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Found 826 results

  1. Ashes of Creation began as one of 2017's most successful Kickstarter projects. Asking for a whopping $750,000, the prospective MMO managed to raise over $3.25 million from interested parties won over by its pitch. Since then, more details about the game's design have been coming out in various updates on Intrepid Studios' blog and social media channels. For those unfamiliar with Ashes of Creation, the premise is that players take on the role of pioneers on a world that hasn't seen civilization for millennia. Players will be able to build communities and cities while exploring to uncover the secrets of the fallen world. Of course, that which can be built can also be destroyed, so player populations are expected to grow around cities, leading to the potential of organic, in-game wars to topple rival settlements. The goal is to create an organic MMO experience that forges a genuine world history for players and locations with something new always on the horizon. Ashes of Creation will be a subscription-based game with a cash shop that offers additional customizations for characters beyond the basics found in character creation. When creating a character, players will have eight playable races to chose from as well as a combination of two archetypes. Those can be combined to create up to 64 unique classes for players to choose from. The choices players make will supposedly have far-ranging consequences. The more player activity done in a certain area, the closer that area becomes to developing a settlement. Where a settlement is placed will have an effect on the surrounding monster populations as it grows. Quests will appear or disappear depending on how players choose to interact with the world. The focus of a settlement could wind up playing a huge role in the game for years to come. The effect players have on the world also means that no server running Ashes of Creation will ever be the same as another, presenting the opportunity for new adventures on other servers. The economy of the world will also be driven by players. Trading can be an incredibly lucrative venture, but players will have to create and defend caravans to successfully pull off a trading mission. That might necessitate hiring other players to defend a caravan from other players looking to loot a fat trade mission. These caravans will determine what kinds of goods and services a settlement, village, or metropolis might be able to provide. While the economy certainly lies players to cities and settlements, there are other mechanics in place that encourage players to invest time and effort into building up their home. When a player purchases a house in a new village, they can hold onto that property. If the village grows into a city, their house also grows. If that city turns into a metropolis, they will be in possession of a mansion. Owning property in a city grants citizenship, further tying a player to their homeland. Alternatively, players can settle far from cities and carve out their own existence in the wilderness. Of course, there are more conventional activities aside from literal worldbuilding. Players who yearn for the thrill of questing will be able to explore the world to find new locations for a prospective settlement or uncover the entrance to a new dungeon of the old world. Intrepid Studios aims to make these hostile, dangerous, and slightly frightening places to venture into - making it a choice with benefits and drawbacks for players to weigh when considering an adventure of that nature. Who knows what lurks beneath the surface of a monster-infested world? On the technical end of things, Ashes of Creation uses Unreal Engine 4 and will be optimized for PC hardware released within the last several years. There will be options for the game to be scaled up and down as needed. The team working on Ashes of Creation has an extreme level of pedigree, with members that have worked on games like Everquest 1, Ever Quest 2, Everquest Next, Star Wars Galaxies, BioShock, Gears of War, Planetside 2, XCOM, and many other projects. One thing that might give some people pause when looking into Ashes of Creation is the past of Steven Sharif, the creative director and CEO of Intrepid Studios. During the Kickstarter, some people noted that prior to making his fortune in real estate, he was involved with a company called XanGo, which is known for its multi-level marketing practices. Multi-level marketing involves recruiting unpaid people who sell a company's products with their recruiter earning a slice of the sale. While technically legal, this strategy typically brings unfavorable comparisons to pyramid schemes. Sharif being involved and profiting from his participation in such a company wasn't seen in a positive light (for reference, studies have estimated that about 990-999 out of every 1000 participants in a multi-level marketing company wind up losing money). Sharif gave an interview to Massively Overpowered to help clear the air. It turns out that he was recruited at 18 to sell XanGo's fruit shakes and vitamins. He managed to create a successful online store to sell these products and made money off of the sales that allowed him to go into real estate. He insists that while there are many companies that use the tactic in disreputable ways, there others like Avon, Marykay, and XanGo that operate on the level with a focus on selling products rather than recruiting people. All of that being said, Sharif's intention to create an MMORPG that's different than anything currently on the market seems genuine. As a long-time MMO gamer, he sees himself in a financial position that enables him to create a game that bridges the gap between open-world, consequential titles and the MMO genre, which has traditionally seen more static worlds. The overall impression of Ashes of Creation is positive. It possesses a vision of an interesting, vibrant world full of player-driven and reactive experiences. The possibility of a world built and governed by players certainly intrigues me.It leaves open the possibility for dramatic confrontations with a certain degree of real history and stakes that few games might be able to provide. The closest comparison I can think of is in EVE Online, where player controlled superweapons and battleships that take years to be built can all be wiped away by a colossal, coordinated raid. Applying that same mindset to cities built and maintained by players opens up a lot of possibilities. While the exact release date of Ashes of Creation remains nebulous, expect to see the closed alpha begin later this year, possibly in December, and a full release either in late 2019 or early 2020.
