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Found 28 results

  1. Being a buster of ghosts without a proton pack takes a lot of work. HellSign tosses players into a dark and spooky world filled with hauntings and supernatural beings out to make the world a living nightmare. Each new case will have players tackling a new kind of monster; it'll take some sleuthing and preparation to correctly identify the spirit take it down successfully. As a paranormal investigator, players will create their own characters from scratch. Initially armed with nothing but some rust-covered hunting gear, players will work their way up the ranks of ghastly entities. Each case will help further open up the non-linear narrative, making each journey through HellSign unique to that investigator. HellSign takes place in Australia where players earn a living by fighting ghosts n' ghoulies. The game was created with the intention of mimicking monster-of-the-week television shows like Supernatural or The X-Files. Not gonna lie, the idea of becoming an Australian ghost hunter with an RPG framework and intriguing mysteries to solve is an easy sell for me. Players will explore locations like abandoned houses, barns, warehouses, etc. as they try to figure out what happened to draw a supernatural creature to that area. While exploring these spooky locales, various clues can be discovered, like blood spatters, tracks, or mysterious relics, that will help point toward what kind of apparition might be present. Everything a player discovers and identifies will be recorded in the Cryptonomicon for future reference. Once players have figured out, or believe they have figured out what sort of being haunts the area, it's time to gear up for battle. Players can only hold so many items at a time, so there's an element of inventory management and survival gameplay going on. Do you take the silver bullets or do you need a specialized scanner to see the creature? How you answer questions like that will mean the difference between victory and defeat. HellSign manifests on November 7 via Steam Early Access. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  2. Being a buster of ghosts without a proton pack takes a lot of work. HellSign tosses players into a dark and spooky world filled with hauntings and supernatural beings out to make the world a living nightmare. Each new case will have players tackling a new kind of monster; it'll take some sleuthing and preparation to correctly identify the spirit take it down successfully. As a paranormal investigator, players will create their own characters from scratch. Initially armed with nothing but some rust-covered hunting gear, players will work their way up the ranks of ghastly entities. Each case will help further open up the non-linear narrative, making each journey through HellSign unique to that investigator. HellSign takes place in Australia where players earn a living by fighting ghosts n' ghoulies. The game was created with the intention of mimicking monster-of-the-week television shows like Supernatural or The X-Files. Not gonna lie, the idea of becoming an Australian ghost hunter with an RPG framework and intriguing mysteries to solve is an easy sell for me. Players will explore locations like abandoned houses, barns, warehouses, etc. as they try to figure out what happened to draw a supernatural creature to that area. While exploring these spooky locales, various clues can be discovered, like blood spatters, tracks, or mysterious relics, that will help point toward what kind of apparition might be present. Everything a player discovers and identifies will be recorded in the Cryptonomicon for future reference. Once players have figured out, or believe they have figured out what sort of being haunts the area, it's time to gear up for battle. Players can only hold so many items at a time, so there's an element of inventory management and survival gameplay going on. Do you take the silver bullets or do you need a specialized scanner to see the creature? How you answer questions like that will mean the difference between victory and defeat. HellSign manifests on November 7 via Steam Early Access. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  3. A new VR game releasing today that pits players against a horde of increasingly silly zombies. Your only weapons? Your bare hands and anything else that might possibly be thrown as a projectile. Players will have to defend themselves by throwing items at the encroaching zombie horde - hopefully driving them back from a variety of ridiculous locations. In Throw Anything, players are able to grab items in their environment to appropriate them as thrown weapons. Of course, players might run short on throwables and might be forced to resort to breaking apart large items in their vicinity, or even use the NPCs around them in a pinch! The Early Access game launching on Steam today will include five levels for players to master. These levels are filled with zombies, four mid bosses, and five intimidating main bosses to overcome. Kalev Jung, the CEO of developer VisualLight released a statement saying, “Throw Anything is not for the faint of heart. Action tower defense takes on a whole new meaning in VR! Suddenly, the threat is right in front of you – and you need to be quick on your feet to avoid getting your face eaten.” Throw Anything will be available for HTC Vive starting today via Steam Early Access with PSVR and Oculus Rift support coming later this year. View full article
  4. A new VR game releasing today that pits players against a horde of increasingly silly zombies. Your only weapons? Your bare hands and anything else that might possibly be thrown as a projectile. Players will have to defend themselves by throwing items at the encroaching zombie horde - hopefully driving them back from a variety of ridiculous locations. In Throw Anything, players are able to grab items in their environment to appropriate them as thrown weapons. Of course, players might run short on throwables and might be forced to resort to breaking apart large items in their vicinity, or even use the NPCs around them in a pinch! The Early Access game launching on Steam today will include five levels for players to master. These levels are filled with zombies, four mid bosses, and five intimidating main bosses to overcome. Kalev Jung, the CEO of developer VisualLight released a statement saying, “Throw Anything is not for the faint of heart. Action tower defense takes on a whole new meaning in VR! Suddenly, the threat is right in front of you – and you need to be quick on your feet to avoid getting your face eaten.” Throw Anything will be available for HTC Vive starting today via Steam Early Access with PSVR and Oculus Rift support coming later this year.
