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Found 510 results

  1. If you are a fan of independent games, last weekend's IndieCade Festival was the event for you. Billing itself as the International Festival of Independent Games, the 2013 IndieCade Festival was held from Saturday, October 5 to Sunday, October 6 in Culver City, California. Every year the festival acknowledges the achievements of independent developers and serves as a gathering of independent talent for discussions of interests to indies. This year, in addition to the 36 games that have made it into the final rounds of judging, IndieCade selected 77 other titles to showcase at their event. Those selected include eight PlayStation 4 titles, a number of VR projects on the Oculus Rift, a handful of Ouya games, and a showing from Nintendo. All titles at the event should be playable. In addition to the games, a few notable events will be occurring throughout the weekend. There will be a small eSports tournament/exhibition of a variety of titles such as the minimalist DiveKick and Pulse of the Samurai. Speeches will be given from respected indie developers like Jenova Chen, creator of Journey. Finally, public discussions will be held between developers and industry honchos regarding the games on display and past games those involved have helped create. Did you make it to IndieCade? If so, tell us about your experience in the comments.
  2. If you are a fan of independent games, last weekend's IndieCade Festival was the event for you. Billing itself as the International Festival of Independent Games, the 2013 IndieCade Festival was held from Saturday, October 5 to Sunday, October 6 in Culver City, California. Every year the festival acknowledges the achievements of independent developers and serves as a gathering of independent talent for discussions of interests to indies. This year, in addition to the 36 games that have made it into the final rounds of judging, IndieCade selected 77 other titles to showcase at their event. Those selected include eight PlayStation 4 titles, a number of VR projects on the Oculus Rift, a handful of Ouya games, and a showing from Nintendo. All titles at the event should be playable. In addition to the games, a few notable events will be occurring throughout the weekend. There will be a small eSports tournament/exhibition of a variety of titles such as the minimalist DiveKick and Pulse of the Samurai. Speeches will be given from respected indie developers like Jenova Chen, creator of Journey. Finally, public discussions will be held between developers and industry honchos regarding the games on display and past games those involved have helped create. Did you make it to IndieCade? If so, tell us about your experience in the comments. View full article
  3. Bungie's next project doesn't come out until early 2014, but fans can get early access to the beta by pre-ordering the title from participating retailers. To check which sellers are participating in the per-order beta giveaways, check www.destinythegame.com/wheretobuy. Entry codes will be printed on receipts, flyers distributed at the time of purchase, or sent via email through a retail rewards program. Fans that pre-ordered before October 1 and qualify for this offer are automatically entered into the beta and will receive their entry code from their retailer via email. Use the code on bungie.net/beta and follow the instructions to access the first glimpse of Destiny. The beta will begin next year on all systems that Destiny will release on: PlayStation 4, PlayStation 3, Xbox One, and Xbox 360. Additionally, Bungie released a new gameplay trailer called "The Moon" which highlights the enemy race known as the Hive.
  4. Bungie's next project doesn't come out until early 2014, but fans can get early access to the beta by pre-ordering the title from participating retailers. To check which sellers are participating in the per-order beta giveaways, check www.destinythegame.com/wheretobuy. Entry codes will be printed on receipts, flyers distributed at the time of purchase, or sent via email through a retail rewards program. Fans that pre-ordered before October 1 and qualify for this offer are automatically entered into the beta and will receive their entry code from their retailer via email. Use the code on bungie.net/beta and follow the instructions to access the first glimpse of Destiny. The beta will begin next year on all systems that Destiny will release on: PlayStation 4, PlayStation 3, Xbox One, and Xbox 360. Additionally, Bungie released a new gameplay trailer called "The Moon" which highlights the enemy race known as the Hive. View full article
  5. To kick off the launch of Skylanders Swap Force on October 13, Activision Blizzard is turning the month of October into a celebration of the popular figurine/video game franchise. Beginning October 1 and continuing through the 31, Activision will be giving away a Starter Pack of collectible toys each day through the Skylanders twitter channel (@SkylandersGames). To be eligible for those giveaways, hop over to Skylanders.com, experiment with your favorite combinations of characters, and then tweet your preferred arrangement with a catchphrase and the hashtags #SWAPtober and #Skylanders. October 10 kicks off the official SWAPtoberfest in New York City's Times Square. In addition to giving gamers a chance to play the game earlier than just about everyone else, the event will feature photo opportunities with characters from the game and opportunities to get swag ranging from Starter Packs to Skylanders-themed merchandise from MEGA Brands, Rubie's Costume Company, Hybrid Apparel and Power A. Skylanders SWAP Force will release October 13 on Xbox 360, PlayStation 3, Wii, Wii U, and 3DS on October 13. It also will be available day-and-date with the launch of PlayStation 4 on November 15 and Xbox One on November 22.
  6. To kick off the launch of Skylanders Swap Force on October 13, Activision Blizzard is turning the month of October into a celebration of the popular figurine/video game franchise. Beginning October 1 and continuing through the 31, Activision will be giving away a Starter Pack of collectible toys each day through the Skylanders twitter channel (@SkylandersGames). To be eligible for those giveaways, hop over to Skylanders.com, experiment with your favorite combinations of characters, and then tweet your preferred arrangement with a catchphrase and the hashtags #SWAPtober and #Skylanders. October 10 kicks off the official SWAPtoberfest in New York City's Times Square. In addition to giving gamers a chance to play the game earlier than just about everyone else, the event will feature photo opportunities with characters from the game and opportunities to get swag ranging from Starter Packs to Skylanders-themed merchandise from MEGA Brands, Rubie's Costume Company, Hybrid Apparel and Power A. Skylanders SWAP Force will release October 13 on Xbox 360, PlayStation 3, Wii, Wii U, and 3DS on October 13. It also will be available day-and-date with the launch of PlayStation 4 on November 15 and Xbox One on November 22. View full article
  7. On October 29, Battlefield 4 launches on PC, Xbox 360, and PS3. The PlayStation 4 version of Battlefield 4 hits shelves on November 12, followed closely by the Xbox One version a week later on November 19. Battlefield fans who don't want to wait the two or three weeks for the next wave of consoles can purchase a current-gen copy and upgrade to a next-gen copy via a number of methods for a small fee. Upgrading will carry over all multiplayer statistics and premium memberships. Where can you upgrade and how do you upgrade and how much will it cost? PlayStation 3 customers who want a PS4 upgrade for Battlefield 4, marked copies will come with a code that can be redeemed for $9.99. This offer expires on March 28, 2014. Microsoft is offering upgrades at numerous retail locations. Best Buy, Microsoft stores, and GameStop* can trade-in an Xbox 360 copy of Battlefield 4 and upgrade to an Xbox One version for $9.99. Alternatively, Amazon is offering $25 of credit toward Battlefield 4 on Xbox One in addition to the minimum $25 trade-in value of the game. All offers expire December 31, 2013. *GameStop trade-in only available to GameStop Power-Up Rewards members.
