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Found 194 results

  1. Lucas Pope, the dev behind the highly acclaimed indie title Papers, Please, brings us Return of the Obra Dinn. Enter a high seas murder mystery set in the 1807 when everything was black and white and made of pixels. As an insurance inspector armed with a mystical assessment tool, players are dispatched to investigate the Obra Dinn, a ship believed to have been lost at sea for five years. What has the ship been doing in its years at sea? What happened to the ship's company? Why has the vessel just sailed back into the port at Falmouth, seemingly under its own power without any crew? To answer all of these questions and solve the mysteries of the Obra Dinn, players have a watch-like device that has the ability to replay the scenarios surrounding an individual's death. Players will have to make clever use of the device's abilities to access new areas of the ship and, as befits an insurance investigator, identify the remains of each member of the crew, how they died, and who, if anyone, killed them. Almost four years ago, I gave my thoughts on a preview build of Return of the Obra Dinn. It wasn't a long build, but it left a lasting impression. The haunting visuals and beckoning mystery don't leave you easily. And now, Return of the Obra Dinn has silently sailed into the harbor of digital PC storefronts - check it out if you're looking for a gameplay experience like you've never had before. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  2. For those of you with long memories, Save Me Mr. Tako: Tasukete Tako-San last graced this site back in 2016 as an interesting indie game dev project struggling to be finished. Almost two years later, developer Christophe Galati (ChrisDeneos on Twitter) has entered the final stretch of game development and shared the expected release date for Save Me Mr. Tako: October 30. With the help of the Nicalis gaming company, the game will also be released that day on Nintendo Switch. Save Me Mr. Tako: Tasukete Tako-San stars the titular Mr. Tako, a mild-mannered octopus who gets wrapped up in the bitter war between octopi and humans. However, when push comes to shove, the brave ocean creature saves a drowning human. A fairy witnesses the act of heroism and grants him the ability to survive on land. With this newfound power, Mr. Tako takes it upon himself to scour the world for a way for both sides to put aside their grievances and live in peace. Designed as a loving tribute to the glory days of the Nintendo Game Boy, Save Me Mr. Tako transports players into a 2D world constructed out of four colors and big ambition. It consists of six different worlds that hide sixteen dungeons for Mr. Tako to explore and conquer on his quest for harmony. Expect to find plenty of side quests and puzzles sprinkled throughout the game, too. Players will also be able to swap game filters for different visual flair and colors as they progress. In addition to being able to survive on land, Mr. Tako can wear up different hats to take on different powers like the ability to shoot arrows. There are fifty such outfits throughout the game, each with an adorable costume change in store for Mr. Tako. Those are on top of Mr. Tako's ability to turn enemies into platforms with his ranged ink attacks. Save Me Mr. Tako: Tasukete Tako-San releases on October 30 for Nintendo Switch and PC. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  3. For those of you with long memories, Save Me Mr. Tako: Tasukete Tako-San last graced this site back in 2016 as an interesting indie game dev project struggling to be finished. Almost two years later, developer Christophe Galati (ChrisDeneos on Twitter) has entered the final stretch of game development and shared the expected release date for Save Me Mr. Tako: October 30. With the help of the Nicalis gaming company, the game will also be released that day on Nintendo Switch. Save Me Mr. Tako: Tasukete Tako-San stars the titular Mr. Tako, a mild-mannered octopus who gets wrapped up in the bitter war between octopi and humans. However, when push comes to shove, the brave ocean creature saves a drowning human. A fairy witnesses the act of heroism and grants him the ability to survive on land. With this newfound power, Mr. Tako takes it upon himself to scour the world for a way for both sides to put aside their grievances and live in peace. Designed as a loving tribute to the glory days of the Nintendo Game Boy, Save Me Mr. Tako transports players into a 2D world constructed out of four colors and big ambition. It consists of six different worlds that hide sixteen dungeons for Mr. Tako to explore and conquer on his quest for harmony. Expect to find plenty of side quests and puzzles sprinkled throughout the game, too. Players will also be able to swap game filters for different visual flair and colors as they progress. In addition to being able to survive on land, Mr. Tako can wear up different hats to take on different powers like the ability to shoot arrows. There are fifty such outfits throughout the game, each with an adorable costume change in store for Mr. Tako. Those are on top of Mr. Tako's ability to turn enemies into platforms with his ranged ink attacks. Save Me Mr. Tako: Tasukete Tako-San releases on October 30 for Nintendo Switch and PC. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  4. From humble beginnings as a Kickstarter project to becoming one of the biggest indie darlings of 2016, Hyper Light Drifter has quite the history of defying expectations. Gorgeous pixel art animations and vistas, dialogue-less storytelling, and a fantastic soundtrack by Disasterpeace came together to tell a gripping tale about a lone wanderer in a sci-fi apocalypse. While all of the pieces come together for a solid game, do they gel well enough to create something considered one of the best games of all-time? Each week we will be tackling a video game, old or new, that at least one of us believes deserves to stand as one of the greatest games of all time. We'll dive into its history, development, and gameplay, while trying to argue for or against the game of the week. Sometimes we will be in harmonious agreement, other times we might be fighting a bitter battle to the very end. However each episode shakes out, we hope that everyone who listens will find the show entertaining and informative. Outro