Jump to content

Search the Community

Showing results for tags 'pc'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

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

Discussions

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

Calendars

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

Categories

  • Broadcasting Toolkit
  • Multimedia Kit
  • Extra Life Guild Tool Kit
  • Denver Extra Life Guild's Files
  • Extra Life Akron's Files

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Hospital


Location


Why I "Extra Life"


Interests


Twitter


Instagram


Twitch


Mixer


Discord


Blizzard Battletag


Nintendo ID


PSN ID


Steam


Origin


Xbox Gamertag

Found 692 results

  1. Jack Gardner

    Unravel Two Announced and Released Today

    EA both announced and released Unravel Two today in a fun twist on how long it usually takes E3 games to reach the consoles and PCs of the general gaming community. The sequel to the well-received indie platformer aims to foster a spirit of friendship and adventure with its new focus on co-op/dual character mechanics. Coming to us courtesy of Coldwood Interactive, Unravel Two takes the physics platforming from the first game and adds in an interesting wrinkle with co-op. Having lost everything in a terrible storm, Yarny manages to connect with another creature like itself and the duo set out for adventure. This connection allows the two Yarnys to fuse together or split apart to accomplish tasks independently. If you're not a fan of co-op, don't worry - it's not mandatory to play the game with someone else. EA assured everyone that solo players will be able to enjoy the game, too. The stage demo showed the two yarn creatures helping one another to traverse a wilderness setting while pursued by a wild pheasant (it might not be a pheasant, but I'm not on an expert on those fowl creatures). The co-op feature was used to distract the pheasant while one or the other Yarny navigated a puzzle or escaped to safety. The game will support both online and local co-op play. And, again, this is one E3 announcement that's available right now for about $20 on PlayStation 4, Xbox One, and PC.
  2. EA both announced and released Unravel Two today in a fun twist on how long it usually takes E3 games to reach the consoles and PCs of the general gaming community. The sequel to the well-received indie platformer aims to foster a spirit of friendship and adventure with its new focus on co-op/dual character mechanics. Coming to us courtesy of Coldwood Interactive, Unravel Two takes the physics platforming from the first game and adds in an interesting wrinkle with co-op. Having lost everything in a terrible storm, Yarny manages to connect with another creature like itself and the duo set out for adventure. This connection allows the two Yarnys to fuse together or split apart to accomplish tasks independently. If you're not a fan of co-op, don't worry - it's not mandatory to play the game with someone else. EA assured everyone that solo players will be able to enjoy the game, too. The stage demo showed the two yarn creatures helping one another to traverse a wilderness setting while pursued by a wild pheasant (it might not be a pheasant, but I'm not on an expert on those fowl creatures). The co-op feature was used to distract the pheasant while one or the other Yarny navigated a puzzle or escaped to safety. The game will support both online and local co-op play. And, again, this is one E3 announcement that's available right now for about $20 on PlayStation 4, Xbox One, and PC. View full article
  3. Let's go back to the game that kickstarted the trend of weighty indie games relying on small kids in big, scary worlds. Limbo thrilled, chilled, and grilled players around the world when it launched. As a nameless young boy in a world weaved together of monochrome shadows and a vintage filter, players embark on a journey filled with death and symbolism. Playdead's indie darling received massive praise when it released in 2010, but has that charm remained intact over time? Each week we will be tackling a video game, old or new, that at least one of us believes deserves to stand as one of the greatest games of all time. We'll dive into its history, development, and gameplay, while trying to argue for or against the game of the week. Sometimes we will be in harmonious agreement, other times we might be fighting a bitter battle to the very end. However each episode shakes out, we hope that everyone who listens will find the show entertaining and informative. Outro music: The Legend of Zelda: Link's Awakening 'Mysterious Gold Edition' by Rukunetsu, Anton Corazza, and Yusef Kelliebrew (http://ocremix.org/remix/OCR03738) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is available as well, so you can watch what we are talking about while we talk about it! If you want to have your opinion heard on air, share your opinion in the comments, follow the show on Twitter, and participate in the weekly polls: @BestGamesPeriod New episodes of The Best Games Period will be released every Monday 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
  4. Jack Gardner