  8. On October 29, Battlefield 4 launches on PC, Xbox 360, and PS3. The PlayStation 4 version of Battlefield 4 hits shelves on November 12, followed closely by the Xbox One version a week later on November 19. Battlefield fans who don't want to wait the two or three weeks for the next wave of consoles can purchase a current-gen copy and upgrade to a next-gen copy via a number of methods for a small fee. Upgrading will carry over all multiplayer statistics and premium memberships. Where can you upgrade and how do you upgrade and how much will it cost? PlayStation 3 customers who want a PS4 upgrade for Battlefield 4, marked copies will come with a code that can be redeemed for $9.99. This offer expires on March 28, 2014. Microsoft is offering upgrades at numerous retail locations. Best Buy, Microsoft stores, and GameStop* can trade-in an Xbox 360 copy of Battlefield 4 and upgrade to an Xbox One version for $9.99. Alternatively, Amazon is offering $25 of credit toward Battlefield 4 on Xbox One in addition to the minimum $25 trade-in value of the game. All offers expire December 31, 2013. *GameStop trade-in only available to GameStop Power-Up Rewards members. View full article
  9. Earlier today, EA announced that it had signed a three-year deal with F.C. Barcelona (Futbol Club Barcelona). For those who don’t follow soccer on the world stage, F.C. Barcelona is one of the best teams in the world and have been around since 1899. That wasn’t a typo. They were actually founded 113 years ago. They club is a well-known threat on the international stage having won four Union of European Football Associations (UEFA) Champions League titles, four UEFA Cup Winners’ Cups, four UEFA Super cups, three Inter-Cities Fairs Cups, and a record two FIFA Club World Cup trophies. Only one other team has ever won two FIFA trophies: Brazil’s Corinthians. What I am trying to say is that F.C. Barcelona is PRETTY GOOD AT SOCCER. “Joining a world class soccer club like Barcelona as an Official Club Partner is a fantastic opportunity for EA Sports and our fans,” said Matt Bilbey, Senior Vice President and Group General Manager at EA Sports. As a result of F.C. Barcelona’s partnership with EA, 17 players will have their likenesses scanned into FIFA 14 in what one might assume to be higher detail than lesser known players from less popular teams. It will be interesting to see if news like this and Microsoft’s promise to bring exclusive FIFA downloadable content to the Xbox One will impact the popularity Sony’s consoles have traditionally had in the past.
  10. Earlier today, EA announced that it had signed a three-year deal with F.C. Barcelona (Futbol Club Barcelona). For those who don’t follow soccer on the world stage, F.C. Barcelona is one of the best teams in the world and have been around since 1899. That wasn’t a typo. They were actually founded 113 years ago. They club is a well-known threat on the international stage having won four Union of European Football Associations (UEFA) Champions League titles, four UEFA Cup Winners’ Cups, four UEFA Super cups, three Inter-Cities Fairs Cups, and a record two FIFA Club World Cup trophies. Only one other team has ever won two FIFA trophies: Brazil’s Corinthians. What I am trying to say is that F.C. Barcelona is PRETTY GOOD AT SOCCER. “Joining a world class soccer club like Barcelona as an Official Club Partner is a fantastic opportunity for EA Sports and our fans,” said Matt Bilbey, Senior Vice President and Group General Manager at EA Sports. As a result of F.C. Barcelona’s partnership with EA, 17 players will have their likenesses scanned into FIFA 14 in what one might assume to be higher detail than lesser known players from less popular teams. It will be interesting to see if news like this and Microsoft’s promise to bring exclusive FIFA downloadable content to the Xbox One will impact the popularity Sony’s consoles have traditionally had in the past. View full article
  11. Today, Red Barrels announced a release date and price for Outlast, the scariest game we played during E3. The chilling experience of playing as wayward reporter Miles Upshur as he ventures through a supposedly abandoned asylum for the criminally insane captured the attention of many in the video game press, garnering the title numerous awards and praise for its immersive audio and disempowering design choices. Red Barrels even touts the survival horror title as having the honor of being E3's “Most Likely to Make You Faint.” Outlast will be released via Steam and digital download for PC on September 4, 2013 at the price of $19.99. The PlayStation 4 version seems to have been delayed, but in the meantime best start mentally preparing yourself for one of the freakiest horror titles since Amnesia: The Dark Descent.
  12. Today, Red Barrels announced a release date and price for Outlast, the scariest game we played during E3. The chilling experience of playing as wayward reporter Miles Upshur as he ventures through a supposedly abandoned asylum for the criminally insane captured the attention of many in the video game press, garnering the title numerous awards and praise for its immersive audio and disempowering design choices. Red Barrels even touts the survival horror title as having the honor of being E3's “Most Likely to Make You Faint.” Outlast will be released via Steam and digital download for PC on September 4, 2013 at the price of $19.99. The PlayStation 4 version seems to have been delayed, but in the meantime best start mentally preparing yourself for one of the freakiest horror titles since Amnesia: The Dark Descent. View full article
  13. While at E3, I had a chance to sit down with a few of the people from Gaijin Games, the developer behind the Bit.Trip series to talk with them about the challenges of porting Runner2 to Vita and what it is like to be an indie developer in this day and age. The three members of the team that I had the pleasure of talking with during the interview were Danny Johnson – Designer Extraordinaire, Dant Rambo – Associate Producer (with the coolest name ever), and Chris Meyer – 3D Artist and Dream Maker. (Note: Gaijin's official job titles probably do not include “extraordinaire,” “(with the coolest name ever),” or “dream maker,” but that doesn’t mean they don’t apply) --- Danny Johnson: With the Vita Version, we heard the feedback from a lot of fans that there was a desire to get the game on Vita. We’ve heard from other independent developers that their games had done really well on the Vita and stuff like that, so it was a market that we really wanted to go after. It is just that we hadn’t scheduled to do it at the beginning of the project, so we finished the main game up on consoles and then have been doing the Vita version amongst other things. So, basically what we have to show is Runner2. It’s all of Runner2. It’s, you know, the same game, but on handheld. We’ve retained everything from the console version, so I think that’s pretty impressive. Jack Gardner: So, you heard from other people that it would be good to have it on the Vita. What specifically makes Runner2 good to have on Vita? DJ: I think part of it is that we heard there was a bit of a different audience on Vita versus even on the PS3. People just, you know, want to play it [on the go] or just as their main device or they don’t like playing consoles, I don’t know. I think the big thing was that people wanted access to the game without having to sit at home, [laughs] which, you know, is understandable these days. Dant Rambo: I guess I’d also add that it is cool to be a part of the big indie push on Vita, which is nuts. Chris Meyer: Sony in general, not just Vita, is really embracing the indies. JG: Did Sony approach you guys about putting it on the Vita? DJ: I’m sure they kinda nudged us and said, ‘so you’re gonna put it on the Vita, right?’ You know? So we’ve kept in contact with them all throughout development, just making sure things were going all right. They definitely like to see stuff on the Vita. We kind of had that idea that we wanted to do it and it was a little bit of seeing how it goes and when can we fit it in and now is the time. JG: Are there a lot of challenges involved in taking a game that was made with consoles in mind and putting it on a handheld? Artistically, programming-wise, etc.? DJ: I think the ideal is that we could bring the same exact game and put it on handhelds. I mean, at this point we’ve only been working on it for about a month or so, but we’ve got it running. We just need a lot of the little optimization stuff and to work out the kinks. But it seems like it has been pretty good, pretty easy. You know, always bringing a game to a new platform brings a new set of challenges, but the whole thing is that we are looking to retain the main game and keep it at a solid frame rate. CM: We just don’t want to trim it down. We don’t want to give handheld users a lesser experience. DR: And it is also cool that it is level-based, so it already lends itself well to being on a mobile device, so you can pick it up and play it for five minute or for hours. JG: With the PS4 coming out soon, will Runner2 be available on the PS4? DR: That’s not out of the question. DJ: Yeah, I think part of it was we were waiting to see how their backwards compatibility was going to work and if you could still play it on PS4. I think they’ve said they have some streaming capabilities, but I think it is possible that we would port it up to PS4. Who knows if we would add stuff or what, but the whole thing about Runner2 was we didn’t want to leave it out of the hands of anyone. We wanted to make sure that anyone who wanted to play the game could play the game. So, we put it on whatever we could. JG: Alright, makes sense. Are there plans to create a follow-up or branch out into different explorations of the concept? DJ: Um… There is still stuff yet to be done on Runner2. We’re not going to go into that quite yet, but we are not done with Runner2, but definitely at this point we are looking into other avenues, other games, future projects, a couple of exciting possibilities, but that stuff is still probably a little ways out. But we have been toying with smaller stuff and bigger stuff, so… yeah. JG: Has the reception of the game been pretty good today? DR: Yeah, I would say so. I haven’t heard anything negative. Even people who had never played it on console seemed to really enjoy playing it. CM: There are also a lot of fans who have already played it, beaten it, one-hundred percent-ed it that want to play it again on their Vita. [Laughs] DJ: The console version was so well rated, that we hope it would bring out the people who are interested on Vita. JG: Yeah, that’s always the mark of a- [clattering noise] Always the mark of a great game when someone throws their pen in the middle of an interview. [laughter] When people like the game so much that they want to buy it again so that they can play it again. DJ: We certainly love how the fans have accepted the game and gone far beyond what we would expect. Like, one-hundred percent-ing the whole game and posting videos on YouTube. DR: One related anecdote to that, is that someone on Twitter said that they one-hundred percent-ed it and then deleted their save file so that they could start again. That was nuts. JG: Wow, I don’t know of anyone that actually deletes their save file… DR: At least not intentionally. [Laughs] JG: So, about how big is your team at Gaijin? DR: It is nine, I can confirm. DJ: Nine full-time, I think we have two or three contractors. JG: And how involved is Sony in the process of creating a game like Runner2? DJ: I’m not the person that they deal with, but I think that they just sort of make sure that things are going well for us, that we have the stuff we need. I think the PS4 dev kit came before we even ordered it or anything, so we were like, ‘Oh, awesome! We’ll have to check this out!’ JG: They are kind of hands off when it comes to- DJ: Yeah, I mean they’ll talk to us when we need to. I mean we have some people over there that we know pretty well and will answer our questions if we need them. JG: But it is a pretty good relationship? DJ: Yeah, we definitely like them. We make them happy and they make us happy. Everyone wins. DR: It is a good relationship. JG: I’m just wondering with the whole indie push coming out of Sony and the implosion of Microsoft’s indie stuff, people have been kind of wondering about indie development on consoles and for big companies like Microsoft and Sony. They’ve hear a lot about how terrible Microsoft has been for developers, but I haven’t heard a lot of people talking about Sony. DJ: Part of it was, you know with all the console makers, they have a lot of guidelines that you need to go through. Some of them make it easier or harder for you, which is a bit rough. We kind of like the Steam model where they are very hands off and they let you do what you need to do to make it work. It is a different approach from the consoles, but they are a little more nimble than these big corporations. I don’t know, it is tough to say. DR: I guess there is a little bit more of a hurdle with Microsoft because they don’t allow you to self-publish. JG: Is it hard to find a publisher for indie developers on consoles? CM: If I am not mistaken, we were able to establish Gaijin Games itself as a publisher. I think we can take that route if we want to. We worked with Aksys in the past because we wanted someone to help fund our game and get it through, because that is always really beneficial to a small team to see if they can get a game out there. But we’ve allowed ourselves the ability to self-publish on some of the platforms. Whenever that option is available we like to do it, but whenever there is publisher assistance then that is also pretty helpful. DR: This isn’t even related to us, but I met someone in the Sony booth today who had an idea for a game and they said Sony and Nintendo wanted to play ball right away, but he was here trying to find a publisher for Microsoft. Which isn’t to say that it is harder or easier. DJ: And I mean, we’ve talked with Microsoft, and they do support developers. It is just that they have a different approach to who they want on their system. It’s not a terrible approach or anything like that, it is just that they have their own mindset. Sony seems to be more, ‘we’ll take any cool games we can get,’ whereas Microsoft is a bit more exclusive with their stuff. DR: One last thing: The intended launch window for the Vita version of Runner2 is between mid-July and mid-August. JG: If you loved Runner2, you’ll love Runner2 on Vita. DR: You’ll love playing it on the toilet! CM: That’s the new feature. [Laughter] Runner2, fully titled Bit.Trip Presents Runner2: Future Legend of Rhythm Alien, is a side-scrolling platformer currently available for Xbox 360, PS3, Wii U, PC, and Mac. The Vita version, as stated in the interview, will release sometime between mid-July and mid-August.