  5. From humble beginnings as a Ludum Dare in late 2015, Double Kick Heroes leaps onto PC a group of rebellious teens onto an apocalyptic roadtrip tour as an up and coming metal band. Double Kick Heroes takes inspiration from the grindhouse works of Quentin Tarantino, Robert Rodriguez, and Tenacious D to blast fun metal tunes while simultaneously blasting zombies, mutant sharks, and all kinds of other crazy enemies. Players can power through 30 songs across half a dozen chapters while keeping pace with this explosive rhythm game. A level editor will also be included so that players can create their own stages and adventures. The level editor will also enable players to import their own music into the game and play courses created by other community members. Double Kick Heroes has come a long way from its game jam origins. It briefly released on Newgrounds before moving over to itch.io where it became one of the most played shooters and held that spot for months on the indie gaming platform. Now that the full PC version has neared a more complete stage of development, it's heading to PC! Double Kick Heroes will be available on April 11 for PC via Steam Early Access - no word on when the developers plan to release from Early Access. View full article
  6. From humble beginnings as a Ludum Dare in late 2015, Double Kick Heroes leaps onto PC a group of rebellious teens onto an apocalyptic roadtrip tour as an up and coming metal band. Double Kick Heroes takes inspiration from the grindhouse works of Quentin Tarantino, Robert Rodriguez, and Tenacious D to blast fun metal tunes while simultaneously blasting zombies, mutant sharks, and all kinds of other crazy enemies. Players can power through 30 songs across half a dozen chapters while keeping pace with this explosive rhythm game. A level editor will also be included so that players can create their own stages and adventures. The level editor will also enable players to import their own music into the game and play courses created by other community members. Double Kick Heroes has come a long way from its game jam origins. It briefly released on Newgrounds before moving over to itch.io where it became one of the most played shooters and held that spot for months on the indie gaming platform. Now that the full PC version has neared a more complete stage of development, it's heading to PC! Double Kick Heroes will be available on April 11 for PC via Steam Early Access - no word on when the developers plan to release from Early Access.
  7. We've all lost someone along the way to the here and now. It's always tragic, always painful, and always hard to process. For Emery offers itself as a tribute to the people who are going through loss by presenting a story about searching for life after death. For Emery was developed by Sanud Games and bills itself as a point-and-click interactive novel inspired by the ancient Sumerian text the Epic of Gilgamesh. The story focuses on Germaine, a circus performer who refuses to accept the death of his friend and colleague Emery. On his quest, Germaine progresses through the five stages of grief to uncover the truth behind death itself. The game itself seems to come from a pretty personal place as the listing for the game concludes, "Isabelle, your classmates and loved ones still miss you. Linda Farkas, your inspiration bled beyond your fiery artform." Hopefully For Emery can help both developers and players find some measure of peace. So far the early access version of For Emery has only been released on Game Jolt for both PC and Mac. A free demo is available on both Game Jolt and itch.io that allows players to progress up to Act 1, Scene 2.
  8. We've all lost someone along the way to the here and now. It's always tragic, always painful, and always hard to process. For Emery offers itself as a tribute to the people who are going through loss by presenting a story about searching for life after death. For Emery was developed by Sanud Games and bills itself as a point-and-click interactive novel inspired by the ancient Sumerian text the Epic of Gilgamesh. The story focuses on Germaine, a circus performer who refuses to accept the death of his friend and colleague Emery. On his quest, Germaine progresses through the five stages of grief to uncover the truth behind death itself. The game itself seems to come from a pretty personal place as the listing for the game concludes, "Isabelle, your classmates and loved ones still miss you. Linda Farkas, your inspiration bled beyond your fiery artform." Hopefully For Emery can help both developers and players find some measure of peace. So far the early access version of For Emery has only been released on Game Jolt for both PC and Mac. A free demo is available on both Game Jolt and itch.io that allows players to progress up to Act 1, Scene 2. View full article
  9. Have you ever wished you could run with the Pokémon, bond with them in full 3D? A mod created for Ark: Survival Evolved allows players to do just that! Created by a modder going by the name Mystic Academy, Pokémon Evolved replaces the dinosaurs that roam the Ark world with over 30 fully realized Pokémon and unique, craftable items. Mystic Academy's Pokémon Evolved mod has been around for a little while and became one of the most popular mods for the survival crafting game. However, the mod was slapped with a DMCA notice and closed down. Many expected that notice to be the death knell for Pokémon Evolved, but then something strange happened: The DMCA was lifted. Mystic Academy speculated in an interview with PC Gamer that the DMCA came from a rival modder working on a different mod that also inserts Pokémon into Ark. The DMCA claim probably wouldn't have been lifted if Nintendo had been behind it, as we can see from similar cases where Nintendo has protected their copyright. Now that the DMCA claim has been lifted, Ark players can once more download Pokémon Evolved. However, people interested in the mod should probably download it as quickly as possible. Mystic Academy admits that most of the animations and character models used in their mod come directly from Pokémon X and Y. While they don't directly profit from the mod, Nintendo could very well look at the situation differently and slap Pokémon Evolved with another DMCA. Ark: Survival Evolved comes out of its prolonged Early Access phase later this year when it releases for PC, PS4, and Xbox One.
