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Found 30 results

  1. Jack Gardner

    Feature: Review: Monster Prom

    With only a handful of weeks to go until prom, what's a monster to do? If your answer is a mixture of cursing and insane schemes to woo the reckless forces of evil that dominate your highschool, then Monster Prom might just be the game for you. Developed by Beautiful Glitch and published by Those Awesome Guys, Monster Prom stands out from the crowd as the very first multiplayer dating simulator. That odd combination of traits actually comes together as an effective and entertaining party game for up to four players either locally or online. The goal of Monster Prom is, aptly, to find a monster to successfully ask out to prom. The simple premise can play out over three weeks, a short game that lasts about 30 minutes, or a full game over six weeks that takes an hour to run its course. At the beginning of each game, players select one of four characters to be their avatar and then plunge into the hormone-riddled halls of Monster High. The choice of the avatar, as far as I could tell, doesn't matter much, but immediately after character selection players answer a series of questions from "the stupidest pop quiz ever" to determine stat bonuses and a starting advantage with one of the six romantic options. And what options there are! Players can choose to woo a ghostly party girl, the sizzling demon, a reserved hipster vampire, a good-natured jock werewolf, a business-oriented medusa, or a despotic mer-princess. The cast of romance options interact in hundreds of unique ways to the point that after dozens of playthroughs I only encountered a handful of repeat situations - and that was just in the pursuit of one particular character! Though there are six potential romance options and a maximum of four players, it's easy to see how Monster Prom could become a high stakes game night drama between friends. At the beginning of each round, there's the option to randomize turn order or participate in a real-world game based on an onscreen prompt to determine the order. That method becomes important because when a player chooses an activity it locks it off from the other players until the next round begins. That leaves the door open for a lot of negotiating and competition for places higher up in the turn order. There are also random events that can happen where a romance option could ask a player what they think of a rival, presenting a perfect opportunity to hurt or help them attain their ideal prom date. Each week in Monster Prom allows players to choose an activity in the morning, a place to sit during lunch, and another activity in the evening. Which location players choose to go will result in a boost to their stats. For example, going to the auditorium will increase their creativity by two points. After each segment of the week, players will interact with some of the members of the school and have to decide how to handle the resulting hijinks. Having a high number in a stat increases the likelihood that a given option that relies on that stat will succeed, though players will have to infer what stat their option might rely on from the situation's context. Correctly solving a situation will net the player another stat boost and possibly improve their relationships with classmates. Mechanically, Monster Prom doesn't have much going on. You won't find mini-games here. Instead, the fun resides in the myriad of situations and the joyfully crass and humorous dialogue. While that might not bring in players who need a kinetic sense of movement and purpose to feel engaged with a game, Monster Prom's charms will undoubtedly be received by those who live for scintillating word play and strange scenarios (i.e. those who are familiar with the text-heavy dating sim genre). The various scenes of Monster Prom all play out primarily through cleverly written text, but the art stands as the secondary aspect of any given scene. Beautiful Glitch have shoved an awful lot of joy and vivacious energy into the still images and character expressions that play out over the course of a game. If there might be one gripe about the artwork it's that sometimes conversations with the same characters can reveal that certain stances are reused with different outfits. It's not a terrible problem, but something that can become noticeable after several sessions of play. Overall, the visuals leave me wanting more of them, and that's never a bad thing (I would buy a graphic novel done in this style in a heartbeat). Conclusion: Basically, Monster Prom was handcrafted for people who loved the silly situations of the pigeon dating sim Hatoful Boyfriend and subsequently found themselves wishing they could play the game alongside incredulous friends to see what kind of hijinks they could get themselves into. Your reaction to the previous sentence really should tell you everything you need to know about whether you'd like Monster Prom. It's a glorious love letter to dating sim shenanigans mixed with the fun of either helping or backstabbing your friends in an effort to take a date to prom that I found quite enjoyable. It's certainly niche, but Monster Prom revels in the glorious absurdity of that niche. Monster Prom is available now on PC. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  2. Jack Gardner

    Review: Monster Prom