  14. While at E3, I had a chance to sit down with a few of the people from Gaijin Games, the developer behind the Bit.Trip series to talk with them about the challenges of porting Runner2 to Vita and what it is like to be an indie developer in this day and age. The three members of the team that I had the pleasure of talking with during the interview were Danny Johnson – Designer Extraordinaire, Dant Rambo – Associate Producer (with the coolest name ever), and Chris Meyer – 3D Artist and Dream Maker. (Note: Gaijin's official job titles probably do not include “extraordinaire,” “(with the coolest name ever),” or “dream maker,” but that doesn’t mean they don’t apply) --- Danny Johnson: With the Vita Version, we heard the feedback from a lot of fans that there was a desire to get the game on Vita. We’ve heard from other independent developers that their games had done really well on the Vita and stuff like that, so it was a market that we really wanted to go after. It is just that we hadn’t scheduled to do it at the beginning of the project, so we finished the main game up on consoles and then have been doing the Vita version amongst other things. So, basically what we have to show is Runner2. It’s all of Runner2. It’s, you know, the same game, but on handheld. We’ve retained everything from the console version, so I think that’s pretty impressive. Jack Gardner: So, you heard from other people that it would be good to have it on the Vita. What specifically makes Runner2 good to have on Vita? DJ: I think part of it is that we heard there was a bit of a different audience on Vita versus even on the PS3. People just, you know, want to play it [on the go] or just as their main device or they don’t like playing consoles, I don’t know. I think the big thing was that people wanted access to the game without having to sit at home, [laughs] which, you know, is understandable these days. Dant Rambo: I guess I’d also add that it is cool to be a part of the big indie push on Vita, which is nuts. Chris Meyer: Sony in general, not just Vita, is really embracing the indies. JG: Did Sony approach you guys about putting it on the Vita? DJ: I’m sure they kinda nudged us and said, ‘so you’re gonna put it on the Vita, right?’ You know? So we’ve kept in contact with them all throughout development, just making sure things were going all right. They definitely like to see stuff on the Vita. We kind of had that idea that we wanted to do it and it was a little bit of seeing how it goes and when can we fit it in and now is the time. JG: Are there a lot of challenges involved in taking a game that was made with consoles in mind and putting it on a handheld? Artistically, programming-wise, etc.? DJ: I think the ideal is that we could bring the same exact game and put it on handhelds. I mean, at this point we’ve only been working on it for about a month or so, but we’ve got it running. We just need a lot of the little optimization stuff and to work out the kinks. But it seems like it has been pretty good, pretty easy. You know, always bringing a game to a new platform brings a new set of challenges, but the whole thing is that we are looking to retain the main game and keep it at a solid frame rate. CM: We just don’t want to trim it down. We don’t want to give handheld users a lesser experience. DR: And it is also cool that it is level-based, so it already lends itself well to being on a mobile device, so you can pick it up and play it for five minute or for hours. JG: With the PS4 coming out soon, will Runner2 be available on the PS4? DR: That’s not out of the question. DJ: Yeah, I think part of it was we were waiting to see how their backwards compatibility was going to work and if you could still play it on PS4. I think they’ve said they have some streaming capabilities, but I think it is possible that we would port it up to PS4. Who knows if we would add stuff or what, but the whole thing about Runner2 was we didn’t want to leave it out of the hands of anyone. We wanted to make sure that anyone who wanted to play the game could play the game. So, we put it on whatever we could. JG: Alright, makes sense. Are there plans to create a follow-up or branch out into different explorations of the concept? DJ: Um… There is still stuff yet to be done on Runner2. We’re not going to go into that quite yet, but we are not done with Runner2, but definitely at this point we are looking into other avenues, other games, future projects, a couple of exciting possibilities, but that stuff is still probably a little ways out. But we have been toying with smaller stuff and bigger stuff, so… yeah. JG: Has the reception of the game been pretty good today? DR: Yeah, I would say so. I haven’t heard anything negative. Even people who had never played it on console seemed to really enjoy playing it. CM: There are also a lot of fans who have already played it, beaten it, one-hundred percent-ed it that want to play it again on their Vita. [Laughs] DJ: The console version was so well rated, that we hope it would bring out the people who are interested on Vita. JG: Yeah, that’s always the mark of a- [clattering noise] Always the mark of a great game when someone throws their pen in the middle of an interview. [laughter] When people like the game so much that they want to buy it again so that they can play it again. DJ: We certainly love how the fans have accepted the game and gone far beyond what we would expect. Like, one-hundred percent-ing the whole game and posting videos on YouTube. DR: One related anecdote to that, is that someone on Twitter said that they one-hundred percent-ed it and then deleted their save file so that they could start again. That was nuts. JG: Wow, I don’t know of anyone that actually deletes their save file… DR: At least not intentionally. [Laughs] JG: So, about how big is your team at Gaijin? DR: It is nine, I can confirm. DJ: Nine full-time, I think we have two or three contractors. JG: And how involved is Sony in the process of creating a game like Runner2? DJ: I’m not the person that they deal with, but I think that they just sort of make sure that things are going well for us, that we have the stuff we need. I think the PS4 dev kit came before we even ordered it or anything, so we were like, ‘Oh, awesome! We’ll have to check this out!’ JG: They are kind of hands off when it comes to- DJ: Yeah, I mean they’ll talk to us when we need to. I mean we have some people over there that we know pretty well and will answer our questions if we need them. JG: But it is a pretty good relationship? DJ: Yeah, we definitely like them. We make them happy and they make us happy. Everyone wins. DR: It is a good relationship. JG: I’m just wondering with the whole indie push coming out of Sony and the implosion of Microsoft’s indie stuff, people have been kind of wondering about indie development on consoles and for big companies like Microsoft and Sony. They’ve hear a lot about how terrible Microsoft has been for developers, but I haven’t heard a lot of people talking about Sony. DJ: Part of it was, you know with all the console makers, they have a lot of guidelines that you need to go through. Some of them make it easier or harder for you, which is a bit rough. We kind of like the Steam model where they are very hands off and they let you do what you need to do to make it work. It is a different approach from the consoles, but they are a little more nimble than these big corporations. I don’t know, it is tough to say. DR: I guess there is a little bit more of a hurdle with Microsoft because they don’t allow you to self-publish. JG: Is it hard to find a publisher for indie developers on consoles? CM: If I am not mistaken, we were able to establish Gaijin Games itself as a publisher. I think we can take that route if we want to. We worked with Aksys in the past because we wanted someone to help fund our game and get it through, because that is always really beneficial to a small team to see if they can get a game out there. But we’ve allowed ourselves the ability to self-publish on some of the platforms. Whenever that option is available we like to do it, but whenever there is publisher assistance then that is also pretty helpful. DR: This isn’t even related to us, but I met someone in the Sony booth today who had an idea for a game and they said Sony and Nintendo wanted to play ball right away, but he was here trying to find a publisher for Microsoft. Which isn’t to say that it is harder or easier. DJ: And I mean, we’ve talked with Microsoft, and they do support developers. It is just that they have a different approach to who they want on their system. It’s not a terrible approach or anything like that, it is just that they have their own mindset. Sony seems to be more, ‘we’ll take any cool games we can get,’ whereas Microsoft is a bit more exclusive with their stuff. DR: One last thing: The intended launch window for the Vita version of Runner2 is between mid-July and mid-August. JG: If you loved Runner2, you’ll love Runner2 on Vita. DR: You’ll love playing it on the toilet! CM: That’s the new feature. [Laughter] Runner2, fully titled Bit.Trip Presents Runner2: Future Legend of Rhythm Alien, is a side-scrolling platformer currently available for Xbox 360, PS3, Wii U, PC, and Mac. The Vita version, as stated in the interview, will release sometime between mid-July and mid-August. View full article
