Showing results for tags 'pc'. - Extra Life Community Hub Jump to content

Search the Community

Showing results for tags 'pc'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Extra Life News
    • Extra Life Updates
    • Best Practices
    • Community Content
    • Why I Extra Life
    • Fundraising
    • Contests
  • Gaming News
  • Features
  • Podcast

Discussions

  • Extra Life Discussions
    • General Extra Life Discussion
    • Local Extra Lifers
    • Fundraising Ideas
    • Live Streaming Tips & Tricks
    • Official Extra Life Stream Team Discussion
    • Extra Life JSON Code Discussion & Sharing
    • Extra Life United
    • Extra Life Q & A
  • Articles & Extra Life Announcements
    • Announcements
  • Official Extra Life Guilds
    • Guild information and Discussion
    • Canada
    • Northeastern US
    • Southeastern US
    • Central US
    • Western US
  • Gaming Discussions
  • Other Stuff
  • Denver Extra Life Guild's Recent Posts

Calendars

  • Extra Life Community Calendar
  • Extra Life Stream Team
  • Akron Guild
  • Albany Guild
  • Albuquerque Guild
  • Anchorage Guild
  • Atlanta Guild
  • Austin Guild
  • Bakersfield Guild
  • Baltimore Guild
  • Birmingham Guild
  • Boston Guild
  • Burlington Guild
  • Buffalo Guild
  • Calgary, AB Guild
  • Morgantown Guild
  • Charlottesville Guild
  • Chicago Guild
  • Cincinnati Guild
  • Cleveland Guild
  • Columbia, MO Guild
  • Columbus, OH Guild
  • Dallas Guild
  • Dayton Guild
  • Denver Guild
  • Des Moines Guild
  • Detroit Guild
  • Edmonton, AB Guild
  • Fargo-Valley City Guild
  • Fresno Guild
  • Ft. Worth Guild
  • Gainesville-Tallahassee Guild
  • Grand Rapids Guild
  • Halifax, NS Guild
  • Hamilton, ON Guild
  • Hartford Guild
  • Hershey Guild
  • Hudson Valley Guild
  • Houston Guild
  • Indianapolis Guild
  • Jacksonville Guild
  • Kansas City Guild
  • Knoxville Guild
  • Lansing Guild
  • London, ON Guild
  • Los Angeles Guild
  • Milwaukee / Madison Guild
  • Minneapolis / Twin Cities Guild
  • Montreal / Quebec City Guild
  • Nashville Guild
  • Newark Guild
  • NYC & Long Island Guild
  • Oakland / San Francisco Guild
  • Omaha Guild
  • Orange County Guild
  • Orlando Guild
  • Ottawa, ON Guild
  • Philadelphia Guild
  • Phoenix Guild
  • Pittsburgh Guild
  • Portland, OR Guild
  • Portland, ME Guild
  • Raleigh-Durham Guild
  • Richmond Guild
  • Sacramento Guild
  • Salt Lake City Guild
  • San Antonio Guild
  • San Diego Guild
  • San Juan, PR Guild
  • Saskatchewan Guild
  • Seattle Guild
  • Spokane Guild
  • Springfield-Champaign, IL Guild
  • Springfield, MA Guild
  • St. Louis Guild
  • Syracuse Guild
  • Tampa / St. Petersburg Guild
  • Toronto, ON Guild
  • Vancouver, BC Guild
  • Washington DC Guild
  • Winnipeg, MB Guild
  • Denver Extra Life Guild's Events
  • Extra Life Akron's Events

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Hospital


Location


Why I "Extra Life"