    The Best Games Period - Episode 101 - Limbo

    Let's go back to the game that kickstarted the trend of weighty indie games relying on small kids in big, scary worlds. Limbo thrilled, chilled, and grilled players around the world when it launched. As a nameless young boy in a world weaved together of monochrome shadows and a vintage filter, players embark on a journey filled with death and symbolism. Playdead's indie darling received massive praise when it released in 2010, but has that charm remained intact over time? Each week we will be tackling a video game, old or new, that at least one of us believes deserves to stand as one of the greatest games of all time. We'll dive into its history, development, and gameplay, while trying to argue for or against the game of the week. Sometimes we will be in harmonious agreement, other times we might be fighting a bitter battle to the very end. However each episode shakes out, we hope that everyone who listens will find the show entertaining and informative. Outro music: The Legend of Zelda: Link's Awakening 'Mysterious Gold Edition' by Rukunetsu, Anton Corazza, and Yusef Kelliebrew (http://ocremix.org/remix/OCR03738) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is available as well, so you can watch what we are talking about while we talk about it! If you want to have your opinion heard on air, share your opinion in the comments, follow the show on Twitter, and participate in the weekly polls: @BestGamesPeriod New episodes of The Best Games Period will be released every Monday 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!
  5. How far would you go to find your missing child with reality shattering around you? In Someday You'll Return, players take on the role of Daniel, a father attempting to track down his daughter, Stela, who ran away and never came home. The trail takes Daniel to a town in the Moravian wilderness tied to his past, a place shrouded in secrets and lies. Those mysteries and nebulous truths take on physical form, confronting and attacking Daniel. Some of those nightmares belong to the residents of the town, but some are born a little closer to home. As Daniel journeys through the Moravian forests (which have all been based on real-world locations in the the Czech Republic), he encounters a variety of off-kilter residents who offer insight into Stela's motivations for repeatedly running away. All of this sounds like there's something more going on behind the scenes - which makes it all the more Silent Hill-like. Someday You'll Return takes place in a first-person perspective and leans hard into psychological horror. However, it also plays more like a modern adventure game along the lines of Firewatch with some light survival elements. It looks interesting and unpredictable - the kind of game where you know there will almost certainly be a twist (or multiple twists), but what exactly that twist might be could be anyone's guess. Someday You'll Return will release sometime in 2019 for PC.
  6. How far would you go to find your missing child with reality shattering around you? In Someday You'll Return, players take on the role of Daniel, a father attempting to track down his daughter, Stela, who ran away and never came home. The trail takes Daniel to a town in the Moravian wilderness tied to his past, a place shrouded in secrets and lies. Those mysteries and nebulous truths take on physical form, confronting and attacking Daniel. Some of those nightmares belong to the residents of the town, but some are born a little closer to home. As Daniel journeys through the Moravian forests (which have all been based on real-world locations in the the Czech Republic), he encounters a variety of off-kilter residents who offer insight into Stela's motivations for repeatedly running away. All of this sounds like there's something more going on behind the scenes - which makes it all the more Silent Hill-like. Someday You'll Return takes place in a first-person perspective and leans hard into psychological horror. However, it also plays more like a modern adventure game along the lines of Firewatch with some light survival elements. It looks interesting and unpredictable - the kind of game where you know there will almost certainly be a twist (or multiple twists), but what exactly that twist might be could be anyone's guess. Someday You'll Return will release sometime in 2019 for PC. View full article
  7. Take a journey with us back to the ye olden days of 2009 when the war between casual and hardcore gamers raged. While it would take many years for the conflict to settle to a low simmer, one game seemed to unite the two sides in harmony; a tower defense game with retro roots, a sunny disposition, and a quirky sense of humor. Plants vs. Zombies catapulted developer PopCap Games to indie stardom and became their fastest selling game to date, leveraging a position in the then-curated Steam store to appeal to the hardcore crowd and its inherent lightheartedness to bring in the more casually oriented gamers. Almost ten years later, should Plants vs. Zombies be considered one of the best games of all-time? Each week we will be tackling a video game, old or new, that at least one of us believes deserves to stand as one of the greatest games of all time. We'll dive into its history, development, and gameplay, while trying to argue for or against the game of the week. Sometimes we will be in harmonious agreement, other times we might be fighting a bitter battle to the very end. However each episode shakes out, we hope that everyone who listens will find the show entertaining and informative. Outro music: The Legend of Zelda: A Link to the Past 'Fushigina Forest' by Laura Shigihara (http://ocremix.org/remix/OCR02329) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is available as well, so you can watch what we are talking about while we talk about it! If you want to have your opinion heard on air, share your opinion in the comments, follow the show on Twitter, and participate in the weekly polls: @BestGamesPeriod New episodes of The Best Games Period will be released every Monday 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!