  2. Ashes of Creation began as one of 2017's most successful Kickstarter projects. Asking for a whopping $750,000, the prospective MMO managed to raise over $3.25 million from interested parties won over by its pitch. Since then, more details about the game's design have been coming out in various updates on Intrepid Studios' blog and social media channels. For those unfamiliar with Ashes of Creation, the premise is that players take on the role of pioneers on a world that hasn't seen civilization for millennia. Players will be able to build communities and cities while exploring to uncover the secrets of the fallen world. Of course, that which can be built can also be destroyed, so player populations are expected to grow around cities, leading to the potential of organic, in-game wars to topple rival settlements. The goal is to create an organic MMO experience that forges a genuine world history for players and locations with something new always on the horizon. Ashes of Creation will be a subscription-based game with a cash shop that offers additional customizations for characters beyond the basics found in character creation. When creating a character, players will have eight playable races to chose from as well as a combination of two archetypes. Those can be combined to create up to 64 unique classes for players to choose from. The choices players make will supposedly have far-ranging consequences. The more player activity done in a certain area, the closer that area becomes to developing a settlement. Where a settlement is placed will have an effect on the surrounding monster populations as it grows. Quests will appear or disappear depending on how players choose to interact with the world. The focus of a settlement could wind up playing a huge role in the game for years to come. The effect players have on the world also means that no server running Ashes of Creation will ever be the same as another, presenting the opportunity for new adventures on other servers. The economy of the world will also be driven by players. Trading can be an incredibly lucrative venture, but players will have to create and defend caravans to successfully pull off a trading mission. That might necessitate hiring other players to defend a caravan from other players looking to loot a fat trade mission. These caravans will determine what kinds of goods and services a settlement, village, or metropolis might be able to provide. While the economy certainly lies players to cities and settlements, there are other mechanics in place that encourage players to invest time and effort into building up their home. When a player purchases a house in a new village, they can hold onto that property. If the village grows into a city, their house also grows. If that city turns into a metropolis, they will be in possession of a mansion. Owning property in a city grants citizenship, further tying a player to their homeland. Alternatively, players can settle far from cities and carve out their own existence in the wilderness. Of course, there are more conventional activities aside from literal worldbuilding. Players who yearn for the thrill of questing will be able to explore the world to find new locations for a prospective settlement or uncover the entrance to a new dungeon of the old world. Intrepid Studios aims to make these hostile, dangerous, and slightly frightening places to venture into - making it a choice with benefits and drawbacks for players to weigh when considering an adventure of that nature. Who knows what lurks beneath the surface of a monster-infested world? On the technical end of things, Ashes of Creation uses Unreal Engine 4 and will be optimized for PC hardware released within the last several years. There will be options for the game to be scaled up and down as needed. The team working on Ashes of Creation has an extreme level of pedigree, with members that have worked on games like Everquest 1, Ever Quest 2, Everquest Next, Star Wars Galaxies, BioShock, Gears of War, Planetside 2, XCOM, and many other projects. One thing that might give some people pause when looking into Ashes of Creation is the past of Steven Sharif, the creative director and CEO of Intrepid Studios. During the Kickstarter, some people noted that prior to making his fortune in real estate, he was involved with a company called XanGo, which is known for its multi-level marketing practices. Multi-level marketing involves recruiting unpaid people who sell a company's products with their recruiter earning a slice of the sale. While technically legal, this strategy typically brings unfavorable comparisons to pyramid schemes. Sharif being involved and profiting from his participation in such a company wasn't seen in a positive light (for reference, studies have estimated that about 990-999 out of every 1000 participants in a multi-level marketing company wind up losing money). Sharif gave an interview to Massively Overpowered to help clear the air. It turns out that he was recruited at 18 to sell XanGo's fruit shakes and vitamins. He managed to create a successful online store to sell these products and made money off of the sales that allowed him to go into real estate. He insists that while there are many companies that use the tactic in disreputable ways, there others like Avon, Marykay, and XanGo that operate on the level with a focus on selling products rather than recruiting people. All of that being said, Sharif's intention to create an MMORPG that's different than anything currently on the market seems genuine. As a long-time MMO gamer, he sees himself in a financial position that enables him to create a game that bridges the gap between open-world, consequential titles and the MMO genre, which has traditionally seen more static worlds. The overall impression of Ashes of Creation is positive. It possesses a vision of an interesting, vibrant world full of player-driven and reactive experiences. The possibility of a world built and governed by players certainly intrigues me.It leaves open the possibility for dramatic confrontations with a certain degree of real history and stakes that few games might be able to provide. The closest comparison I can think of is in EVE Online, where player controlled superweapons and battleships that take years to be built can all be wiped away by a colossal, coordinated raid. Applying that same mindset to cities built and maintained by players opens up a lot of possibilities. While the exact release date of Ashes of Creation remains nebulous, expect to see the closed alpha begin later this year, possibly in December, and a full release either in late 2019 or early 2020. View full article
  3. If you have been craving a comedy hospital management sim, Two Point Hospital might be the game for you. Two of the key developers who worked on the 1997 classic Theme Hospital, Mark Webley and Gary Carr, formed their own indie studio to create their ideal successor. Players design their own hospitals; placing rooms, hiring staff, and treating patients. The team at Two Point has talked about finding the silliest ways to visually communicate diseases or symptoms. The easiest way to grasp this approach is by watching their announcement trailer, which explores Light-Headedness, a condition which turns a patient's head into a lightbulb. The only cure for Light-Headedness is to use a specialized machine to remove the lightbulb head and replace it with a new human head. According to Webley and Carr, the ideas they're exploring in Two Point Hospital are ones that they have been stewing on for decades, even while they were working on Theme Hospital. The visual design seems reminiscent of the Wallace and Gromit claymation cartoons, a welcome update to the styling of their previous work. People who are interested in learning more about Two Point Hospital can sign up for Hospital Pass, which is a fictional healthcare system to keep fans up to date on development. Those who sign up will also get access to an exclusive in-game item. Two Point Hospital will release sometime in 2018 for PC.
  4. If you have been craving a comedy hospital management sim, Two Point Hospital might be the game for you. Two of the key developers who worked on the 1997 classic Theme Hospital, Mark Webley and Gary Carr, formed their own indie studio to create their ideal successor. Players design their own hospitals; placing rooms, hiring staff, and treating patients. The team at Two Point has talked about finding the silliest ways to visually communicate diseases or symptoms. The easiest way to grasp this approach is by watching their announcement trailer, which explores Light-Headedness, a condition which turns a patient's head into a lightbulb. The only cure for Light-Headedness is to use a specialized machine to remove the lightbulb head and replace it with a new human head. According to Webley and Carr, the ideas they're exploring in Two Point Hospital are ones that they have been stewing on for decades, even while they were working on Theme Hospital. The visual design seems reminiscent of the Wallace and Gromit claymation cartoons, a welcome update to the styling of their previous work. People who are interested in learning more about Two Point Hospital can sign up for Hospital Pass, which is a fictional healthcare system to keep fans up to date on development. Those who sign up will also get access to an exclusive in-game item. Two Point Hospital will release sometime in 2018 for PC. View full article
  5. After almost a year and a half of development, Slipgate Studios will be bringing their adult-oriented action-platformer to the PlayStation 4 and Xbox One, as well as updating the PC release with a host of finalized content. The release marks the culmination of promises made during the late 2016 Kickstarter campaign that introduced the world to Rad Rodgers. Conceived as a project to pay homage to the platformers of the late 80s and mid 90s, Rad Rodgers stars a child bearing the titular moniker who finds himself sucked into a video game world. With the help of Dusty, Rad's out-dated console which now has a face and a foul-mouth (voiced by Duke Nukem voice actor Jon St. John), Rad Rodgers becomes involved in a mission to save the First World, a jungle suffering from a corrupting disease. The first chapter of Rad Rodger's adventures comes with over five weapons that allow Rad and Dusty to blast, punch, and blaze their way through the First World. Explosions and hot platforming action are accompanied by a fresh take on retro platforming soundtracks composed by Andrew Hulshult, complete with synthesizers and a driving pace. Occasional glitches might occur in-game, which give Dusty a time to shine. The aged gaming console can then enter a mind-bending area behind the scenes called the Pixelverse where he can attempt to repair the glitch. While Rad Rodgers will be appearing on consoles for the first time, the PC version has been out since the tail-end of 2016. Those who already own Rad Rodgers will see an update that adds a huge collection of new stuff to the core game. Several new levels will be added along with new boss encounters, four new enemies, and redesigned puzzles. Players will be able to unlock hats as they progress throughout Rodger's adventures, meaning players will be able to customize Rad with over twenty different hats. Leaderboards will allow players around the world to strive to achieve the high scores on each level. Slipgate Studios have also added the Excalibat, a weapon previously seen in Rise of the Triad. As it does have a decidedly adult sense of humor, the game presents the option to bleep out objectionable language and replace the copious amounts of blood generated in-game with purple goop. The PC update releases alongside the PlayStation 4 and Xbox One versions of Rad Rodgers on February 21.