  15. For people who may not be familiar with Octodad, you play as an octopus that masquerades as a human and tries to perform mundane tasks like walking or using forks without alerting normal humans that he is, in fact, an octopus. During E3, I was able to sit down and play as the sneaky cephalopod on the PS4. The demo of Dadliest Catch (by the way, how can you NOT love such a terrible/hilarious play on Deadliest Catch?) tasked me with making it to my wedding without drawing too much attention to my rather obvious tentacles. Shoulder buttons control leg movements in conjunction with the analog sticks, while tapping one of the face buttons allows you to control one of the hand-tentacles to grab and manipulate objects. While the controls seem simple, deadliest Catch goes to great lengths to inform players that if an octopus was to put on a man’s suit, tie, and pants, it would be very difficult for that aquatic creature to assume the role of a father. By using the octopus’ natural (See: completely unnatural) ability to walk and pick up things, players will need to figure out the best way to complete objectives like cooking dinner or putting a wedding ring on a beloved’s hand. Often, picking up a single object or walking in a straight line results in hilarious destruction and much limb flailing. I began by having to put on a bowtie, which proved incredibly disastrous, as I sent wedding gifts scattering across the floor before falling onto a table, burying myself underneath a mountain of presents. When I tried to rise up, like a beautiful, aquatic phoenix, I smashed a few of the gifts through the stained-glass window of the church. Luckily, no one was around to observe my miserable performance and I was able to saunter away from the wreckage of my bowtie adventure, whistling innocently (or whatever the cephalopod equivalent of whistling would be). Following the bowtie escapade, I needed to walk down the aisle of a church to get married to my human bride. On the way, I wobbled from right to left, knocking over several pillars that lined the pews and nearly falling over multiple times, all while the digital wedding-goers wondered at my clumsiness. If these missteps occur too often while other people can see you, they will begin to get suspicious and eventually see through the ruse, resulting in a game over. Luckily, I successfully made it to my bride, after which I needed to make my way to a nearby chest and retrieve the wedding ring. Retrieving the ring with little effort (okay, I might have thrown a ton of jewels out of the chest all over the church altar), I carefully placed the ring into the possession of my bride. And just like that, the demo was over. I could tell you a lot of things about Octodad: Dadliest Catch. I could say that the animations are amazingly funny; that the ridiculousness of the premise is really enjoyable if you can find some modicum of joy in your heart; that the team at Young Horses has put a lot of genuine heart into Dadliest Catch. I could say those things. But I think what really speaks for the game is that throughout the entire demo I couldn’t stop smiling and laughing. Dadliest Catch is a direct sequel to the original PC game (which can be downloaded here) and will be releasing on PC, Mac, Linux, and PS4 sometime this year.
  16. For people who may not be familiar with Octodad, you play as an octopus that masquerades as a human and tries to perform mundane tasks like walking or using forks without alerting normal humans that he is, in fact, an octopus. During E3, I was able to sit down and play as the sneaky cephalopod on the PS4. The demo of Dadliest Catch (by the way, how can you NOT love such a terrible/hilarious play on Deadliest Catch?) tasked me with making it to my wedding without drawing too much attention to my rather obvious tentacles. Shoulder buttons control leg movements in conjunction with the analog sticks, while tapping one of the face buttons allows you to control one of the hand-tentacles to grab and manipulate objects. While the controls seem simple, deadliest Catch goes to great lengths to inform players that if an octopus was to put on a man’s suit, tie, and pants, it would be very difficult for that aquatic creature to assume the role of a father. By using the octopus’ natural (See: completely unnatural) ability to walk and pick up things, players will need to figure out the best way to complete objectives like cooking dinner or putting a wedding ring on a beloved’s hand. Often, picking up a single object or walking in a straight line results in hilarious destruction and much limb flailing. I began by having to put on a bowtie, which proved incredibly disastrous, as I sent wedding gifts scattering across the floor before falling onto a table, burying myself underneath a mountain of presents. When I tried to rise up, like a beautiful, aquatic phoenix, I smashed a few of the gifts through the stained-glass window of the church. Luckily, no one was around to observe my miserable performance and I was able to saunter away from the wreckage of my bowtie adventure, whistling innocently (or whatever the cephalopod equivalent of whistling would be). Following the bowtie escapade, I needed to walk down the aisle of a church to get married to my human bride. On the way, I wobbled from right to left, knocking over several pillars that lined the pews and nearly falling over multiple times, all while the digital wedding-goers wondered at my clumsiness. If these missteps occur too often while other people can see you, they will begin to get suspicious and eventually see through the ruse, resulting in a game over. Luckily, I successfully made it to my bride, after which I needed to make my way to a nearby chest and retrieve the wedding ring. Retrieving the ring with little effort (okay, I might have thrown a ton of jewels out of the chest all over the church altar), I carefully placed the ring into the possession of my bride. And just like that, the demo was over. I could tell you a lot of things about Octodad: Dadliest Catch. I could say that the animations are amazingly funny; that the ridiculousness of the premise is really enjoyable if you can find some modicum of joy in your heart; that the team at Young Horses has put a lot of genuine heart into Dadliest Catch. I could say those things. But I think what really speaks for the game is that throughout the entire demo I couldn’t stop smiling and laughing. Dadliest Catch is a direct sequel to the original PC game (which can be downloaded here) and will be releasing on PC, Mac, Linux, and PS4 sometime this year. View full article
  17. One of the biggest “huh” moments of E3, overshadowed by the console war between the PS4 and Xbox One, was the revelation that a new game based on the 1980 film Mad Max was in the works by Avalanche Studios simply titled Mad Max. We were given a live, hands-off demonstration of Mad Max in action. How does Max hold up in the 21st century? Slated as a next-gen, open-world title, Mad Max will put players in the boots of the titular Max himself as he struggles to reclaim his classic Interceptor car from the marauders of the post-apocalyptic wasteland in which the game is set. Along the way, Max is aided by the twisted genius of the deformed Chum Bucket, a mechanic who builds Max a new vehicle called the Magnum Opus, which can be upgraded in a variety of different ways. In the demonstration, Max needed to get to a place called Gas Town for unspecified reasons. Along the way, he saw some wrecked cars along the road and stopped to scavenge them for supplies. Scavenging will be an integral part of surviving in Mad Max and will net you all kinds of new equipment and upgrades. By searching the wreckage, Max walked away with a beat-up, but serviceable harpoon cannon. This new weapon was put to use a few moments later when Max was ambushed by bandits while driving toward Gas Town. Using the harpoon cannon rips pieces of other cars off, exposing enemies or even destroying the vehicle outright. During this encounter, one of the bandits managed to jump onto the roof of the Magnum Opus and started trying to get into the car. The demonstrator took the opportunity to show off how the game’s physics can be used to repel boarders, swerving to and fro, eventually dislodging the tenacious bandit. After the dust had settled, we were told that if we went back and searched the bodies and vehicles, we could probably find more cool stuff, but in the interest of time we pressed on. The map system in place right now looks like a placeholder for the final design, but it functions. Really important areas will be highlighted on the map, but random encounters, roving bands of marauders, and smaller sidequests will not be. While the roads are always the safest routes to take, players will be able to cut through the more dangerous wilderness to find riches and glory. Off-road exploration of the desert wastes will be necessary to find some of the coolest gear and locations. Encountering a bandit camp roadblock and an entrenched sniper, Max stepped out of the Magnum Opus to take care of both on foot. The combat in Mad Max is brutal and intense. Max will use whatever he can to best his adversaries, be it fists, shotguns, or explosive harpoons. Using these weapons, Max caused havoc in the camp and destroyed the roadblock before sneaking up behind the sniper to finish him off with a silent takedown. It was at this point that the demonstrator paused to make it clear that Mad Max is not a stealth game, nor do they encourage that type of play, but there are times when you can make use of the element of surprise. After taking the sniper’s rifle and making his way back to the Opus, Max continued on his way, before encountering a walled fortress blocking his route. The gates of the fortress glowed red, alerting players that the Opus would need to be upgraded before being able to bash through them. This is where the team at Avalanche has tried to make Mad Max shine. There are numerous ways to approach a combat scenario: head-on with guns blazing, long range sniping/mortar attacks, by using vehicles, etc. In the demo, Max used his newly acquired sniper rifle to take out a couple of sentries on the fort’s walls. This caused an alarm to go up and loud bells began clanging within the enemy camp. Max had awoken the horde, which began pouring from the now open gate. Running back to the Magnum Opus, Max jumped in and floored the accelerator, rushing straight into the oncoming sea of marauders. Then the screen faded to the slogan for the title, “Only the savage survive.” Everything we saw was from a pre-alpha version of Mad Max, and is subject to change as the final version is still quite a ways off. To be honest, not much is known about the game, but from what I saw I thought it looked like an intense, visceral, and potentially fun experience. Look for Mad Max in 2014 on Xbox One and PlayStation 4.