music: A Link to the Past 'Chamber of the Goddess' by Disasterpeace (http://ocremix.org/album/33/25yearlegend-a-legend-of-zelda-indie-game-composer-tribute) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is available, as well! If you want to have your opinion heard on air, share your opinion in the comments, follow the show on Twitter, and participate in the weekly polls: @BestGamesPeriod New episodes of The Best Games Period will be released every Monday Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  5. From humble beginnings as a Kickstarter project to becoming one of the biggest indie darlings of 2016, Hyper Light Drifter has quite the history of defying expectations. Gorgeous pixel art animations and vistas, dialogue-less storytelling, and a fantastic soundtrack by Disasterpeace came together to tell a gripping tale about a lone wanderer in a sci-fi apocalypse. While all of the pieces come together for a solid game, do they gel well enough to create something considered one of the best games of all-time? Each week we will be tackling a video game, old or new, that at least one of us believes deserves to stand as one of the greatest games of all time. We'll dive into its history, development, and gameplay, while trying to argue for or against the game of the week. Sometimes we will be in harmonious agreement, other times we might be fighting a bitter battle to the very end. However each episode shakes out, we hope that everyone who listens will find the show entertaining and informative. Outro music: A Link to the Past 'Chamber of the Goddess' by Disasterpeace (http://ocremix.org/album/33/25yearlegend-a-legend-of-zelda-indie-game-composer-tribute) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is available, as well! If you want to have your opinion heard on air, share your opinion in the comments, follow the show on Twitter, and participate in the weekly polls: @BestGamesPeriod New episodes of The Best Games Period will be released every Monday Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  6. Survival? In my zombie game? Wha- wha- whaaaaaaat? That's right, this week we are tackling State of Decay! Released in 2013 for the Xbox 360 and since released on PC and Xbox One, State of Decay garnered a cult following over the years. Developer Undead Labs' created its first game with the goal of carving out a niche in the saturated zombie game market by adding permadeath, individual survival elements, and larger, group-oriented goals. How well did they succeed at doing this? And does the game as a whole stand as one of the best games of all-time? Take a listen and share your thoughts! Each week we will be tackling a video game, old or new, that at least one of us believes deserves to stand as one of the greatest games of all time. We'll dive into its history, development, and gameplay, while trying to argue for or against the game of the week. Sometimes we will be in harmonious agreement, other times we might be fighting a bitter battle to the very end. However each episode shakes out, we hope that everyone who listens will find the show entertaining and informative. Outro music: Undeadline 'Marching Towards Roshufa's Spirit' by Jorito (http://ocremix.org/remix/OCR03475) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is 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, share your opinion in the comments, follow the show on Twitter, and participate in the weekly polls: @BestGamesPeriod New episodes of The Best Games Period will be released every Monday Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  7. Survival? In my zombie game? Wha- wha- whaaaaaaat? That's right, this week we are tackling State of Decay! Released in 2013 for the Xbox 360 and since released on PC and Xbox One, State of Decay garnered a cult following over the years. Developer Undead Labs' created its first game with the goal of carving out a niche in the saturated zombie game market by adding permadeath, individual survival elements, and larger, group-oriented goals. How well did they succeed at doing this? And does the game as a whole stand as one of the best games of all-time? Take a listen and share your thoughts! Each week we will be tackling a video game, old or new, that at least one of us believes deserves to stand as one of the greatest games of all time. We'll dive into its history, development, and gameplay, while trying to argue for or against the game of the week. Sometimes we will be in harmonious agreement, other times we might be fighting a bitter battle to the very end. However each episode shakes out, we hope that everyone who listens will find the show entertaining and informative. Outro music: Undeadline 'Marching Towards Roshufa's Spirit' by Jorito (http://ocremix.org/remix/OCR03475) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is 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, share your opinion in the comments, follow the show on Twitter, and participate in the weekly polls: @BestGamesPeriod New episodes of The Best Games Period will be released every Monday Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  8. If Dan Smith isn't a name you know in video games, you should fix that mistake as soon as possible. At 18 years old, Smith won a BAFTA in 2016 for his work on a game called SPECTRUM, a solo project he had been working on since age 15. Ripstone Games saw the potential in Smith's game and offered him the backing necessary to fully flesh out the title that earned him such a prestigious award. Now, two years later, SPECTRUM has been renamed The Spectrum Retreat, fleshed out with puzzles, and given a more concrete narrative. With an impending release in a matter of weeks, I sat down with Smith to talk about and play his first commercial video game. The Spectrum Retreat has something of an odd story premise. Without giving too much away, players wake up in the spacious and immaculately ordered Penrose Hotel. Slowly explore the surrounding area reveals that it's a vast complex, empty save for a number of very polite robots that handle the day-to-day maintenance of the facility. However, no matter what you do, the robotic refuse to let you leave the hotel. As this reality begins to sink in, someone contacts you over the phone, a woman who seems to know that something is going on, something bad. She begins giving instructions on how to escape. Unfortunately, the