Interests


Twitter


Instagram


Twitch


Mixer


Discord


Blizzard Battletag


Nintendo ID


PSN ID


Steam


Origin


Xbox Gamertag

Found 830 results

  1. 11 bit studios, the developer behind the upcoming Frostpunk, has decided to give away their previous indie hit This War of Mine for free in the lead up to Frostpunk's release later this month. This War of Mine tells the story of civilians trapped in a besieged city as they struggle to survive under the harsh conditions of war. Players must craft upgrades and supplies out of what they can scavenge from the surrounding areas at night. During scavenging runs, players can run across NPCs that they can either help or hurt depending on what players believe might be in their best interest. It's a deliberately murky game that focuses on the often untold stories of wartime. The goal is to survive until a ceasefire ends the fighting, but since the game randomizes a lot of the events and resources with each playthrough, the player never knows how long they might have to hold out or how far they might have to go to survive. This War of Mine has sold over 2.5 million copies and has reeled in numerous awards from organizations like SXSW and IGF. Sales of the DLC content related to This War of Mine support the War Child charity that provides assistance to children who are currently living under conflict conditions of the aftermath of war. The studio will be giving away This War of Mine: Anniversary Edition that includes new characters, locations, and a completely new ending. You have until this Sunday, April 8, to download the game from Steam.
  2. 11 bit studios, the developer behind the upcoming Frostpunk, has decided to give away their previous indie hit This War of Mine for free in the lead up to Frostpunk's release later this month. This War of Mine tells the story of civilians trapped in a besieged city as they struggle to survive under the harsh conditions of war. Players must craft upgrades and supplies out of what they can scavenge from the surrounding areas at night. During scavenging runs, players can run across NPCs that they can either help or hurt depending on what players believe might be in their best interest. It's a deliberately murky game that focuses on the often untold stories of wartime. The goal is to survive until a ceasefire ends the fighting, but since the game randomizes a lot of the events and resources with each playthrough, the player never knows how long they might have to hold out or how far they might have to go to survive. This War of Mine has sold over 2.5 million copies and has reeled in numerous awards from organizations like SXSW and IGF. Sales of the DLC content related to This War of Mine support the War Child charity that provides assistance to children who are currently living under conflict conditions of the aftermath of war. The studio will be giving away This War of Mine: Anniversary Edition that includes new characters, locations, and a completely new ending. You have until this Sunday, April 8, to download the game from Steam. View full article
  3. Frog Fractions will not teach you how to fraction. Developed in 2012 by Jim Crawford, Frog Fractions began its life as an in-joke between himself and his friends. That joke evolved into an indie release that has been hailed as a mix between the best and worst game ever made. It's highly recommended that you play the game before you listen. It should only take about an hour to complete depending on how quick you are at discovering its tricks. You can play it for free on Twinbeard's website. Can a free indie comedy game stand as one of the best games period based on its originality alone? 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: Dance Dance Revolution Extreme 'Epic Steps' by Tonalysis (http://ocremix.org/remix/OCR03699) You can follow Marcus on Twitter @MarcusStewart7 where you can find his thoughts on Dragon Ball Super, wrestling, and video games! He also writes at Marcus Writes About Games, Extra Life (hey, that's here!), and hosts Carving Gaming Rushmores. 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
  4. Frog Fractions will not teach you how to fraction. Developed in 2012 by Jim Crawford, Frog Fractions began its life as an in-joke between himself and his friends. That joke evolved into an indie release that has been hailed as a mix between the best and worst game ever made. It's highly recommended that you play the game before you listen. It should only take about an hour to complete depending on how quick you are at discovering its tricks. You can play it for free on Twinbeard's website. Can a free indie comedy game stand as one of the best games period based on its originality alone? 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: Dance Dance Revolution Extreme 'Epic Steps' by Tonalysis (http://ocremix.org/remix/OCR03699) You can follow Marcus on Twitter @MarcusStewart7 where you can find his thoughts on Dragon Ball Super, wrestling, and video games! He also writes at Marcus Writes About Games, Extra Life (hey, that's here!), and hosts Carving Gaming Rushmores. 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 View full article
  5. THQ Nordic announced today that Red Faction Guerrilla would be getting the remaster treatment for PlayStation 4, Xbox One, and PC. The official title of the game will be Red Faction Guerrilla Re-Mars-tered. That punny title is 100% real. Red Faction Guerrilla takes place about 50 years after the events of the original Red Faction. Players take on the role of a freedom fighter seeking to toss off the oppressive yoke of the Earth Defense Force (unrelated to the Earth Defense Force series). The game made a name for itself in 2009 with the unprecedented level of environment and structure destruction afforded to players who set foot in its open world. Re-Mars-tered will feature fully overhauled graphics that rework and freshen up the textures, modify the lighting and shadows, and shift how shader and post processing work. The new Red Faction Guerrilla will also support 4k resolution. Though we don't know exactly when Red Faction Guerrilla Re-Mars-tered will release, we know that it will hit stores sometime during Q2 of 2018, sometime between the beginning April and the end of June.