  6. After almost a year and a half of development, Slipgate Studios will be bringing their adult-oriented action-platformer to the PlayStation 4 and Xbox One, as well as updating the PC release with a host of finalized content. The release marks the culmination of promises made during the late 2016 Kickstarter campaign that introduced the world to Rad Rodgers. Conceived as a project to pay homage to the platformers of the late 80s and mid 90s, Rad Rodgers stars a child bearing the titular moniker who finds himself sucked into a video game world. With the help of Dusty, Rad's out-dated console which now has a face and a foul-mouth (voiced by Duke Nukem voice actor Jon St. John), Rad Rodgers becomes involved in a mission to save the First World, a jungle suffering from a corrupting disease. The first chapter of Rad Rodger's adventures comes with over five weapons that allow Rad and Dusty to blast, punch, and blaze their way through the First World. Explosions and hot platforming action are accompanied by a fresh take on retro platforming soundtracks composed by Andrew Hulshult, complete with synthesizers and a driving pace. Occasional glitches might occur in-game, which give Dusty a time to shine. The aged gaming console can then enter a mind-bending area behind the scenes called the Pixelverse where he can attempt to repair the glitch. While Rad Rodgers will be appearing on consoles for the first time, the PC version has been out since the tail-end of 2016. Those who already own Rad Rodgers will see an update that adds a huge collection of new stuff to the core game. Several new levels will be added along with new boss encounters, four new enemies, and redesigned puzzles. Players will be able to unlock hats as they progress throughout Rodger's adventures, meaning players will be able to customize Rad with over twenty different hats. Leaderboards will allow players around the world to strive to achieve the high scores on each level. Slipgate Studios have also added the Excalibat, a weapon previously seen in Rise of the Triad. As it does have a decidedly adult sense of humor, the game presents the option to bleep out objectionable language and replace the copious amounts of blood generated in-game with purple goop. The PC update releases alongside the PlayStation 4 and Xbox One versions of Rad Rodgers on February 21. View full article
  7. We'll finally be seeing From Software games on the Nintendo Switch! To close out their Nintendo Direct Mini presentation today, Nintendo revealed the first trailer for Dark Souls Remastered, a rework of the original Dark Souls that aims to revamp the game on a technical level for more modern hardware. That doesn't mean that Dark Souls Remastered will only be available on the Nintendo Switch (though what an exclusive that would be). The remaster will also be releasing on PlayStation 4, Xbox One, and PC. Each version of the game will have its own improvements as follows: PlayStation 4/Xbox One (1080p, 60 fps) PlayStation 4 Pro/Xbox One X (Upscaled 4K, 60 fps) PC (Native 4K, all textures 2K unconverted, 60 fps) Nintendo Switch (TV mode: 1080p, 30 fps; Handheld mode: 720p 30 fps) In addition, there will be some improvements to the backend systems that supported the original Dark Souls release. The password matchmaking from Bloodborne and Dark Souls 3 will be integrated into Dark Souls Remastered, which should make it easier to connect with specific friends for online play. For that matter, the number of people who can enter the same world has been upped from four to six. In a break from how From Software has supported online play in the past, the developer will now have dedicated servers for online play rather than peer-to-peer connections. All of this should invigorate and smooth the online Dark Souls experience for both newcomers and veterans alike. Dark Souls Remastered releases on May 25 for PlayStation 4, Xbox One, PC, and Switch.
  8. We'll finally be seeing From Software games on the Nintendo Switch! To close out their Nintendo Direct Mini presentation today, Nintendo revealed the first trailer for Dark Souls Remastered, a rework of the original Dark Souls that aims to revamp the game on a technical level for more modern hardware. That doesn't mean that Dark Souls Remastered will only be available on the Nintendo Switch (though what an exclusive that would be). The remaster will also be releasing on PlayStation 4, Xbox One, and PC. Each version of the game will have its own improvements as follows: PlayStation 4/Xbox One (1080p, 60 fps) PlayStation 4 Pro/Xbox One X (Upscaled 4K, 60 fps) PC (Native 4K, all textures 2K unconverted, 60 fps) Nintendo Switch (TV mode: 1080p, 30 fps; Handheld mode: 720p 30 fps) In addition, there will be some improvements to the backend systems that supported the original Dark Souls release. The password matchmaking from Bloodborne and Dark Souls 3 will be integrated into Dark Souls Remastered, which should make it easier to connect with specific friends for online play. For that matter, the number of people who can enter the same world has been upped from four to six. In a break from how From Software has supported online play in the past, the developer will now have dedicated servers for online play rather than peer-to-peer connections. All of this should invigorate and smooth the online Dark Souls experience for both newcomers and veterans alike. Dark Souls Remastered releases on May 25 for PlayStation 4, Xbox One, PC, and Switch. View full article
  9. The latest episode of Dragon Ball Super brought out some rivalry in its leading voice actors leading to a "fight." Christopher Sabat and Sean Schemmel voice Vegeta and Goku, respectively. Following the events portrayed on the most recent episode of Dragon Ball Super, Sabat took to Twitter to express his excitement over Vegeta's role in the episode. This was met with some ribbing from Schemmel that quickly escalated into an all-out Twitter war. The end result was Sabat asking Twitter if they wanted the #SuperSaiyanShowdown to go down. Over 14,000 people voted 98% in favor of the showdown. Which led to Sabat formally issuing his challenge to Schemmel - a duel to the death in the upcoming Dragonball FighterZ. The Dragonball fighting title will release on January 26 for the PlayStation 4, Xbox One, and PC. Who will you root for? Kakarot or the Prince of All Saiyans?
  10. The latest episode of Dragon Ball Super brought out some rivalry in its leading voice actors leading to a "fight." Christopher Sabat and Sean Schemmel voice Vegeta and Goku, respectively. Following the events portrayed on the most recent episode of Dragon Ball Super, Sabat took to Twitter to express his excitement over Vegeta's role in the episode. This was met with some ribbing from Schemmel that quickly escalated into an all-out Twitter war. The end result was Sabat asking Twitter if they wanted the #SuperSaiyanShowdown to go down. Over 14,000 people voted 98% in favor of the showdown. Which led to Sabat formally issuing his challenge to Schemmel - a duel to the death in the upcoming Dragonball FighterZ. The Dragonball fighting title will release on January 26 for the PlayStation 4, Xbox One, and PC. Who will you root for? Kakarot or the Prince of All Saiyans? View full article
  11. The Astronauts have announced that The Vanishing of Ethan Carter will be coming to Xbox One with Xbox One X support. Not only that, but this version will come with a new game mode for the atmospheric adventure title. The studio, which is currently working on the recently teased Witchfire, released The Vanishing of Ethan Carter back in 2014 to a great deal of praise. It managed to snag a BAFTA Game Innovation award for its photogrammetry-assisted environments. The Astronauts believe that those environments will finally have a chance to breathe properly in 4K HD. To that end, the Xbox One version of Ethan Carter comes with a Free Roam mode at the request of fans. Players will be able to simply explore the gorgeous environments without having to worry about solving murders or being accosted by ethereal visions. The Vanishing of Ethan Carter launches on January 19 for Xbox One.
