen, it definitely needs to be in VR. That would add to the creepiness, the wonderment of the setting while making the shooting segments more interesting. Additionally, it would work while embracing the limited mobility afforded by current VR technology. Heck, you could even tie it all in better with the film franchises - maybe an live-action VR experience? Look, this was really a way for me to talk about the slick, new trailer for The Dark Tower that looks so freaking good (it even uses music from For A Few Dollars More!). View full article
  13. The Internet Archive added a staggering 2,388 pieces of video game history to its collection today. It has also launched the beta for its website that will make its contents more accessible and visually appealing. Jason Scott, one of the leaders of the Archive's push toward a more comprehensible website and a proponent of making these old game playable in-browser, explained in a blog post that not all of the MS-DOS games will be stable, but "on the whole, you will experience some analogue of the MS-DOS program, in your browser, instantly." And it is true! Some of the games on the Internet Archive work splendidly in-browser. There is no fiddling trying to get the programs to run on machine that can barely recognize what they are. True, some of them don't work properly, but all of them work enough to give you an idea of how they played; what they looked and sounded like. It is a really impressive feat. I highly recommend you go over and poke around the titles on stored on the Archive just to see what's out there. If you have trouble with the beta site, just switch over to the old version.
  14. PSA: Saints Row 2 Free (for Now)

    This isn't super complicated - Good Old Games and Steam have been having massive sales on games published by Deep Silver, which includes the Saints Row franchise. While the sales themselves offer some really great prices, the real steal is that one of the core entries in the series can be downloaded for free. Gamers can get their digital hands on a copy of Saints Row 2 for from either service at the low price of $0. Both versions are essentially the same, though the GOG version comes without any restrictive DRM. The offer from Steam lasts until tomorrow at noon while the GOG offer only extends until the early hours of tomorrow morning.
  15. This isn't super complicated - Good Old Games and Steam have been having massive sales on games published by Deep Silver, which includes the Saints Row franchise. While the sales themselves offer some really great prices, the real steal is that one of the core entries in the series can be downloaded for free. Gamers can get their digital hands on a copy of Saints Row 2 for from either service at the low price of $0. Both versions are essentially the same, though the GOG version comes without any restrictive DRM. The offer from Steam lasts until tomorrow at noon while the GOG offer only extends until the early hours of tomorrow morning. View full article
  16. PSA: Original StarCraft Is Now Free

    StarCraft received its first update in eight years today. The patch added a number of quality of life upgrades, like windowed fullscreen and windowed modes, improvements to matchmaking, game replay autosaves, new anti-cheating measures, and a number of compatibility fixes for Windows 7, 8.1, and 10. Oh, and the entirety of StarCraft and its expansion, Brood War, are now free. This comes on the heels of last month's announcement that StarCraft would be getting a complete remaster. The reborn RTS classic will be getting a full graphical overhaul and offer 4K resolutions to PC fans and newcomers alike. If you've never played or lost your original StarCraft game, now seems like the perfect time to give the game that started eSports and catapulted Blizzard into ubiquity a shot. StarCraft Remastered will release sometime this Summer, but in the meantime you can download and play the StarCraft and StarCraft: Brood War for free on PC and Mac. All you have to do is head over to the StarCraft site and scroll down a bit.
  17. StarCraft received its first update in eight years today. The patch added a number of quality of life upgrades, like windowed fullscreen and windowed modes, improvements to matchmaking, game replay autosaves, new anti-cheating measures, and a number of compatibility fixes for Windows 7, 8.1, and 10. Oh, and the entirety of StarCraft and its expansion, Brood War, are now free. This comes on the heels of last month's announcement that StarCraft would be getting a complete remaster. The reborn RTS classic will be getting a full graphical overhaul and offer 4K resolutions to PC fans and newcomers alike. If you've never played or lost your original StarCraft game, now seems like the perfect time to give the game that started eSports and catapulted Blizzard into ubiquity a shot. StarCraft Remastered will release sometime this Summer, but in the meantime you can download and play the StarCraft and StarCraft: Brood War for free on PC and Mac. All you have to do is head over to the StarCraft site and scroll down a bit. View full article
  18. In a free update released today, Ubisoft introduced a new PvP options to their open world hacking game. Additions include a new 2v2 game mode called Showd0wn, online races, loot trucks, a paintball gun, and assorted clothes. Showd0wn mode offers three types of objectives to two teams of two: Steal the HDD, Doom-load (King of the Hill Style), and Erase/Protect the Servers. These objectives play out occur across fifteen distinct locations in-game. The patch release describes Showd0wn as an endgame activity that can be tackled solo through matchmaking or cooperatively with a friend. Additionally, Online drone, motocross and eKart races are launching today. Each race type will come with their own leaderboards. Loot trucks can be found following the patch on the streets of Watch Dogs 2. Players will be able to hack these trucks to get at their valuable cargo, but doing so will summon a swarm of armed police. A paintball gun has been added to provide some levity to the game's arsenal. The paint pellets can stun enemies and also accumulate on the screen of human adversaries in PvP. Finally, thirteen new clothing items. Some tweaks have been made to leaderboards and explosions (the closer you are to an explosion, the more damage you take). The patch should be live sometime today.