  6. THQ Nordic announced today that Red Faction Guerrilla would be getting the remaster treatment for PlayStation 4, Xbox One, and PC. The official title of the game will be Red Faction Guerrilla Re-Mars-tered. That punny title is 100% real. Red Faction Guerrilla takes place about 50 years after the events of the original Red Faction. Players take on the role of a freedom fighter seeking to toss off the oppressive yoke of the Earth Defense Force (unrelated to the Earth Defense Force series). The game made a name for itself in 2009 with the unprecedented level of environment and structure destruction afforded to players who set foot in its open world. Re-Mars-tered will feature fully overhauled graphics that rework and freshen up the textures, modify the lighting and shadows, and shift how shader and post processing work. The new Red Faction Guerrilla will also support 4k resolution. Though we don't know exactly when Red Faction Guerrilla Re-Mars-tered will release, we know that it will hit stores sometime during Q2 of 2018, sometime between the beginning April and the end of June. View full article
  7. At GDC, Epic Games revealed an unprecedented demonstration alongside NVIDIA and ILMxLAB, Lucasfilm's division in charge of experimenting with experimenting with techniques for advancing digital trickery. The three companies worked together on a technique called real-time ray tracing and seem to have achieved it, demonstrating the technique on stage during Epic's "State of Unreal" session at the Game Developer's Conference. This represents the first time real-time ray tracing has been publicly displayed live. So what is real-time ray tracing? Ray tracing is basically the technology that allows digital graphics to simulate light and shadow. Real-time ray tracing represents the next step beyond the tech we have now, allowing for multiple light sources to reflect and create shadows in real-time as either they move or the objects around them move. It essentially closes the gap between the tech between what digital animators can achieve in film and what game developers can create in video games. Epic's demonstration ran on NVIDIA's tech housed in Volta GPUs while an iPad running ARKit used a virtual camera to get a close-up view of the smallest details. The assets themselves were created by Lucasfilm for use in Star Wars: The Last Jedi. The demo showcased advances in textured area lights, ray-traced ambient occlusion, reflections, and shadows, and cinematic depth-of-field. Take a look at what that all looks like in action: If that doesn't get you excited and you need something a little more gaming related, NVIDIA also worked with Remedy Entertainment, the developers behind Alan Wake, Quantum Break, and Max Payne, to create a tech demo showing what real-time ray tracing can do inside a video game environment. Remedy's demo could also be a small tease for their mysterious project that's currently only known by the codename "P7." This technology is just on the horizon. It's hard not to get excited over what that could mean for games coming out in the next few years that take advantage of the ability to utilize real-time ray tracing. The one hitch might be that bitcoin mining has caused a huge uptick in GPU prices, so the cost of upgrading a PC graphics card could be prohibitive for those looking to upgrade to a device capable of handling this kind of graphical horsepower. What do you think? Are you excited by these teasers?
  8. At GDC, Epic Games revealed an unprecedented demonstration alongside NVIDIA and ILMxLAB, Lucasfilm's division in charge of experimenting with experimenting with techniques for advancing digital trickery. The three companies worked together on a technique called real-time ray tracing and seem to have achieved it, demonstrating the technique on stage during Epic's "State of Unreal" session at the Game Developer's Conference. This represents the first time real-time ray tracing has been publicly displayed live. So what is real-time ray tracing? Ray tracing is basically the technology that allows digital graphics to simulate light and shadow. Real-time ray tracing represents the next step beyond the tech we have now, allowing for multiple light sources to reflect and create shadows in real-time as either they move or the objects around them move. It essentially closes the gap between the tech between what digital animators can achieve in film and what game developers can create in video games. Epic's demonstration ran on NVIDIA's tech housed in Volta GPUs while an iPad running ARKit used a virtual camera to get a close-up view of the smallest details. The assets themselves were created by Lucasfilm for use in Star Wars: The Last Jedi. The demo showcased advances in textured area lights, ray-traced ambient occlusion, reflections, and shadows, and cinematic depth-of-field. Take a look at what that all looks like in action: If that doesn't get you excited and you need something a little more gaming related, NVIDIA also worked with Remedy Entertainment, the developers behind Alan Wake, Quantum Break, and Max Payne, to create a tech demo showing what real-time ray tracing can do inside a video game environment. Remedy's demo could also be a small tease for their mysterious project that's currently only known by the codename "P7." This technology is just on the horizon. It's hard not to get excited over what that could mean for games coming out in the next few years that take advantage of the ability to utilize real-time ray tracing. The one hitch might be that bitcoin mining has caused a huge uptick in GPU prices, so the cost of upgrading a PC graphics card could be prohibitive for those looking to upgrade to a device capable of handling this kind of graphical horsepower. What do you think? Are you excited by these teasers? View full article
  9. The Stanley Parable originated as a mod for Half-Life 2 made by Davey Wreden. The mod proved to be relatively popular for its unique sense of humor and the way it played with gaming interactivity in novel ways. As a result, it became a fully fledged title that released at the tail end of 2013 with revamped graphics and additional content. Falling into that adventure game sub-genre of games that are sometimes derisively called "walking simulators," The Stanley Parable focuses on exploring interactivity in a digital medium by posing an iconic choice to the player: If you enter a room with two doors and someone tells you to go through the door on the left, but you are fully capable of going through the door on the right, which do you choose? With humor, minimalist design, and some brilliant voice work by Kevan Brighting, is The Stanley Parable one of the best games period? Outro music: Lunar Pool 'Looser Tool' by Harmsing (http://ocremix.org/remix/OCR03704) 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