easy way out becomes impassable and she guides you to a restricted area blocked off by color coded force fields. It's here that the puzzle-solving truly begins. The core conceit of The Spectrum Retreat, based on the mechanics from SPECTRUM, revolves around color. Players are able to absorb a color and use it to walk through barriers of that color and then swap it out for a different color. It's a simple mechanic, Smith even said it was one of the first puzzle concepts he learned when he dove into programming, but it's one that has fascinated him enough to build an entire game around the complex puzzles that can be constructed with it in mind. I saw the color swapping create bridges over chasms, walls, and can easily imagine that the uses only become more complicated as crazier geometry and gating mechanisms combine in future puzzles. The opening levels slowly introduce new twists in how space and the color mechanics can be used to create more elaborate scenarios in a slow, accessible way. The goal, according to Smith, was to make a tutorial that didn't feel like a tutorial, with players discovering how to proceed on their own. This approach certainly worked for me; I enjoyed the dopamine tickle across my brain as I discovered new ways to overcome each challenge. A large part of what makes The Spectrum Retreat so interesting is how the color mechanic works with the non-euclidean space of its world, an unnerving aspect of the hotel that carries over into the puzzles. Sometimes dropping down a hole will bring you back to the beginning of a level, but it could also bring you to an almost identical version of the level with a story hint or clue to the puzzle. Certain hallways repeat endlessly, but how sure can you be that its not part of the puzzle when you turn back and find yourself in a new location? Combine this uncertainty with more concrete areas that feature maze-like layouts and the potential for some truly stimulating scenarios becomes apparent. After the demo areas were completed, my character had to return to the hotel to "keep up appearances." However, Smith told me that as the game progresses, the comforting art deco world of the Penrose Hotel will begin to merge with the strange, sterile puzzle rooms, creating an unnerving sense of dislocation. He said that the overall theme of the game would be one that grapples with the downsides of escapism, how we can run so far away from our problems that the methods used to run can actually create far more issues with which we eventually need to grapple. The Spectrum Retreat launches on July 10 for the PlayStation 4 and on July 13 for Xbox One and PC. A version for the Nintendo Switch will launch later this summer. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  9. The Binding of Isaac has released in several different versions across a staggering number of gaming devices over the years. Now, it is making the leap from digital to physical with The Binding of Isaac: Four Souls. Edmund McMillen, the developer behind The Binding of Isaac, launched the project on Kickstarter with the help of Studio 71. The game found itself fully funded in only an hour and a half. It currently sits at about $865,000, more than 17 times the base cost of creating the game. It seems like Four Souls plays somewhat like a darker, more competitive version of Munchkin. Up to four players take turns fighting monsters and gaining treasure. Occasionally, boss monsters will be pulled and players who defeat them will harvest their soul. The first player to reach four souls wins the game. Of course, other players can help or hinder the defeat of a monster, so while cooperation might dominate the early game, the final soul will be a truly tricky prize to obtain. Optional rules add in bonus souls for players who are able to save up enough money or horde enough items. McMillen stated that the game ideas came to him and to an extent some of the cards and systems are still in flux. He's been trying as best he can to translate the varied mechanics from The Binding of Isaac into a card game, no small task for a game that has seen expansion after expansion that have kept fans coming back over the past seven years. "It was really fun to take a well known item or monster from the game and think up ways to convey stuff like, How could I show that the carrion queen takes damage when you hit her butt?" said McMillen, "Or how could I represent the rng aspects of cursed floors or troll bombs only using a deck of cards?" At least part of the answer to that question seems to have involved creating a large number of cards to represent the various monsters and mechanics of the digital game. The Four Souls comes with several hundred cards, with additional character and ability cards unlocking as reward tiers are passed and backer challenges are completed. One of the most recent challenges involves nine people finishing the first boss on camera while blindfolded. Those who back the game at $35 or higher can receive an expansion pack bonus of 68 cards, pushing the number of cards close to 400. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  10. The Binding of Isaac has released in several different versions across a staggering number of gaming devices over the years. Now, it is making the leap from digital to physical with The Binding of Isaac: Four Souls. Edmund McMillen, the developer behind The Binding of Isaac, launched the project on Kickstarter with the help of Studio 71. The game found itself fully funded in only an hour and a half. It currently sits at about $865,000, more than 17 times the base cost of creating the game. It seems like Four Souls plays somewhat like a darker, more competitive version of Munchkin. Up to four players take turns fighting monsters and gaining treasure. Occasionally, boss monsters will be pulled and players who defeat them will harvest their soul. The first player to reach four souls wins the game. Of course, other players can help or hinder the defeat of a monster, so while cooperation might dominate the early game, the final soul will be a truly tricky prize to obtain. Optional rules add in bonus souls for players who are able to save up enough money or horde enough items. McMillen stated that the game ideas came to him and to an extent some of the cards and systems are still in flux. He's been trying as best he can to translate the varied