    With only a handful of weeks to go until prom, what's a monster to do? If your answer is a mixture of cursing and insane schemes to woo the reckless forces of evil that dominate your highschool, then Monster Prom might just be the game for you. Developed by Beautiful Glitch and published by Those Awesome Guys, Monster Prom stands out from the crowd as the very first multiplayer dating simulator. That odd combination of traits actually comes together as an effective and entertaining party game for up to four players either locally or online. The goal of Monster Prom is, aptly, to find a monster to successfully ask out to prom. The simple premise can play out over three weeks, a short game that lasts about 30 minutes, or a full game over six weeks that takes an hour to run its course. At the beginning of each game, players select one of four characters to be their avatar and then plunge into the hormone-riddled halls of Monster High. The choice of the avatar, as far as I could tell, doesn't matter much, but immediately after character selection players answer a series of questions from "the stupidest pop quiz ever" to determine stat bonuses and a starting advantage with one of the six romantic options. And what options there are! Players can choose to woo a ghostly party girl, the sizzling demon, a reserved hipster vampire, a good-natured jock werewolf, a business-oriented medusa, or a despotic mer-princess. The cast of romance options interact in hundreds of unique ways to the point that after dozens of playthroughs I only encountered a handful of repeat situations - and that was just in the pursuit of one particular character! Though there are six potential romance options and a maximum of four players, it's easy to see how Monster Prom could become a high stakes game night drama between friends. At the beginning of each round, there's the option to randomize turn order or participate in a real-world game based on an onscreen prompt to determine the order. That method becomes important because when a player chooses an activity it locks it off from the other players until the next round begins. That leaves the door open for a lot of negotiating and competition for places higher up in the turn order. There are also random events that can happen where a romance option could ask a player what they think of a rival, presenting a perfect opportunity to hurt or help them attain their ideal prom date. Each week in Monster Prom allows players to choose an activity in the morning, a place to sit during lunch, and another activity in the evening. Which location players choose to go will result in a boost to their stats. For example, going to the auditorium will increase their creativity by two points. After each segment of the week, players will interact with some of the members of the school and have to decide how to handle the resulting hijinks. Having a high number in a stat increases the likelihood that a given option that relies on that stat will succeed, though players will have to infer what stat their option might rely on from the situation's context. Correctly solving a situation will net the player another stat boost and possibly improve their relationships with classmates. Mechanically, Monster Prom doesn't have much going on. You won't find mini-games here. Instead, the fun resides in the myriad of situations and the joyfully crass and humorous dialogue. While that might not bring in players who need a kinetic sense of movement and purpose to feel engaged with a game, Monster Prom's charms will undoubtedly be received by those who live for scintillating word play and strange scenarios (i.e. those who are familiar with the text-heavy dating sim genre). The various scenes of Monster Prom all play out primarily through cleverly written text, but the art stands as the secondary aspect of any given scene. Beautiful Glitch have shoved an awful lot of joy and vivacious energy into the still images and character expressions that play out over the course of a game. If there might be one gripe about the artwork it's that sometimes conversations with the same characters can reveal that certain stances are reused with different outfits. It's not a terrible problem, but something that can become noticeable after several sessions of play. Overall, the visuals leave me wanting more of them, and that's never a bad thing (I would buy a graphic novel done in this style in a heartbeat). Conclusion: Basically, Monster Prom was handcrafted for people who loved the silly situations of the pigeon dating sim Hatoful Boyfriend and subsequently found themselves wishing they could play the game alongside incredulous friends to see what kind of hijinks they could get themselves into. Your reaction to the previous sentence really should tell you everything you need to know about whether you'd like Monster Prom. It's a glorious love letter to dating sim shenanigans mixed with the fun of either helping or backstabbing your friends in an effort to take a date to prom that I found quite enjoyable. It's certainly niche, but Monster Prom revels in the glorious absurdity of that niche. Monster Prom is available now on PC. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  3. All aboard the HMCS Britannic for a foray into madness courtesy of the mysterious Mr. X. The ship has all the modern conveniences as well as the ability to fly and travel through time. Also, any one of the other guests might be out to kill you. Looks can be deceiving in Murderous Pursuits, a game of refinement, role-playing, and, of course, MURDER. Murderous Pursuits puts players into a given section of the Britannic with up to seven of their friends who have taken the identities of other ship guests. Without drawing too much attention to yourself either from ship guards or other players, each guest must hunt down and kill their rivals in creative and sneaky ways. Of course, you should try not to make too much of a scene, since it might draw the attention of the guest stalking your trail. Take your time to explore the space, find insane (but concealable) weapons, and find the right time and place for your target's demise. Developer Blazing Griffin will be launching the game next week, but hopes that the open beta they have planned for this weekend can help iron out any remaining wrinkles in their game. The beta will begin tomorrow, April 20, at 7pm EST/4pm PST and run until Sunday, April 22, at 12am EST/9pm PST. You can install the beta client from the title's Steam page. Murderous Pursuits releases for PC on April 26.
