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Found 816 results

  1. What can you accomplish in 21 days? That's the question the narrative adventure game A Place for the Unwilling poses its players. Live out the handful of days finding rich and fulfilling moments with new friends, dominate the markets, or uncover the secrets lurking beneath the layer of normality throughout the city. ALpixel Games pitches it as a game that mixes Sunless Sea with the time limitations of The Legend of Zelda: Majora's Mask, along with dashes of authors like Dickens and Lovecraft. With a ticking clock, players have three weeks before the city and all who live in it find themselves among the dead. Following the death of a close friend who leaves you his house and trading business, players move to an unfamiliar city full of quirky characters and dark mysteries. Players can choose how they approach living in this new location, exploring the streets and meeting locals, investigating the death of their friend, or carrying on with running the business. While many activities might overlap, there isn't enough time to go deeply into everything, meaning that players will have to playthrough multiple times if they want to experience everything that A Place for the Unwilling has to offer. Developer ALpixel Games has tried to give all of the NPCs quirks and hooks that make them interesting and draw player attention, whether it's the crazy old man who runs the local bookstore or the strange mother of the player's deceased friend who holds a stilted party shortly after the player arrives in town. Since this is an adventure game, how players spend their most precious resource, time, will have huge consequences. The open world nature of A Place for the Unwilling forces players to decide how best to tackle living in the city, both opening new paths and closing others. Diving into trading, for example, means that the player will have money to throw around. Money can be used to bribe NPCs or buy items that would be impossible to acquire otherwise. Of course, the distinctive aesthetic of A Place for the Unwilling stands out as another selling point. The character designs are reminiscent of The Legend of Zelda: The Wind Waker, but with some slightly unnerving undertones. As players explore the city, NPCs go from being faceless, scribbled outlines to being fully realized people. However, despite how aggressively normal many of the city's residents might seem, the gloom that hangs over the city feels oppressive, constantly conveying that something isn't right underneath it all. And perhaps that twisted heart is better left alone and fate simply left to its own devices. How players choose to interact with the city's denizens, what paths they choose to pursue, and how they spend their time, all contribute to a changing world and, perhaps, the eventual outcome for the city itself. And, yes, the player can even choose to do nothing at all to change life in the city. The city itself isn't in the best shape - the developers want to investigate issues of income inequality, loneliness, and the way those concepts could fuel an oppressive and overwhelming eldritch evil. The king is coming. A Place for the Unwilling releases later this year for PC. If it interests you, take the warning of the developers, "The city is hungry. It will devour us all. Dream with caution." Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  2. What can you accomplish in 21 days? That's the question the narrative adventure game A Place for the Unwilling poses its players. Live out the handful of days finding rich and fulfilling moments with new friends, dominate the markets, or uncover the secrets lurking beneath the layer of normality throughout the city. ALpixel Games pitches it as a game that mixes Sunless Sea with the time limitations of The Legend of Zelda: Majora's Mask, along with dashes of authors like Dickens and Lovecraft. With a ticking clock, players have three weeks before the city and all who live in it find themselves among the dead. Following the death of a close friend who leaves you his house and trading business, players move to an unfamiliar city full of quirky characters and dark mysteries. Players can choose how they approach living in this new location, exploring the streets and meeting locals, investigating the death of their friend, or carrying on with running the business. While many activities might overlap, there isn't enough time to go deeply into everything, meaning that players will have to playthrough multiple times if they want to experience everything that A Place for the Unwilling has to offer. Developer ALpixel Games has tried to give all of the NPCs quirks and hooks that make them interesting and draw player attention, whether it's the crazy old man who runs the local bookstore or the strange mother of the player's deceased friend who holds a stilted party shortly after the player arrives in town. Since this is an adventure game, how players spend their most precious resource, time, will have huge consequences. The open world nature of A Place for the Unwilling forces players to decide how best to tackle living in the city, both opening new paths and closing others. Diving into trading, for example, means that the player will have money to throw around. Money can be used to bribe NPCs or buy items that would be impossible to acquire otherwise. Of course, the distinctive aesthetic of A Place for the Unwilling stands out as another selling point. The character designs are reminiscent of The Legend of Zelda: The Wind Waker, but with some slightly unnerving undertones. As players explore the city, NPCs go from being faceless, scribbled outlines to being fully realized people. However, despite how aggressively normal many of the city's residents might seem, the gloom that hangs over the city feels oppressive, constantly conveying that something isn't right underneath it all. And perhaps that twisted heart is better left alone and fate simply left to its own devices. How players choose to interact with the city's denizens, what paths they choose to pursue, and how they spend their time, all contribute to a changing world and, perhaps, the eventual outcome for the city itself. And, yes, the player can even choose to do nothing at all to change life in the city. The city itself isn't in the best shape - the developers want to investigate issues of income inequality, loneliness, and the way those concepts could fuel an oppressive and overwhelming eldritch evil. The king is coming. A Place for the Unwilling releases later this year for PC. If it interests you, take the warning of the developers, "The city is hungry. It will devour us all. Dream with caution." Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  3. Pendulo Studios and YS Interactive just announced an ambitious adaptation of the French graphic novel series Blacksad. The striking multi-volume string of mysteries and adventures from authors Juan Díaz Canales and Juanjo Guarnido follows the exploits of John Blacksad, a dedicated independent investigator who gets wrapped up in something bigger than another easily solved missing persons case. The series relies heavily on the hardboiled and noir genres with unique spins on tropes that should be instantly familiar to anyone who has watched films like John Huston's The Maltese Falcon or Alfred Hitchcock's Strangers on a Train. It's a rare genre to see in video games, with the only notable examples being LA Noir from Rockstar and another graphic novel adaptation, The Wolf Among Us. Blacksad: Under the Skin takes place in an alternate version of 1950s New York City populated entirely by anthropomorphic animals. A strange series of disappearances and deaths take place around a boxing club in town. Joe Dunn, the owner of the club, is found dead in a possible suicide. The club's premier fighter, Bobby Yale, can't be found. With these two mysteries looming over the gym, Sonia Dunn, Joe's daughter, turns to John Blacksad to get to the bottom of whatever is going on. How players wish to pursue the answers they need will have lasting consequences in this narrative adventure game. Depending on decisions made over the course of the investigation, the outcome could be wildly different. Characters will react differently to Blacksad if he chooses to play hardball instead of by the rules of the ever-shifting underworld he's about to enter. Sometimes to get to the bottom of nasty business, someone might have to get a bit dirty. Honestly, Blacksad: Under the Skin looks really cool and fresh. There aren't a ton of games tackling this sort of subject matter, especially not through an anthropomorphic lens. It's interesting that the game, despite the silly visuals seems to be playing it all straight. The deadly serious tone of the game really makes it come together as an interesting project. Even though I haven't heard of either of the developers behind this adaptation of Blacksad before, it looks really competently made and boldly different. No matter how you cut it, that's exciting. Blacksad: Under the Skin will be releasing for PlayStation 4, Xbox One, Switch, and PC later this year on September 26. The game will feature full voice support for English, French and Spanish along with subtitles in English, French, Italian, German, Spanish and Dutch. A collector's edition of the game will be available at launch that includes the base game along with an artbook and a resin statue of John Blacksad himself. 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!