mechanics from The Binding of Isaac into a card game, no small task for a game that has seen expansion after expansion that have kept fans coming back over the past seven years. "It was really fun to take a well known item or monster from the game and think up ways to convey stuff like, How could I show that the carrion queen takes damage when you hit her butt?" said McMillen, "Or how could I represent the rng aspects of cursed floors or troll bombs only using a deck of cards?" At least part of the answer to that question seems to have involved creating a large number of cards to represent the various monsters and mechanics of the digital game. The Four Souls comes with several hundred cards, with additional character and ability cards unlocking as reward tiers are passed and backer challenges are completed. One of the most recent challenges involves nine people finishing the first boss on camera while blindfolded. Those who back the game at $35 or higher can receive an expansion pack bonus of 68 cards, pushing the number of cards close to 400. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  11. If Dan Smith isn't a name you know in video games, you should fix that mistake as soon as possible. At 18 years old, Smith won a BAFTA in 2016 for his work on a game called SPECTRUM, a solo project he had been working on since age 15. Ripstone Games saw the potential in Smith's game and offered him the backing necessary to fully flesh out the title that earned him such a prestigious award. Now, two years later, SPECTRUM has been renamed The Spectrum Retreat, fleshed out with puzzles, and given a more concrete narrative. With an impending release in a matter of weeks, I sat down with Smith to talk about and play his first commercial video game. The Spectrum Retreat has something of an odd story premise. Without giving too much away, players wake up in the spacious and immaculately ordered Penrose Hotel. Slowly explore the surrounding area reveals that it's a vast complex, empty save for a number of very polite robots that handle the day-to-day maintenance of the facility. However, no matter what you do, the robotic refuse to let you leave the hotel. As this reality begins to sink in, someone contacts you over the phone, a woman who seems to know that something is going on, something bad. She begins giving instructions on how to escape. Unfortunately, the easy way out becomes impassable and she guides you to a restricted area blocked off by color coded force fields. It's here that the puzzle-solving truly begins. The core conceit of The Spectrum Retreat, based on the mechanics from SPECTRUM, revolves around color. Players are able to absorb a color and use it to walk through barriers of that color and then swap it out for a different color. It's a simple mechanic, Smith even said it was one of the first puzzle concepts he learned when he dove into programming, but it's one that has fascinated him enough to build an entire game around the complex puzzles that can be constructed with it in mind. I saw the color swapping create bridges over chasms, walls, and can easily imagine that the uses only become more complicated as crazier geometry and gating mechanisms combine in future puzzles. The opening levels slowly introduce new twists in how space and the color mechanics can be used to create more elaborate scenarios in a slow, accessible way. The goal, according to Smith, was to make a tutorial that didn't feel like a tutorial, with players discovering how to proceed on their own. This approach certainly worked for me; I enjoyed the dopamine tickle across my brain as I discovered new ways to overcome each challenge. A large part of what makes The Spectrum Retreat so interesting is how the color mechanic works with the non-euclidean space of its world, an unnerving aspect of the hotel that carries over into the puzzles. Sometimes dropping down a hole will bring you back to the beginning of a level, but it could also bring you to an almost identical version of the level with a story hint or clue to the puzzle. Certain hallways repeat endlessly, but how sure can you be that its not part of the puzzle when you turn back and find yourself in a new location? Combine this uncertainty with more concrete areas that feature maze-like layouts and the potential for some truly stimulating scenarios becomes apparent. After the demo areas were completed, my character had to return to the hotel to "keep up appearances." However, Smith told me that as the game progresses, the comforting art deco world of the Penrose Hotel will begin to merge with the strange, sterile puzzle rooms, creating an unnerving sense of dislocation. He said that the overall theme of the game would be one that grapples with the downsides of escapism, how we can run so far away from our problems that the methods used to run can actually create far more issues with which we eventually need to grapple. The Spectrum Retreat launches on July 10 for the PlayStation 4 and on July 13 for Xbox One and PC. A version for the Nintendo Switch will launch later this summer. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  12. EA has made a habit of including a few smaller scale indie projects in its E3 press events over the last few years. This year they highlighted both Unravel Two and a completely unknown game from Berlin-based studio Jo-Mei. The studio's creative director, Cornelia Geppart took to EA's stage to announce Sea of Solitude, or SoS for short. "When humans get lonely they turn into monsters - this is the core of everything you will see, hear, and feel in SoS," said Geppart as footage of Sea of Solitude rolled in the background. Alternating between cheery scenery of a flooded town and a world of shadow inhabited by horrifically mutated humanoids, SoS seems like a combination of The Legend of Zelda: The Wind Waker and I Am Alive (a gritty indie disaster game set after a natural apocalypse that released in 2012 - maybe this comparison wasn't great since not many people played it). The story focuses on Kay, a young woman who has begun turning into one of the monsters that surrounds her. Why is this happening to everyone? How can she reverse the process? Players will have to brave the open seas and scavenge for supplies among monster infested towns to uncover the answers. Expect to see Sea of Solitude ship out in early 2019 for PC and consoles.