  10. The Stanley Parable originated as a mod for Half-Life 2 made by Davey Wreden. The mod proved to be relatively popular for its unique sense of humor and the way it played with gaming interactivity in novel ways. As a result, it became a fully fledged title that released at the tail end of 2013 with revamped graphics and additional content. Falling into that adventure game sub-genre of games that are sometimes derisively called "walking simulators," The Stanley Parable focuses on exploring interactivity in a digital medium by posing an iconic choice to the player: If you enter a room with two doors and someone tells you to go through the door on the left, but you are fully capable of going through the door on the right, which do you choose? With humor, minimalist design, and some brilliant voice work by Kevan Brighting, is The Stanley Parable one of the best games period? Outro music: Lunar Pool 'Looser Tool' by Harmsing (http://ocremix.org/remix/OCR03704) 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 View full article
  11. Titan Quest may have been out for over a decade, but it has just released on consoles for the first time. Players can now experience the Diablo-like ARPG based on mythologies from around the world. Crafted by Brian Sullivan, one of the co-creators of Age of Empires, players travel across Europe, the Middle East, and Asia in an attempt to stop the long imprisoned Titans from destroying the planet. With the help of the gods themselves, it might just be possible. Titan Quest is notable for its story having been written by Randall Wallace, the mind behind the film Braveheart. The console version features completely overhauled graphics that bring the 2006 game up to modern graphical standards. It also supports online co-op play for up to six players. That's right, up to five of your friends can run around the ancient world doing battle with mythical creatures. With controls remapped to console gamepads, it's never been easier to play. Titan Quest is available now for PlayStation 4, Xbox One, and PC. A Nintendo Switch version is currently in development, but the official word is that it will be released when it is done. A couch co-op mode is also on the way. What do you think? Will you be picking up Titan Quest?
  12. Titan Quest may have been out for over a decade, but it has just released on consoles for the first time. Players can now experience the Diablo-like ARPG based on mythologies from around the world. Crafted by Brian Sullivan, one of the co-creators of Age of Empires, players travel across Europe, the Middle East, and Asia in an attempt to stop the long imprisoned Titans from destroying the planet. With the help of the gods themselves, it might just be possible. Titan Quest is notable for its story having been written by Randall Wallace, the mind behind the film Braveheart. The console version features completely overhauled graphics that bring the 2006 game up to modern graphical standards. It also supports online co-op play for up to six players. That's right, up to five of your friends can run around the ancient world doing battle with mythical creatures. With controls remapped to console gamepads, it's never been easier to play. Titan Quest is available now for PlayStation 4, Xbox One, and PC. A Nintendo Switch version is currently in development, but the official word is that it will be released when it is done. A couch co-op mode is also on the way. What do you think? Will you be picking up Titan Quest? View full article
  13. 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.
  14. 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
  15. A Kickstarter that succeeded in 2015 will be paying off later this year when Shape of the World releases on PC, PlayStation 4, Xbox One - and now the Nintendo Switch, too. "I’m thrilled to officially announced that Shape of the World is coming to Nintendo Switch this year," said Hollow Tree Games' founder Stu Maxwell, "nobody on the team expected the game to look so nice on the Switch, we’re really happy with it… We can’t wait to see what everyone else thinks." Maxwell also works as a senior VFX artist at The Coalition, the studio behind Gears of War 4. Part first-person exploration and part surreal art piece, Shape of the World places players in a technicolor world filled with psychedelic flora and fauna. That world expands and grows as players progress through it. Waterfalls, mountains, mysterious monoliths, and more procedurally sprout from the surrounding terrain, making each foray into the world. Shape of the World is intended as a relaxing, stress-free experience. There won't be any enemies or challenges beyond the thrill of evergreen exploration. Players can interact with animals, plants, and the various ruins that dot the world to uncover its secrets. Hollow Tree Games has also included a soundtrack that follows progress through the procedurally generated world. Shape of the World will launch on PC, PS4, Switch, and Xbox One in the next few months.
  16. A Kickstarter that succeeded in 2015 will be paying off later this year when Shape of the World releases on PC, PlayStation 4, Xbox One - and now the Nintendo Switch, too. "I’m thrilled to officially announced that Shape of the World is coming to Nintendo Switch this year," said Hollow Tree Games' founder Stu Maxwell, "nobody on the team expected the game to look so nice on the Switch, we’re really happy with it… We can’t wait to see what everyone else thinks." Maxwell also works as a senior VFX artist at The Coalition, the studio behind Gears of War 4. Part first-person exploration and part surreal art piece, Shape of the World places players in a technicolor world filled with psychedelic flora and fauna. That world expands and grows as players progress through it. Waterfalls, mountains, mysterious monoliths, and more procedurally sprout from the surrounding terrain, making each foray into the world. Shape of the World is intended as a relaxing, stress-free experience. There won't be any enemies or challenges beyond the thrill of evergreen exploration. Players can interact with animals, plants, and the various ruins that dot the world to uncover its secrets. Hollow Tree Games has also included a soundtrack that follows progress through the procedurally generated world. Shape of the World will launch on PC, PS4, Switch, and Xbox One in the next few months. View full article