  8. Take a journey with us back to the ye olden days of 2009 when the war between casual and hardcore gamers raged. While it would take many years for the conflict to settle to a low simmer, one game seemed to unite the two sides in harmony; a tower defense game with retro roots, a sunny disposition, and a quirky sense of humor. Plants vs. Zombies catapulted developer PopCap Games to indie stardom and became their fastest selling game to date, leveraging a position in the then-curated Steam store to appeal to the hardcore crowd and its inherent lightheartedness to bring in the more casually oriented gamers. Almost ten years later, should Plants vs. Zombies be considered one of the best games of all-time? Each week we will be tackling a video game, old or new, that at least one of us believes deserves to stand as one of the greatest games of all time. We'll dive into its history, development, and gameplay, while trying to argue for or against the game of the week. Sometimes we will be in harmonious agreement, other times we might be fighting a bitter battle to the very end. However each episode shakes out, we hope that everyone who listens will find the show entertaining and informative. Outro music: The Legend of Zelda: A Link to the Past 'Fushigina Forest' by Laura Shigihara (http://ocremix.org/remix/OCR02329) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is available as well, so you can watch what we are talking about while we talk about it! If you want to have your opinion heard on air, share your opinion in the comments, follow the show on Twitter, and participate in the weekly polls: @BestGamesPeriod New episodes of The Best Games Period will be released every Monday 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
  9. Hey all! For those that don't know me, my name is Joshua and I've been part of Extra Life for about 8 years now; and one of my first major adventures with Extra Life was participating in the Trion Worlds in-game event in Rift, back in the "good ol days". Rift has recently returned to a subscription-only progression server called Rift Prime, and to celebrate that as well as my 8th year of being an Extra Life gamer, I've created an in-game guild for anyone interested in giving it a shot. My IGN is Crysola, and I'm in the Guardian faction. The guild is open to players of *both* factions, and primarily designed as a way for us to connect and enjoy the game. For more info on Rift Prime, click here and hope to see you in game!
  10. This tease seemed to come out of nowhere. Russian developer Mundfish announced a very slick looking game called Atomic Heart earlier this week. Players will explore a research lab/military base (that might also double as a theme park?) during the height of the Soviet Union. Dr. Stockhausen has been conducting unholy experiments in the heart of the facility that have had an effect on both machines and the bodies of the dead that they have left in their wake. What exactly the nature of those experiments might have been remains a mystery for players to uncover as they delve into the secrets of Atomic Heart. The name seems to reference a bit of lore teased by the team back in March - a picture of two human hearts hooked to machines and a cryptic message about the love of two employees in Facility #3826. Players get drawn into this alternate history version of the Soviet Union as investigator P-3 who has been dispatched to investigate 3826. They find the facility in a state of decay and chaos as a wide variety of machines run amok alongside resurrected soldiers, some of whom have been creepily painted as clowns. As players explore, they'll find a variety of insane, mind-bending experiments still in progress, like people made of blood or strange, seemingly sentient pockets of air under water. Beware of making too much of a scene, though. Drawing the attention of the rampaging machines by running afoul of their patrol drones can lead to a quick, messy death. Atomic Heart seems to have an in-depth crafting system for weapons that will allow players to gear up as they progress and make weapons that suit their playstyle. While the trailer doesn't hint at an official release date, Mundfish expects to release Atomic Heart sometime this year for PC, PlayStation 4, and Xbox One.
  11. This tease seemed to come out of nowhere. Russian developer Mundfish announced a very slick looking game called Atomic Heart earlier this week. Players will explore a research lab/military base (that might also double as a theme park?) during the height of the Soviet Union. Dr. Stockhausen has been conducting unholy experiments in the heart of the facility that have had an effect on both machines and the bodies of the dead that they have left in their wake. What exactly the nature of those experiments might have been remains a mystery for players to uncover as they delve into the secrets of Atomic Heart. The name seems to reference a bit of lore teased by the team back in March - a picture of two human hearts hooked to machines and a cryptic message about the love of two employees in Facility #3826. Players get drawn into this alternate history version of the Soviet Union as investigator P-3 who has been dispatched to investigate 3826. They find the facility in a state of decay and chaos as a wide variety of machines run amok alongside resurrected soldiers, some of whom have been creepily painted as clowns. As players explore, they'll find a variety of insane, mind-bending experiments still in progress, like people made of blood or strange, seemingly sentient pockets of air under water. Beware of making too much of a scene, though. Drawing the attention of the rampaging machines by running afoul of their patrol drones can lead to a quick, messy death. Atomic Heart seems to have an in-depth crafting system for weapons that will allow players to gear up as they progress and make weapons that suit their playstyle. While the trailer doesn't hint at an official release date, Mundfish expects to release Atomic Heart sometime this year for PC, PlayStation 4, and Xbox One. View full article
  12. Jack Gardner