  12. The Astronauts have announced that The Vanishing of Ethan Carter will be coming to Xbox One with Xbox One X support. Not only that, but this version will come with a new game mode for the atmospheric adventure title. The studio, which is currently working on the recently teased Witchfire, released The Vanishing of Ethan Carter back in 2014 to a great deal of praise. It managed to snag a BAFTA Game Innovation award for its photogrammetry-assisted environments. The Astronauts believe that those environments will finally have a chance to breathe properly in 4K HD. To that end, the Xbox One version of Ethan Carter comes with a Free Roam mode at the request of fans. Players will be able to simply explore the gorgeous environments without having to worry about solving murders or being accosted by ethereal visions. The Vanishing of Ethan Carter launches on January 19 for Xbox One. View full article
  13. King Art Games released an episodic adventure series back in 2013 called The Raven - Legacy of a Master Thief. This year, King Art returns to its mystery to remaster it for modern consoles and give it a new coat of paint for the PC crowd. This new version will simply be called The Raven Remastered. The Raven focuses on unraveling the mystery behind the theft of a ruby from the British Museum in 1964. In its place was found a raven feather, the calling card of a master thief who disappeared without a trace years earlier. The ruby is one of a pair - the second is sent to Cairo for exhibition under the watchful eye of the player character, the bumbling constable Anton Jakob Zellner. Zellner quickly finds himself embroiled in a mystery that he had only ever encountered in his beloved mystery novels, complete with a debonair sleuthing rival in the form of Nicolas Legrand. When The Raven released five years ago, it received praise for its voice acting and narrative, as well as some criticism for its reliance on outdated adventure game mechanics. Perhaps those mechanics have improved with age? The remaster offers improved animations, a revamped lighting system, and new hair rendering all in HD. It also adds French, Spanish and Simplified Chinese support for the first time, which comes in addition to the already available German, Russian, Polish and Italian localizations. The trailer released to announce the upcoming remaster seems to oscillate between appropriately moody lighting showing off the improvements made and some... less visually appealing moments as seen in the thumbnail for the trailer. Can you keep the Eye of the Sphinx safe on its long journey to Cairo when The Raven Remastered releases on March 13 for PlayStation 4, Xbox One, and PC?
  14. King Art Games released an episodic adventure series back in 2013 called The Raven - Legacy of a Master Thief. This year, King Art returns to its mystery to remaster it for modern consoles and give it a new coat of paint for the PC crowd. This new version will simply be called The Raven Remastered. The Raven focuses on unraveling the mystery behind the theft of a ruby from the British Museum in 1964. In its place was found a raven feather, the calling card of a master thief who disappeared without a trace years earlier. The ruby is one of a pair - the second is sent to Cairo for exhibition under the watchful eye of the player character, the bumbling constable Anton Jakob Zellner. Zellner quickly finds himself embroiled in a mystery that he had only ever encountered in his beloved mystery novels, complete with a debonair sleuthing rival in the form of Nicolas Legrand. When The Raven released five years ago, it received praise for its voice acting and narrative, as well as some criticism for its reliance on outdated adventure game mechanics. Perhaps those mechanics have improved with age? The remaster offers improved animations, a revamped lighting system, and new hair rendering all in HD. It also adds French, Spanish and Simplified Chinese support for the first time, which comes in addition to the already available German, Russian, Polish and Italian localizations. The trailer released to announce the upcoming remaster seems to oscillate between appropriately moody lighting showing off the improvements made and some... less visually appealing moments as seen in the thumbnail for the trailer. Can you keep the Eye of the Sphinx safe on its long journey to Cairo when The Raven Remastered releases on March 13 for PlayStation 4, Xbox One, and PC? View full article
  15. Roberts Space Industries has been working on Star Citizen since the success of their Kickstarter campaign back in 2012. After five years, the framework of their ambitious space MMO seems to be falling into place. For the better part of the past year, Star Citizen has been sitting in alpha version 2.6, which allowed for limited travel around a space station testing ground that laid out some of the core principles that would be present in the final game. 3.0 drastically expands the scope to include a collection of moons and a planetoid with various outposts, wrecks, and space ports along with more mechanics and opportunities out in the 'verse. The 3.0 update introduces trade as a functional mechanic that was impossible in 2.6. Players can now purchase goods that are physically stored in their ship and transport them to different locations in to try to corner the market. Of course, that also opens up the opportunity for less scrupulous players to become the fledgling universe's first space pirates. Outside of habitable settlements, where weapons are disabled, anything goes. The final vision of Star Citizen will offer players the chance to become bounty hunters to track and capture or kill lawbreakers, which will hopefully balance out piracy. Of course, if players are making money then they need something to spend it on. Players can buy new parts for their ships, fancy handheld guns, snazzy new jumpsuits, or new casual clothes. All of that relies on 3.0's new shopping system that allows all of those goods to be purchased for the first time. The addition of navigable moons represents the first public steps of Star Citizen toward its end goal of a universe full of planets to explore. The moons are each distinct, offering different environments, locations, and opportunities. For the first time, players will be able to set foot on the surface of an alien world and perhaps find ruins worth scavenging or missions to complete. These locations consist of Cellin, the moon of dormant volcanoes, Daymar, a desert-like moon, and Yela, an icy rock floating in the black. A new landing zone has been added on the planetoid of Delamar called Levski, a ramshackle, converted mining colony teased in previous Star Citizen promotional videos. That doesn't mean 3.0's launch has been smooth. The patch caused many players to struggle with the game's memory requirements, rendering it unplayable for some who had found 2.6 to be manageable. The game is certainly still in an alpha state so, while it shows a lot of promise and has become one of the largest crowdfunding operations in history, take all of its potential with some grains of salt and temper your expectations. 3.0 is not even close to what the final version of Star Citizen will be - you can just see some of the foundations being laid. A lot of optimization still needs to be done. 3.0 stands as the first of Roberts Space Industries' scheduled quarterly releases. From now on, the game will be updated at the end of every quarter of the year with new features, ships, and locations. The latest version comes with a new launcher that allows future updates to be downloaded without downloading the entire game over again, streamlining the updating process for Star Citizen's space-faring fans. A lot of other minor improvements are included with 3.0 and you can read about them in the full change log on Star Citizen's website. There's no solid release date for when to expect Star Citizen to exit development, so the final product is likely still years away from completion. That being said, it's pretty amazing to see a project so ambitious to keep making progress. Who knows what surprises Roberts Space Industries has in store once the basic mechanics and universal building blocks are finally settled into place?