  4. All aboard the HMCS Britannic for a foray into madness courtesy of the mysterious Mr. X. The ship has all the modern conveniences as well as the ability to fly and travel through time. Also, any one of the other guests might be out to kill you. Looks can be deceiving in Murderous Pursuits, a game of refinement, role-playing, and, of course, MURDER. Murderous Pursuits puts players into a given section of the Britannic with up to seven of their friends who have taken the identities of other ship guests. Without drawing too much attention to yourself either from ship guards or other players, each guest must hunt down and kill their rivals in creative and sneaky ways. Of course, you should try not to make too much of a scene, since it might draw the attention of the guest stalking your trail. Take your time to explore the space, find insane (but concealable) weapons, and find the right time and place for your target's demise. Developer Blazing Griffin will be launching the game next week, but hopes that the open beta they have planned for this weekend can help iron out any remaining wrinkles in their game. The beta will begin tomorrow, April 20, at 7pm EST/4pm PST and run until Sunday, April 22, at 12am EST/9pm PST. You can install the beta client from the title's Steam page. Murderous Pursuits releases for PC on April 26. View full article
  5. Dead Alliance is a game in search of an identity. Equal parts Call of Duty, horde mode, and MOBA all in the same breath, the competitive undead shooter banks its success on finding a player base with a love of all three genres and then some. Not only do you have to worry about a team of enemy players firing bullets at you, you also have to contend with the ravenous horde of zombies roaming around each map. But have no fear, for the combatants of Dead Alliance aren't running in without some nifty tools to turn the undead into your buddies. I recently got the chance to play a preview build of Dead Alliance; more specifically the game’s team deathmatch and capture-the-flag modes. At a glance the game might appear little more than another competitive shooter, replete with armored dudes toting heavy machine guns and more body armor than a presidential meet-and-greet. There’s also the maps, which range from an uninteresting warehouse to a seaside port town, that all look as dilapidated and overgrown as you might expect. Thankfully, the developers at Psyop have injected this melting pot with enough variety in terms of gameplay and strategic options to warrant at least a chance. In Dead Alliance’s multiplayer modes (including team deathmatch, CTF, free-for-all, and king of the hill), players are outfitted with a standard variety of weapons (assault rifles, machine guns of the bulky and sub variety), but are also given special tools called “Zmods” that influence the zombies found on every map. If you’re losing sight of your enemies, throwing the P.A.M. grenade at a group of zombies will force them to run for the nearest competitors, giving you ample room to hose them down while they’re fleeing from the horde. The L.R.A.D. attracts nearby zombies to a single point, allying them to your team, while the Trailer flare lets you string along a group of zombies while it’s in your hands. Those tools, coupled with a few that repelled zombies, made for chaotic firefights and a few tense retreats as zombies swarmed my team. At times, the game can feel like a well-measured bit of chaos. Hunting down enemy players through MOBA-like lanes of traffic is frantic, and often the team on the receiving end of the horde has little time to react. Dead Alliance’s overall pacing also plays a role, as players only move at a fraction of the speed you might in a game like Call of Duty or Titanfall. This means a dead sprint will only keep zombies off your back for as long as you keep running, but it also means that evading enemy fire is more a matter of getting the drop on someone than actual mechanical skill. During our demo, it often felt like our victories were due to easy manipulation of choke points more than anything else. It’s difficult to tell from two rounds if the game will have much depth, but at this rate, Dead Alliance risks players losing interest more quickly than most. Dead Alliance is out August 29 on PlayStation 4, Xbox One, and PC for $39.99. View full article
  6. Dead Alliance is a game in search of an identity. Equal parts Call of Duty, horde mode, and MOBA all in the same breath, the competitive undead shooter banks its success on finding a player base with a love of all three genres and then some. Not only do you have to worry about a team of enemy players firing bullets at you, you also have to contend with the ravenous horde of zombies roaming around each map. But have no fear, for the combatants of Dead Alliance aren't running in without some nifty tools to turn the undead into your buddies. I recently got the chance to play a preview build of Dead Alliance; more specifically the game’s team deathmatch and capture-the-flag modes. At a glance the game might appear little more than another competitive shooter, replete with armored dudes toting heavy machine guns and more body armor than a presidential meet-and-greet. There’s also the maps, which range from an uninteresting warehouse to a seaside port town, that all look as dilapidated and overgrown as you might expect. Thankfully, the developers at Psyop have injected this melting pot with enough variety in terms of gameplay and strategic options to warrant at least a chance. In Dead Alliance’s multiplayer modes (including team deathmatch, CTF, free-for-all, and king of the hill), players are outfitted with a standard variety of weapons (assault rifles, machine guns of the bulky and sub variety), but are also given special tools called “Zmods” that influence the zombies found on every map. If you’re losing sight of your enemies, throwing the P.A.M. grenade at a group of zombies will force them to run for the nearest competitors, giving you ample room to hose them down while they’re fleeing from the horde. The L.R.A.D. attracts nearby zombies to a single point, allying them to your team, while the Trailer flare lets you string along a group of zombies while it’s in your hands. Those tools, coupled with a few that repelled zombies, made for chaotic firefights and a few tense retreats as zombies swarmed my team. At times, the game can feel like a well-measured bit of chaos. Hunting down enemy players through MOBA-like lanes of traffic is frantic, and often the team on the receiving end of the horde has little time to react. Dead Alliance’s overall pacing also plays a role, as players only move at a fraction of the speed you might in a game like Call of Duty or Titanfall. This means a dead sprint will only keep zombies off your back for as long as you keep running, but it also means that evading enemy fire is more a matter of getting the drop on someone than actual mechanical skill. During our demo, it often felt like our victories were due to easy manipulation of choke points more than anything else. It’s difficult to tell from two rounds if the game will have much depth, but at this rate, Dead Alliance risks players losing interest more quickly than most. Dead Alliance is out August 29 on PlayStation 4, Xbox One, and PC for $39.99.