  4. Pendulo Studios and YS Interactive just announced an ambitious adaptation of the French graphic novel series Blacksad. The striking multi-volume string of mysteries and adventures from authors Juan Díaz Canales and Juanjo Guarnido follows the exploits of John Blacksad, a dedicated independent investigator who gets wrapped up in something bigger than another easily solved missing persons case. The series relies heavily on the hardboiled and noir genres with unique spins on tropes that should be instantly familiar to anyone who has watched films like John Huston's The Maltese Falcon or Alfred Hitchcock's Strangers on a Train. It's a rare genre to see in video games, with the only notable examples being LA Noir from Rockstar and another graphic novel adaptation, The Wolf Among Us. Blacksad: Under the Skin takes place in an alternate version of 1950s New York City populated entirely by anthropomorphic animals. A strange series of disappearances and deaths take place around a boxing club in town. Joe Dunn, the owner of the club, is found dead in a possible suicide. The club's premier fighter, Bobby Yale, can't be found. With these two mysteries looming over the gym, Sonia Dunn, Joe's daughter, turns to John Blacksad to get to the bottom of whatever is going on. How players wish to pursue the answers they need will have lasting consequences in this narrative adventure game. Depending on decisions made over the course of the investigation, the outcome could be wildly different. Characters will react differently to Blacksad if he chooses to play hardball instead of by the rules of the ever-shifting underworld he's about to enter. Sometimes to get to the bottom of nasty business, someone might have to get a bit dirty. Honestly, Blacksad: Under the Skin looks really cool and fresh. There aren't a ton of games tackling this sort of subject matter, especially not through an anthropomorphic lens. It's interesting that the game, despite the silly visuals seems to be playing it all straight. The deadly serious tone of the game really makes it come together as an interesting project. Even though I haven't heard of either of the developers behind this adaptation of Blacksad before, it looks really competently made and boldly different. No matter how you cut it, that's exciting. Blacksad: Under the Skin will be releasing for PlayStation 4, Xbox One, Switch, and PC later this year on September 26. The game will feature full voice support for English, French and Spanish along with subtitles in English, French, Italian, German, Spanish and Dutch. A collector's edition of the game will be available at launch that includes the base game along with an artbook and a resin statue of John Blacksad himself. 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
  5. Dario Argento, the writer and director of the 1977 cult classic Suspiria (recently remade in 2018), has decided to turn his talents for visual storytelling to the world of video games with the help of Clod Studio. Argento got his start as a film critic before breaking into screenwriting, helping to pen the script to Sergio Leone's iconic spaghetti western Once Upon a Time in the West. From there, Argento went on to specialize in giallo film, a style and genre of film making that blends pulp thriller with horror and psychological drama. This landed him jobs collaborating with a number of great horror directors like George A. Romero on Dawn of the Dead. Director John Carpenter has frequently cited Argento's work as a major inspiration for the film Halloween. Unfortunately, outside of a few breakout hits, many of the director's films failed to find a large audience and the critics of his time viewed his work as low-class. Luckily, many of them found cult followings and today many of them are held up as the finest examples of horror and giallo film making. However, in more recent years he's become less active due to age, but at 78 years old he still shows a passion for creating new films and has taken a liking to Clod Studio, becoming their artistic director. "Dreadful Bond is a project that's very close to my themes, to my films, to my dreams: it has something deep that struck me immediately. I got carried away on this new journey with Clod Studio," said Argento while explaining how he had fallen in love with what the game could be. Clod Studio itself is relatively new. It formed in Milan, Italy in 2016 and has been refining their idea of what Dreadful Bond might become since then, growing to over fifteen people in the years since. Their vision of a giallo-like game exploring issues both psychological and supernatural culminated in a Kickstarter that has unveiled both a short film created in-game with the direction of Dario Argento and a playable demo that allows players to explore Wharton Manor. Dreadful Bond is an atmospheric, first-person dive into surreal horror. Players take on the role of a mysterious individual whose identity slowly reveals itself as Wharton Manor's estate is explored. The mansion, as one might imagine, is not a happy place. It's glory has long since faded and been replaced with a collection of horrible events that have left their marks strewn through its many rooms. The developers warn that the underlying horror of Dreadful Bond might strike people as an incredibly disturbing and possibly off-putting reveal. Their Kickstarter reiterates this point by saying, "We are serious about this: if you're not willing to face a disturbing truth, do not support this project!" The mansion plays host to a variety of supernatural entities, visions, and memories. The memories play out in a unique style, they are projected onto walls as shadows. At the heart of all of this lies something called "Empuros," something that inspired the horrific acts that afflicted the people who entered Wharton Manor. The team describes the player's journey as an experience of that individual's personal hell, melding science and mysticism to concepts of love and death. One of the interesting stylistic choices for Dreadful Bond is the use of hyper-realistic environments mixed with the decision to make the entire production a black and white affair. It even makes use of a subtle film grain effect to harkens back to the game's roots in giallo cinema which also used black-and-white heavily during the 60s and 70s. The team at Clod Studio has created the game using a technique called photogrammetry in which they scan objects and environments that can then be reproduced in-game almost perfectly. Even the shadows seen in-game were captured from real actors performing the scenes. This lends the game a very grounded feeling and heightens the feeling of disconnect when supernatural events begin to occur. The Kickstarter... might not make its goal. As of this writing, the project has only amassed a little over $24,000 of their $67,000 goal. Less than five days remain for the team to raise the remaining funds. However, the game appears to be far enough along that it seems