  17. Subset Games really knows how to design a solid game. FTL: Faster Than Light demonstrated that the team possesses the chops to create a game capable of sucking people in for dozens of hours with engaging strategy that often asks players to make tough decisions. Those tough decisions, the kind upon which hang life or death, form the central thesis of Into the Breach. Into the Breach takes place in a far flung future where Earth has flooded, reducing its landmass down to a handful of islands and unleashing the Vek, a collection of horrific kaiju from deep underground. Humanity created fleets of giant robots capable of fighting the Vek to defend the last cities on the planet, but it doesn't seem to be enough. Overwhelmed and on the brink of total annihilation, one last, desperate plan was conceived: Send one experienced mech pilot back through time armed with the knowledge to prevent humanity's doom and win the war against the Vek. The scenario, penned by Chris Avellone, the creative mind behind Baldur's Gate and Fallout: New Vegas, sets the stage for the roguelike elements of Into the Breach. When players manage to defeat the Vek, they are able to send a pilot of their choice to another timeline to continue the fight. Death, on the other hand, results in the last pilot to die engaging an emergency jump to a different timeline. That pilot brings all of the skills and experience they have acquired to the new timeline, giving future playthroughs an edge over the previous ones. It's a helpful feature, as players will need every tactical advantage they can get to make it through Into the Breach. While the decision making in FTL largely centered around preparing for battle, Into the Breach puts almost every decision into the turn-based tactics battles themselves. Each conflict with the kaiju takes five rounds. After those five rounds, the towering monstrosities retreat back into the dark depths from which they came. Players have two basic things to do during those precious few turns: Keep their mechs alive and prevent the kaiju from damaging cities. If a mech's health drops to zero, the pilot dies permanently. If a building takes damage, the power grid takes damage, too. Players lose the entire timeline if the power grid drops to zero hit points. These simple goals quickly become complicated by bonus objectives and map conditions. Each mission can grant reputation, which can be spent on various upgrades after completing an island, or power to replenish and reinforce the power grid's health and defenses. This leads to the player approaching each mission as potentially game-ending. Sure, perhaps using a rocket punch to kill that kaiju might accomplish an objective for reputation or save a friendly mech, but it will likely also damage the power grid bringing the timeline that much closer to failure. However, maybe that loss is worth it if you can get enough reputation to later purchase more power for the grid or maybe complete a bonus objective that provides more power. Each mech in the three machine team possesses different abilities that often do more than just straight damage. These abilities can push enemies, pull them, create a defensive shield, launch barriers, distribute damage in unique patterns, and much, much more. This leads to a delicate balancing act in battle, where every tool at the player's disposal must be employed to move enemies into positions where their attacks miss or hit one another in an effort to minimize damage to the power grid. One aspect unique to Into the Breach is that enemies move and prepare attacks before the player's turn. The game presents all information to players upfront. All attacks hit and do full damage. This allows players to sit back and plan their moves carefully while knowing what the outcome of their actions will be. Of course, that can lead players to make mistakes; something that can lead to absolute disaster in the space of a single turn. Subset included the option to reset a turn once per battle to give players some degree of leniency. While the tactical elements of Into the Breach outshine the competition, it stumbles when it comes to narrative. FTL: Faster Than Light allowed players to name their crews and contained numerous side stories and scenarios that tickled the imagination. Those decisions invested like a much larger game. Subset Games' sophomore outing ditches much of that. This leads Into the Breach to feel more sterile and empty with a world where the stakes aren't terribly dramatic. The cast of characters is composed of a handful of pilots and the four administrators of the remaining pockets of humanity. The pilots mostly speak in reaction to what's happening in battle with one-liners, remarking about how the battle went, or to give a final word to the player as they die. The administrators give comments at the close of every mission. None of that feels intimate; by the time the credits roll, the player does not know any of the characters beyond what stats they can give a mech. That's a shame, because one could imagine a version of Into the Breach where pilots have downtime together between battles to interact with one another and the administrators to show character development outside of their statistics. Chris Avellone is a great writer, one that I think excels at that kind of interaction, so the dearth of narrative outside of the overall scenario baffles me. Perhaps miscellaneous content wound up being cut to reduce development time or it created too much of a barrier between the player and the pitch-perfect strategy of the battles. Whatever the reason, the loss of that storytelling aspect hurts. Returning composer Ben Prunty hits a high note with his work in Into the Breach. The music manages to convey mood and tone quite effectively, adding an ever escalating sense of urgency without becoming too overbearing. Prunty strikes a balance that allows players to focus and plan while also encouraging decision-making with an encouraging forward momentum. It's great stuff to listen to if you want to make progress on a task and avoid distractions. Conclusion: Into the Breach combines the colossal conflicts of Godzilla and Pacific Rim with the turn-based tactics of Fire Emblem and Advance Wars. However, the unique spin on the formula that sets it apart from its gaming brethren put it in a class all its own. Instead of killing, the systems in the game have players employing tactics that create Rube Goldberg-like chain reactions to save the civilians of a doomed world. The satisfaction at achieving a flawless victory or pulling through to the end and successfully defeating the Vek cannot really be overstated. Into the Breach stands as a high point in strategy gaming that should be pulled out in game design classrooms for years to come. That being said, it's hard not to see the possibility for it to have been more. The lack of a compelling narrative beyond the minute-to-minute gameplay experience feels like a missed opportunity. Perhaps a future update or sequel could add something along those lines to bolster the perfect mechanics. If you have any regard for turn-based tactical games, Into the Breach is absolutely a must play game for you. Into the Breach is available now on PC.