  7. Multiplayer shooter fans curious about Lawbreakers have a chance to give the physics-defying shooter a whirl before it releases later this summer. An open beta went live today on Steam and will run until July 5. The beta features a new map, the mountainous Vertigo, as well as a new mode called Uplink. Teams are tasked with capturing an uplink from the center of the map and delivering it to their base where it must be protected it to earn points. Players can also test out customizable weapon stickers, including a special sticker earned by finishing five matches. This sticker will transfer into the full release. You can hop in on the open beta by visiting the Lawbreakers site. Lawbreakers releases August 8 for $29.99 on PC and PS4. For more on the title, check out its trailer from the PC Gaming Show View full article
  8. Multiplayer shooter fans curious about Lawbreakers have a chance to give the physics-defying shooter a whirl before it releases later this summer. An open beta went live today on Steam and will run until July 5. The beta features a new map, the mountainous Vertigo, as well as a new mode called Uplink. Teams are tasked with capturing an uplink from the center of the map and delivering it to their base where it must be protected it to earn points. Players can also test out customizable weapon stickers, including a special sticker earned by finishing five matches. This sticker will transfer into the full release. You can hop in on the open beta by visiting the Lawbreakers site. Lawbreakers releases August 8 for $29.99 on PC and PS4. For more on the title, check out its trailer from the PC Gaming Show
  9. Kirby, everyone’s favorite pink ball of power, is comin’ right back at ya on the Nintendo Switch, according to a new teaser trailer from the latest Nintendo Direct. The latest Kirby game looks to be a mix-up of traditional 2D/3D platforming, complete with Kirby’s usual powers of mass consumption and conversion. The big twist this time around looks to be a multiplayer component of some sort, with Kirby chucking hearts at enemies that then become allies of his. The character bars at the bottom of the screen read “CP” for “computer,” indicating that these characters will be able to be controlled by actual players during the game. Characters can combine abilities too, like striking Kirby’s sword form with a fire attack, turning Kirby’s weapon into a blazing tool of destruction. All four players can combine to create a rolling wheel that flattens enemies underneath. A brief clip in the trailer also showed off what looks like a Super Mario-style overworld, with Kirby moving from level to level along a path. And of course, what would a Kirby game be without an appearance from your boy Whispy Woods. Kirby for the Nintendo Switch (no official title yet, it seems) is slated for a 2018 release. What crazy powers do you think HAL Laboratories has whipped up this time? View full article
  10. Kirby, everyone’s favorite pink ball of power, is comin’ right back at ya on the Nintendo Switch, according to a new teaser trailer from the latest Nintendo Direct. The latest Kirby game looks to be a mix-up of traditional 2D/3D platforming, complete with Kirby’s usual powers of mass consumption and conversion. The big twist this time around looks to be a multiplayer component of some sort, with Kirby chucking hearts at enemies that then become allies of his. The character bars at the bottom of the screen read “CP” for “computer,” indicating that these characters will be able to be controlled by actual players during the game. Characters can combine abilities too, like striking Kirby’s sword form with a fire attack, turning Kirby’s weapon into a blazing tool of destruction. All four players can combine to create a rolling wheel that flattens enemies underneath. A brief clip in the trailer also showed off what looks like a Super Mario-style overworld, with Kirby moving from level to level along a path. And of course, what would a Kirby game be without an appearance from your boy Whispy Woods. Kirby for the Nintendo Switch (no official title yet, it seems) is slated for a 2018 release. What crazy powers do you think HAL Laboratories has whipped up this time?
  11. until
    Hello Gamers, I'll be playing the last game I've worked on in multiplayer in order to raise funds for Extra-Life. I will answer your questions about the game and talk about the developpement of the project. I will also have a copy of the game on PS4 that I will giveaway. To participate, you'll have to donate at least 10$ if you're in Canada, 15$ if you're in the US. Also note that Patrons giving 10$ or more are automatically registered for every and any contest and giveaway. At the end of the event, one random donnors will be sent a PS4 copy of For Honor. See you online!