  10. Have you ever wished you could run with the Pokémon, bond with them in full 3D? A mod created for Ark: Survival Evolved allows players to do just that! Created by a modder going by the name Mystic Academy, Pokémon Evolved replaces the dinosaurs that roam the Ark world with over 30 fully realized Pokémon and unique, craftable items. Mystic Academy's Pokémon Evolved mod has been around for a little while and became one of the most popular mods for the survival crafting game. However, the mod was slapped with a DMCA notice and closed down. Many expected that notice to be the death knell for Pokémon Evolved, but then something strange happened: The DMCA was lifted. Mystic Academy speculated in an interview with PC Gamer that the DMCA came from a rival modder working on a different mod that also inserts Pokémon into Ark. The DMCA claim probably wouldn't have been lifted if Nintendo had been behind it, as we can see from similar cases where Nintendo has protected their copyright. Now that the DMCA claim has been lifted, Ark players can once more download Pokémon Evolved. However, people interested in the mod should probably download it as quickly as possible. Mystic Academy admits that most of the animations and character models used in their mod come directly from Pokémon X and Y. While they don't directly profit from the mod, Nintendo could very well look at the situation differently and slap Pokémon Evolved with another DMCA. Ark: Survival Evolved comes out of its prolonged Early Access phase later this year when it releases for PC, PS4, and Xbox One. View full article
  11. Founded in 2013 by former executives from the Machinima network along with YouTube personalities, 3BLACKDOT made waves recently by publishing its first PC title to a large swell of public support. That game, Dead Realm, is a multiplayer horror title currently available on Steam Greenlight. With video contributions by partners and co-founders of 3BLACKDOT like Evan Fong (VanossGaming), Tom Cassell (TheSyndicateProject), and Adam Montoya (SeaNanners), Dead Realm has inspired over 25,000 videos from fans and personalities. What exactly makes this game so engaging? Simply put, Dead Realm is a game of hide and seek set within a spooky mansion. That might not seem like a terribly exciting or novel premise, until you add player-controlled specters and up to eight humans all trying to stay alive and escape the mansion. Dead Realm contains two game modes, three maps, two ghosts, and eight human characters. While the Early Access version of Dead Realm stands a bit bare bones in its alpha state, much more content is being planned for the final release sometime in 2016. One of 3BLACKDOT's co-founders, Evan Fong, echoed this commitment to future support in his statement, "Our intention is to work with the community to constantly develop new content, including ghosts, humans and maps. This early access release is just the beginning of what will be an ever evolving project.” So far, the response has been overwhelmingly positive. Adam Montoya attributes this to the mission statement for Dead Realm, "The original concept for Dead Realm was to create a new game that was simple in nature, but also addictively fun to play with friends." Judging by the community feedback on their Early Access page, it seems like Dead Realm has achieved that goal, even without the features that have been promised looming on the horizon. “When Dead Realm first hit the STEAM early access store, we really didn’t know what to expect,” said Tom Cassell, partner and creative director at 3BLACKDOT, “Then the community began to react and the response was overwhelming. Our twitter account hit twenty-thousand followers within the first two days and Twitch created a designated channel on day one --- this all happened without any dedicated marketing dollars.” Perhaps it is no surprise that a publisher with so much social media acumen could manage to organize such a groundswell of public support with one of their first projects. Angelo Pullen, one of the ex-Machinima executives who left to become the CEO and a co-founder of 3BLACKDOT, mentions that tapping into influential YouTubers and streamers is one of their priorities as a company, "This is the first time that a game has been developed in partnership with online influencers with a primary goal of creating content that’s not only fun to play, but also fun to watch, share and stream. Our company’s mission is to produce innovative, high-quality experiences for and with Influencers and their communities." View full article