  18. One of the biggest “huh” moments of E3, overshadowed by the console war between the PS4 and Xbox One, was the revelation that a new game based on the 1980 film Mad Max was in the works by Avalanche Studios simply titled Mad Max. We were given a live, hands-off demonstration of Mad Max in action. How does Max hold up in the 21st century? Slated as a next-gen, open-world title, Mad Max will put players in the boots of the titular Max himself as he struggles to reclaim his classic Interceptor car from the marauders of the post-apocalyptic wasteland in which the game is set. Along the way, Max is aided by the twisted genius of the deformed Chum Bucket, a mechanic who builds Max a new vehicle called the Magnum Opus, which can be upgraded in a variety of different ways. In the demonstration, Max needed to get to a place called Gas Town for unspecified reasons. Along the way, he saw some wrecked cars along the road and stopped to scavenge them for supplies. Scavenging will be an integral part of surviving in Mad Max and will net you all kinds of new equipment and upgrades. By searching the wreckage, Max walked away with a beat-up, but serviceable harpoon cannon. This new weapon was put to use a few moments later when Max was ambushed by bandits while driving toward Gas Town. Using the harpoon cannon rips pieces of other cars off, exposing enemies or even destroying the vehicle outright. During this encounter, one of the bandits managed to jump onto the roof of the Magnum Opus and started trying to get into the car. The demonstrator took the opportunity to show off how the game’s physics can be used to repel boarders, swerving to and fro, eventually dislodging the tenacious bandit. After the dust had settled, we were told that if we went back and searched the bodies and vehicles, we could probably find more cool stuff, but in the interest of time we pressed on. The map system in place right now looks like a placeholder for the final design, but it functions. Really important areas will be highlighted on the map, but random encounters, roving bands of marauders, and smaller sidequests will not be. While the roads are always the safest routes to take, players will be able to cut through the more dangerous wilderness to find riches and glory. Off-road exploration of the desert wastes will be necessary to find some of the coolest gear and locations. Encountering a bandit camp roadblock and an entrenched sniper, Max stepped out of the Magnum Opus to take care of both on foot. The combat in Mad Max is brutal and intense. Max will use whatever he can to best his adversaries, be it fists, shotguns, or explosive harpoons. Using these weapons, Max caused havoc in the camp and destroyed the roadblock before sneaking up behind the sniper to finish him off with a silent takedown. It was at this point that the demonstrator paused to make it clear that Mad Max is not a stealth game, nor do they encourage that type of play, but there are times when you can make use of the element of surprise. After taking the sniper’s rifle and making his way back to the Opus, Max continued on his way, before encountering a walled fortress blocking his route. The gates of the fortress glowed red, alerting players that the Opus would need to be upgraded before being able to bash through them. This is where the team at Avalanche has tried to make Mad Max shine. There are numerous ways to approach a combat scenario: head-on with guns blazing, long range sniping/mortar attacks, by using vehicles, etc. In the demo, Max used his newly acquired sniper rifle to take out a couple of sentries on the fort’s walls. This caused an alarm to go up and loud bells began clanging within the enemy camp. Max had awoken the horde, which began pouring from the now open gate. Running back to the Magnum Opus, Max jumped in and floored the accelerator, rushing straight into the oncoming sea of marauders. Then the screen faded to the slogan for the title, “Only the savage survive.” Everything we saw was from a pre-alpha version of Mad Max, and is subject to change as the final version is still quite a ways off. To be honest, not much is known about the game, but from what I saw I thought it looked like an intense, visceral, and potentially fun experience. Look for Mad Max in 2014 on Xbox One and PlayStation 4. View full article
  19. Teased during the pre-E3 Sony press conference, I was given a screening of the twelve-minute long real-time short film developed by Quantic Dream for the PlayStation 4. The tech demo itself is very impressive. The plot revolves around an actor trying to do his best to act within a video game and each take getting ruined by glitches and faux pas. The entire thing was done in real-time. Real-time graphics are all produced by the game engine, not as pre-rendered cutscenes. For people who might not understand what that means, think of it as the difference between seeing a performance live, versus a movie version. To prove that the demo was actually in real-time, we were shown a live demonstration of the tech, with a free camera moving around the set seen in the short film as the goblin moved around and lighting and other settings were changed on the fly. The character models in the demo were created using the same techniques that Hollywood uses for big budget special effects characters. The actors in the short film even performed on a stage together to get the most realistic and believable interactions possible. The team even went so far as to include details that you never see in the trailer. Zooming in close to one of the sorcerer’s eyes, the presenter pointed out that they had included blood vessels, eyelashes, and even a waterline between the eye and the eyelid. This amount of detailing is now possible, and even if you have no need of that minutia, this means you only need to create one character model during development instead of several for varying distances. If a game director wants to have the camera go right up to the eyeball, he can have that shot without creating drastically more work for the team. All this work on the character models occurs so that emotion can be conveyed in subtle ways, through facial expressions and body language instead of using words. Quantic dream has worked hard to eliminate imperfections and achieve what they call “true HD.” This means no jagged lines that appear upon close inspection of most current generation titles. The presenter told us that despite how good The Dark Sorcerer looks, there is still a lot of room for improvement. He stated that on top of using unoptimized hardware, they were only making use of about half of the PS4’s memory capacity, using the same engine from Beyond: Two Souls, and were just using hi-res character models that they plugged into the system to see what would happen. In the future they will have optimized hardware, make full use of the internal memory, a new game engine specifically for PS4, and models made for those ideal hardware limits. Quantic Dream took only six months to create The Dark Sorcerer from scratch and it is exciting to imagine what they might come up with in a full production cycle with a dedicated team. Much like Kara, which eventually became Beyond: Two Souls, The Dark Sorcerer is meant to show off the capabilities of the new hardware, not to be taken as a trailer for an actual game. That isn’t to say The Dark Sorcerer might not become something more in the future, but for now the developers assured me that they don’t have anything in the works for The Dark Sorcerer beyond the tech demo.