    Gaming News:Wildbrew Looks Adorable

    If you're looking for a break from more conventional game premises, the adorable Wildbrew might belong on your gaming radar. Players take on the role of a young herbalist who embarks on an adventure to reclaim a family heirloom that was stolen by a gigantic plant with plans of its own. Armed with a smiling, walking cauldron and a bevy of herbal knowledge from grandma, players must collect herbs and combine them to create solutions for the world's problems. Wildbrew is being developed under USC Games, one of the top university game design programs in the United States. This student-made title holds a heap of charm and a very strong core premise that could certainly carry an entire game in interesting ways. I didn't know I wanted a botany-infused adventure until I heard of Wildbrew. The demo will release for Wildbrew tomorrow, and those looking to play it can find the first publicly available version of Wildbrew on the team's website. There's no official release date as of yet. View full article
  13. Jack Gardner

    Wildbrew Looks Adorable

    If you're looking for a break from more conventional game premises, the adorable Wildbrew might belong on your gaming radar. Players take on the role of a young herbalist who embarks on an adventure to reclaim a family heirloom that was stolen by a gigantic plant with plans of its own. Armed with a smiling, walking cauldron and a bevy of herbal knowledge from grandma, players must collect herbs and combine them to create solutions for the world's problems. Wildbrew is being developed under USC Games, one of the top university game design programs in the United States. This student-made title holds a heap of charm and a very strong core premise that could certainly carry an entire game in interesting ways. I didn't know I wanted a botany-infused adventure until I heard of Wildbrew. The demo will release for Wildbrew tomorrow, and those looking to play it can find the first publicly available version of Wildbrew on the team's website. There's no official release date as of yet.
  14. Minecraft officially released back in 2011 and has since been taking the world by storm. You can now find Minecraft action figures, movies, several alternate versions of the game built as educational tools, and more that have forged a media empire based on that one game alone. In 2014, only three years after Minecraft's official launch, that empire had grown into a property worth billions of dollars. Microsoft approached the owner of Mojang, Minecraft's development studio, and bought the studio and its intellectual property for $2.5 billion. Boasting a bevy of free updates, narrative-based spin-offs, and a thriving community of players and content creators who continue to delve into its intricacies, Minecraft continues to be one of the most popular games in the world. Each week we will be tackling a video game, old or new, that at least one of us believes deserves to stand as one of the greatest games of all time. We'll dive into its history, development, and gameplay, while trying to argue for or against the game of the week. Sometimes we will be in harmonious agreement, other times we might be fighting a bitter battle to the very end. However each episode shakes out, we hope that everyone who listens will find the show entertaining and informative. Outro music: Minecraft 'Squishy's Theme' by The Orichalcon (http://ocremix.org/remix/OCR02327) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is available as well, so you can watch what we are talking about while we talk about it! If you want to have your opinion heard on air, share your opinion in the comments, follow the show on Twitter, and participate in the weekly polls: @BestGamesPeriod New episodes of The Best Games Period will be released every Monday 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
  15. Jack Gardner