  12. Founded in 2013 by former executives from the Machinima network along with YouTube personalities, 3BLACKDOT made waves recently by publishing its first PC title to a large swell of public support. That game, Dead Realm, is a multiplayer horror title currently available on Steam Greenlight. With video contributions by partners and co-founders of 3BLACKDOT like Evan Fong (VanossGaming), Tom Cassell (TheSyndicateProject), and Adam Montoya (SeaNanners), Dead Realm has inspired over 25,000 videos from fans and personalities. What exactly makes this game so engaging? Simply put, Dead Realm is a game of hide and seek set within a spooky mansion. That might not seem like a terribly exciting or novel premise, until you add player-controlled specters and up to eight humans all trying to stay alive and escape the mansion. Dead Realm contains two game modes, three maps, two ghosts, and eight human characters. While the Early Access version of Dead Realm stands a bit bare bones in its alpha state, much more content is being planned for the final release sometime in 2016. One of 3BLACKDOT's co-founders, Evan Fong, echoed this commitment to future support in his statement, "Our intention is to work with the community to constantly develop new content, including ghosts, humans and maps. This early access release is just the beginning of what will be an ever evolving project.” So far, the response has been overwhelmingly positive. Adam Montoya attributes this to the mission statement for Dead Realm, "The original concept for Dead Realm was to create a new game that was simple in nature, but also addictively fun to play with friends." Judging by the community feedback on their Early Access page, it seems like Dead Realm has achieved that goal, even without the features that have been promised looming on the horizon. “When Dead Realm first hit the STEAM early access store, we really didn’t know what to expect,” said Tom Cassell, partner and creative director at 3BLACKDOT, “Then the community began to react and the response was overwhelming. Our twitter account hit twenty-thousand followers within the first two days and Twitch created a designated channel on day one --- this all happened without any dedicated marketing dollars.” Perhaps it is no surprise that a publisher with so much social media acumen could manage to organize such a groundswell of public support with one of their first projects. Angelo Pullen, one of the ex-Machinima executives who left to become the CEO and a co-founder of 3BLACKDOT, mentions that tapping into influential YouTubers and streamers is one of their priorities as a company, "This is the first time that a game has been developed in partnership with online influencers with a primary goal of creating content that’s not only fun to play, but also fun to watch, share and stream. Our company’s mission is to produce innovative, high-quality experiences for and with Influencers and their communities."
  13. Brigador is an isometric, fast-paced shooter that has players taking command of various mechs with two very simple goals: Destroy the orbital guns that protect the outer colony of Solo Nobre and then escape the city. When the game launches in Early Access this October, players will have access to 15 playable vehicles and 25 weapons with which they can rain destruction across the city and its defenders. Indie developer Stellar Jockeys plans to double the number of weapons and vehicles before Brigador exits Early Access. Players can also select pilots from any of the three warring factions, each one with unique advantages when it comes to facing down overwhelming odds. Each successful escape earns in-game currency that can be used to purchase new pilots, vehicles, and weapons. Each level is different and requires a shift in tactics. Do you go in guns blazing and level the entire city (which you can do in Brigador's destructible environments)? Or do you adopt a more refined approach and only take out what's absolutely necessary? The choice is up to the player. Planning on going to PAX Prime? Brigador will be there, too! Anyone who stops by Stellar Jockeys' booth will be able to get some hands on with a demo build of the title. Players who can successfully complete the demo contract will even be given a free copy of the game. Brigador releases on Steam Early Access October 20. View full article
  14. Brigador is an isometric, fast-paced shooter that has players taking command of various mechs with two very simple goals: Destroy the orbital guns that protect the outer colony of Solo Nobre and then escape the city. When the game launches in Early Access this October, players will have access to 15 playable vehicles and 25 weapons with which they can rain destruction across the city and its defenders. Indie developer Stellar Jockeys plans to double the number of weapons and vehicles before Brigador exits Early Access. Players can also select pilots from any of the three warring factions, each one with unique advantages when it comes to facing down overwhelming odds. Each successful escape earns in-game currency that can be used to purchase new pilots, vehicles, and weapons. Each level is different and requires a shift in tactics. Do you go in guns blazing and level the entire city (which you can do in Brigador's destructible environments)? Or do you adopt a more refined approach and only take out what's absolutely necessary? The choice is up to the player. Planning on going to PAX Prime? Brigador will be there, too! Anyone who stops by Stellar Jockeys' booth will be able to get some hands on with a demo build of the title. Players who can successfully complete the demo contract will even be given a free copy of the game. Brigador releases on Steam Early Access October 20.
