If you read my Nosgoth preview earlier in the week, you'll know that things are coming along very nicely indeed with Square's F2P PvP arena shooter. In fact, I'll let Past Matt tell you exactly what I thought:
I had a blast with Nosgoth but I want to see more. We were only playing 4-v-4 team deathmatch. I want more modes, inventive game types. I'd love to see bigger maps and more combatants. Beacham mentioned the War For Nosgoth mode, which is basically the ranked tournament mode for the game that'll become available at regular time intervals, but I'm still curious as to how Psyonix and Square are planning on keeping players hooked for the long haul. I had fun, sure, but I'll need more if I'm going to invest time, let alone money, in the long term. Hopefully, we'll be able to bring you an update on that soon as we jump into the game's beta.
As for that last line, well, we're in! And to give you a better idea of how matches unfold in Nosgoth, here's a little Dealspwn Playthrough video showcasing my first match in the beta, and delivering some more information on the three basic classes for each faction and how battles unfold in the war between Humans and Vampires.
0RBITALIS is game all about flinging a satellite into the orbit(s) of various gravitationally significant bodies and trying to keep it within the boundaries of the onscreen star system for a distinct handful of seconds. It's a simple-but-tricky little game, and it requires a fair amount of thought. You can't simply bumble in and hope for the best beyond the first few levels.
The game was originally conceived by Alan Zucconi for Ludum Dare 28 last year, and the theme of the game jam was "You Only Get One".
In the case of 0RBITALIS, that "one" refers to the satellite itself. You only have one shot at plotting the course and measuring out the power of projection, and then it's up to physics to decide what happens to your little space module. You move the cursor to alter your trajectory, and then launch your craft with a single click.Click here to read more...
Psyonix and Square Enix's free-to-play, asymmetrical PvP shooter Nosgoth is in closed beta right now, and we had a chance to check out some of the new classes and muck about in the game last week.
You can check out my Nosgoth preview here, and here are a few thought I had following my hands-on:
I had a blast with Nosgoth but I want to see more. We were only playing 4-v-4 team deathmatch. I want more modes, inventive game types. I'd love to see bigger maps and more combatants. Beacham mentioned the War For Nosgoth mode, which is basically the ranked tournament mode for the game that'll become available at regular time intervals, but I'm still curious as to how Psyonix and Square are planning on keeping players hooked for the long haul. I had fun, sure, but I'll need more if I'm going to invest time, let alone money, in the long term. Hopefully, we'll be able to bring you an update on that soon as we jump into the game's beta for an extended stint.
Afterwards, I sat down for a chat with Square Enix game director Bill Beacham to talk about Nosgoth, how important its been to the dev team to leverage the extensive lore that the universe and the Kain IP have to offer, the challenges faced in creating a game that has two tyeams with very different playstyles, and how Square Enix are looking to make a F2P game that is all about growing the community first and monetising second.
At this year's EGX Rezzed, there were plenty of indie titles on show that take slight spins on existing genres to create new experiences, but one title on show took matter the extra mile in that department by blending several genres together in an experience that changes at a moment's notice. That game is Concursion - an upcoming indie title from Puuba studios - and I was invited to talk to one of the key players behind the game, developer Daniel Garfield, on the show floor. We'll have a hands-on impressions piece landing later this week, but in this interview we learn about the influences Garfield had, the challenges of balancing a game that at first glance probably shouldn't work, and its notable musical direction.
You can learn more about Concursion by heading over to its Steam Greenlight page. Stay tuned for our preview later this week.
Virtual Reality has the power to immerse us in brave new worlds, to make our gaming experiences infinitely more powerful and personal. As such, a new wave of VR adventures are currently in development for Oculus Rift and other platforms, designed to take advantage of its intimate and overwhelming new perspective.
Private Eye is one such project, currently being developed by Jake Slack. This investigative thriller casts players as a wheelchair-bound detective who has to recall pivotal events from his past and scrutinise clues from a first-person perspective, exploring a gritty 1950s setting in full 360 degrees. Originally developed during a Game Jam, it's now vying for mainstream exposure on Steam Greenlight.
Having tried it out at EGX Rezzed (and being thoroughly mindblown in the process), naturally we grabbed Slack for a in-depth interview. Discover how Private Eye plans to shake up the adventure genre, what Oculus Rift can do for the genre and what real developers think about the controversial takeover in the video above. Subscribe to Dealspwn for more gaming videos.
Having fallen in love with Hotline Miami, we naturally made a beeline for Hotline Miami 2: Wrong Number at EGX Rezzed 2014. Though still months from release, its latest demo build is still as sleazy, gritty, brutal, horrific, sharp and gleefully enjoyable as ever. Not to mention exceptionally difficult in all the right - wrong? - ways.
But can the sequel deliver the same shock value and surprise of its predecessor? Will we actually ever reach a consensus on what the story, masks and characters represent? Frankly I have no idea yet, but fans of the original will definitely get hooked in for more gut-wrenchingly compelling ultraviolence. You can watch it all in our video playthrough above, accompanied by my vaguely informative wafflings.