    The Best Games Period - Episode 97 - Minecraft

    Minecraft officially released back in 2011 and has since been taking the world by storm. You can now find Minecraft action figures, movies, several alternate versions of the game built as educational tools, and more that have forged a media empire based on that one game alone. In 2014, only three years after Minecraft's official launch, that empire had grown into a property worth billions of dollars. Microsoft approached the owner of Mojang, Minecraft's development studio, and bought the studio and its intellectual property for $2.5 billion. Boasting a bevy of free updates, narrative-based spin-offs, and a thriving community of players and content creators who continue to delve into its intricacies, Minecraft continues to be one of the most popular games in the world. Each week we will be tackling a video game, old or new, that at least one of us believes deserves to stand as one of the greatest games of all time. We'll dive into its history, development, and gameplay, while trying to argue for or against the game of the week. Sometimes we will be in harmonious agreement, other times we might be fighting a bitter battle to the very end. However each episode shakes out, we hope that everyone who listens will find the show entertaining and informative. Outro music: Minecraft 'Squishy's Theme' by The Orichalcon (http://ocremix.org/remix/OCR02327) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is available as well, so you can watch what we are talking about while we talk about it! If you want to have your opinion heard on air, share your opinion in the comments, follow the show on Twitter, and participate in the weekly polls: @BestGamesPeriod New episodes of The Best Games Period will be released every Monday 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!
  16. Jack Gardner

    Feature: Review: The Forest

    Armed with nothing more than an axe, a few cans of soda, and a paltry supply of medicine, I step out into a new world filled with beauty and horror in equal measure. The island I've found myself stranded on holds glistening ponds rife with exotic fish, fields in which rabbits and squirrels frolic together alongside giant lizards. Crocodiles swim in the lakes and deer cavort in the thickets of the woods. In many ways, this island seems a paradise; that is, until the sun sets and human horrors emerge from the earth. In The Forest, Endnight Games has carefully crafted a vibrant ecosystem in which players become disruptive interlopers and slowly descend, both figuratively and literally, into madness. Players take on the role of Eric Leblanc as he flies on a plane with his son, Timmy, to an unnamed destination. The airplane seems to hit turbulence in the opening scene before crashing violently onto a remote island. As Eric struggles to maintain consciousness, a strange human painted red wades into the wreckage and takes Timmy away. When Eric finally awakens, all he has are the supplies he can scavenge from the plane and its deceased occupants and his will to survive and find Timmy. The Forest becomes a game about survival and discovery after those initial opening minutes. Finding good places to set up camp, creating defensible positions, and developing sustainable ways of harvesting food and water are the absolute priority. To do all of that, players will need to master the crafting system to create structures, upgrades to their gear, and even entirely new pieces of equipment. It might also require some trial and error, as those opening days can be quite risky for a novice player. The biggest danger in The Forest comes at night. You see, for as idyllic and peaceful as the island can seem during the day, it's actually home to several groups of cannibals. They aren't automatically hostile at first, but with time their attitude will shift. This shift happens sooner if the player begins attacking them, building large structures, obstructing their patrol paths, or journeying into their underground catacombs. Once the cannibals become hostile, The Forest slowly ramps up the frequency and strength of their attacks. Players will need to turn to devious traps and fort layouts to keep themselves safe - but always remember that safety is relative in The Forest. As attacks become more potent, players will begin encountering a wider variety of cannibals, like ones that throw Molotov cocktails that can leave a base in flames or