  12. Jack Gardner

    GoldenEye: Source Receives Major Update

    Six years ago, a team of modders used the 2007 Source Engine to create and release a remake of the multiplayer from the N64's GoldenEye: 007. The team wasn't content with merely releasing their free mod to the world and have been actively working on updates for the last several years. GoldenEye: Source remade the entire classic multiplayer of the original in glorious HD. The most recent update brings the number of maps up to 25 with 10 game modes and all 28 weapons from the N64. The mod does not include a single player mode and the team has no plans to ever create one. "We do not have the resources or sufficient number of developers to create it," states the official website. GoldenEye: Source originated as a project back in 2005 under Nicholas "Nickster" Bishop. At the age of 27, Bishop passed away from an apparent suicide in 2006. Work on the mod continued in memory of him. The mod released in 2010 and has since had numerous updates, through the release of version 4.2 in 2013. For a long time, the team was inactive, believing their work on the mod to be done. The team reconvened to fix what they initially believed to be a minor series of patches. That initial goal escalated into GoldenEye: Source 5.0, a massive overhaul of the mod with a flurry of new content. Entropy-Soldier, the current managing director of the project and its lead programmer, released a statement alongside its launch: When we first started work on GE:S again, I was aiming for a quick content patch to fix some long standing issues and stir up some interest in the game again. Somewhere along the way to that objective, however, I realized that there was no way this team was going to settle for anything less than the biggest release this project has seen, and I knew we could get there. After tens of thousands of man hours and many unforeseen hurdles to overcome, we did it. GE:S 5.0 is here and I could not be prouder of all the people who came together and put aside their differences to make it happen. There is more work to be done, and will no doubt be more unseen hurdles, but with GE:S 5.0 I am confident we’re starting things on the right foot. We look forward to finally playing with the community and getting their thoughts on all of our hard work. With all of that out of the way, I’m proud to start the release of GE:S 5.0 with the same phrase I would start each of our tests with: This is good, kill each other. Honestly, if you ever went back to GoldenEye: 007 and lamented that the controls were awful (which they are, we just remember them being much better), GoldenEye: Source saddles the multiplayer with smooth and familiar PC FPS controls, which vastly improve a modern experience. The remake for GoldenEye on Wii was atrocious, so Source really is the best bet for those looking to scratch their nostalgia itch for the N64 FPS. Plus, it is totally free.
  13. Six years ago, a team of modders used the 2007 Source Engine to create and release a remake of the multiplayer from the N64's GoldenEye: 007. The team wasn't content with merely releasing their free mod to the world and have been actively working on updates for the last several years. GoldenEye: Source remade the entire classic multiplayer of the original in glorious HD. The most recent update brings the number of maps up to 25 with 10 game modes and all 28 weapons from the N64. The mod does not include a single player mode and the team has no plans to ever create one. "We do not have the resources or sufficient number of developers to create it," states the official website. GoldenEye: Source originated as a project back in 2005 under Nicholas "Nickster" Bishop. At the age of 27, Bishop passed away from an apparent suicide in 2006. Work on the mod continued in memory of him. The mod released in 2010 and has since had numerous updates, through the release of version 4.2 in 2013. For a long time, the team was inactive, believing their work on the mod to be done. The team reconvened to fix what they initially believed to be a minor series of patches. That initial goal escalated into GoldenEye: Source 5.0, a massive overhaul of the mod with a flurry of new