  20. Teased during the pre-E3 Sony press conference, I was given a screening of the twelve-minute long real-time short film developed by Quantic Dream for the PlayStation 4. The tech demo itself is very impressive. The plot revolves around an actor trying to do his best to act within a video game and each take getting ruined by glitches and faux pas. The entire thing was done in real-time. Real-time graphics are all produced by the game engine, not as pre-rendered cutscenes. For people who might not understand what that means, think of it as the difference between seeing a performance live, versus a movie version. To prove that the demo was actually in real-time, we were shown a live demonstration of the tech, with a free camera moving around the set seen in the short film as the goblin moved around and lighting and other settings were changed on the fly. The character models in the demo were created using the same techniques that Hollywood uses for big budget special effects characters. The actors in the short film even performed on a stage together to get the most realistic and believable interactions possible. The team even went so far as to include details that you never see in the trailer. Zooming in close to one of the sorcerer’s eyes, the presenter pointed out that they had included blood vessels, eyelashes, and even a waterline between the eye and the eyelid. This amount of detailing is now possible, and even if you have no need of that minutia, this means you only need to create one character model during development instead of several for varying distances. If a game director wants to have the camera go right up to the eyeball, he can have that shot without creating drastically more work for the team. All this work on the character models occurs so that emotion can be conveyed in subtle ways, through facial expressions and body language instead of using words. Quantic dream has worked hard to eliminate imperfections and achieve what they call “true HD.” This means no jagged lines that appear upon close inspection of most current generation titles. The presenter told us that despite how good The Dark Sorcerer looks, there is still a lot of room for improvement. He stated that on top of using unoptimized hardware, they were only making use of about half of the PS4’s memory capacity, using the same engine from Beyond: Two Souls, and were just using hi-res character models that they plugged into the system to see what would happen. In the future they will have optimized hardware, make full use of the internal memory, a new game engine specifically for PS4, and models made for those ideal hardware limits. Quantic Dream took only six months to create The Dark Sorcerer from scratch and it is exciting to imagine what they might come up with in a full production cycle with a dedicated team. Much like Kara, which eventually became Beyond: Two Souls, The Dark Sorcerer is meant to show off the capabilities of the new hardware, not to be taken as a trailer for an actual game. That isn’t to say The Dark Sorcerer might not become something more in the future, but for now the developers assured me that they don’t have anything in the works for The Dark Sorcerer beyond the tech demo. View full article
  21. At E3 2013, Sony went out of its way to demonstrate its support of indie titles and developers, dedicating a large section of their booth area specifically to independent games. One of the games on display was Supergiant Games’ Transistor which I was able to play for a sizable chunk of time. The demo of Transistor began with text, explaining that assassins had been silencing the important voices of Cloudbank one by one and that Red, one of the most famous and beloved singers in the city, was next. These assassins, who belong to a group known as “The Process,” fail to kill Red, but succeed in taking her voice. Red is saved by clutching onto the Transistor, a sword-like device that contains a sentient intelligence and can absorb other minds into its own. The Transistor whisks Red to safety on the other side of Cloudbank, where it explains to her what it is and who The Process are. Red sheds her impractical singer’s garb and takes off on the run from the homicidal machines of The Process. As I progressed through the level, I encountered people who had recently died or were dying. The Transistor was able to communicate with them and convince their souls to come along on the adventure, absorbing them into itself. Each time this occurred, a new ability was unlocked to use in battle. After unlocking all the abilities in the demo, I was able to attack with a short-range shockwave, a long-range piercing laser, a devastating cluster bomb attack, and teleport dash through obstacles and enemies to use sneak attacks. Much like Supergiant Games’ critically acclaimed Bastion, combat occurs in real-time. However, players can now freeze time and plan out their next few moves in advance before executing them in quick succession. This adds a very enjoyable layer of strategy to engaging enemies in combat. Players won’t be able to use this ability continuously. A bar at the top of the screen depletes after each usage, and players will need to wait until it fills back up again to unleash their strategic fury upon their foes. There are light RPG elements to the combat, as well. You can see how much life enemies have and how much damage you do to them. After a combo done in strategic mode, a small message will appear next to an enemy which tells you how well you did against it. I actually laughed out loud after I unleashed a flurry of attacks against a boss creature and the message progressed from “Great!” to “Overkill” to “Seriously, can’t you read?” Transistor felt really at home on the PS4. The Supergiant team did a great job mapping the controls to appropriate and natural feeling buttons and creating a pretty self-explanatory HUD. Each attack was mapped to one of the controller’s face buttons, while R2 controlled the time freeze ability. There was just something intangibly satisfying about destroying enemies in both real-time and in the lightning strikes following the time freeze. Given that Red has lost her voice, the Transistor becomes her voice. It talks constantly, explaining the world and monologue-ing about the state of affairs in which the two find themselves. The demo ends with the Transistor urging her to escape, but Red silently riding her motorcycle back into the heart of Cloudbank with the amazed Transistor in tow. I honestly couldn't wait to see what happened next and how abilities would be expanded and improved further along in the game. Visually and audibly, Transistor impressed me. I even heard that someone (i.e. me) put the trailer for Supergiant Games’ next hit on loop in a YouTube playlist, just to hear its music and see the visuals. But don’t just take my word for it. You can watch the trailer below: Transistor will release in early 2014 on PS4 and PC.