  18. Subset Games really knows how to design a solid game. FTL: Faster Than Light demonstrated that the team possesses the chops to create a game capable of sucking people in for dozens of hours with engaging strategy that often asks players to make tough decisions. Those tough decisions, the kind upon which hang life or death, form the central thesis of Into the Breach. Into the Breach takes place in a far flung future where Earth has flooded, reducing its landmass down to a handful of islands and unleashing the Vek, a collection of horrific kaiju from deep underground. Humanity created fleets of giant robots capable of fighting the Vek to defend the last cities on the planet, but it doesn't seem to be enough. Overwhelmed and on the brink of total annihilation, one last, desperate plan was conceived: Send one experienced mech pilot back through time armed with the knowledge to prevent humanity's doom and win the war against the Vek. The scenario, penned by Chris Avellone, the creative mind behind Baldur's Gate and Fallout: New Vegas, sets the stage for the roguelike elements of Into the Breach. When players manage to defeat the Vek, they are able to send a pilot of their choice to another timeline to continue the fight. Death, on the other hand, results in the last pilot to die engaging an emergency jump to a different timeline. That pilot brings all of the skills and experience they have acquired to the new timeline, giving future playthroughs an edge over the previous ones. It's a helpful feature, as players will need every tactical advantage they can get to make it through Into the Breach. While the decision making in FTL largely centered around preparing for battle, Into the Breach puts almost every decision into the turn-based tactics battles themselves. Each conflict with the kaiju takes five rounds. After those five rounds, the towering monstrosities retreat back into the dark depths from which they came. Players have two basic things to do during those precious few turns: Keep their mechs alive and prevent the kaiju from damaging cities. If a mech's health drops to zero, the pilot dies permanently. If a building takes damage, the power grid takes damage, too. Players lose the entire timeline if the power grid drops to zero hit points. These simple goals quickly become complicated by bonus objectives and map conditions. Each mission can grant reputation, which can be spent on various upgrades after completing an island, or power to replenish and reinforce the power grid's health and defenses. This leads to the player approaching each mission as potentially game-ending. Sure, perhaps using a rocket punch to kill that kaiju might accomplish an objective for reputation or save a friendly mech, but it will likely also damage the power grid bringing the timeline that much closer to failure. However, maybe that loss is worth it if you can get enough reputation to later purchase more power for the grid or maybe complete a bonus objective that provides more power. Each mech in the three machine team possesses different abilities that often do more than just straight damage. These abilities can push enemies, pull them, create a defensive shield, launch barriers, distribute damage in unique patterns, and much, much more. This leads to a delicate balancing act in battle, where every tool at the player's disposal must be employed to move enemies into positions where their attacks miss or hit one another in an effort to minimize damage to the power grid. One aspect unique to Into the Breach is that enemies move and prepare attacks before the player's turn. The game presents all information to players upfront. All attacks hit and do full damage. This allows players to sit back and plan their moves carefully while knowing what the outcome of their actions will be. Of course, that can lead players to make mistakes; something that can lead to absolute disaster in the space of a single turn. Subset included the option to reset a turn once per battle to give players some degree of leniency. While the tactical elements of Into the Breach outshine the competition, it stumbles when it comes to narrative. FTL: Faster Than Light allowed players to name their crews and contained numerous side stories and scenarios that tickled the imagination. Those decisions invested like a much larger game. Subset Games' sophomore outing ditches much of that. This leads Into the Breach to feel more sterile and empty with a world where the stakes aren't terribly dramatic. The cast of characters is composed of a handful of pilots and the four administrators of the remaining pockets of humanity. The pilots mostly speak in reaction to what's happening in battle with one-liners, remarking about how the battle went, or to give a final word to the player as they die. The administrators give comments at the close of every mission. None of that feels intimate; by the time the credits roll, the player does not know any of the characters beyond what stats they can give a mech. That's a shame, because one could imagine a version of Into the Breach where pilots have downtime together between battles to interact with one another and the administrators to show character development outside of their statistics. Chris Avellone is a great writer, one that I think excels at that kind of interaction, so the dearth of narrative outside of the overall scenario baffles me. Perhaps miscellaneous content wound up being cut to reduce development time or it created too much of a barrier between the player and the pitch-perfect strategy of the battles. Whatever the reason, the loss of that storytelling aspect hurts. Returning composer