  19. In a free update released today, Ubisoft introduced a new PvP options to their open world hacking game. Additions include a new 2v2 game mode called Showd0wn, online races, loot trucks, a paintball gun, and assorted clothes. Showd0wn mode offers three types of objectives to two teams of two: Steal the HDD, Doom-load (King of the Hill Style), and Erase/Protect the Servers. These objectives play out occur across fifteen distinct locations in-game. The patch release describes Showd0wn as an endgame activity that can be tackled solo through matchmaking or cooperatively with a friend. Additionally, Online drone, motocross and eKart races are launching today. Each race type will come with their own leaderboards. Loot trucks can be found following the patch on the streets of Watch Dogs 2. Players will be able to hack these trucks to get at their valuable cargo, but doing so will summon a swarm of armed police. A paintball gun has been added to provide some levity to the game's arsenal. The paint pellets can stun enemies and also accumulate on the screen of human adversaries in PvP. Finally, thirteen new clothing items. Some tweaks have been made to leaderboards and explosions (the closer you are to an explosion, the more damage you take). The patch should be live sometime today. View full article
  20. Terry Cavanagh and Stephen Levelle (also known as Increpare) teamed up back in 2011 to create the video game equivalent of a short story. Oíche Mhaith (which translates to Irish for "good night") is free, takes about 20 minutes to complete, and will leave you a sobbing mess. Fair warning: it features some NSFW language and images if you're interested in giving it a try. It's basically an M-rated, 8-bit Flash game about a broken family as experienced by a kid. If you are looking for a game that will haunt you for days, Oíche Mhaith will give you much to think about. You can find and play Oíche Mhaith on the Increpare website: https://ded.increpare.com/~locus/oiche_mhaith/ With schedules being what they are, sometimes coordinating a full episode of The Best Games Period can be difficult. When we can't have a proper discussion, we will be breaking off to do these shorter mini-casts, Honorable Mentions, to talk about fringe games that we might not otherwise be able to talk about on a full episode. Outro music: VVVVVV 'Clubbed Baby VVVVVVeal' by Danny Baranowsky (http://ocremix.org/remix/OCR02205) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is (sometimes) available as well, so you can watch what we are talking about while we talk about it! If you want to have your opinion heard on air, follow the show on Twitter and participate in the weekly polls: @BestGamesPeriod New episodes of The Best Games Period will be released every Monday
  21. Terry Cavanagh and Stephen Levelle (also known as Increpare) teamed up back in 2011 to create the video game equivalent of a short story. Oíche Mhaith (which translates to Irish for "good night") is free, takes about 20 minutes to complete, and will leave you a sobbing mess. Fair warning: it features some NSFW language and images if you're interested in giving it a try. It's basically an M-rated, 8-bit Flash game about a broken family as experienced by a kid. If you are looking for a game that will haunt you for days, Oíche Mhaith will give you much to think about. You can find and play Oíche Mhaith on the Increpare website: https://ded.increpare.com/~locus/oiche_mhaith/ With schedules being what they are, sometimes coordinating a full episode of The Best Games Period can be difficult. When we can't have a proper discussion, we will be breaking off to do these shorter mini-casts, Honorable Mentions, to talk about fringe games that we might not otherwise be able to talk about on a full episode. Outro music: VVVVVV 'Clubbed Baby VVVVVVeal' by Danny Baranowsky (http://ocremix.org/remix/OCR02205) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is (sometimes) available as well, so you can watch what we are talking about while we talk about it! If you want to have your opinion heard on air, follow the show on Twitter and participate in the weekly polls: @BestGamesPeriod New episodes of The Best Games Period will be released every Monday View full article
  22. We've written a fair amount about No Man's Sky over the past year. From impressions, to podcasts, to in-depth stories on its fascinating community (and how it helped save someone's life), people have had reactions ranging from disgust to enthusiasm. It's fair to say that the title from Hello Games proved to be one of the most divisive games released in recent memory. Despite the controversy surrounding its launch and the perceived gulf between its advertised features and the apparent features in-game, Hello Games has quietly continued working on their universe-sized sandbox. That work resulted in the 1.1 Foundation update, which added base-building, multiple game modes (Normal, Creative, and Survival), mobile saving, expanded inventory space, the ability to leave messages for other players, and gave players the option of hiring aliens to pilot freighters to give a massive boost to material collection capacity. It even gave PS4 players a photo mode that allowed them to take pictures of their adventures. Perhaps it strikes people as somewhat