  22. At E3 2013, Sony went out of its way to demonstrate its support of indie titles and developers, dedicating a large section of their booth area specifically to independent games. One of the games on display was Supergiant Games’ Transistor which I was able to play for a sizable chunk of time. The demo of Transistor began with text, explaining that assassins had been silencing the important voices of Cloudbank one by one and that Red, one of the most famous and beloved singers in the city, was next. These assassins, who belong to a group known as “The Process,” fail to kill Red, but succeed in taking her voice. Red is saved by clutching onto the Transistor, a sword-like device that contains a sentient intelligence and can absorb other minds into its own. The Transistor whisks Red to safety on the other side of Cloudbank, where it explains to her what it is and who The Process are. Red sheds her impractical singer’s garb and takes off on the run from the homicidal machines of The Process. As I progressed through the level, I encountered people who had recently died or were dying. The Transistor was able to communicate with them and convince their souls to come along on the adventure, absorbing them into itself. Each time this occurred, a new ability was unlocked to use in battle. After unlocking all the abilities in the demo, I was able to attack with a short-range shockwave, a long-range piercing laser, a devastating cluster bomb attack, and teleport dash through obstacles and enemies to use sneak attacks. Much like Supergiant Games’ critically acclaimed Bastion, combat occurs in real-time. However, players can now freeze time and plan out their next few moves in advance before executing them in quick succession. This adds a very enjoyable layer of strategy to engaging enemies in combat. Players won’t be able to use this ability continuously. A bar at the top of the screen depletes after each usage, and players will need to wait until it fills back up again to unleash their strategic fury upon their foes. There are light RPG elements to the combat, as well. You can see how much life enemies have and how much damage you do to them. After a combo done in strategic mode, a small message will appear next to an enemy which tells you how well you did against it. I actually laughed out loud after I unleashed a flurry of attacks against a boss creature and the message progressed from “Great!” to “Overkill” to “Seriously, can’t you read?” Transistor felt really at home on the PS4. The Supergiant team did a great job mapping the controls to appropriate and natural feeling buttons and creating a pretty self-explanatory HUD. Each attack was mapped to one of the controller’s face buttons, while R2 controlled the time freeze ability. There was just something intangibly satisfying about destroying enemies in both real-time and in the lightning strikes following the time freeze. Given that Red has lost her voice, the Transistor becomes her voice. It talks constantly, explaining the world and monologue-ing about the state of affairs in which the two find themselves. The demo ends with the Transistor urging her to escape, but Red silently riding her motorcycle back into the heart of Cloudbank with the amazed Transistor in tow. I honestly couldn't wait to see what happened next and how abilities would be expanded and improved further along in the game. Visually and audibly, Transistor impressed me. I even heard that someone (i.e. me) put the trailer for Supergiant Games’ next hit on loop in a YouTube playlist, just to hear its music and see the visuals. But don’t just take my word for it. You can watch the trailer below: Transistor will release in early 2014 on PS4 and PC. View full article
  23. As many people know, Jonathan Blow, the creator of the highly acclaimed indie game Braid, has been working on his next game called The Witness. However, details on the project are incredibly scarce. What many people do not know is that a while ago there was a call for people to submit art that could become a poster for The Witness. It turns out that the art poster was (very) briefly featured in this PS4 promotional spot at about 0:57. You can now download the hi-res image from their website. From there, Jonathan Blow says that, "If you like it, feel free to use it as a desktop image, or whatever!" I know think I know what will be going up on my walls sometime soon!
  24. As many people know, Jonathan Blow, the creator of the highly acclaimed indie game Braid, has been working on his next game called The Witness. However, details on the project are incredibly scarce. What many people do not know is that a while ago there was a call for people to submit art that could become a poster for The Witness. It turns out that the art poster was (very) briefly featured in this PS4 promotional spot at about 0:57. You can now download the hi-res image from their website. From there, Jonathan Blow says that, "If you like it, feel free to use it as a desktop image, or whatever!" I know think I know what will be going up on my walls sometime soon! View full article
  25. The fine folks at CD Projekt RED were kind enough to show us a nearly hour long gameplay demo of the upcoming high-fantasy RPG blockbuster, as well as answer some of our nagging questions. Here is what we took away from what we saw. The Witcher 3 Wild Hunt is set several years after the events of The Witcher 2, meaning that there are few direct connections to previous games in the series. The decision was made to distance the third title from the previous two so that the team could step away from the political intrigue of the previous titles and focus on Geralt’s personal journey. In The Witcher 3, Geralt is in pursuit of a terrifying and deadly group of spectral warriors known as the Wild Hunt. In the game world, witchers were originally monster hunters and that aspect of the game world will become the central focus of the story. There are several new features being added into The Witcher 3: Trading and Bartering: the new system will make it profitable to travel around the world buying and selling items to locations that might have them in short supply to earn a profit. For example, fish will be cheap in coastal towns, while towns farther inland or far from bodies of water will pay well for fish. Transportation: With the dramatically increased scope of the world, the team at CD Projekt RED wanted to make it easy to traverse the world. To this end, they included abilities and vehicles like swimming climbing, sailing, riding, and fast travel. These means of transportation are not without their hazards however. We were cautioned that sailing into a storm, could result in a ship wreck and having to swim to shore and that swimming comes with its own dangers, like freezing from ice water. A Day/Night Cycle: You will be able to rest and change the time of day. This will have various effects on the monsters you hunt and how you hunt them. The example we were given was that if you were to fight werewolves, you would be better off fighting them in daylight, rather than under the light of a full-moon. Witcher Senses: the visualization of Geralt’s years of training. You’ll be able to see the important investigative markers that will help you track monsters. These clues will lead you to monsters or give you clues regarding how to best defeat them. The scale of The Witcher 3 has increased dramatically. For the purposes of the demo, we were only shown one island, but we were told that island was bigger than all of The Witcher 2. In fact, the entire world is 35x larger than the previous Witcher games and it is entirely open world. The team at CD Projekt RED designed the world to be large, but also dense, so there will always be something new to explore and see just over the next hill or behind the next tree. We were shown a portion of the main quest, which revolves around Geralt’s mission to destroy the Wild Hunt, a ghastly, deadly, and evil collection of spectral warriors. In the gameplay segment, Geralt was searching for Bjorn, the sole survivor of a raid by the Hunt. Traveling to the small village in which Bjorn has gone to stay with relatives, the demonstrator steered us toward some intriguing ruins on the top of a hill. He explained to us that the team has worked very hard to make such areas appealing so that players will want to diverge from the beaten path and explore. In the ruins, we discovered a hulking creature known as a fiend. Looking like a cross between a stag and a rhinoceros, the fiend charged Geralt and we were given the chance to see the titular witcher in combat. More dodge moves have been added since The Witcher 2, increasing maneuverability within combat scenarios. Geralt can also do minor magic, like shooting sparks and flames from his hands. These spells will have different effects on monsters, like lighting them on fire which can then spread elsewhere. As the fight with the fiend progressed, it demonstrated how important it is to know your adversary in The Witcher 3. When you discover what kind of a beast you are going to be facing, it is best to consult the Bestiary, a compendium of Geralt’s lifetime of monster hunting and adventuring. This will give players insight into how best to tackle the creature. With the fiend, he can cast a spell of darkness and shroud itself in shadow, the only visible thing remaining is a singular red eye on its forehead. It can use this opportunity to either attack or escape, making an unprepared attack on the fiend a very poor idea. For prospective players who are just hearing about this series now or who are intrigued, we were assured that players won’t have had to play the The Witcher and The Witcher 2 in order to understand what is happening. The Witcher 3 Wild Hunt will release on Xbox One, PlayStation 4, and PC in early 2014.
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