  15. Flying Mollusk's much touted bio-feedback horror title is now available on PC, albeit in an alpha state. Players can use specialized sensors that allow Nevermind to track their level of fear and change accordingly. In Nevermind, players take on the role of a Neuroprober, a specialized doctor equipped to enter the minds of those who have undergone psychological trauma to help them come to terms with their experiences. The process involves traversing the darkest corners of the patient's subconscious and the effects on the physician can at best be described as... unnerving. “We’re excited to be able to bring Nevermind’s unique psychological-horror experience to a wider audience through Steam. Early Access allows us to garner feedback from players, in integrate it into the final game, which means a better game for everyone,” said Erin Reynolds, Flying Mollusk's creative director. While the sensor idea is a really cool idea, it is ultimately an expensive one. Flying Mollusk has put together a list of the currently compatible bio-sensors that you can read in full here. Unfortunately, prices for these sensors range from $75 to $1,399, which might be a bit pricey if you don't happen to already own a compatible device. More will be added as development continues, so prices could go down as cheaper sensors are made compatible. View full article
  16. Jack Gardner

    Nevermind Launches on Steam Early Access

    Flying Mollusk's much touted bio-feedback horror title is now available on PC, albeit in an alpha state. Players can use specialized sensors that allow Nevermind to track their level of fear and change accordingly. In Nevermind, players take on the role of a Neuroprober, a specialized doctor equipped to enter the minds of those who have undergone psychological trauma to help them come to terms with their experiences. The process involves traversing the darkest corners of the patient's subconscious and the effects on the physician can at best be described as... unnerving. “We’re excited to be able to bring Nevermind’s unique psychological-horror experience to a wider audience through Steam. Early Access allows us to garner feedback from players, in integrate it into the final game, which means a better game for everyone,” said Erin Reynolds, Flying Mollusk's creative director. While the sensor idea is a really cool idea, it is ultimately an expensive one. Flying Mollusk has put together a list of the currently compatible bio-sensors that you can read in full here. Unfortunately, prices for these sensors range from $75 to $1,399, which might be a bit pricey if you don't happen to already own a compatible device. More will be added as development continues, so prices could go down as cheaper sensors are made compatible.
  17. Jack Gardner

    PSA: Darkest Dungeon Is Rad

    I don't usually talk much about Early Access games on Steam. I've found that it's often unfair to form a coherent opinion on unfinished works. If I am being quite honest, I tend to dislike how Steam curates Early Access, but that's a topic for another time. Few Early Access titles could be described as whole experiences, but Darkest Dungeon is quite the exception. Darkest Dungeon is a turn-based rogue-like with a grim, gothic art style that compliments the deadly world in which the action takes place. Tasked with restoring their old estate to glory and defeating the evil that lurks in the deepest dungeon below the grounds of their family's faded house, players must lead parties of adventurers into dens of madness and monsters. That's all to say that you should go in expecting to have your adventurers die. A lot. Adventurers come in all different types; priests, warriors, minstrels, grave diggers, highwaymen, occultists, and more. Each randomly generated seeker has their own quirks, abilities, and names that make them unique. As these heroes for hire progress, they will acquire new mental and physical traits depending on their experiences. These traits can help in battle or while exploring, but they can often prove to be detrimental as well. An adventurer might gain an advantage against human enemies and simultaneously discover that they have an uncontrollable impulse to steal items. Players will have to keep a close eye on their adventurers' sanity, as well. If they reach their mind's threshold, they will suffer a form of limit break. Most often this manifests as a debilitating state, such as hopelessness or cowardice, but there is a slim chance that they might find a shred of heroism and receive a massive surge in ability. Half of the fun of Darkest Dungeon is making the best of completely awful situations. You should expect to have terrible things happen to your adventurers. In my very first foray into a dungeon, all of my characters died, either sliced to ribbons by monsters or their own insanity. In fact, the same could be said about my second party of adventurers... and my third. Grinding through the difficulty can be frustrating, but it makes every small victory that much sweeter. Darkest Dungeon plays like a traditional turn-based RPG with dungeon crawling elements. It is simplistic and easy to understand, but each decision made in battle and while exploring dungeons can have long-lasting consequences with deadly ramifications. Choose to ignore a weaker enemy? They might attack during the next round and infect one of your party members with rabies (not making that up, you can totally get rabies in Darkest Dungeon). Choose to press ahead in a dungeon instead of turning back? You open up your adventurers to derangement and death. Darkest Dungeon revolves around player choice and forces players to live with the results. Screw ups usually end with deaths. One of the most immediately attractive aspects of Darkest Dungeon is its graphic novel aesthetic. The monsters and world draw on elements of Lovecraftian horror; warped monsters, tentacles, death, and disease, images that erode sanity. Heavy shadows and dark narration emphasize the moody atmosphere that persists throughout the game world. It is twisted, awful, and beautiful all at the same time. To clarify, this isn't a review. Instead, this is more of a "hey, this is a really cool game that hasn't been fully released, but is currently being sold" situation. Darkest Dungeon only released in its Early Access state yesterday, but I can't stop thinking about it. It's not done, more will be added and bugs will be patched, but it feels like the core experience is finished and amazingly solid. Check it out on Steam if you're willing to face the darkness full of terrors.