content. Entropy-Soldier, the current managing director of the project and its lead programmer, released a statement alongside its launch: When we first started work on GE:S again, I was aiming for a quick content patch to fix some long standing issues and stir up some interest in the game again. Somewhere along the way to that objective, however, I realized that there was no way this team was going to settle for anything less than the biggest release this project has seen, and I knew we could get there. After tens of thousands of man hours and many unforeseen hurdles to overcome, we did it. GE:S 5.0 is here and I could not be prouder of all the people who came together and put aside their differences to make it happen. There is more work to be done, and will no doubt be more unseen hurdles, but with GE:S 5.0 I am confident we’re starting things on the right foot. We look forward to finally playing with the community and getting their thoughts on all of our hard work. With all of that out of the way, I’m proud to start the release of GE:S 5.0 with the same phrase I would start each of our tests with: This is good, kill each other. Honestly, if you ever went back to GoldenEye: 007 and lamented that the controls were awful (which they are, we just remember them being much better), GoldenEye: Source saddles the multiplayer with smooth and familiar PC FPS controls, which vastly improve a modern experience. The remake for GoldenEye on Wii was atrocious, so Source really is the best bet for those looking to scratch their nostalgia itch for the N64 FPS. Plus, it is totally free. View full article
  14. Has anyone else played Gang Beasts? It has been a great event to play at our Extra Life events! The early access can be a little buggy, but you can push through for some good times! I also got into the multiplayer beta and it has some pretty cool features over the original steam version! I have both videos listed below. If you have played, what experiences have you had with the game? Gang Beasts Steam Version Gang Beasts Online Multiplayer Beta
  15. Several seasoned developers from 343 Industries who left the company some months ago have announced their new indie studio First Strike Games. Three of the four founders specifically worked on the multiplayer portions of Halo 4 and Halo 5: Guardians. The fourth founder, Jeff Hilbert has experience with securing financing and his profile on the First Strike website boasts that he has attracted a mind-boggling $750,000,000 for game development over his career. The First Strike team appears to be focusing their efforts specifically on their own vision of a multiplayer game. The motto on their website is "We make multiplayer" and it also states that they are "open for business... multiplayer business." The people involved with First Strike have extensive experience with video games of all types from the Gears of War 3 to Age of Mythology to Shenmue II. Below you can see a selection of titles that the devs have worked on. So, what exactly are they working on? No word as of yet as the company is still in talks with publishers and investors to develop a PC and/or console title. View full article
  16. Several seasoned developers from 343 Industries who left the company some months ago have announced their new indie studio First Strike Games. Three of the four founders specifically worked on the multiplayer portions of Halo 4 and Halo 5: Guardians. The fourth founder, Jeff Hilbert has experience with securing financing and his profile on the First Strike website boasts that he has attracted a mind-boggling $750,000,000 for game development over his career. The First Strike team appears to be focusing their efforts specifically on their own vision of a multiplayer game. The motto on their website is "We make multiplayer" and it also states that they are "open for business... multiplayer business." The people involved with First Strike have extensive experience with video games of all types from the Gears of War 3 to Age of Mythology to Shenmue II. Below you can see a selection of titles that the devs have worked on. So, what exactly are they working on? No word as of yet as the company is still in talks with publishers and investors to develop a PC and/or console title.