inconceivable to me that it won't get made. It already has an impressive short film, "For Bridget," that you can watch below and a demo of Dreadful Bond has released that shows off a good chunk of the mansion. At the very least, I hope the world is blessed with the insanity that is a horror game created under the artistic direction of Dario Argento, one of the best horror directors working today. Honestly, if you are a fan of horror games, this should be on your radar. It looks like a lot of time and care has been poured into this project by a team that feels passionate about horror alongside the input of one of the greats of the genre. The presentation feels fresh and eye-catching. The subject matter seems bold and twisted. Even if this eventually comes out and receives some harsh criticism for elements we haven't seen yet, I have no doubt that Dreadful Bond will be incredibly interesting and unique in a genre that has contented itself with ripping off Amnesia: The Dark Descent for the past seven years. This could be a breath of fresh air in a genre that really needs it. The Kickstarter ends on the April 24, so be sure to back it if you find it interesting. Dreadful Bond, if successful (and hopefully even if it fails to succeed on Kickstarter) will release for PC and, possibly, PlayStation 4 in late 2020 or early 2021. 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
  6. Dario Argento, the writer and director of the 1977 cult classic Suspiria (recently remade in 2018), has decided to turn his talents for visual storytelling to the world of video games with the help of Clod Studio. Argento got his start as a film critic before breaking into screenwriting, helping to pen the script to Sergio Leone's iconic spaghetti western Once Upon a Time in the West. From there, Argento went on to specialize in giallo film, a style and genre of film making that blends pulp thriller with horror and psychological drama. This landed him jobs collaborating with a number of great horror directors like George A. Romero on Dawn of the Dead. Director John Carpenter has frequently cited Argento's work as a major inspiration for the film Halloween. Unfortunately, outside of a few breakout hits, many of the director's films failed to find a large audience and the critics of his time viewed his work as low-class. Luckily, many of them found cult followings and today many of them are held up as the finest examples of horror and giallo film making. However, in more recent years he's become less active due to age, but at 78 years old he still shows a passion for creating new films and has taken a liking to Clod Studio, becoming their artistic director. "Dreadful Bond is a project that's very close to my themes, to my films, to my dreams: it has something deep that struck me immediately. I got carried away on this new journey with Clod Studio," said Argento while explaining how he had fallen in love with what the game could be. Clod Studio itself is relatively new. It formed in Milan, Italy in 2016 and has been refining their idea of what Dreadful Bond might become since then, growing to over fifteen people in the years since. Their vision of a giallo-like game exploring issues both psychological and supernatural culminated in a Kickstarter that has unveiled both a short film created in-game with the direction of Dario Argento and a playable demo that allows players to explore Wharton Manor. Dreadful Bond is an atmospheric, first-person dive into surreal horror. Players take on the role of a mysterious individual whose identity slowly reveals itself as Wharton Manor's estate is explored. The mansion, as one might imagine, is not a happy place. It's glory has long since faded and been replaced with a collection of horrible events that have left their marks strewn through its many rooms. The developers warn that the underlying horror of Dreadful Bond might strike people as an incredibly disturbing and possibly off-putting reveal. Their Kickstarter reiterates this point by saying, "We are serious about this: if you're not willing to face a disturbing truth, do not support this project!" The mansion plays host to a variety of supernatural entities, visions, and memories. The memories play out in a unique style, they are projected onto walls as shadows. At the heart of all of this lies something called "Empuros," something that inspired the horrific acts that afflicted the people who entered Wharton Manor. The team describes the player's journey as an experience of that individual's personal hell, melding science and mysticism to concepts of love and death. One of the interesting stylistic choices for Dreadful Bond is the use of hyper-realistic environments mixed with the decision to make the entire production a black and white affair. It even makes use of a subtle film grain effect to harkens back to the game's roots in giallo cinema which also used black-and-white heavily during the 60s and 70s. The team at Clod Studio has created the game using a technique called photogrammetry in which they scan objects and environments that can then be reproduced in-game almost perfectly. Even the shadows seen in-game were captured from real actors performing the scenes. This lends the game a very grounded feeling and heightens the feeling of disconnect when supernatural events begin to occur. The Kickstarter... might not make its goal. As of this writing, the project has only amassed a little over $24,000 of their $67,000 goal. Less than five days remain for the team to raise the remaining funds. However, the game appears to be far enough along that it seems inconceivable to me that it won't get made. It already has an impressive short film, "For Bridget," that you can watch below and a demo of Dreadful Bond has released that shows off a good chunk of the mansion. At the very least, I hope the world is blessed with the insanity that is a horror game created under the artistic direction of Dario Argento, one of the best horror directors working today. Honestly, if you are a fan of horror games, this should be on your radar. It looks like a lot of time and care has been poured into this project by a team that feels passionate about horror alongside the input of one of the greats of the genre. The presentation feels fresh and eye-catching. The subject matter seems bold and twisted. Even if this eventually comes out and receives some harsh criticism for elements we haven't seen yet, I have no doubt that Dreadful Bond will be incredibly interesting and unique in a genre that has contented itself with ripping off Amnesia: The Dark Descent for the past seven years. This could be a breath of fresh air in a genre that really needs it. The Kickstarter ends on the April 24, so be sure to back it if you find it interesting. Dreadful Bond, if successful (and hopefully even if it fails to succeed on Kickstarter) will release for PC and, possibly, PlayStation 4 in late 2020 or early 2021. 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!