  13. EA has made a habit of including a few smaller scale indie projects in its E3 press events over the last few years. This year they highlighted both Unravel Two and a completely unknown game from Berlin-based studio Jo-Mei. The studio's creative director, Cornelia Geppart took to EA's stage to announce Sea of Solitude, or SoS for short. "When humans get lonely they turn into monsters - this is the core of everything you will see, hear, and feel in SoS," said Geppart as footage of Sea of Solitude rolled in the background. Alternating between cheery scenery of a flooded town and a world of shadow inhabited by horrifically mutated humanoids, SoS seems like a combination of The Legend of Zelda: The Wind Waker and I Am Alive (a gritty indie disaster game set after a natural apocalypse that released in 2012 - maybe this comparison wasn't great since not many people played it). The story focuses on Kay, a young woman who has begun turning into one of the monsters that surrounds her. Why is this happening to everyone? How can she reverse the process? Players will have to brave the open seas and scavenge for supplies among monster infested towns to uncover the answers. Expect to see Sea of Solitude ship out in early 2019 for PC and consoles. View full article
  14. Let's go back to the game that kickstarted the trend of weighty indie games relying on small kids in big, scary worlds. Limbo thrilled, chilled, and grilled players around the world when it launched. As a nameless young boy in a world weaved together of monochrome shadows and a vintage filter, players embark on a journey filled with death and symbolism. Playdead's indie darling received massive praise when it released in 2010, but has that charm remained intact over time? Each week we will be tackling a video game, old or new, that at least one of us believes deserves to stand as one of the greatest games of all time. We'll dive into its history, development, and gameplay, while trying to argue for or against the game of the week. Sometimes we will be in harmonious agreement, other times we might be fighting a bitter battle to the very end. However each episode shakes out, we hope that everyone who listens will find the show entertaining and informative. Outro music: The Legend of Zelda: Link's Awakening 'Mysterious Gold Edition' by Rukunetsu, Anton Corazza, and Yusef Kelliebrew (http://ocremix.org/remix/OCR03738) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is 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, share your opinion in the comments, follow the show on Twitter, and participate in the weekly polls: @BestGamesPeriod New episodes of The Best Games Period will be released every Monday Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  15. Jack Gardner

    The Best Games Period - Episode 101 - Limbo

    Let's go back to the game that kickstarted the trend of weighty indie games relying on small kids in big, scary worlds. Limbo thrilled, chilled, and grilled players around the world when it launched. As a nameless young boy in a world weaved together of monochrome shadows and a vintage filter, players embark on a journey filled with death and symbolism. Playdead's indie darling received massive praise when it released in 2010, but has that charm remained intact over time? Each week we will be tackling a video game, old or new, that at least one of us believes deserves to stand as one of the greatest games of all time. We'll dive into its history, development, and gameplay, while trying to argue for or against the game of the week. Sometimes we will be in harmonious agreement, other times we might be fighting a bitter battle to the very end. However each episode shakes out, we hope that everyone who listens will find the show entertaining and informative. Outro music: The Legend of Zelda: Link's Awakening 'Mysterious Gold Edition' by Rukunetsu, Anton Corazza, and Yusef Kelliebrew (http://ocremix.org/remix/OCR03738) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is 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, share your opinion in the comments, follow the show on Twitter, and participate in the weekly polls: @BestGamesPeriod New episodes of The Best Games Period will be released every Monday Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  16. Take a journey with us back to the ye olden days of 2009 when the war between casual and hardcore gamers raged. While it would take many years for the conflict to settle to a low simmer, one game seemed to unite the two sides in harmony; a tower defense game with retro roots, a sunny disposition, and a quirky sense of humor. Plants vs. Zombies catapulted developer PopCap Games to indie stardom and became their fastest selling game to date, leveraging a position in the then-curated