  18. I don't usually talk much about Early Access games on Steam. I've found that it's often unfair to form a coherent opinion on unfinished works. If I am being quite honest, I tend to dislike how Steam curates Early Access, but that's a topic for another time. Few Early Access titles could be described as whole experiences, but Darkest Dungeon is quite the exception. Darkest Dungeon is a turn-based rogue-like with a grim, gothic art style that compliments the deadly world in which the action takes place. Tasked with restoring their old estate to glory and defeating the evil that lurks in the deepest dungeon below the grounds of their family's faded house, players must lead parties of adventurers into dens of madness and monsters. That's all to say that you should go in expecting to have your adventurers die. A lot. Adventurers come in all different types; priests, warriors, minstrels, grave diggers, highwaymen, occultists, and more. Each randomly generated seeker has their own quirks, abilities, and names that make them unique. As these heroes for hire progress, they will acquire new mental and physical traits depending on their experiences. These traits can help in battle or while exploring, but they can often prove to be detrimental as well. An adventurer might gain an advantage against human enemies and simultaneously discover that they have an uncontrollable impulse to steal items. Players will have to keep a close eye on their adventurers' sanity, as well. If they reach their mind's threshold, they will suffer a form of limit break. Most often this manifests as a debilitating state, such as hopelessness or cowardice, but there is a slim chance that they might find a shred of heroism and receive a massive surge in ability. Half of the fun of Darkest Dungeon is making the best of completely awful situations. You should expect to have terrible things happen to your adventurers. In my very first foray into a dungeon, all of my characters died, either sliced to ribbons by monsters or their own insanity. In fact, the same could be said about my second party of adventurers... and my third. Grinding through the difficulty can be frustrating, but it makes every small victory that much sweeter. Darkest Dungeon plays like a traditional turn-based RPG with dungeon crawling elements. It is simplistic and easy to understand, but each decision made in battle and while exploring dungeons can have long-lasting consequences with deadly ramifications. Choose to ignore a weaker enemy? They might attack during the next round and infect one of your party members with rabies (not making that up, you can totally get rabies in Darkest Dungeon). Choose to press ahead in a dungeon instead of turning back? You open up your adventurers to derangement and death. Darkest Dungeon revolves around player choice and forces players to live with the results. Screw ups usually end with deaths. One of the most immediately attractive aspects of Darkest Dungeon is its graphic novel aesthetic. The monsters and world draw on elements of Lovecraftian horror; warped monsters, tentacles, death, and disease, images that erode sanity. Heavy shadows and dark narration emphasize the moody atmosphere that persists throughout the game world. It is twisted, awful, and beautiful all at the same time. To clarify, this isn't a review. Instead, this is more of a "hey, this is a really cool game that hasn't been fully released, but is currently being sold" situation. Darkest Dungeon only released in its Early Access state yesterday, but I can't stop thinking about it. It's not done, more will be added and bugs will be patched, but it feels like the core experience is finished and amazingly solid. Check it out on Steam if you're willing to face the darkness full of terrors. View full article
  19. Ever wondered what life is like for a slice of bread? Since making Surgeon Simulator, the folks at Bossa Studios have been able to think of little else. I am Bread tells the exciting and fateful story of a slice of bread that just wants to be perfectly toasted. Finally bread enthusiasts will have the game they deserve! Expect to see I am Bread on Steam Early Access this Wednesday, December 3.
  20. Ever wondered what life is like for a slice of bread? Since making Surgeon Simulator, the folks at Bossa Studios have been able to think of little else. I am Bread tells the exciting and fateful story of a slice of bread that just wants to be perfectly toasted. Finally bread enthusiasts will have the game they deserve! Expect to see I am Bread on Steam Early Access this Wednesday, December 3. View full article
  21. Jack Gardner

    Preview: Interstellar Marines

    The premise of Interstellar Marines is fairly simple: The best soldiers from around the world have been recruited for training to be a part of a crack team of commandos that will be ready to respond to an extraterrestrial threat under any conditions. Naturally, this training takes place in a massive underground facility that is able to simulate different weather and lighting environments. To me, the changing map conditions are the main draw of Interstellar Marines. As I explored the Operations map for the first time, the lights began to flicker and then the fire alarms began blaring. Red lights flashed on and off throughout the halls for a couple minutes before everything went pitch black. I flicked on my flashlight and laser sight and proceeded through the level, listening to the ambient noises of the base. I knew there was no one in the level with me at the time, but the environment by itself created tension. In multiplayer, flashlights and laser sights lend an additional layer of strategy during the dark segments. Players need to balance their need for vision with the desire for stealth and catching opponents unaware. Outdoor levels where the weather comes into play are even more interesting when it comes to sight. Players could encounter everything from a light drizzle that speckles their HUD to a full on nighttime thunderstorm complete with flashes of lightning illuminating the map. Sometimes environments are only lit with a few carefully placed lamps or ceiling lights. Players can shoot out many of the lights present in maps to complicate matters for enemies on the opposing team (though I couldn’t seem to shoot out alarm lights). I might seem to be really focusing on