  7. The solo indie developer that goes by bcubedlabs has returned. After an impressive showing with The Onus Helm's Kickstarter demo early last year failed to gain crowdfunding traction, bcubedlabs hit the drawing board. They have finally returned with their next project, an action-oriented boss rush game titled Far Blade. Unlike The Onus Helm, Far Blade has launched on itch.io for $5.99, allowing players to support the developer while the project finishes and reaches full retail readiness. Admittedly, bcubedlabs makes it clear that a considerable amount of work still needs to be done, like completing the design of all seven hand-crafted boss encounters. The current build possesses finalized mechanics and camera control, so while much of it remains to be completed, the basics are all in place. It seems like the intent with Far Blade is to see it through to the end without relying on crowdfunding; meaning that the finished project will actually see the light of day. Far Blade tells the story of a lone adventurer who must fight seven huge creatures while exploring an unknown corner of the world. The story has been left deliberately vague to serve as the central mystery of the title. As players explore and conquer their foes, bits of the story will come together to form a larger whole. It seems like this might take a bit of conjecture, but many people have excelled at parsing that sort of storytelling in recent years. It should be easy to recognize several different influences at work in the basic mechanics and ideas behind Far Blade like The Legend of Zelda, Shadow of the Colossus, Dark Souls, and more modern pixel action-adventure games like Hyper Light Drifter. While the boss design and environments undergo polishing, the striking aesthetic has been drawing many eyes to Far Blade. Bcubedlabs has been working on the project alone and developed a new technique that creates 3D models in a pixelated style, making camera movement possible without remaking the art for all the different angles shown. It manages to somehow look a bit like a beautiful version of an N64 game, straddling the line between two very different retro aesthetics in a way that few titles can. At the moment, Far Blade makes use of royalty free music, but depending on how well the game does in these early development days, bcubedlabs intends to hire a composer for a personalized soundtrack. So far only PC platforms (Windows, Mac, and Linux) have been confirmed for the final version of the game. However, Far Blade includes built-in support for Xbox controllers, meaning that a console port could very well be a possibility in the future. 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
  8. The solo indie developer that goes by bcubedlabs has returned. After an impressive showing with The Onus Helm's Kickstarter demo early last year failed to gain crowdfunding traction, bcubedlabs hit the drawing board. They have finally returned with their next project, an action-oriented boss rush game titled Far Blade. Unlike The Onus Helm, Far Blade has launched on itch.io for $5.99, allowing players to support the developer while the project finishes and reaches full retail readiness. Admittedly, bcubedlabs makes it clear that a considerable amount of work still needs to be done, like completing the design of all seven hand-crafted boss encounters. The current build possesses finalized mechanics and camera control, so while much of it remains to be completed, the basics are all in place. It seems like the intent with Far Blade is to see it through to the end without relying on crowdfunding; meaning that the finished project will actually see the light of day. Far Blade tells the story of a lone adventurer who must fight seven huge creatures while exploring an unknown corner of the world. The story has been left deliberately vague to serve as the central mystery of the title. As players explore and conquer their foes, bits of the story will come together to form a larger whole. It seems like this might take a bit of conjecture, but many people have excelled at parsing that sort of storytelling in recent years. It should be easy to recognize several different influences at work in the basic mechanics and ideas behind Far Blade like The Legend of Zelda, Shadow of the Colossus, Dark Souls, and more modern pixel action-adventure games like Hyper Light Drifter. While the boss design and environments undergo polishing, the striking aesthetic has been drawing many eyes to Far Blade. Bcubedlabs has been working on the project alone and developed a new technique that creates 3D models in a pixelated style, making camera movement possible without remaking the art for all the different angles shown. It manages to somehow look a bit like a beautiful version of an N64 game, straddling the line between two very different retro aesthetics in a way that few titles can. At the moment, Far Blade makes use of royalty free music, but depending on how well the game does in these early development days, bcubedlabs intends to hire a composer for a personalized soundtrack. So far only PC platforms (Windows, Mac, and Linux) have been confirmed for the final version of the game. However, Far Blade includes built-in support for Xbox controllers, meaning that a console port could very well be a possibility in the future. 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!
  9. Resident. Evil. Shinji Mikami's debut survival horror game that single-handedly invented the entire genre in 1996. Since then, it has been retooled and rereleased numerous times throughout the years, culminating in the release of the 2002 GameCube remake that overhauled the graphics, added new mechanics and enemies along with a few special secrets. That version has stood the test of time so well that an HD version was ported to PlayStation 4, Xbox One, and PC in 2015. What makes Resident Evil worthy of decades of rereleases and ports? Is Resident Evil one of the best games of all-time? To help us answer this question, we are joined by the excellent Kazuma Hashimoto (who previously came on to discuss Catherine and Resident Evil 4). Be sure to follow him on twitter: @JusticeKazzy_ 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: Shadow of the Colossus 'For Her Soul' by RoeTaKa (http://ocremix.org/remix/OCR03791) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is available, as well! 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
  10. Resident. Evil. Shinji Mikami's debut survival horror game that single-handedly invented the entire genre in 1996. Since then, it has been retooled and rereleased numerous times throughout the years, culminating in the release of the 2002 GameCube remake that overhauled the graphics, added new mechanics and enemies along with a few special secrets. That version has stood the test of time so well that an HD version was ported to PlayStation 4, Xbox One, and PC in 2015. What makes Resident Evil worthy of decades of rereleases and ports? Is Resident Evil one of the best games of all-time? To help us answer this question, we are joined by the excellent Kazuma Hashimoto (who previously came on to discuss Catherine and Resident Evil 4). Be sure to follow him on twitter: @JusticeKazzy_ 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: Shadow of the Colossus 'For Her Soul' by RoeTaKa (http://ocremix.org/remix/OCR03791) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is available, as well! 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!