Ben Prunty hits a high note with his work in Into the Breach. The music manages to convey mood and tone quite effectively, adding an ever escalating sense of urgency without becoming too overbearing. Prunty strikes a balance that allows players to focus and plan while also encouraging decision-making with an encouraging forward momentum. It's great stuff to listen to if you want to make progress on a task and avoid distractions. Conclusion: Into the Breach combines the colossal conflicts of Godzilla and Pacific Rim with the turn-based tactics of Fire Emblem and Advance Wars. However, the unique spin on the formula that sets it apart from its gaming brethren put it in a class all its own. Instead of killing, the systems in the game have players employing tactics that create Rube Goldberg-like chain reactions to save the civilians of a doomed world. The satisfaction at achieving a flawless victory or pulling through to the end and successfully defeating the Vek cannot really be overstated. Into the Breach stands as a high point in strategy gaming that should be pulled out in game design classrooms for years to come. That being said, it's hard not to see the possibility for it to have been more. The lack of a compelling narrative beyond the minute-to-minute gameplay experience feels like a missed opportunity. Perhaps a future update or sequel could add something along those lines to bolster the perfect mechanics. If you have any regard for turn-based tactical games, Into the Breach is absolutely a must play game for you. Into the Breach is available now on PC. View full article
  19. As we reported last August, Frontier Developments has been working on a RollerCoaster Tycoon-like park building sim based on Jurassic World. Now they have upped the number of Jeff Goldblums working on their game alongside them from 0 to 1. Jeff Goldblum will be taking up the mantle of Dr. Ian Malcolm in the upcoming theme park building sim Jurassic World Evolution. Frontier Developments, the studio behind Elite: Dangerous, Planet Coaster, and RollerCoaster Tycoon 3, managed to snag the actor to provide the guiding voice for their game tie-in with the upcoming Jurassic World: Fallen Kingdom. for PC, PlayStation®4 and Xbox One Jurassic World Evolution will give players the opportunity to build Jurassic World for themselves and see if they can make sure that life doesn't find a way - all accompanied by the soothing voice of Jeff Goldblum. As Dr. Ian Malcolm, Goldblum will introduce tactical and moral choices that players will encounter as they build an ever larger park of ever more dangerous dinos. While the game itself focuses on park building, it does contain a story. The narrative will be separate from that of the Jurassic World films, though familiar faces will certainly make appearances. Jurassic World Evolution will release this summer for PC, PlayStation 4, and Xbox One, likely around the theatrical release of Jurassic World: Fallen Kingdom in June.
  20. As we reported last August, Frontier Developments has been working on a RollerCoaster Tycoon-like park building sim based on Jurassic World. Now they have upped the number of Jeff Goldblums working on their game alongside them from 0 to 1. Jeff Goldblum will be taking up the mantle of Dr. Ian Malcolm in the upcoming theme park building sim Jurassic World Evolution. Frontier Developments, the studio behind Elite: Dangerous, Planet Coaster, and RollerCoaster Tycoon 3, managed to snag the actor to provide the guiding voice for their game tie-in with the upcoming Jurassic World: Fallen Kingdom. for PC, PlayStation®4 and Xbox One Jurassic World Evolution will give players the opportunity to build Jurassic World for themselves and see if they can make sure that life doesn't find a way - all accompanied by the soothing voice of Jeff Goldblum. As Dr. Ian Malcolm, Goldblum will introduce tactical and moral choices that players will encounter as they build an ever larger park of ever more dangerous dinos. While the game itself focuses on park building, it does contain a story. The narrative will be separate from that of the Jurassic World films, though familiar faces will certainly make appearances. Jurassic World Evolution will release this summer for PC, PlayStation 4, and Xbox One, likely around the theatrical release of Jurassic World: Fallen Kingdom in June. View full article
  21. The Long Dark presents players with an existential apocalypse and tasks them with surviving the wild in the face of an unending winter. Originally a Kickstarter project, The Long Dark has come a long way from its humble beginnings in 2013. Launched in 2014 as an Early Access title, the team at Hinterland has patiently improved and updated their studio's premier title up to and beyond its official release in 2017. The Long Dark still lacks its entire single-player campaign with two episodes of its five episode story mode released to date. That being said, it stands unique among the most prominent survival titles with its focus squarely on survival, stripping many of the distractions away from the gameplay and pitting players on an inexorable collision course with death. With such a long and transparent development process, there seems to be a wide range of opinions on The Long Dark. Can it stand as one of the best games period? 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: The Wind Waker 'All I Want for Christmas Is Grandma's Sweet Elixir Soup' by Ridiculously Garrett (http://ocremix.org/remix/OCR03696) 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 You can follow Naomi on Twitter @NaomiNLugo where you can find her thoughts on Final Fantasy XV, the live-action adaptations of Death Note and Full Metal Alchemist, and her work. You can also find her work on Extra Life (that's here!) and Twin Cities Geek! New episodes of The Best Games Period will be released every Monday