Steam store to appeal to the hardcore crowd and its inherent lightheartedness to bring in the more casually oriented gamers. Almost ten years later, should Plants vs. Zombies be considered one of the best games of all-time? Each week we will be tackling a video game, old or new, that at least one of us believes deserves to stand as one of the greatest games of all time. We'll dive into its history, development, and gameplay, while trying to argue for or against the game of the week. Sometimes we will be in harmonious agreement, other times we might be fighting a bitter battle to the very end. However each episode shakes out, we hope that everyone who listens will find the show entertaining and informative. Outro music: The Legend of Zelda: A Link to the Past 'Fushigina Forest' by Laura Shigihara (http://ocremix.org/remix/OCR02329) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is 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, share your opinion in the comments, follow the show on Twitter, and participate in the weekly polls: @BestGamesPeriod New episodes of The Best Games Period will be released every Monday Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  17. Take a journey with us back to the ye olden days of 2009 when the war between casual and hardcore gamers raged. While it would take many years for the conflict to settle to a low simmer, one game seemed to unite the two sides in harmony; a tower defense game with retro roots, a sunny disposition, and a quirky sense of humor. Plants vs. Zombies catapulted developer PopCap Games to indie stardom and became their fastest selling game to date, leveraging a position in the then-curated Steam store to appeal to the hardcore crowd and its inherent lightheartedness to bring in the more casually oriented gamers. Almost ten years later, should Plants vs. Zombies be considered one of the best games of all-time? Each week we will be tackling a video game, old or new, that at least one of us believes deserves to stand as one of the greatest games of all time. We'll dive into its history, development, and gameplay, while trying to argue for or against the game of the week. Sometimes we will be in harmonious agreement, other times we might be fighting a bitter battle to the very end. However each episode shakes out, we hope that everyone who listens will find the show entertaining and informative. Outro music: The Legend of Zelda: A Link to the Past 'Fushigina Forest' by Laura Shigihara (http://ocremix.org/remix/OCR02329) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is 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, share your opinion in the comments, follow the show on Twitter, and participate in the weekly polls: @BestGamesPeriod New episodes of The Best Games Period will be released every Monday Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  18. Jack Gardner

    Super Cat Tales 2 Looks Fur-nomenal

    Neutronized might not be a huge name in the gaming industry, but they've been steadily working on quirky, interesting projects since 2010 from their Italy-based studio. In 2016, they released a cat-focused platformer called Super Cat Tales for iOS (or Super Cat Bros. on Android). Super Cat Tales drew heavily from the heyday of 90s platformers with many people drawing parallels between the mobile title and the high points of that generation like Super Mario World and Kirby's Dream Land 3. Professional reviews, like those from Touch Arcade, gave the game perfect scores with headlines like "Don't Paws, Play This Nya-ow." Super Cat Tales was about Alex the cat on an adventure to reunite with his siblings. The sequel stars Alex and company taking on the evil Lord Iridium and his army of tin soldiers that have attacked Neko Land with a fleet of clockwork airships. The robotic forces of Lord Iridium seek a special metal hidden within the feline's planet and is rumored to be the power that holds the entire world together. Using the different powers and abilities of the various cats that join Alex in his fight, players must traverse the world and thwart Iridium's plans before the invasion destroys everything. Is it really any surprise that the bigger, richer sequel to a highly praised title would be even more impressive? The team at Neutronized have upped their game visually and the trailer really showcases that change. As players progress through an overworld filled with stages from various lands, they'll encounter a variety of new mechanics and situations. At one point, the trailer shows the grizzled cat Sergeant McMeow piloting a clockwork tank through a robotic factory. Overall, Super Cat Tales 2 just looks like a really good time, and you should keep an eye on it. Super Cat Tales 2 will release sometime in 2018 for iOS and Android.