  11. In an industry that likes to latch onto indie devs and hold them up as self-made creators who were able to create their piece of art all on their own, Toby Fox dominated headlines with the 2015 release of his critically acclaimed RPG Undertale. As is often the case with these narratives, Undertale was not created by Toby Fox in a vacuum. Undertale did, in fact, have a lead artist named Temmie Chang. Chang has now released a short, narrative game on itch.io called Escaped Chasm. Escaped Chasm tells the story of a lonely girl who dreams of another world and an end to her isolation. It only takes about 15-20 minutes to complete a run through the game and there are "around 4 different endings" to discover according to the game's page on itch.io, meaning that to experience all of them will take a little over an hour. Temmie Chang created Escaped Chasm with RPGmaker, following in the footsteps of games like To The Moon and Star Stealing Prince. The story lives up to the emotional tone of the images and trailer advertised on Escaped Chasm's page. It's melancholy, knows exactly what it wants to be, and executes on its potential in interesting ways. Toby Fox himself pitched in to create the music heard throughout Escaped Chasm. Meanwhile the television music included in the game comes courtesy of James Roach, the composer known for his work on the Hiveswap game. With games built in RPGmaker, especially with the assistance of the people who helped make Undertale a reality, there's a chance that this isn't the last time we will be hearing from Temmie Chang or Escaped Chasm. Chang closes out her game's page by saying, "Thank you for stopping by!! I hope you like it!! I'll try to make more one day." We could be seeing a many more games come out of Undertale's team if the talents behind it all begin branching out to make their own personal projects and that's a freaking cool prospect. 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!
  12. In an industry that likes to latch onto indie devs and hold them up as self-made creators who were able to create their piece of art all on their own, Toby Fox dominated headlines with the 2015 release of his critically acclaimed RPG Undertale. As is often the case with these narratives, Undertale was not created by Toby Fox in a vacuum. Undertale did, in fact, have a lead artist named Temmie Chang. Chang has now released a short, narrative game on itch.io called Escaped Chasm. Escaped Chasm tells the story of a lonely girl who dreams of another world and an end to her isolation. It only takes about 15-20 minutes to complete a run through the game and there are "around 4 different endings" to discover according to the game's page on itch.io, meaning that to experience all of them will take a little over an hour. Temmie Chang created Escaped Chasm with RPGmaker, following in the footsteps of games like To The Moon and Star Stealing Prince. The story lives up to the emotional tone of the images and trailer advertised on Escaped Chasm's page. It's melancholy, knows exactly what it wants to be, and executes on its potential in interesting ways. Toby Fox himself pitched in to create the music heard throughout Escaped Chasm. Meanwhile the television music included in the game comes courtesy of James Roach, the composer known for his work on the Hiveswap game. With games built in RPGmaker, especially with the assistance of the people who helped make Undertale a reality, there's a chance that this isn't the last time we will be hearing from Temmie Chang or Escaped Chasm. Chang closes out her game's page by saying, "Thank you for stopping by!! I hope you like it!! I'll try to make more one day." We could be seeing a many more games come out of Undertale's team if the talents behind it all begin branching out to make their own personal projects and that's a freaking cool prospect. 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
  13. The major mobile developer Shift Up announced today that they would be entering the AAA game market with a project currently going under the code name Project EVE. Shift Up gained traction and found success with their gacha mobile game Destiny Child. One of the major talents that the South Korean company touted for Destiny Child comes in the form of Hyung-Tae Kim, an artist who made waves in the industry for his work designing characters for Magna Carta and, more famously, the MMORPG Blade & Soul. Kim's emphasis on visually appealing design has garnered an extensive following in the gaming industry of both fans and detractors. Not much is currently known about Project EVE itself. The game is being made in Unreal Engine 4 and will release worldwide for PlayStation 4, Xbox One, and PC (currently slated for Steam). It's expected to be a single-player action-RPG set in a post-apocalyptic world. There certainly seem to be influences from Nier: Automata with robotic women, a desolated world, and the action-RPG focus. The team working on Project EVE has been made up primarily of developers who worked on Blade & Soul, though the studio continues to seek more developers to expand their workforce. Currently, there's no known release window for Project EVE. However, players can get a first look at the in-engine graphical presentation, one of the character designs, and a small taste of the futuristic end of the world in the trailer above. 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!