bombs that are capable of blowing a hole through your defensive walls. However, cannibals are not the worst thing that can crawl up into the surface world. Nightmarish conglomerations of limbs and heads occasionally roam the wild and catching their attention can prove to be incredibly deadly for the unprepared player. These behemoths can plow through defenses and traps with ease, leaving your carefully constructed bases in tatters. Even worse, they represent the primary threats once players have explored enough of the overworld and begin spelunking into the dark caverns that delve deep into the earth for treasure and resources. The possible treasures that await in the depths of The Forest's caves are certainly worth the risk. Improved axes, components to build explosives, hints at the history of the island and the origins of its twisted population, and gear that enables further exploration of caves can only be found by exploring the various nooks and crannies the cannibals have filled with their trophies and victims. The Forest does something interesting with its pacing and story. It initially hits hard with the horror of cannibalism on full display. Cannibals feast on their downed comrades, their caves and settlements hang bisected bodies and limbs everywhere, and they'll even build horrific displays in the night to mark their territory. However, over time, The Forest pulls a fantastically creepy and insidious slight-of-hand trick: These scenes gradually become mundane, normal - and there's always the option to fall into similar practices. Players can also turn to cannibalism and create effigies to mark their territory, blurring the line between the player and the monsters. Arming players with the ability to participate in cannibalism poses interesting moral questions: How far are you willing to go to survive? Have you really survived if you have abandoned the things that make you human? These questions tie in nicely with The Forest's climax which asks the player how far they have fallen from where they were when the game began. What sacrifice are you willing to make for something you see as yours? The Forest can be tackled solo or in a group with up to eight people playing simultaneously. The solo or duo experience seems more suited to players who value the survival horror experience and are looking for a more focused game. Playing with more than one other person lowers the tension while diving into caves or getting into scraps with groups of cannibals. However, it also makes building large settlements a more attainable goal. I'd encourage everyone to try both modes of play to see what suits their personal tastes best. After four years in Steam's Early Access program, The Forest finally looks great in an optimized state. The lighting effects as the day slowly cycles to night are especially great. Lighting in extreme darkness becomes a major hurdle since, oddly, being in the dark makes it difficult to see. There's no way around this by being crafty with the lighting settings; players simply have to make do with whatever light sources they can find. The all too real danger posed by darkness serves to make plunging into foreboding caves that much more frightening. It also highlights Endnight's impressive use of sound to convey the feel of locations, whether that's the creaking of trees in the woods, the drip of water in damp caves, or the maddened shriek of a blood-crazed creature in the woods calling for reinforcements. Conclusion: Going into The Forest blind and discovering the scope of its world, crafting system, and secrets was a really enjoyable ride through a new entry in the survival horror genre. It manages to toe the line between enjoyable building sim and the horror of monsters lurking in the dark. The story on its own isn't terribly interesting save for an impressive twist leading up to the end that might have been better served with more integration to the wider game. However, the mechanics and presentation of the game tell a story all their own that makes the core narrative stronger by association. At a mere $20, The Forest is a huge steal. I spent over 60 hours in it until I reached the end of the story, but I plan on diving back in with some friends to see what kinds of crazy contraptions and bases we can build in the dangerous wilds. The Forest is currently available for PC and is rumored to have a PlayStation 4 port on the way). View full article
  17. Jack Gardner