  17. Developer Fronteir Development hopes that spinning off the popular PvP aspect of Elite Dangerous into its own mode will expose more people to their burgeoning space MMO at a drastically reduced price. For $7.49, players can enter the CQC tournament and battle one another in deadly space combat, a bit less expensive than the $59.99 core game. Those who buy the Arena beforehand and choose to opt into the full game later will have the cost of Arena deducted from their purchase. Four ships are available in the standalone Arena: The Federal fighter, Imperial fighter, the Sidewinder, and the Eagle. Each ship has its own advantages and drawbacks. Different tactical loadouts become available as players rank up through combat. Four arenas will be available at launch: a large citadel tower, a mining facility, a cavernous space station, and a frozen asteroid belt. Arena features three modes for commanders to test their skills against other players: Eight-player free-for-all, team deathmatch, and capture the flag. “Elite Dangerous: Arena is a different kind of multi-player shooter, offering competitive gamers the chance to jump into thrilling space combat and challenge the world,” Frontier CEO David Braben said. “We showcase CQC to players at events around the world, and it’s a hit wherever it’s played.” All Elite Dangerous: Arena and Elite Dangerous CQC players are eligible to enter Frontier’s $100,000 Close Quarter Combat Championships tournament. Players can participate in a series of heats throughout the coming spring and summer. Winners will be invited to the grand final (held at a secret location) that will be streamed online later this year. Elite Dangerous: Arena is available now for PC View full article
  18. Developer Fronteir Development hopes that spinning off the popular PvP aspect of Elite Dangerous into its own mode will expose more people to their burgeoning space MMO at a drastically reduced price. For $7.49, players can enter the CQC tournament and battle one another in deadly space combat, a bit less expensive than the $59.99 core game. Those who buy the Arena beforehand and choose to opt into the full game later will have the cost of Arena deducted from their purchase. Four ships are available in the standalone Arena: The Federal fighter, Imperial fighter, the Sidewinder, and the Eagle. Each ship has its own advantages and drawbacks. Different tactical loadouts become available as players rank up through combat. Four arenas will be available at launch: a large citadel tower, a mining facility, a cavernous space station, and a frozen asteroid belt. Arena features three modes for commanders to test their skills against other players: Eight-player free-for-all, team deathmatch, and capture the flag. “Elite Dangerous: Arena is a different kind of multi-player shooter, offering competitive gamers the chance to jump into thrilling space combat and challenge the world,” Frontier CEO David Braben said. “We showcase CQC to players at events around the world, and it’s a hit wherever it’s played.” All Elite Dangerous: Arena and Elite Dangerous CQC players are eligible to enter Frontier’s $100,000 Close Quarter Combat Championships tournament. Players can participate in a series of heats throughout the coming spring and summer. Winners will be invited to the grand final (held at a secret location) that will be streamed online later this year. Elite Dangerous: Arena is available now for PC
  19. From September 26 - 28, owners of PlayStation systems will be able to experience multiplayer without the typically required PS Plus membership. That means the weekend will be a good time to play numerous recent multiplayer titles like Diablo III, Destiny, or FIFA 15. Access will open on September 26 at 12:01am PT and close on September 28 at 11:59pm PT. View full article
  20. From September 26 - 28, owners of PlayStation systems will be able to experience multiplayer without the typically required PS Plus membership. That means the weekend will be a good time to play numerous recent multiplayer titles like Diablo III, Destiny, or FIFA 15. Access will open on September 26 at 12:01am PT and close on September 28 at 11:59pm PT.