  14. The major mobile developer Shift Up announced today that they would be entering the AAA game market with a project currently going under the code name Project EVE. Shift Up gained traction and found success with their gacha mobile game Destiny Child. One of the major talents that the South Korean company touted for Destiny Child comes in the form of Hyung-Tae Kim, an artist who made waves in the industry for his work designing characters for Magna Carta and, more famously, the MMORPG Blade & Soul. Kim's emphasis on visually appealing design has garnered an extensive following in the gaming industry of both fans and detractors. Not much is currently known about Project EVE itself. The game is being made in Unreal Engine 4 and will release worldwide for PlayStation 4, Xbox One, and PC (currently slated for Steam). It's expected to be a single-player action-RPG set in a post-apocalyptic world. There certainly seem to be influences from Nier: Automata with robotic women, a desolated world, and the action-RPG focus. The team working on Project EVE has been made up primarily of developers who worked on Blade & Soul, though the studio continues to seek more developers to expand their workforce. Currently, there's no known release window for Project EVE. However, players can get a first look at the in-engine graphical presentation, one of the character designs, and a small taste of the futuristic end of the world in the trailer above. 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. The Sims 3 from Maxis released in 2009 and slowly proliferated across the console and handheld market in the years that followed. It eventually made its way onto PC, Xbox 360, PlayStation 3, Nintendo DS, Wii, Nintendo 3DS, iOS, and Android. Players of The Sims 3 were able to become defacto gods of their own digital worlds, presiding over the daily routines of their digital underlings, building them houses, and steering the courses of their lives. The expansions that released for it added features that came to be seen by players as integral to the overall experience, allowing players to time travel, experience seasonal changes, become werewolves, and more. Outside of the sheer depth and breadth of control in-game, The Sims 3 would become a testing ground for the rise of the microtransaction economy in games, specifically proving to EA the profitability of this then nontraditional pricing model. Could The Sims 3 be 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: Chrono Cross 'Hold onto the Dream' by prophetik music, Chris ~ Amaterasu, and DragonAvenger (https://ocremix.org/remix/OCR03881) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is available, as well! 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. The Sims 3 from Maxis released in 2009 and slowly proliferated across the console and handheld market in the years that followed. It eventually made its way onto PC, Xbox 360, PlayStation 3, Nintendo DS, Wii, Nintendo 3DS, iOS, and Android. Players of The Sims 3 were able to become defacto gods of their own digital worlds, presiding over the daily routines of their digital underlings, building them houses, and steering the courses of their lives. The expansions that released for it added features that came to be seen by players as integral to the overall experience, allowing players to time travel, experience seasonal changes, become werewolves, and more. Outside of the sheer depth and breadth of control in-game, The Sims 3 would become a testing ground for the rise of the microtransaction economy in games, specifically proving to EA the profitability of this then nontraditional pricing model. Could The Sims 3 be 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: Chrono Cross 'Hold onto the Dream' by prophetik music, Chris ~ Amaterasu, and DragonAvenger (https://ocremix.org/remix/OCR03881) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is available, as well! 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
  17. As part of the 25th anniversary of The Elder Scrolls franchise, Bethesda is giving away The Elder Scrolls III: Morrowind for free. The offer is only available for a limited amount of time, so you will have to take the opportunity to download it between now and March 31. Much like the more modern versions of The Elder Scrolls, Morrowind allows players to embark on an adventure through an open world and stop the immortal Dagoth Ur, a rogue member of a group of god-like beings that rule over the land of Morrowind. Of course, players are free to puruse the main quest or go off for 100 hours to do their own thing, pursuing sidequests and claiming artifacts to their hearts' content. It has been held up as one of the finest, if not the finest, games in The Elder Scrolls series. Free seems like a low cost way to get in on one of the most influential RPGs of all-time. In order to access the free game, players will have to create a Bethesda.net account. Once that's created, simply input the code: TES25TH-MORROWIND to access the game and get it added to that particular Bethesda.net account. On top of The Elder Scrolls: Morrowind being made available for free, gamers can also play The Elder Scrolls Online for free from March 28 - April 3. Bethesda touts that this will open up the entire base game, allowing players to get the full Elder Scrolls Online experience. This will include the ESO: Elsweyr Prologue in which players can begin venturing into the nation home to the cat people, the Khajiiti. 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!
  18. As part of the 25th anniversary of The Elder Scrolls franchise, Bethesda is giving away The Elder Scrolls III: Morrowind for free. The offer is only available for a limited amount of time, so you will have to take the opportunity to download it between now and March 31. Much like the more modern versions of The Elder Scrolls, Morrowind allows players to embark on an adventure through an open world and stop the immortal Dagoth Ur, a rogue member of a group of god-like beings that rule over the land of Morrowind. Of course, players are free to puruse the main quest or go off for 100 hours to do their own thing, pursuing sidequests and claiming artifacts to their hearts' content. It has been held up as one of the finest, if not the finest, games in The Elder Scrolls series. Free seems like a low cost way to get in on one of the most influential RPGs of all-time. In order to access the free game, players will have to create a Bethesda.net account. Once that's created, simply input the code: TES25TH-MORROWIND to access the game and get it added to that particular Bethesda.net account. On top of The Elder Scrolls: Morrowind being made available for free, gamers can also play The Elder Scrolls Online for free from March 28 - April 3. Bethesda touts that this will open up the entire base game, allowing players to get the full Elder Scrolls Online experience. This will include the ESO: Elsweyr Prologue in which players can begin venturing into the nation home to the cat people, the Khajiiti. 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
  19. Slime Rancher is a farming sim/adventure game from indie developer Monomi Park. It released back in 2017 after spending over a year in Steam Early Access. With a colorful and friendly open-world and some subtly intriguing narrative hooks, Slime Rancher thoroughly charmed players. It offers a unique first-person perspective on the farming sim genre with the twist on the genre by making the central commodity the excretions of adorable and voracious slimes. Could Slime Rancher be 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: Chrono Cross 'If I Could... (Synthwave Mix)' by Jorito and JoyDreamer (http://ocremix.org/remix/OCR03888) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is available, as well! 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!