  22. The Long Dark presents players with an existential apocalypse and tasks them with surviving the wild in the face of an unending winter. Originally a Kickstarter project, The Long Dark has come a long way from its humble beginnings in 2013. Launched in 2014 as an Early Access title, the team at Hinterland has patiently improved and updated their studio's premier title up to and beyond its official release in 2017. The Long Dark still lacks its entire single-player campaign with two episodes of its five episode story mode released to date. That being said, it stands unique among the most prominent survival titles with its focus squarely on survival, stripping many of the distractions away from the gameplay and pitting players on an inexorable collision course with death. With such a long and transparent development process, there seems to be a wide range of opinions on The Long Dark. Can it stand as one of the best games period? 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: The Wind Waker 'All I Want for Christmas Is Grandma's Sweet Elixir Soup' by Ridiculously Garrett (http://ocremix.org/remix/OCR03696) 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 You can follow Naomi on Twitter @NaomiNLugo where you can find her thoughts on Final Fantasy XV, the live-action adaptations of Death Note and Full Metal Alchemist, and her work. You can also find her work on Extra Life (that's here!) and Twin Cities Geek! New episodes of The Best Games Period will be released every Monday View full article
  23. Ever wanted to jump into a post-apocalyptic adventure that stars mutated humans that have taken on the characteristics of animals? Mutant Year Zero: Road To Eden seems like the kind of fever dream that's too creative for its own good, but Funcom and The Bearded Ladies are gearing up to make it a reality. Mutant Year Zero tells the story of a group of mutants trying to eek out a living after the fall of humanity. The motley crew of misfits must find Eden, a legendary paradise hidden among the ruins left by the human race. To do this, players will have to explore a rich and dangerous world filled with killer robots and rival mutant gangs. This can be done by using the real-time stealth systems to bypass potentially deadly encounters or by going in guns blazing with the hope that your team has enough firepower and tactical tricks to get the job done. Between missions, players will be able to upgrade their team, expand their forces with new recruits, and obtain new weapons. All of these downtime activities will take place in a refuge called Ark. What do you think of this? The stealthy option definitely feels like something the developers of Hitman would include in a game and the anthropomorphic animals kinda strike me as taking inspiration from Beyond Good and Evil. I'm really excited to see how all of these different ideas come together in a tangible package. There's no solid release date yet, but Mutant Year Zero: Road to Eden is slated for release later this year on PlayStation 4, Xbox One, and PC.
  24. Ever wanted to jump into a post-apocalyptic adventure that stars mutated humans that have taken on the characteristics of animals? Mutant Year Zero: Road To Eden seems like the kind of fever dream that's too creative for its own good, but Funcom and The Bearded Ladies are gearing up to make it a reality. Mutant Year Zero tells the story of a group of mutants trying to eek out a living after the fall of humanity. The motley crew of misfits must find Eden, a legendary paradise hidden among the ruins left by the human race. To do this, players will have to explore a rich and dangerous world filled with killer robots and rival mutant gangs. This can be done by using the real-time stealth systems to bypass potentially deadly encounters or by going in guns blazing with the hope that your team has enough firepower and tactical tricks to get the job done. Between missions, players will be able to upgrade their team, expand their forces with new recruits, and obtain new weapons. All of these downtime activities will take place in a refuge called Ark. What do you think of this? The stealthy option definitely feels like something the developers of Hitman would include in a game and the anthropomorphic animals kinda strike me as taking inspiration from Beyond Good and Evil. I'm really excited to see how all of these different ideas come together in a tangible package. There's no solid release date yet, but Mutant Year Zero: Road to Eden is slated for release later this year on PlayStation 4, Xbox One, and PC. View full article
  25. Kongregate announced today that it would be offering its own alternative to online storefronts like Steam and Good Old Games. If successful, Kartridge could prove to be a great alternative for smaller devs looking to have more control over their stores and to stand out from the tides of shovelware that has come to plague larger services. Kongregate has been something of a low-key industry force for over a decade now. The service launched in 2007 and managed to capitalize on the tail end of the height of free online Flash gaming. Over the years, it has managed to leverage its position in the industry to bill itself as a stepping stone for up and coming devs looking to break into the mobile and PC gaming markets. It was able to do this by slowly expanding into mobile publishing and using their Gamestop connection to leverage Steam publishing deals. Kartridge offers developers a platform that has no listing fees and the power to tailor their storefronts to suit their game. It will also include the social features that Kongregate has attempted to implement over the years on their website. "Playing on Kartridge will immerse gamers in a deeply social world; they'll earn rewards for playing their favorite games, collect customized achievements, and connect with other gamers through chat, forums, and additional social features," said Kongregate in their announcement. "They’ll share tips and strategies within newfound communities as they level up their accounts, earning rewards along the way. The Kartridge platform was designed to be a unique and robust experience for players to enjoy, with the end goal of making the platform as fun as the games people are playing." Perhaps the most enticing feature of Kartridge will be its promise to curate the content that makes it onto their store. With Steam opening the floodgates several years ago, there's now an entire subsection of YouTube and Twitch that focuses entirely on the lazy, awful and sometimes seedy underbelly of the releases pouring onto the platform. Kartridge will use a combination of an editorial team and a series of algorithms to "help surface titles that are getting lost in other marketplaces and [...] help players find new content they didn't know they'd love." The service isn't quite live yet, but it will be entering its beta testing phase in the near future. People interested in seeing what it will be all about can sign up for entry to the beta here. The service is slated to launch sometime this summer.
×
×
  • Create New...