  16. Roberts Space Industries has been working on Star Citizen since the success of their Kickstarter campaign back in 2012. After five years, the framework of their ambitious space MMO seems to be falling into place. For the better part of the past year, Star Citizen has been sitting in alpha version 2.6, which allowed for limited travel around a space station testing ground that laid out some of the core principles that would be present in the final game. 3.0 drastically expands the scope to include a collection of moons and a planetoid with various outposts, wrecks, and space ports along with more mechanics and opportunities out in the 'verse. The 3.0 update introduces trade as a functional mechanic that was impossible in 2.6. Players can now purchase goods that are physically stored in their ship and transport them to different locations in to try to corner the market. Of course, that also opens up the opportunity for less scrupulous players to become the fledgling universe's first space pirates. Outside of habitable settlements, where weapons are disabled, anything goes. The final vision of Star Citizen will offer players the chance to become bounty hunters to track and capture or kill lawbreakers, which will hopefully balance out piracy. Of course, if players are making money then they need something to spend it on. Players can buy new parts for their ships, fancy handheld guns, snazzy new jumpsuits, or new casual clothes. All of that relies on 3.0's new shopping system that allows all of those goods to be purchased for the first time. The addition of navigable moons represents the first public steps of Star Citizen toward its end goal of a universe full of planets to explore. The moons are each distinct, offering different environments, locations, and opportunities. For the first time, players will be able to set foot on the surface of an alien world and perhaps find ruins worth scavenging or missions to complete. These locations consist of Cellin, the moon of dormant volcanoes, Daymar, a desert-like moon, and Yela, an icy rock floating in the black. A new landing zone has been added on the planetoid of Delamar called Levski, a ramshackle, converted mining colony teased in previous Star Citizen promotional videos. That doesn't mean 3.0's launch has been smooth. The patch caused many players to struggle with the game's memory requirements, rendering it unplayable for some who had found 2.6 to be manageable. The game is certainly still in an alpha state so, while it shows a lot of promise and has become one of the largest crowdfunding operations in history, take all of its potential with some grains of salt and temper your expectations. 3.0 is not even close to what the final version of Star Citizen will be - you can just see some of the foundations being laid. A lot of optimization still needs to be done. 3.0 stands as the first of Roberts Space Industries' scheduled quarterly releases. From now on, the game will be updated at the end of every quarter of the year with new features, ships, and locations. The latest version comes with a new launcher that allows future updates to be downloaded without downloading the entire game over again, streamlining the updating process for Star Citizen's space-faring fans. A lot of other minor improvements are included with 3.0 and you can read about them in the full change log on Star Citizen's website. There's no solid release date for when to expect Star Citizen to exit development, so the final product is likely still years away from completion. That being said, it's pretty amazing to see a project so ambitious to keep making progress. Who knows what surprises Roberts Space Industries has in store once the basic mechanics and universal building blocks are finally settled into place? View full article
  17. Though Good Old Games has certainly become a contender in the area of digital sales with a focus shifting toward new titles, the team behind the online storefront's curation of older PC games has been quietly chugging along. To that end, the 1996 adventure game Titanic: Adventure Out of Time has released once again! One might be forgiven for thinking of Titanic: Adventure Out of Time as a cheap cash grab that follows the events of James Cameron's Titanic, which released in 1997. Instead of weaving a tale of love and loss on the high seas, Adventure Out of Time focuses on the exploits of a British secret agent on the trail of a mystery that will decide the fate of entire countries, a mystery that turns into a race against time as the ship nears its tragic end. The game reconstructs the interior of the Titanic in intricate, 1996 PC-levels of detail. Players are able to interact with over 25 characters from differing segments of society who respond dynamically to choices made throughout your time aboard the Titanic. There's also an option to simply tour the 3D reconstruction of the vessel to learn more about the actual history of the doomed voyage. Titanic: Adventure Out of Time has long been a sought after gem among adventure game enthusiasts, so having it readily available and updated to run on current platforms is a real boon for the retro community as well as those curious about gaming history itself.
  18. Though Good Old Games has certainly become a contender in the area of digital sales with a focus shifting toward new titles, the team behind the online storefront's curation of older PC games has been quietly chugging along. To that end, the 1996 adventure game Titanic: Adventure Out of Time has released once again! One might be forgiven for thinking of Titanic: Adventure Out of Time as a cheap cash grab that follows the events of James Cameron's Titanic, which released in 1997. Instead of weaving a tale of love and loss on the high seas, Adventure Out of Time focuses on the exploits of a British secret agent on the trail of a mystery that will decide the fate of entire countries, a mystery that turns into a race against time as the ship nears its tragic end. The game reconstructs the interior of the Titanic in intricate, 1996 PC-levels of detail. Players are able to interact with over 25 characters from differing segments of society who respond dynamically to choices made throughout your time aboard the Titanic. There's also an option to simply tour the 3D reconstruction of the vessel to learn more about the actual history of the doomed voyage. Titanic: Adventure Out of Time has long been a sought after gem among adventure game enthusiasts, so having it readily available and updated to run on current platforms is a real boon for the retro community as well as those curious about gaming history itself. View full article
  19. We've all lost someone along the way to the here and now. It's always tragic, always painful, and always hard to process. For Emery offers itself as a tribute to the people who are going through loss by presenting a story about searching for life after death. For Emery was developed by Sanud Games and bills itself as a point-and-click interactive novel inspired by the ancient Sumerian text the Epic of Gilgamesh. The story focuses on Germaine, a circus performer who refuses to accept the death of his friend and colleague Emery. On his quest, Germaine progresses through the five stages of grief to uncover the truth behind death itself. The game itself seems to come from a pretty personal place as the listing for the game concludes, "Isabelle, your classmates and loved ones still miss you. Linda Farkas, your inspiration bled beyond your fiery artform." Hopefully For Emery can help both developers and players find some measure of peace. So far the early access version of For Emery has only been released on Game Jolt for both PC and Mac. A free demo is available on both Game Jolt and itch.io that allows players to progress up to Act 1, Scene 2.