surprising that Hello Games haven't cut their losses and moved on to another game. After all, these updates aren't exactly providing the team with extra income since they release at the low cost of zero dollars. However, the team remains committed to the universe they created and has been steadily tweaking and adding new things to the worlds that have been found and those that remain unexplored. No Man's Sky 1.2, titled The Path Finder Update, expands on Foundation while adding a bevy of features in its own right. Ground vehicles have been added to provide players with ways to quickly and efficiently cover more ground on the planets they discover. They provide greater speed, protection from the elements, and more cargo space. There are currently three types: the agile Nomad hovercraft, the hardy, wheeled Roamer, and the gigantic mining vehicle Colossus. These vehicles can equip mining lasers and weapons to defend themselves from attackers and harvest resources from the safety of the vehicle. Vehicles also boost scanning capabilities. Expanded base-building features have more than doubled the available customization options for No Man's Sky architects. This will help players to set their bases apart from those created by other players since this update also allows players to share their bases online, allowing other No Man's Sky explorers to stumble onto bases created by others from around the world. New weapon types give players additional options on foot and in the sky. In addition to the standard bolt caster, the multi-tool can now be specialized into the short-range scatter blaster, the mid-range pulse spitter, and the long-range blaze javelin. Ships now can be equipped with the cyclotron projector, the cone-like positron projector, and the rapid fire infra-knife accelerator. A permadeath mode has been added with unique achievements for those who can manage to make their way through the cosmos unscathed. The survival mode has also been amended to start players on the nearest planet with a crashed space ship when they die in the cold vacuum of space. The ambient music selection has increased by over 50% with new soundscapes from 65daysofstatic. Players can rename everything they own and they can now own a lot more. Multiple ships can now be kept in storage for use as needed. The camera mode has received adjustments and will now be accessible on PC as well as PS4. The camera now has various filters that can be applied. Time can also be stopped and shifted around to get optimal lighting and sky positioning for the perfect picture. To demonstrate the capabilities of the photo mode Hello Games worked with game photographer DeadEndThrills. New traders have been added that deal with a new currency called nanite clusters. Traders on space stations will accept nanite clusters for rare blueprints. As the player's standing increases with various factions, the rarer the blue prints offered will become. Even the graphics have received an overhaul. The lighting has been made more accurate and revealing. No Man's Sky can now support high and ultra resolution textures. Post-processing has been improved and the game now supports HDR for compatible TVs and monitors. The results are definitely noticeable. A sweeping number of bug fixes for combat, UI, spawning, etc. You can find the full list of changes on the No Man's Sky site. There are more additions, too. For a visual overview of what's in store, check out the Path Finder trailer below. View full article
  23. We've written a fair amount about No Man's Sky over the past year. From impressions, to podcasts, to in-depth stories on its fascinating community (and how it helped save someone's life), people have had reactions ranging from disgust to enthusiasm. It's fair to say that the title from Hello Games proved to be one of the most divisive games released in recent memory. Despite the controversy surrounding its launch and the perceived gulf between its advertised features and the apparent features in-game, Hello Games has quietly continued working on their universe-sized sandbox. That work resulted in the 1.1 Foundation update, which added base-building, multiple game modes (Normal, Creative, and Survival), mobile saving, expanded inventory space, the ability to leave messages for other players, and gave players the option of hiring aliens to pilot freighters to give a massive boost to material collection capacity. It even gave PS4 players a photo mode that allowed them to take pictures of their adventures. Perhaps it strikes people as somewhat surprising that Hello Games haven't cut their losses and moved on to another game. After all, these updates aren't exactly providing the team with extra income since they release at the low cost of zero dollars. However, the team remains committed to the universe they created and has been steadily tweaking and adding new things to the worlds that have been found and those that remain unexplored. No Man's Sky 1.2, titled The Path Finder Update, expands on Foundation while adding a bevy of features in its own right. Ground vehicles have been added to provide players with ways to quickly and efficiently cover more ground on the planets they discover. They provide greater speed, protection from the elements, and more cargo space. There are currently three