Oh man it feels good to be back in Tamriel.
The Elder Scrolls Online releases today and our coverage of ZeniMax Online's curiously innovative MMO starts here with a big, fat look at the game's Opening Scenes.
There's no commentary to this one, just sit back and enjoy the dulcet tones of Gambon and Cleese and the rest of the star-studded cast. There'll be a first impressions piece up later today, along with plenty of coverage of the game over the next couple of weeks, a regular critical diary of my time in Tamriel, several supplemental videos, with everything culminating in a massive final review a little after launch.
If there's anything you'd like to see in particular, let me know in the comments box.
Flushed with success from addictive Vita skateboarding game OlliOlli, Roll7 have revealed that their brand new title is a very different kettle of fish. Not A Hero blends cinematic cover-based shooting with two-dimensional platforming, casting players as a washed-up failed hero who performs increasingly bizwetworks to further his boss' political career.
His boss being a "giant purple rabbit from the future" called Bunny Lord. Because... why not.
Keen to learn more, we grabbed Roll7's John Ribbins for an interview at EGX Rezzed, during which we discussed Not A Hero's setting, gameplay, stern difficulty level and inspirations. With our site's official mascot -- Toby The Dealspwny -- overseeing the proceedings from his shoulder.
You can watch it all in the video above, or on our YouTube channel. Stay tuned for our video preview at 17:00!
Vlambeer's Rami Ismail is a bit of a legend, really. When he's not producing the likes of Super Crate Box, Luftrausers and Nuclear Throne, you'll find him championing indie games and speaking out against Microsoft's restrictive policies.
So naturally we had to grab him for an interview at EGX Rezzed.
Over the course of ten minutes, the Vlambeer guru looks back at Luftrausers' success and reception, discusses some high-level tactics and plane builds, explains why Microsoft's indie parity clause is holding them back and looks forward to the upcoming release of Nuclear Throne.
It's all in the name. This cooperative run & gun platformer is utterly outrageous in all the right ways, letting us control awesome homages to classic action movies and throwing us into massively destructible levels in the name of RIDICULOUS ACTION. BROchete? BRO Dredd? Indiana BROnes? Brade? BROdell Walker? The BROminator? They're all there, and more besides, all ready to make stuff explode in the most epic of ways.
As an example, Carl took down a helicopter with a katana. Not unlike a boss.
We'll bring you a more in-depth preview soon, but here's what happened when Carl and I got to grips with BROFORCE at EGX Rezzed. Forget professionalism, because we've got BROfessionalism. Which is just as good, except with 100% more high fives and naked from the waist up.
Company Of Heroes 2: The Western Front Armies was one of the biggest announcements of Rezzed 2014: a standalone multiplayer expansion pack that will act as a new point of entry for the series. The US Forces and Oberkommando West will grant us completely unique gameplay experience set throughout a brand new theatre of war, which slots straight into the existing multiplayer of Relic Entertainment's impressive RTS.
Want to know more? So did we. Luckily Company Of Heroes 2 producer Greg Wilson and game director Quinn Duffy were on hand to answer our many questions about the two armies, maps and new tactical opportunities that commanders will encounter on The Western Front.
Naturally we also had time to quiz them about Homeworld, the next Warhammer game and developing during THQ's implosion. They're fantastic sports, as you'll see in the video below.Click here to read more...
I had to buy it. £6.18 seems a paltry price for getting stuck into a game that should never really have existed. But the Internet wants what the Internet wants, and after the rapturous reception to the first trailer for Goat Simulator, Coffee Stain Studios realised that this utterly barmy concept had captured the imaginations of a fair few people.
It's fitting that the game releases today of all days, but Goat Simulator is far from an April Fools' gag. Instead what you get for your ten dollars is a playpen of anarchy -- a little sandbox of destructible environments, oddball challenges, and daft achievements to unlock. It's deliciously open to modding, and I can't wait to see what people come up with in the weeks ahead. It's another YouTube darling, like Surgeon Simulator and Octodad before it, though without the purposefully botched controls.
It's a game that lets you become a jetpack-clad goat wreaking havoc on a small town, and that's amazing. There's a review coming shortly. No, really -- that's not an April Fools' gag either.
At first glance, you'd be forgiven for thinking that Full Bore has more in common with the likes of Terraria and Steamworld Dig than anything else. After all, here's another platform-heavy game with blocky pixels inviting you to explore labyrinthine, subterranean caverns and clear out rocks. But you'd be wrong. Full Bore flatters to deceive as a traditional platformer -- it doesn't even have a jump button -- and the focus here is firmly on puzzle solving rather than exploration or crafting. In many ways, Full Bore comes across as a Metroidvania title, with tusks.
Full Bore: Part One - The First Dig released last year, showcasing an open, non-linear environment that saw players tackling an array of block puzzles that became increasingly more fiendish. Full Bore isn't a game that sees you progressing in terms of capabilities as you move throughout the game, but rather lays everything out early on and then challenges your grasp of the game's various mechanisms with puzzles that become more intricate and fiendish.