    Review: The Forest

    Armed with nothing more than an axe, a few cans of soda, and a paltry supply of medicine, I step out into a new world filled with beauty and horror in equal measure. The island I've found myself stranded on holds glistening ponds rife with exotic fish, fields in which rabbits and squirrels frolic together alongside giant lizards. Crocodiles swim in the lakes and deer cavort in the thickets of the woods. In many ways, this island seems a paradise; that is, until the sun sets and human horrors emerge from the earth. In The Forest, Endnight Games has carefully crafted a vibrant ecosystem in which players become disruptive interlopers and slowly descend, both figuratively and literally, into madness. Players take on the role of Eric Leblanc as he flies on a plane with his son, Timmy, to an unnamed destination. The airplane seems to hit turbulence in the opening scene before crashing violently onto a remote island. As Eric struggles to maintain consciousness, a strange human painted red wades into the wreckage and takes Timmy away. When Eric finally awakens, all he has are the supplies he can scavenge from the plane and its deceased occupants and his will to survive and find Timmy. The Forest becomes a game about survival and discovery after those initial opening minutes. Finding good places to set up camp, creating defensible positions, and developing sustainable ways of harvesting food and water are the absolute priority. To do all of that, players will need to master the crafting system to create structures, upgrades to their gear, and even entirely new pieces of equipment. It might also require some trial and error, as those opening days can be quite risky for a novice player. The biggest danger in The Forest comes at night. You see, for as idyllic and peaceful as the island can seem during the day, it's actually home to several groups of cannibals. They aren't automatically hostile at first, but with time their attitude will shift. This shift happens sooner if the player begins attacking them, building large structures, obstructing their patrol paths, or journeying into their underground catacombs. Once the cannibals become hostile, The Forest slowly ramps up the frequency and strength of their attacks. Players will need to turn to devious traps and fort layouts to keep themselves safe - but always remember that safety is relative in The Forest. As attacks become more potent, players will begin encountering a wider variety of cannibals, like ones that throw Molotov cocktails that can leave a base in flames or bombs that are capable of blowing a hole through your defensive walls. However, cannibals are not the worst thing that can crawl up into the surface world. Nightmarish conglomerations of limbs and heads occasionally roam the wild and catching their attention can prove to be incredibly deadly for the unprepared player. These behemoths can plow through defenses and traps with ease, leaving your carefully constructed bases in tatters. Even worse, they represent the primary threats once players have explored enough of the overworld and begin spelunking into the dark caverns that delve deep into the earth for treasure and resources. The possible treasures that await in the depths of The Forest's caves are certainly worth the risk. Improved axes, components to build explosives, hints at the history of the island and the origins of its twisted population, and gear that enables further exploration of caves can only be found by exploring the various nooks and crannies the cannibals have filled with their trophies and victims. The Forest does something interesting with its pacing and story. It initially hits hard with the horror of cannibalism on full display. Cannibals feast on their downed comrades, their caves and settlements hang bisected bodies and limbs everywhere, and they'll even build horrific displays in the night to mark their territory. However, over time, The Forest pulls a fantastically creepy and insidious slight-of-hand trick: These scenes gradually become mundane, normal - and there's always the option to fall into similar practices. Players can also turn to cannibalism and create effigies to mark their territory, blurring the line between the player and the monsters. Arming players with the ability to participate in cannibalism poses interesting moral questions: How far are you willing to go to survive? Have you really survived if you have abandoned the things that make you human? These questions tie in nicely with The Forest's climax which asks the player how far they have fallen from where they were when the game began. What sacrifice are you willing to make for something you see as yours? The Forest can be tackled solo or in a group with up to eight people playing simultaneously. The solo or duo experience seems more suited to players who value the survival horror experience and are looking for a more focused game. Playing with more than one other person lowers the tension while diving into caves or getting into scraps with groups of cannibals. However, it also makes building large settlements a more attainable goal. I'd encourage everyone to try both modes of play to see what suits their personal tastes best. After four years in Steam's Early Access program, The Forest finally looks great in an optimized state. The lighting effects as the day slowly cycles to night are especially great. Lighting in extreme darkness becomes a major hurdle since, oddly, being in the dark makes it difficult to see. There's no way around this by being crafty with the lighting settings; players simply have to make do with whatever light sources they can find. The all too real danger posed by darkness serves to make plunging into foreboding caves that much more frightening. It also highlights Endnight's impressive use of sound to convey the feel of locations, whether that's the creaking of trees in the woods, the drip of water in damp caves, or the maddened shriek of a blood-crazed creature in the woods calling for reinforcements. Conclusion: Going into The Forest blind and discovering the scope of its world, crafting system, and secrets was a really enjoyable ride through a new entry in the survival horror genre. It manages to toe the line between enjoyable building sim and the horror of monsters lurking in the dark. The story on its own isn't terribly interesting save for an impressive twist leading up to the end that might have been better served with more integration to the wider game. However, the mechanics and presentation of the game tell a story all their own that makes the core narrative stronger by association. At a mere $20, The Forest is a huge steal. I spent over 60 hours in it until I reached the end of the story, but I plan on diving back in with some friends to see what kinds of crazy contraptions and bases we can build in the dangerous wilds. The Forest is currently available for PC and is rumored to have a PlayStation 4 port on the way).