in-game vision here, but that is because there is no mini-map or radar. Players can only find enemies by spotting them visually or by listening for their footsteps. It make for some really tense games of cat-and-mouse in the multiplayer. (The above images were taken about a minute apart.) Speaking of the multiplayer, there is currently only one game type. It is a unique blend of capture point style gameplay and team deathmatch. Basically, each match has a ten minute time limit and the side with the most points captured at the end wins. Alternatively, if one team captures all of the points or eliminates the entire enemy team, they win. It is particularly hard to win by eliminating all the enemy player because capturing a point or killing an enemy causes one of your downed players to respawn instantly instead of waiting to respawn naturally. It is fun for what it is, but I would be interested to see what other multiplayer modes are in store for the full release. Also worth noting is the pace of gameplay. Interstellar Marines is a very different beast from fast paced shooters that have dominated the market for the last few years. Sprinting generates a lot of noise and aiming afterward bobs and weaves as the soldier breathes heavily. Walking or crouching creates little noise, but is also very slow. This all indicates to me that Interstellar Marines is meant to be played carefully and not fast and loose. As a side note, there is something about Interstellar Marines that just screams Alien to me. It might have something to do with the architecture of the environments, the spartan nature of the HUD, or the ever-changing lighting conditions that give everything a dramatic flair. Whatever the reason, my initial time with the early access build was plagued with the unnerving feeling that a Xenomorph was just around the corner, despite the fact that there aren’t any aliens in Interstellar Marines. The only creatures players can currently encounter in the Early Access version are other marines and possibly a few robots. I consider it only a matter of time until someone mods Interstellar Marines to be the Alien game everyone has dreamed of since the promise shown in that early Aliens: Colonial Marines footage. Get on it modders! Interstellar Marines is an Early Access title, so there are guaranteed to be bugs and unfinished elements. Initially I ran into problems because Interstellar Marines defaults to using integrated graphics cards rather than whatever graphics card might be installed. I also ran into a few where my character wouldn’t fall through large openings on top of buildings. Players only have access to two weapons that include an assault rifle and a scoped rifle with no option for melee attacks if enemies enter close quarters. My overall experience with Interstellar Marines was generally positive, but it left me wanting more. Zero Point Software is onto something great, and if they continue to make additions like the upcoming co-op mode along with more game types and situations, Interstellar Marines has the potential to be a very successful game. For now, I’d recommend keeping this game on your radar. People who would like to get their hands on the Early Access build can do so via Steam, just keep in mind the usual caveats that go along with purchasing a product that has not been finished.
  22. The premise of Interstellar Marines is fairly simple: The best soldiers from around the world have been recruited for training to be a part of a crack team of commandos that will be ready to respond to an extraterrestrial threat under any conditions. Naturally, this training takes place in a massive underground facility that is able to simulate different weather and lighting environments. To me, the changing map conditions are the main draw of Interstellar Marines. As I explored the Operations map for the first time, the lights began to flicker and then the fire alarms began blaring. Red lights flashed on and off throughout the halls for a couple minutes before everything went pitch black. I flicked on my flashlight and laser sight and proceeded through the level, listening to the ambient noises of the base. I knew there was no one in the level with me at the time, but the environment by itself created tension. In multiplayer, flashlights and laser sights lend an additional layer of strategy during the dark segments. Players need to balance their need for vision with the desire for stealth and catching opponents unaware. Outdoor levels where the weather comes into play are even more interesting when it comes to sight. Players could encounter everything from a light drizzle that speckles their HUD to a full on nighttime thunderstorm complete with flashes of lightning illuminating the map. Sometimes environments are only lit with a few carefully placed lamps or ceiling lights. Players can shoot out many of the lights present in maps to complicate matters for enemies on the opposing team (though I couldn’t seem to shoot out alarm lights). I might seem to be really focusing on in-game vision here, but that is because there is no mini-map or radar. Players can only find enemies by spotting them visually or by listening for their footsteps. It make for some really tense games of cat-and-mouse in the multiplayer. (The above images were taken about a minute apart.) Speaking of the multiplayer, there is currently only one game type. It is a unique blend of capture point style gameplay and team deathmatch. Basically, each match has a ten minute time limit and the side with the most points captured at the end wins. Alternatively, if one team captures all of the points or eliminates the entire enemy team, they win. It is particularly hard to win by eliminating all the enemy player because capturing a point or killing an enemy causes one of your downed players to respawn instantly instead of waiting to respawn naturally. It is fun for what it is, but I would be interested to see what other multiplayer modes are in store for the full release. Also worth noting is the pace of gameplay. Interstellar Marines is a very different beast from fast paced shooters that have dominated the market for the last few years. Sprinting generates a lot of noise and aiming afterward bobs and weaves as the soldier breathes heavily. Walking or crouching creates little noise, but is also very slow. This all indicates to me that