  20. Slime Rancher is a farming sim/adventure game from indie developer Monomi Park. It released back in 2017 after spending over a year in Steam Early Access. With a colorful and friendly open-world and some subtly intriguing narrative hooks, Slime Rancher thoroughly charmed players. It offers a unique first-person perspective on the farming sim genre with the twist on the genre by making the central commodity the excretions of adorable and voracious slimes. Could Slime Rancher be 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: Chrono Cross 'If I Could... (Synthwave Mix)' by Jorito and JoyDreamer (http://ocremix.org/remix/OCR03888) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is available, as well! 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
  21. Today, Apple announced Apple Arcade, the company's new multiplatform gaming subscription service. Apple Arcade will enable people who subscribe to play a large selection of games unique to the service across mobile devices, desktop computers, and televisions. The service will launch on a date yet to be determined sometime this fall. Apple's reveal comes close on the heels of Google's Stadia announcement, which proposed a future where video games are streamed rather than played locally. Apple Arcade, on the other hand, will allow players to download games and play them on their various devices. That's not the only difference, either. While both services are expected to roll out later this year, Apple seemed willing to provide a great deal more information. Google touted their in-house studio and a nebulous number of partnerships that will draw players to Stadia. Apple, however, revealed a long list of developers working on exclusive games for Apple Arcade. You can see the full list below: Annapurna Aquiris Blowfish Bossa Cartoon Network Cornfox & Bros. Devolver Disney Finji Gallium Artists Gameloft Hipster Whale Klei Konami KO-OP Kunabi Brother Lego Mistwalker Mountains Night School Noodlecake Studios Platinum Games Rac7 Raw Fury Sega Skybound State of Play Sumo Digital The Chinese Room ustwo Versus Evil WayForward As you read this many of these developers are revealing the first look at the projects they have been working on that will be exclusive to Apple Arcade. in the teaser Apple put together for the main announcement, they revealed a selection of truly unique and interesting games.The first, is Beyond a Steel Sky, a game that melds the aesthetics of Borderlands with the designs of Dave Gibbons, co-creator of Watchmen, and is actually a sequel to the 90s adventure game Beneath a Steel Sky. It offers players a chance to explore the beautiful dystopia of Union City, a sprawling techno city of the future that offers opportunities and scale that players might not expect from a mobile game. Where Cards Fall is a coming of age story about a young boy dealing with the challenges of growing up and fitting in, complete with the entire spectrum of wonderful, awkward, and painful experiences that come with growing up in the modern world. It's a game driven by choice and drama rather than explosions and guns. One of the co-creators claims that it's the kind of game that couldn't find an audience without the support of Apple Arcade. The most exciting game, at least to me, comes courtesy of Hironobu Sakaguchi, the creator of Final Fantasy. His latest project, Fantasian, uses literal, hand-made dioramas that the team photographs and then uses as the backgrounds for their game. It adds a fantastic, solid and surreal look to a game made by one of the master game designers of our time. I'm a sucker for cool, outside-the-box thinking like this, and that's not just one scene or for cutscenes; the entire game uses practical effects for its background shots. Inspired by the zen-like motion of schools of fish or murmurations of starlings, Lifelike aims to be a contemplative, relaxing experience. "We simply don't want to be responsible for adding another layer of cares to the world," says creator Denis Mikan. It relies on the coordinated movement of its swarming characters as a way to enthrall and delight players. Finally, Overland is described as a post-apocalyptic real-time strategy game. It contains roguelike elements to shake up the action and scenarios every time players begin a new game. Each adventure will bring players to new places, put them in contact with new characters, and pit them against a large array of different combat situations. 2019 has become the year we see gaming more cleanly split between all of the gaming and tech giants. If all of these services prove to be long-term contenders for their various shares of the market, players will have to start making hard choices between which platforms and services can provide them with the most bang for their buck. A service like Apple Arcade full of games that can't be played any other way and can work even if a user's internet speed isn't the best would have a huge advantage over a service like Stadia that's so heavily reliant on internet infrastructure to function. The only real sticking point for Apple will be the price point of its subscription model, which has yet to be revealed. This is the future we were always going to get once digital storefronts became a more widespread phenomenon and subscription services like Netflix took off. The console wars are slowly fading and are being replaced by the service wars. What do you think? Is this good? Bad? Neutral? 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
  22. Today, Apple announced Apple Arcade, the company's new multiplatform gaming subscription service. Apple Arcade will enable people who subscribe to play a large selection of games unique to the service across mobile devices, desktop computers, and televisions. The service will launch on a date yet to be determined sometime this fall. Apple's reveal comes close on the heels of Google's Stadia announcement, which proposed a future where video games are streamed rather than played locally. Apple Arcade, on the other hand, will allow players to download games and play them on their various devices. That's not the only difference, either. While both services are expected to roll out later this year, Apple seemed willing to provide a great deal more information. Google touted their in-house studio and a nebulous number of partnerships that will draw players to Stadia. Apple, however, revealed a long list of developers working on exclusive games for Apple Arcade. You can see the full list below: Annapurna Aquiris Blowfish Bossa Cartoon Network Cornfox & Bros. Devolver Disney Finji Gallium Artists Gameloft Hipster Whale Klei Konami KO-OP Kunabi Brother Lego Mistwalker Mountains Night School Noodlecake Studios Platinum Games Rac7 Raw Fury Sega Skybound State of Play Sumo Digital The Chinese Room ustwo Versus Evil WayForward As you read this many of these developers are revealing the first look at the projects they have been working on that will be exclusive to Apple Arcade. in the teaser Apple put together for the main announcement, they revealed a selection of truly unique and interesting games.The first, is Beyond a Steel Sky, a game that melds the aesthetics of Borderlands with the designs of Dave Gibbons, co-creator of Watchmen, and is actually a sequel to the 90s adventure game Beneath a Steel Sky. It offers players a chance to explore the beautiful dystopia of Union City, a sprawling techno city of the future that offers opportunities and scale that players might not expect from a mobile game. Where Cards Fall is a coming of age story about a young boy dealing with the challenges of growing up and fitting in, complete with the entire spectrum of wonderful, awkward, and painful experiences that come with growing up in the modern world. It's a game driven by choice and drama rather than explosions and guns. One of the co-creators claims that it's the kind of game that couldn't find an audience without the support of Apple Arcade. The most exciting game, at least to me, comes courtesy of Hironobu Sakaguchi, the creator of Final Fantasy. His latest project, Fantasian, uses literal, hand-made dioramas that the team photographs and then uses as the backgrounds for their game. It adds a fantastic, solid and surreal look to a game made by one of the master game designers of our time. I'm a sucker for cool, outside-the-box thinking like this, and that's not just one scene or for cutscenes; the entire game uses practical effects for its background shots. Inspired by the zen-like motion of schools of fish or murmurations of starlings, Lifelike aims to be a contemplative, relaxing experience. "We simply don't want to be responsible for adding another layer of cares to the world," says creator Denis Mikan. It relies on the coordinated movement of its swarming characters as a way to enthrall and delight players. Finally, Overland is described as a post-apocalyptic real-time strategy game. It contains roguelike elements to shake up the action and scenarios every time players begin a new game. Each adventure will bring players to new places, put them in contact with new characters, and pit them against a large array of different combat situations. 2019 has become the year we see gaming more cleanly split between all of the gaming and tech giants. If all of these services prove to be long-term contenders for their various shares of the market, players will have to start making hard choices between which platforms and services can provide them with the most bang for their buck. A service like Apple Arcade full of games that can't be played any other way and can work even if a user's internet speed isn't the best would have a huge advantage over a service like Stadia that's so heavily reliant on internet infrastructure to function. The only real sticking point for Apple will be the price point of its subscription model, which has yet to be revealed. This is the future we were always going to get once digital storefronts became a more widespread phenomenon and subscription services like Netflix took off. The console wars are slowly fading and are being replaced by the service wars. What do you think? Is this good? Bad? Neutral? 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!