  18. Aardman Animation, the studio behind animated accomplishments like Wallace and Gromit and Chicken Run, has announced a development partnership with game developers DigixArt to create a title based in the trenches of World War I. 11-11: Memories Retold will weave a tale of war, life, and loss using a striking style that gives the impression that each frame was painstakingly painted by hand. What exactly compelled an animation studio known for its lovable and lighthearted creations to tackle such a sober subject? Dave Sproxton, the founder of Aardman explained saying, “engaging audiences with compelling stories through animation is at the heart of what we are trying to do at Aardman. With this project we want to produce an emotionally rich experience with distinctive visual character to help you understand what war is all about.” Yoan Fanise, the director of 11-11: Memories Retold, expressed the desire that it would expand the perception of what games can be and the hope that it would leave a lasting impression on the people who encounter it. What exactly the content of 11-11 might be is still a mystery, but Fanise hints that it won't be the kind of game we typically get about war and conflict. Instead it will be an emotional, taxing journey both in-game and within the player. 1-11: Memories Retold has no solid release date, but it will be coming to PlayStation 4, Xbox One, and PC. View full article
  19. Aardman Animation, the studio behind animated accomplishments like Wallace and Gromit and Chicken Run, has announced a development partnership with game developers DigixArt to create a title based in the trenches of World War I. 11-11: Memories Retold will weave a tale of war, life, and loss using a striking style that gives the impression that each frame was painstakingly painted by hand. What exactly compelled an animation studio known for its lovable and lighthearted creations to tackle such a sober subject? Dave Sproxton, the founder of Aardman explained saying, “engaging audiences with compelling stories through animation is at the heart of what we are trying to do at Aardman. With this project we want to produce an emotionally rich experience with distinctive visual character to help you understand what war is all about.” Yoan Fanise, the director of 11-11: Memories Retold, expressed the desire that it would expand the perception of what games can be and the hope that it would leave a lasting impression on the people who encounter it. What exactly the content of 11-11 might be is still a mystery, but Fanise hints that it won't be the kind of game we typically get about war and conflict. Instead it will be an emotional, taxing journey both in-game and within the player. 1-11: Memories Retold has no solid release date, but it will be coming to PlayStation 4, Xbox One, and PC.
  20. 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
  21. 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!
  22. 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
  23. 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.
  24. Frostpunk gives players the task of guiding the growth and survival of New London, the last city on Earth. In order to survive in the face of an unending winter that has largely wiped out humanity across the globe, the final remnants of the human race have turned to using the power of steam. Starting from a collection of shelters in a somewhat sheltered valley, players guide New London to greatness and sustainability by managing the expansion of the city, deciding on the policies regarding food, water, and the most precious resource of all: heat. Players will be responsible for deciding how heat is distributed throughout their city, a power that can mean the difference between life and death. As the city grows, more conflicts and problems will arise from the general population. Players will have to establish laws and policies that govern the populace. Do you prioritize healthcare or building maintenance? Do you make sure everyone is fed even at the cost of increasing police presence? Another wrinkle on top of everything else, the population has to have hope. Everyone in New London is well aware of the precarious nature of their survival. The more desperate the situation becomes, the less hope people have and the more likely the city is to revolt or have various problems. As players progress, small decisions will add up and lead to decision points that will alter the entirety of society forever. How far is too far to maintain order and stability in a city that represents the last shot at the survival of the species? Once players advance to a certain technological level they can explore the surrounding world by sending out expeditions into the blinding frozen wastes. These are risky endeavors that could go down in flames and ice or discover a treasure trove of new citizens, technology, or resources. It can be hard to get society to that higher tech level, but the higher end of the tech tree brings automated drones and airships that can be a huge boon to New London. Frostpunk releases on April 24 for PC . View full article
  25. Frostpunk gives players the task of guiding the growth and survival of New London, the last city on Earth. In order to survive in the face of an unending winter that has largely wiped out humanity across the globe, the final remnants of the human race have turned to using the power of steam. Starting from a collection of shelters in a somewhat sheltered valley, players guide New London to greatness and sustainability by managing the expansion of the city, deciding on the policies regarding food, water, and the most precious resource of all: heat. Players will be responsible for deciding how heat is distributed throughout their city, a power that can mean the difference between life and death. As the city grows, more conflicts and problems will arise from the general population. Players will have to establish laws and policies that govern the populace. Do you prioritize healthcare or building maintenance? Do you make sure everyone is fed even at the cost of increasing police presence? Another wrinkle on top of everything else, the population has to have hope. Everyone in New London is well aware of the precarious nature of their survival. The more desperate the situation becomes, the less hope people have and the more likely the city is to revolt or have various problems. As players progress, small decisions will add up and lead to decision points that will alter the entirety of society forever. How far is too far to maintain order and stability in a city that represents the last shot at the survival of the species? Once players advance to a certain technological level they can explore the surrounding world by sending out expeditions into the blinding frozen wastes. These are risky endeavors that could go down in flames and ice or discover a treasure trove of new citizens, technology, or resources. It can be hard to get society to that higher tech level, but the higher end of the tech tree brings automated drones and airships that can be a huge boon to New London. Frostpunk releases on April 24 for PC .
×