  20. We've all lost someone along the way to the here and now. It's always tragic, always painful, and always hard to process. For Emery offers itself as a tribute to the people who are going through loss by presenting a story about searching for life after death. For Emery was developed by Sanud Games and bills itself as a point-and-click interactive novel inspired by the ancient Sumerian text the Epic of Gilgamesh. The story focuses on Germaine, a circus performer who refuses to accept the death of his friend and colleague Emery. On his quest, Germaine progresses through the five stages of grief to uncover the truth behind death itself. The game itself seems to come from a pretty personal place as the listing for the game concludes, "Isabelle, your classmates and loved ones still miss you. Linda Farkas, your inspiration bled beyond your fiery artform." Hopefully For Emery can help both developers and players find some measure of peace. So far the early access version of For Emery has only been released on Game Jolt for both PC and Mac. A free demo is available on both Game Jolt and itch.io that allows players to progress up to Act 1, Scene 2. View full article
  21. Anyone else having fun playing this? Anyone interested in grouping up for said game?
  22. I caved. I didn't know what I was getting myself into, but I'd been hearing for years about this niche Japanese game and how great it was. It looked weird. A cartoon bear featured heavily in a lot of the images I'd seen from the title. What was it about? What kind of a game was it? I had no idea. Based solely on the recommendations of friends and colleagues, I picked up Danganronpa: Trigger Happy Havoc and took my first steps into a strange new world. Danganronpa might just be one of the oddest games I've played. It's equal parts mystery novel, adventure game, and courtroom drama with all of those disparate elements coming together in a way that makes sense. It contains horror and violence, but can turn on a dime to be comedic and slapstick. The game uses every trick it can manage within the tight confines of its gameplay to bring the player through the full gauntlet of human emotion. Completing an episode of Danganronpa can be an absolutely draining experience - not because of difficult gameplay, but because the game demands empathy from the player. It needs the player to see and feel through the eyes of the characters; a daunting task that many games never accomplish. If you don't already have some idea of what the game is about and the previous paragraph sounded interesting to you, stop reading and go play it on PS Vita or the remaster of the first two games that released on PC and PlayStation 4. It's best to go in blind with as few expectations as possible to allow the game to allow you into the lives of the various characters. If you've played it already or aren't planning to play, but still have some curiosity, read on! So what is Danganronpa? Ostensibly, the scenario revolves around Makoto Naegi, a typical Japanese high school student who has been accepted into Hope's Peak Academy, the most rigorous and prestigious school in the country. The people accepted into the school have to display "ultimate" skills in a given field. Makoto, unable to manifest any remarkable talents, receives his acceptance when he wins a raffle, proving himself to be the "ultimate lucky student." On the first day of school, Makoto feels nervous, knowing that the other students will have excelled in various fields while he seemingly possesses no expertise of his own. Gathering up his courage, he steps through the doors of Hope's Peak... only for everything to go dark as he loses awareness of his surroundings. He awakens some time later within a twisted version of the school. The doors and windows have all been sealed from the inside by huge sheets of heavy metal. The only way in or out of the school seems to be a gigantic vault door that has been locked. Strangest of all, the entire school seems empty with the exception of a handful of students. These classmates introduce themselves to one another, discovering that they have all had an experience similar to Makoto's loss of consciousness. Each of these new characters begins going through different emotional beats in to reaction the sudden change in their perception. Before the strange situation can be fully processed, a voice calls out to them through the school's intercoms. A high-pitched, lilting voice that simultaneously encompasses playfulness and death. The unnerving voice tells the group of students to assemble in the gym. Lacking any alternative, the newest class at Hope's Peak Academy follows their instructions. In the gym they meet with the main antagonist of Danganronpa: A robotic, black and white stuffed bear that goes by the name Monokuma. This strange creature lays out the predicament with which the students must now contend. The building has been sealed, completely and utterly. Monokuma is the only one capable of unlocking the colossal vault door covering the one entrance and exit. They can either live within the school with all of their needs met for the rest of their lives or they can be the last one standing in a "killing game." To win, a student would need to murder one of their classmates and then successfully pin the murder on another student following an investigation and trial conducted by the remaining members of the class. With that announcement, Danganronpa begins in earnest. The core gameplay consists of living life alongside the fourteen other students, investigating murders, and conducting class trials to determine who was responsible. The normal day-to-day life in the school consists of seeking out the characters you find the most interesting and engaging them in conversation to learn more about their wants and desires. This actually has a gameplay benefit beyond informing the subsequent stories that unfold. Gaining a character's trust unlocks abilities and skills that can be used during trials to give the player an edge in the mini-games and logic puzzles. Each conversation ends with the option to give a character a gift, which they may or may not like, further affecting Makoto's standing with that individual. These interactions seem pretty mundane, but they are a really subtle and effective way of investing the player into the story and characters, which makes the twists and turns of the murder cases become all the more interesting and fraught with genuine emotional energy. You never know if the person you invested time into could be the next victim... or the next murderer. Each murder is followed by a shift in the nature of the game. The students become investigators, looking for clues in various parts of the school. This serves as a bit of a farewell to each of the slain characters as Makoto observes the murder scenes and follows up on leads. It's a sad, somber, and sometimes perplexing affair as both the characters on screen and the player struggle with loss after loss while also attempting to piece together clues to prove who committed the crime. All of this concludes with a class trial which plays out as a series of logic puzzles where the player literally needs to poke holes in incomplete or inaccurate accounts of events, argue against other classmates in rhythmic rhetorical battles, and piece together new clues on the fly from unexpected evidence presented by the other students. The stakes are high, too, as the penalty for failing to uncover the true killer is the death of the entire class while the murderer goes free. With these three modes of play you wind up with Danganronpa, a strange amalgamation of Sherlock Holmes mystery, slice of life visual novel, and Phoenix Wright: Ace Attorney. A game with just that as an elevator pitch might be good. Danganronpa doesn't settle for just being good and it does that by engendering empathy. Empathy is difficult. Empathy requires making a connection with another person to the point that you can understand what they are going through. It's not to be confused with sympathy, which involves caring for and feeling bad for someone, but ultimately being unable to understand their feelings and situation on a fundamental level. Empathy involves taking the time and expending the energy necessary to know someone enough to understand them and, to a certain degree, forgive them. It doesn't mean excusing actions that have hurt yourself or others, but it does entail connecting on some level with the person behind that hurt and understanding their humanity. I'm going to take a bit of what might seem to be a detour here, but bear with me. When I was growing up, one of my best friends in the whole world hurt me with a lie. Then it became several lies. Ultimately, it spiraled into an uncomfortably loud conversation in the halls of our school where we parted ways angrily. He refused to see things from my perspective and I refused to consider things from his. It seems a little thing now in retrospect, but at the time the hurt went deep and it caked my heart in an icy sheen of bitterness, a protective layer of despair. In time, that veneer faded and I was left with the understanding that my failure to empathize and forgive cost me one of the most important friendships I had ever had because I found the task to be more than my pride and perceived injury could bare. The point I'm trying to make with this bumbling example is that empathy is really, truly difficult - and it also might be the most important skill to possess in a life surrounded by other people. Danganronpa understands empathy on a fundamental level and structures itself around doing everything it can to help players empathize with its characters. Talking and gift-giving are small, seemingly meaningless gestures, but they serve a similar purpose to naming XCOM soldiers. Suddenly the player isn't just investing in the mechanics of the game, but also investing meaning into the characters themselves. Giving the right gift means that the player has taken the time to learn about the character and gone through the effort of using that information to make an informed gifting decision. It's a conscious effort to consider things from that character's perspective. For all of the murder that happens in Danganronpa, it never asks you to hate any member of the cast. For all of the deceptions and sometimes cruel violence, the player is asked to engage with everyone, victims and murderers both, as a fellow flawed human being. We learn about each character, we spend time with them, and eventually we discover their failures. Even when the murderers are finally unmasked, Danganronpa takes the difficult and morally complex path of allowing them to remain human. They aren't othered or given an out, they are achingly, disturbingly human, stuck in the same awful situation as everyone else. You feel for them as they meet their elaborately ironic executions at the hands (paws?) of Monokuma. Ultimately, Danganronpa stands as an ideological battlefield. On one side holds the belief that life is an absurd, meaningless wasteland with suffering and death as the constant background noise to all things. The other side contends that life has worth proportional to our love for others aside from ourselves, even for the people who have wrong wronged us. And I suppose when you get down to it, empathy depends on allowing one's self to love other people. Hope's Peak Academy mirrors life, often in uncomfortable ways. We are all born into a world full of strangers and asked to exist for as long as possible. We never know if the people we befriend and love might one day be on the giving or receiving end of awfulness from one of their fellow humans - an eventuality that we all encounter in our lives at some point. The best we can do, the hope that Danganronpa presents to its players, is to meet that hurt with a courageous empathy that does not give into bitter despair. It is the hope that we can put in the effort, the very real work, to understand the antagonists of our own stories and in that understanding find a way forward that isn't mired in the mistakes of the past.