  21. New footage of Halo 2's classic Zanzibar multiplayer map has surfaced online along with a new batch of screenshots. Vehicles! Explosions! Guns! Nostalgia! The multiplayer gameplay video of The Master Chief Collection has it all. Check out the screenshots over on the Extra Life Facebook page.
  22. New footage of Halo 2's classic Zanzibar multiplayer map has surfaced online along with a new batch of screenshots. Vehicles! Explosions! Guns! Nostalgia! The multiplayer gameplay video of The Master Chief Collection has it all. Check out the screenshots over on the Extra Life Facebook page. View full article
  23. BioWare has announced that Dragon Age: Inquisition will launch with a standalone multiplayer mode that will allow players to team up and tackle dungeons together. Multiplayer will consist of four player cooperative quests with plenty of difficult encounters, unique objectives, loot, crafting, and new characters. There will be twelve multiplayer characters available at launch, each with different roles to fill in combat. “For Dragon Age: Inquisition, a special team of veteran developers from the Dragon Age and Mass Effect franchises created fun, fast-paced multiplayer gameplay that requires strategic teamwork on top of Inquisition’s party-based combat and extensive loot and crafting system,” said Aaryn Flynn, BioWare's general manager. BioWare wants to assuage any fears that the multiplayer might be negatively affect their single player experience, so to be absolutely clear: The story and single player will be unaffected by the presence of multiplayer. Dragon Age fans will be able to get a sneak peak at the multiplayer at PAX Prime August 29-September 1 in Seattle, Washington.
  24. BioWare has announced that Dragon Age: Inquisition will launch with a standalone multiplayer mode that will allow players to team up and tackle dungeons together. Multiplayer will consist of four player cooperative quests with plenty of difficult encounters, unique objectives, loot, crafting, and new characters. There will be twelve multiplayer characters available at launch, each with different roles to fill in combat. “For Dragon Age: Inquisition, a special team of veteran developers from the Dragon Age and Mass Effect franchises created fun, fast-paced multiplayer gameplay that requires strategic teamwork on top of Inquisition’s party-based combat and extensive loot and crafting system,” said Aaryn Flynn, BioWare's general manager. BioWare wants to assuage any fears that the multiplayer might be negatively affect their single player experience, so to be absolutely clear: The story and single player will be unaffected by the presence of multiplayer. Dragon Age fans will be able to get a sneak peak at the multiplayer at PAX Prime August 29-September 1 in Seattle, Washington. View full article
  25. If you have been craving lasers, jet packs, tsunamis, and adrenaline, it would appear that Infinity Ward's upcoming FPS will have more than enough to satisfy those oddly specific desires. Today, Activision unveiled the multiplayer for the next Call of Duty being developed by Infinity Ward. They presented the world with a new trailer that shows off the numerous ways players will be able to jump, jet, camouflage, and shoot each other across the battlefields of the near future. In addition to the trailer, Activision announced that fans can pre-order the Call of Duty: Advanced Warfare Day Zero Edition. This pre-order will allow players to access the game 24 hours before its release, in-game weapons and equipment, and double experience on November 3rd. View full article
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