Interstellar Marines is meant to be played carefully and not fast and loose. As a side note, there is something about Interstellar Marines that just screams Alien to me. It might have something to do with the architecture of the environments, the spartan nature of the HUD, or the ever-changing lighting conditions that give everything a dramatic flair. Whatever the reason, my initial time with the early access build was plagued with the unnerving feeling that a Xenomorph was just around the corner, despite the fact that there aren’t any aliens in Interstellar Marines. The only creatures players can currently encounter in the Early Access version are other marines and possibly a few robots. I consider it only a matter of time until someone mods Interstellar Marines to be the Alien game everyone has dreamed of since the promise shown in that early Aliens: Colonial Marines footage. Get on it modders! Interstellar Marines is an Early Access title, so there are guaranteed to be bugs and unfinished elements. Initially I ran into problems because Interstellar Marines defaults to using integrated graphics cards rather than whatever graphics card might be installed. I also ran into a few where my character wouldn’t fall through large openings on top of buildings. Players only have access to two weapons that include an assault rifle and a scoped rifle with no option for melee attacks if enemies enter close quarters. My overall experience with Interstellar Marines was generally positive, but it left me wanting more. Zero Point Software is onto something great, and if they continue to make additions like the upcoming co-op mode along with more game types and situations, Interstellar Marines has the potential to be a very successful game. For now, I’d recommend keeping this game on your radar. People who would like to get their hands on the Early Access build can do so via Steam, just keep in mind the usual caveats that go along with purchasing a product that has not been finished. View full article
  23. Zero Point Software had been working on Interstellar Marines for five years before deciding to release the game via Steam Greenlight last year. Since then, demand for the game has exceeded Zero Point's wildest expectations. Since its release, Interstellar Marines has sold an undisclosed number that is greater than 100,000 and generated over $1.5 million in revenue for the studio. Hooray! That means the studio can continue to work on the title's upcoming co-op mode and finally deliver on some of the initial promise of their game pitch. Currently there are only a handful of game modes available compared to what the final game will contain. However, come September 18, that will change. Zero Point will be updating Interstellar Marines with a single-player and co-op mode. The update will bring Marines much closer to Zero Point's original vision. “Co-op is one of the central pillars of the game, and is a big part in providing players with an outstanding tactical experience in as realistic a manner as possible,” said Kim Haar Jørgensen, creative director on Interstellar Marines. The co-op mode will be on display at PAX Prime prior to the September 18 update. More info on the project can be found on the Interstellar Marines website. Those of you who are really intrigued can buy into Early Access via Steam. As always, be careful when it comes to buying games before release. There is no guarantee that Early Access titles will be completed or deliver on their initial promises.
  24. Zero Point Software had been working on Interstellar Marines for five years before deciding to release the game via Steam Greenlight last year. Since then, demand for the game has exceeded Zero Point's wildest expectations. Since its release, Interstellar Marines has sold an undisclosed number that is greater than 100,000 and generated over $1.5 million in revenue for the studio. Hooray! That means the studio can continue to work on the title's upcoming co-op mode and finally deliver on some of the initial promise of their game pitch. Currently there are only a handful of game modes available compared to what the final game will contain. However, come September 18, that will change. Zero Point will be updating Interstellar Marines with a single-player and co-op mode. The update will bring Marines much closer to Zero Point's original vision. “Co-op is one of the central pillars of the game, and is a big part in providing players with an outstanding tactical experience in as realistic a manner as possible,” said Kim Haar Jørgensen, creative director on Interstellar Marines. The co-op mode will be on display at PAX Prime prior to the September 18 update. More info on the project can be found on the Interstellar Marines website. Those of you who are really intrigued can buy into Early Access via Steam. As always, be careful when it comes to buying games before release. There is no guarantee that Early Access titles will be completed or deliver on their initial promises. View full article
  25. Developer Switchblade Monkeys has added a fifth playable character, a new map, 4v4 game types, and a new Deathmatch mode to their Early Access title on Steam. The dev team will also be extending their Early Access sale. The gigantic update to Secret Ponchos introduces the sword-wielding Matador, who gracefully moves around the battlefield dodging and deflecting bullets. 4v4 matches have also been added to Domination mode along with an all-new Deathmatch that pits players against each other with no respawns. Finally, players can shoot up a new map that recreates the turmoil of character Kid Red's burned out homestead. Normally I am loath to include purchasing details for an Early Access title, but in this case there is a sale involved so I'm bending my rules. From now until August 19th, Secret Ponchos is available on Steam Early Access for 40% off normal price and people who purchase the Early Access version will receive another copy of the game to share with a friend. For those of you curious about the gameplay, check in on the Secret Ponchos Twitch stream that will be going on until 9PM Pacific today. There is currently no solid release date for Secret Ponchos, but it is expected to release either at the end of this year or early 2015 for both PC and PlayStation 4. View full article
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