The joy of the open nature of the game means that there's actually little frustration to be found in Full Bore. Rather early on you discover that you're actually part of a mining operation, and the vaults been blown wide open, scattering valuable gems and precious stones across the mine. This provides a nice little conceit for having you collect precious stones in certain puzzle rooms, but often you'll find that rooms have more than one entrance, and you'll have to go off and do a bit of exploring in order to collect everything.Click here to read more...
Developer: Team 17
Publisher: Team 17
Sheep have long been familiar companions to any Worms player. Whether an honourable lightsider or dastardly darksider, we're used to deploying armies of explosive livestock who merrily leap into harm's way before sacrificing themselves on the altar of victory. But have you ever stopped to wonder where these flocks of adorable ordinance actually come from?
Now we're set to find out -- and feel incredibly guilty in the process -- courtesy of Flockers.
Team 17's newly-announced puzzler is set within the Worms' weapon factory: a nightmarish realm of grinding machinery, industrial mills, saws, blades and conveyor belts, all forming a giant and intricately designed mechanised hell. Entire herds of sheep are bound for the depths of the facility, destined to be stuffed full of high explosives and shipped off to the front lines... and it's up to us to save as many as possible from their grisly fate. What follows is a blood-soaked and thoroughly sadistic take on classic Lemmings gameplay, liberally flavoured with lashings of anarchic British humour and classic Worms references.Click here to read more...
Remember how we sucked at Capture the Flag? No longer, as we save the best til last. Yes, that's right, friends, Romans, countrymen, Pilots, and Mechs...we kind of rock out with our 40mm cannons out in the second part of our Titanfall Game Night.
Hats off once again to the Prof.
You can catch up with Part One here.
Oh man, getting this thing to finally render and upload without calamitous crashes, YouTube processing fuckery, glitching sound, freezing video and more has been an ordeal and a half, but we can finally bring you the Game Night we recorded last week.
Sadly, the in-game audio got splinched with half of the commentary we were recording at irregular intervals, so in the end we cut it completely to preserve the full commentary recording. So no bullet sounds or explosions, I'm afraid. But we've stuck the Pacific Rim soundtrack in there for good measure, and it does make things rather more epic.
Then again that main theme could rouse the dead.
Huge props and mega-thanks to Profsaurus for joining us for the evening. You have my sword...
This one's for you.
Max is back! Yes, one of the original video game nasties is making a comeback and how we've missed its cathartic delights! Carmageddon: Reincarnation emerges onto Steam later this week, and you can pre-order the Early Access for $29.99, helping to shape the game's development into alpha, beta, and beyond.
It's in pre-alpha right now, and there's not a lot to the game at present, so it's looking like it still has some way to go. There's only one mode at the time of writing and two tracks, but there are six cars from which to choose -- all of them classics.
I have to say, that whilst the game might be pretty unfinished at the moment, the unmistakeable Carmageddon feel is certainly present. It's difficult to get a feel for the handling and the damage modelling in this pre-alpha state, but everything runs the way you'd expect, though the option of remapping some of the keys would be nice. Steering with the arrow keys and having the powerup default set to Enter is not great.
On the track it's business as usual, with three ways to win: come first in the race, smash all of your opponents to bits, or run over every pedestrian in the level. As you'll see in the video, I had an absolute blast. But don't mess with the police, seriously; they will be the death of you if you give them half a chance.Click here to read more...
Betrayer is a bit of an odd game. Arriving from some of the creative team who spearheaded the likes of F.E.A.R. and No One Lives Forever, it plonks you down in a monochrome representation of the New World with no real information about where you are or what it is that you're supposed to be doing, and lets you figure out pretty much everything for yourself.
It looks fantastic -- the black and white aesthetic setting an eerie tone -- and Betrayer's striking visuals are nicely complimented with environmental sound design that really pops, but the progression is a little stilted, and it'll be interested to see how (and if) the game kicks on from text snippets to something a little more grandiose.
It's a game that presents you with an ever-increasing number of questions early on, and you'll have to wait for the review in a day or two to see if they get answered. In the meantime, however, here's a little taster of the game's opening scenes.Click here to read more...
This is it! The final chapter. The Militia are trying to shut down the Spectre production lines, and we have to stop them. Not that it really matters if we win or lose. Soemtimes I feel like the Titanfall campaign is an enormous comment on the linearity of game narratives and how, ultimately, our choices don't really matter even when it feels like we have choices, as if the game were some kind of mech-fuelled Stanley Parable.
But then I slap myself in the face and realise that I'm overthinking it, that the campaign makes about as much sense as condom machine in the Vatican, and that I have no idea who the hell Blisk and Graves and Barker and any of these named incidental characters who I don't give a monkeys about actually are.
Still, it's a been a fun ride.
In the penultimate episode of the IMC campaign, we leap into the fray on Demeter -- a key cog in the IMC's supply lines, and one of the biggest refuelling stations on the frontier. The Militia is trying to overload the refuelling station's reactor core, and it's up to us to stop them.
Which we do, this time around. With aplomb.