  23. Life Is Strange 2 has been in a bit of a limbo following the release of its first episode. Dontnod Entertainment, the developers of the Life Is Strange series as well as Vampyr, held the projected release dates of its subsequent episodes close to the chest. Episode 2 - Rules released on January 24 before the company returned to being quiet about the episodic game. However, now we know when to expect the remaining episodes of Life Is Strange 2 as well as a tiny glimpse at what Episode 3 has in store for players. Life Is Strange 2 diverges from what players might expect after finishing the first Life Is Strange, following the Diaz brothers as they begin a long and arduous journey from their once safe American hometown to a magical place they have only ever heard of from their father down in Mexico. Their pilgrimage puts them in a great deal of danger and becomes more complicated when its revealed that one of them possesses supernatural abilities. Life Is Strange 2: Episode 3 will be titled Wastelands. It is currently on track to release on May 9 on all platforms. It sees brothers Sean and Daniel Diaz continuing their journey across America. The two find themselves wrapped up in the life of a drifter community and exposed to a variety of new experiences and challenges. They have some things to figure out among the redwood forests of California before they press on toward the safety of Mexico. Episode 4 will follow at the tail end of summer on August 22. Finally, the series will conclude on December 3 with Episode 5. The first episode of the series is available through Xbox Game Pass, making it likely that the rest of the episode will be releasing via the service, too. Life Is Strange 2's episodes release for PlayStation 4, Xbox One, and 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!
  24. Life Is Strange 2 has been in a bit of a limbo following the release of its first episode. Dontnod Entertainment, the developers of the Life Is Strange series as well as Vampyr, held the projected release dates of its subsequent episodes close to the chest. Episode 2 - Rules released on January 24 before the company returned to being quiet about the episodic game. However, now we know when to expect the remaining episodes of Life Is Strange 2 as well as a tiny glimpse at what Episode 3 has in store for players. Life Is Strange 2 diverges from what players might expect after finishing the first Life Is Strange, following the Diaz brothers as they begin a long and arduous journey from their once safe American hometown to a magical place they have only ever heard of from their father down in Mexico. Their pilgrimage puts them in a great deal of danger and becomes more complicated when its revealed that one of them possesses supernatural abilities. Life Is Strange 2: Episode 3 will be titled Wastelands. It is currently on track to release on May 9 on all platforms. It sees brothers Sean and Daniel Diaz continuing their journey across America. The two find themselves wrapped up in the life of a drifter community and exposed to a variety of new experiences and challenges. They have some things to figure out among the redwood forests of California before they press on toward the safety of Mexico. Episode 4 will follow at the tail end of summer on August 22. Finally, the series will conclude on December 3 with Episode 5. The first episode of the series is available through Xbox Game Pass, making it likely that the rest of the episode will be releasing via the service, too. Life Is Strange 2's episodes release for PlayStation 4, Xbox One, and 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
  25. Despite the divisive release of No Man's Sky that saw user numbers plummet rapidly, accuse Hello Games of false advertising, and scathing critiques, Sean Murray and his team have been hard at work over the past three years improving the game with free updates for a hopeful base of remaining fans. Recently, Murray revealed the next free expansion to No Man's Sky. Titled Beyond, the new, free expansion will expand the multiplayer options for players among other additions and refinements. Here is a compiled list of some of the biggest changes made to No Man's Sky since its launch: The Foundation Update allowed players to begin building bases, new game modes, mobile saving, and tweaks to vital aspects like inventory, and limited communication abilities with other players. Path Finder brought ground vehicles to No Man's Sky, more robust base-building options, and a graphical overhaul. Atlas Rises brought a new story line to the game, doubling the game's background content, a Stargate-like network of portals for fast travel, overhauled missions, and more. Then No Man's Sky NEXT released, allowing players to band together in-game for the first time, freed base-building in any location, third-person perspective, and character customization. The Abyss update allowed players to explore planets with oceans, build bases underwater, interact with a more vibrant ecosystem of marine life, and discover a new oceanic narrative. Finally, the most recent update, Visions, added archaeology, the ability to salvage ancient technology, and community missions. The past year has seen Hello Games observing how players are interacting in-game and listening to players. While The Abyss and Visions released with a variety of additions and improvements, more are in store for No Man's Sky Beyond. Beyond will be a compilation of three major, interconnected updates to No Man's Sky. Due to concerns about overhyping their game, Hello Games has opted to keep much of the information about Beyond under wraps until it becomes finalized. However, the biggest major component of Beyond will be No Man's Sky Online, an overhaul to the online features offered by No Man's Sky. This will, in some ways, turn the game into a true MMO, though Hello Games shies away from the label. It will not have a subscription or microtransactions, but it will support a vast number of players. both the social and multiplayer components of it's online world will get new features and tweaks. "Beyond will be our most ambitious chapter so far, and something we’ve been working ridiculously hard on. We’ll continue to support No Man’s Sky in this way for the foreseeable future," Sean Murray said in his official announcement. "To some NEXT may have felt like a natural end-point for our journey, but for us it was another step on a longer voyage." No Man's Sky Beyond will release sometime this summer. 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
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