  23. I caved. I didn't know what I was getting myself into, but I'd been hearing for years about this niche Japanese game and how great it was. It looked weird. A cartoon bear featured heavily in a lot of the images I'd seen from the title. What was it about? What kind of a game was it? I had no idea. Based solely on the recommendations of friends and colleagues, I picked up Danganronpa: Trigger Happy Havoc and took my first steps into a strange new world. Danganronpa might just be one of the oddest games I've played. It's equal parts mystery novel, adventure game, and courtroom drama with all of those disparate elements coming together in a way that makes sense. It contains horror and violence, but can turn on a dime to be comedic and slapstick. The game uses every trick it can manage within the tight confines of its gameplay to bring the player through the full gauntlet of human emotion. Completing an episode of Danganronpa can be an absolutely draining experience - not because of difficult gameplay, but because the game demands empathy from the player. It needs the player to see and feel through the eyes of the characters; a daunting task that many games never accomplish. If you don't already have some idea of what the game is about and the previous paragraph sounded interesting to you, stop reading and go play it on PS Vita or the remaster of the first two games that released on PC and PlayStation 4. It's best to go in blind with as few expectations as possible to allow the game to allow you into the lives of the various characters. If you've played it already or aren't planning to play, but still have some curiosity, read on! So what is Danganronpa? Ostensibly, the scenario revolves around Makoto Naegi, a typical Japanese high school student who has been accepted into Hope's Peak Academy, the most rigorous and prestigious school in the country. The people accepted into the school have to display "ultimate" skills in a given field. Makoto, unable to manifest any remarkable talents, receives his acceptance when he wins a raffle, proving himself to be the "ultimate lucky student." On the first day of school, Makoto feels nervous, knowing that the other students will have excelled in various fields while he seemingly possesses no expertise of his own. Gathering up his courage, he steps through the doors of Hope's Peak... only for everything to go dark as he loses awareness of his surroundings. He awakens some time later within a twisted version of the school. The doors and windows have all been sealed from the inside by huge sheets of heavy metal. The only way in or out of the school seems to be a gigantic vault door that has been locked. Strangest of all, the entire school seems empty with the exception of a handful of students. These classmates introduce themselves to one another, discovering that they have all had an experience similar to Makoto's loss of consciousness. Each of these new characters begins going through different emotional beats in to reaction the sudden change in their perception. Before the strange situation can be fully processed, a voice calls out to them through the school's intercoms. A high-pitched, lilting voice that simultaneously encompasses playfulness and death. The unnerving voice tells the group of students to assemble in the gym. Lacking any alternative, the newest class at Hope's Peak Academy follows their instructions. In the gym they meet with the main antagonist of Danganronpa: A robotic, black and white stuffed bear that goes by the name Monokuma. This strange creature lays out the predicament with which the students must now contend. The building has been sealed, completely and utterly. Monokuma is the only one capable of unlocking the colossal vault door covering the one entrance and exit. They can either live within the school with all of their needs met for the rest of their lives or they can be the last one standing in a "killing game." To win, a student would need to murder one of their classmates and then successfully pin the murder on another student following an investigation and trial conducted by the remaining members of the class. With that announcement, Danganronpa begins in earnest. The core gameplay consists of living life alongside the fourteen other students, investigating murders, and conducting class trials to determine who was responsible. The normal day-to-day life in the school consists of seeking out the characters you find the most interesting and engaging them in conversation to learn more about their wants and desires. This actually has a gameplay benefit beyond informing the subsequent stories that unfold. Gaining a character's trust unlocks abilities and skills that can be used during trials to give the player an edge in the mini-games and logic puzzles. Each conversation ends with the option to give a character a gift, which they may or may not like, further affecting Makoto's standing with that individual. These interactions seem pretty mundane, but they are a really subtle and effective way of investing the player into the story and characters, which makes the twists and turns of the murder cases become all the more interesting and fraught with genuine emotional energy. You never know if the person you invested time into could be the next victim... or the next murderer. Each murder is followed by a shift in the nature of the game. The students become investigators, looking for clues in various parts of the school. This serves as a bit of a farewell to each of the slain characters as Makoto observes the murder scenes and follows up on leads. It's a sad, somber, and sometimes perplexing affair as both the characters on screen and the player struggle with loss after loss while also attempting to piece together clues to prove who committed the crime. All of this concludes with a class trial which plays out as a series of logic puzzles where the player literally needs to poke holes in incomplete or inaccurate accounts of events, argue against other classmates in rhythmic rhetorical battles, and piece together new clues on the fly from unexpected evidence presented by the other students. The stakes are high, too, as the penalty for failing to uncover the true killer is the death of the entire class while the murderer goes free. With these three modes of play you wind up with Danganronpa, a strange amalgamation of Sherlock Holmes mystery, slice of life visual novel, and Phoenix Wright: Ace Attorney. A game with just that as an elevator pitch might be good. Danganronpa doesn't settle for just being good and it does that by engendering empathy. Empathy is difficult. Empathy requires making a connection with another person to the point that you can understand what they are going through. It's not to be confused with sympathy, which involves caring for and feeling bad for someone, but ultimately being unable to understand their feelings and situation on a fundamental level. Empathy involves taking the time and expending the energy necessary to know someone enough to understand them and, to a certain degree, forgive them. It doesn't mean excusing actions that have hurt yourself or others, but it does entail connecting on some level with the person behind that hurt and understanding their humanity. I'm going to take a bit of what might seem to be a detour here, but bear with me. When I was growing up, one of my best friends in the whole world hurt me with a lie. Then it became several lies. Ultimately, it spiraled into an uncomfortably loud conversation in the halls of our school where we parted ways angrily. He refused to see things from my perspective and I refused to consider things from his. It seems a little thing now in retrospect, but at the time the hurt went deep and it caked my