  19. Neutronized might not be a huge name in the gaming industry, but they've been steadily working on quirky, interesting projects since 2010 from their Italy-based studio. In 2016, they released a cat-focused platformer called Super Cat Tales for iOS (or Super Cat Bros. on Android). Super Cat Tales drew heavily from the heyday of 90s platformers with many people drawing parallels between the mobile title and the high points of that generation like Super Mario World and Kirby's Dream Land 3. Professional reviews, like those from Touch Arcade, gave the game perfect scores with headlines like "Don't Paws, Play This Nya-ow." Super Cat Tales was about Alex the cat on an adventure to reunite with his siblings. The sequel stars Alex and company taking on the evil Lord Iridium and his army of tin soldiers that have attacked Neko Land with a fleet of clockwork airships. The robotic forces of Lord Iridium seek a special metal hidden within the feline's planet and is rumored to be the power that holds the entire world together. Using the different powers and abilities of the various cats that join Alex in his fight, players must traverse the world and thwart Iridium's plans before the invasion destroys everything. Is it really any surprise that the bigger, richer sequel to a highly praised title would be even more impressive? The team at Neutronized have upped their game visually and the trailer really showcases that change. As players progress through an overworld filled with stages from various lands, they'll encounter a variety of new mechanics and situations. At one point, the trailer shows the grizzled cat Sergeant McMeow piloting a clockwork tank through a robotic factory. Overall, Super Cat Tales 2 just looks like a really good time, and you should keep an eye on it. Super Cat Tales 2 will release sometime in 2018 for iOS and Android. View full article
  20. Ninja Theory's epic descent into mythology and psychosis has made its way to Xbox One after having limited exclusivity on PlayStation 4. Players take on the role of the Pict warrior Senua as she journeys to a strange land filled with shadows, giants, and monsters to save the soul of a man named Dillon. It focuses on Senua's struggles with her curse, a chorus of voices that speak doubts and encouragement to her and sometimes directly to the player, too. Because of the game's heavy emphasis on Senua's curse, her struggles with psychosis and the social stigma associated with it, Ninja Theory worked heavily with mental health experts and facilities to better understand their hero. Through those learning experiences and encounters, the team was able to shape the game into something that resonated with many players. It also led the team to use the game as a platform to help dispel some of the stigma that still clings to mental health. To that end, Ninja Theory donated all profit from the sale of Hellblade on World Mental Health Day in 2017 to the organization Rethink Mental Illness. With the Xbox One release, Ninja Theory wants to continue that spirit of giving. If they can sell 50,000 copies of the game by April 18, they have pledged to donate $25,000 to Mental Health America. If they manage to hit 100,000 sales of Senua's Sacrifice, they will donate up to $50,000. So far, they've manage to sell roughly 12,000 copies. If you want a really unique game that tackles interesting subject matter in a thoughtful and mesmerizing way, Hellblade: Senua's Sacrifice is a great choice and could contribute to helping those who need mental healthcare. That's a pretty neat deal.
  21. Ninja Theory's epic descent into mythology and psychosis has made its way to Xbox One after having limited exclusivity on PlayStation 4. Players take on the role of the Pict warrior Senua as she journeys to a strange land filled with shadows, giants, and monsters to save the soul of a man named Dillon. It focuses on Senua's struggles with her curse, a chorus of voices that speak doubts and encouragement to her and sometimes directly to the player, too. Because of the game's heavy emphasis on Senua's curse, her struggles with psychosis and the social stigma associated with it, Ninja Theory worked heavily with mental health experts and facilities to better understand their hero. Through those learning experiences and encounters, the team was able to shape the game into something that resonated with many players. It also led the team to use the game as a platform to help dispel some of the stigma that still clings to mental health. To that end, Ninja Theory donated all profit from the sale of Hellblade on World Mental Health Day in 2017 to the organization Rethink Mental Illness. With the Xbox One release, Ninja Theory wants to continue that spirit of giving. If they can sell 50,000 copies of the game by April 18, they have pledged to donate $25,000 to Mental Health America. If they manage to hit 100,000 sales of Senua's Sacrifice, they will donate up to $50,000. So far, they've manage to sell roughly 12,000 copies. If you want a really unique game that tackles interesting subject matter in a thoughtful and mesmerizing way, Hellblade: Senua's Sacrifice is a great choice and could contribute to helping those who need mental healthcare. That's a pretty neat deal. View full article
  22. 3Mind Games might not be a developer many have heard of before now, but that could change in the near future. The studio has just announced their first game titled The Protagonist, a narrative-oriented RPG that offers turn-based tactics and divergent story paths in an original sci-fi universe. The team at 3Mind describes the gameplay as a mix between XCOM and Divinity: Original Sin. If that's not enough to get your attention, I don't know what will. The Protagonist stars a galactic special agent who operates under the codename ANGEL. The military force of Terra has come into conflict with the KL-T, a mysterious fleet of robotic ships and soldiers. On a mission to infiltrate and destroy a major space station claimed by the invading KL-T, ANGEL finds herself knocked unconscious and awakens in the space station's infirmary at the heart of the space station with no memory of what has happened. With the station in full lockdown and hostiles around every corner, players have to decide how to escape from the heart of this imposing enemy stronghold while piecing together what happened. Along the way, players can recruit allies who may or may not be loyal to ANGEL's mission. How you treat party members and other NPCs can either benefit you in the long run or hinder your progress or unlock new routes and opportunities. Those who aren't attentive during conversations could be in for some nasty surprises. The Protagonist uses a combat system called Martial Arts Combat System (MACS). This system allows players to customize their hand-to-hand combat abilities. The customization is intended to be so deep that players will be able to create new combos and then share them online with other players. 3Mind Games formed out of development veterans from major studios in the industry like EA and Ubisoft. They're hoping to capture the spirit of Mass Effect inside an indie game package that could roll over into a long-running series. The first trailer for The Protagonist shows ANGEL in action alongside her companion RADICAL, an explosives specialist. The Protagonist will release for PC sometime in 2019.