types: the agile Nomad hovercraft, the hardy, wheeled Roamer, and the gigantic mining vehicle Colossus. These vehicles can equip mining lasers and weapons to defend themselves from attackers and harvest resources from the safety of the vehicle. Vehicles also boost scanning capabilities. Expanded base-building features have more than doubled the available customization options for No Man's Sky architects. This will help players to set their bases apart from those created by other players since this update also allows players to share their bases online, allowing other No Man's Sky explorers to stumble onto bases created by others from around the world. New weapon types give players additional options on foot and in the sky. In addition to the standard bolt caster, the multi-tool can now be specialized into the short-range scatter blaster, the mid-range pulse spitter, and the long-range blaze javelin. Ships now can be equipped with the cyclotron projector, the cone-like positron projector, and the rapid fire infra-knife accelerator. A permadeath mode has been added with unique achievements for those who can manage to make their way through the cosmos unscathed. The survival mode has also been amended to start players on the nearest planet with a crashed space ship when they die in the cold vacuum of space. The ambient music selection has increased by over 50% with new soundscapes from 65daysofstatic. Players can rename everything they own and they can now own a lot more. Multiple ships can now be kept in storage for use as needed. The camera mode has received adjustments and will now be accessible on PC as well as PS4. The camera now has various filters that can be applied. Time can also be stopped and shifted around to get optimal lighting and sky positioning for the perfect picture. To demonstrate the capabilities of the photo mode Hello Games worked with game photographer DeadEndThrills. New traders have been added that deal with a new currency called nanite clusters. Traders on space stations will accept nanite clusters for rare blueprints. As the player's standing increases with various factions, the rarer the blue prints offered will become. Even the graphics have received an overhaul. The lighting has been made more accurate and revealing. No Man's Sky can now support high and ultra resolution textures. Post-processing has been improved and the game now supports HDR for compatible TVs and monitors. The results are definitely noticeable. A sweeping number of bug fixes for combat, UI, spawning, etc. You can find the full list of changes on the No Man's Sky site. There are more additions, too. For a visual overview of what's in store, check out the Path Finder trailer below.
  24. A King's Tale: Final Fantasy XV was initially offered as a pre-order exclusive for those who chose to pre-purchase Final Fantasy XV from Gamestop. Since then, players have been unable to obtain and play the retro brawler based on the Final Fantasy XV universe. Square Enix announced that they would be releasing A King's Tale to all players for free on March 1. Like much of the extended universe around Final Fantasy XV, A King's Tale offers an opportunity to deepen the backstory of Square Enix's main title. Players take on the role of Regis, the father of Final Fantasy XV's protagonist Noctis, as he tells his young son a bedtime story about events that took place 30 years before Final Fantasy XV begins. Players must defend the kingdom of Insomnia from attacking monsters alongside long-time allies like Cid, Weskham, and Clarus. Rather than being another RPG, A King's Tale plays more like a brawling Streets of Rage than a typical Final Fantasy game. Players must make good use of combos, blocking, magic, and summons to make progress. It's not a terribly long experience, clocking in at an average of two to three hours, but it's certainly not too shabby for a free game with a charming aesthetic. Players will be able to download A King's Tale: Final Fantasy XV on March 1. View full article
  25. A King's Tale: Final Fantasy XV was initially offered as a pre-order exclusive for those who chose to pre-purchase Final Fantasy XV from Gamestop. Since then, players have been unable to obtain and play the retro brawler based on the Final Fantasy XV universe. Square Enix announced that they would be releasing A King's Tale to all players for free on March 1. Like much of the extended universe around Final Fantasy XV, A King's Tale offers an opportunity to deepen the backstory of Square Enix's main title. Players take on the role of Regis, the father of Final Fantasy XV's protagonist Noctis, as he tells his young son a bedtime story about events that took place 30 years before Final Fantasy XV begins. Players must defend the kingdom of Insomnia from attacking monsters alongside long-time allies like Cid, Weskham, and Clarus. Rather than being another RPG, A King's Tale plays more like a brawling Streets of Rage than a typical Final Fantasy game. Players must make good use of combos, blocking, magic, and summons to make progress. It's not a terribly long experience, clocking in at an average of two to three hours, but it's certainly not too shabby for a free game with a charming aesthetic. Players will be able to download A King's Tale: Final Fantasy XV on March 1.