heart in an icy sheen of bitterness, a protective layer of despair. In time, that veneer faded and I was left with the understanding that my failure to empathize and forgive cost me one of the most important friendships I had ever had because I found the task to be more than my pride and perceived injury could bare. The point I'm trying to make with this bumbling example is that empathy is really, truly difficult - and it also might be the most important skill to possess in a life surrounded by other people. Danganronpa understands empathy on a fundamental level and structures itself around doing everything it can to help players empathize with its characters. Talking and gift-giving are small, seemingly meaningless gestures, but they serve a similar purpose to naming XCOM soldiers. Suddenly the player isn't just investing in the mechanics of the game, but also investing meaning into the characters themselves. Giving the right gift means that the player has taken the time to learn about the character and gone through the effort of using that information to make an informed gifting decision. It's a conscious effort to consider things from that character's perspective. For all of the murder that happens in Danganronpa, it never asks you to hate any member of the cast. For all of the deceptions and sometimes cruel violence, the player is asked to engage with everyone, victims and murderers both, as a fellow flawed human being. We learn about each character, we spend time with them, and eventually we discover their failures. Even when the murderers are finally unmasked, Danganronpa takes the difficult and morally complex path of allowing them to remain human. They aren't othered or given an out, they are achingly, disturbingly human, stuck in the same awful situation as everyone else. You feel for them as they meet their elaborately ironic executions at the hands (paws?) of Monokuma. Ultimately, Danganronpa stands as an ideological battlefield. On one side holds the belief that life is an absurd, meaningless wasteland with suffering and death as the constant background noise to all things. The other side contends that life has worth proportional to our love for others aside from ourselves, even for the people who have wrong wronged us. And I suppose when you get down to it, empathy depends on allowing one's self to love other people. Hope's Peak Academy mirrors life, often in uncomfortable ways. We are all born into a world full of strangers and asked to exist for as long as possible. We never know if the people we befriend and love might one day be on the giving or receiving end of awfulness from one of their fellow humans - an eventuality that we all encounter in our lives at some point. The best we can do, the hope that Danganronpa presents to its players, is to meet that hurt with a courageous empathy that does not give into bitter despair. It is the hope that we can put in the effort, the very real work, to understand the antagonists of our own stories and in that understanding find a way forward that isn't mired in the mistakes of the past. View full article
  24. An intriguing indie adventure game has appeared on the horizon. Today, french indie studio Big Bad Wolf revealed The Council, an episodic adventure game set to launch this February. The new entry in the genre offers players the opportunity to make difficult choices that will have "permanent, long-lasting consequences." Aside from being a narrative adventure game in the same vein as Telltale's work, what exactly is The Council? Set in 1793, players become Louis de Richet who journeys to the private island estate of Lord Mortimer after receiving a cryptic invitation. Gentlemen and women from across the world seem to have been invited, as well. George Washington and Napoleon Bonaparte count themselves among Lord Mortimer's guests. Those who operate the levers of power in the world have all assembled for a mysterious purpose... and suddenly a murder interrupts the gathering. Everyone seems to have their own schemes and plots, but the players will have to uncover the mysteries of the island and guests while discovering the true nature of The Council. Big Bad Wolf has developed a new system for navigating conversations that they're promising will be unique. The Social Influence system relies on players to use skill and various resources to come out on top and achieve ideal outcomes. Those resources will be gathered during exploration segments that also provide opportunities for players to learn the weaknesses of the other island guests. Should an encounter be failed, there's no game over screen in The Council. Instead, player choices are permanent and can result in physical disfigurement, mental trauma, or (rarely) boons that will hinder or help players for the rest of the game. As players proceed, they will have opportunities for Richet to hone his skills. Perhaps the diplomatic approach appeals to you? Maybe history or science would make worthy allies? Or could it be that detective skills are what will make the difference? Over 15 skills are available, adding an almost RPG-like dimension to The Council. These skills will allow players to explore the island their own way, uncovering dark secrets as they progress into Lord Mortimer's abode. The Council’s first of five episodes, titled 'The Mad Ones,' arrives on PC, PlayStation 4, and Xbox One in February, 2018. View full article
  25. An intriguing indie adventure game has appeared on the horizon. Today, french indie studio Big Bad Wolf revealed The Council, an episodic adventure game set to launch this February. The new entry in the genre offers players the opportunity to make difficult choices that will have "permanent, long-lasting consequences." Aside from being a narrative adventure game in the same vein as Telltale's work, what exactly is The Council? Set in 1793, players become Louis de Richet who journeys to the private island estate of Lord Mortimer after receiving a cryptic invitation. Gentlemen and women from across the world seem to have been invited, as well. George Washington and Napoleon Bonaparte count themselves among Lord Mortimer's guests. Those who operate the levers of power in the world have all assembled for a mysterious purpose... and suddenly a murder interrupts the gathering. Everyone seems to have their own schemes and plots, but the players will have to uncover the mysteries of the island and guests while discovering the true nature of The Council. Big Bad Wolf has developed a new system for navigating conversations that they're promising will be unique. The Social Influence system relies on players to use skill and various resources to come out on top and achieve ideal outcomes. Those resources will be gathered during exploration segments that also provide opportunities for players to learn the weaknesses of the other island guests. Should an encounter be failed, there's no game over screen in The Council. Instead, player choices are permanent and can result in physical disfigurement, mental trauma, or (rarely) boons that will hinder or help players for the rest of the game. As players proceed, they will have opportunities for Richet to hone his skills. Perhaps the diplomatic approach appeals to you? Maybe history or science would make worthy allies? Or could it be that detective skills are what will make the difference? Over 15 skills are available, adding an almost RPG-like dimension to The Council. These skills will allow players to explore the island their own way, uncovering dark secrets as they progress into Lord Mortimer's abode. The Council’s first of five episodes, titled 'The Mad Ones,' arrives on PC, PlayStation 4, and Xbox One in February, 2018.
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