  23. 3Mind Games might not be a developer many have heard of before now, but that could change in the near future. The studio has just announced their first game titled The Protagonist, a narrative-oriented RPG that offers turn-based tactics and divergent story paths in an original sci-fi universe. The team at 3Mind describes the gameplay as a mix between XCOM and Divinity: Original Sin. If that's not enough to get your attention, I don't know what will. The Protagonist stars a galactic special agent who operates under the codename ANGEL. The military force of Terra has come into conflict with the KL-T, a mysterious fleet of robotic ships and soldiers. On a mission to infiltrate and destroy a major space station claimed by the invading KL-T, ANGEL finds herself knocked unconscious and awakens in the space station's infirmary at the heart of the space station with no memory of what has happened. With the station in full lockdown and hostiles around every corner, players have to decide how to escape from the heart of this imposing enemy stronghold while piecing together what happened. Along the way, players can recruit allies who may or may not be loyal to ANGEL's mission. How you treat party members and other NPCs can either benefit you in the long run or hinder your progress or unlock new routes and opportunities. Those who aren't attentive during conversations could be in for some nasty surprises. The Protagonist uses a combat system called Martial Arts Combat System (MACS). This system allows players to customize their hand-to-hand combat abilities. The customization is intended to be so deep that players will be able to create new combos and then share them online with other players. 3Mind Games formed out of development veterans from major studios in the industry like EA and Ubisoft. They're hoping to capture the spirit of Mass Effect inside an indie game package that could roll over into a long-running series. The first trailer for The Protagonist shows ANGEL in action alongside her companion RADICAL, an explosives specialist. The Protagonist will release for PC sometime in 2019. View full article
  24. You're on the run and every move counts. A shadow follows in your exact movements and pausing for too long to figure out a puzzle could prove deadly in the minimalist cat-and-mouse game Echoplex. Awarded Most Innovative Game and Best Art Direction at Lisboa Games Week IndieDome 2017, Echoplex offers players a set of 27 levels that weave their way through an FMV storyline full of mystery, intrigue, and horror. Since that showing last year, Output Games has revamped the user interface, added new puzzle mechanics, and tightened the gameplay. Echoplex puts players into the role of an engineer at the Clonochem Corporation manufacturing the strange and mysterious product Continuum. After calling a phone number he finds on a severed arm, he finds himself trapped in a simulation that continually loops and soon begins to fill with more versions of himself - until one of them begins to chase the original. That chase sits as the fundamental building block of Echoplex. Run over a switch that shuts a door? You might have to wait for the shadow following in your exact footsteps to trigger the switch again to move on. The founder and director at Output Games, Tyron van Vuuren had this to say about the unique FMV approach to storytelling: With Echoplex, we were looking for new ways to create a fully-realized world that carries emotional weight – something that only real actors can bring to a story. The game doesn’t come to a halt during cutscenes; instead, Echoplex allows players to get involved in the storytelling process – building their own interpretation of events as they piece things together. And although the cutscenes may look expensive, we had a very tight budget. Kudos to the visual effects team who worked hard to achieve those results. Echoplex is available beginning today for PC. View full article
  25. You're on the run and every move counts. A shadow follows in your exact movements and pausing for too long to figure out a puzzle could prove deadly in the minimalist cat-and-mouse game Echoplex. Awarded Most Innovative Game and Best Art Direction at Lisboa Games Week IndieDome 2017, Echoplex offers players a set of 27 levels that weave their way through an FMV storyline full of mystery, intrigue, and horror. Since that showing last year, Output Games has revamped the user interface, added new puzzle mechanics, and tightened the gameplay. Echoplex puts players into the role of an engineer at the Clonochem Corporation manufacturing the strange and mysterious product Continuum. After calling a phone number he finds on a severed arm, he finds himself trapped in a simulation that continually loops and soon begins to fill with more versions of himself - until one of them begins to chase the original. That chase sits as the fundamental building block of Echoplex. Run over a switch that shuts a door? You might have to wait for the shadow following in your exact footsteps to trigger the switch again to move on. The founder and director at Output Games, Tyron van Vuuren had this to say about the unique FMV approach to storytelling: With Echoplex, we were looking for new ways to create a fully-realized world that carries emotional weight – something that only real actors can bring to a story. The game doesn’t come to a halt during cutscenes; instead, Echoplex allows players to get involved in the storytelling process – building their own interpretation of events as they piece things together. And although the cutscenes may look expensive, we had a very tight budget. Kudos to the visual effects team who worked hard to achieve those results. Echoplex is available beginning today for PC.
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