Today is your last day to Kickstart Rain World

Posted on by Mike Wall in News, PC | Leave a comment

Okay, we’ll come clean: we don’t know what the heck a slugcat is either except that it’s a slug…cat. Oh, and it’s also the adorable protagonist in Rain World, a silky-smooth-looking post-apocalyptic platformer coming later this year to PC.

The two-man team of Joar Jakobsson and James Primate have been working on the game for 3 years and have turned to Kickstarter to finish development and pay for licenses. The game has more than doubled its $25,000 goal, and today (Thursday) is your final chance to throw some shekels at them and claim your rewards, such as a digital copy of the game, soundtrack, chance to design a creature in the game, plushie, and more. The duo has released a new trailer of footage, which we’ve conveniently embedded for your viewing pleasure. You can view their Kickstarter here.

Armless Octopus Video Review: State of Decay

Posted on by Daniel Campbell in PC, PC Reviews, Reviews, XBLA, XBLA Reviews | 1 Comment

State of Decay is a game…a game about zombies…there haven’t been many of those…right? Of course the truth is, there are FAR too many zombie games on the market. The real question; is State of Decay worth the $20 or is this one twitching corpse you should avoid? Let’s watch and see!

Keep your eye on adventure with Elliot Quest

Posted on by Wayne Kubiak in Ouya, Ouya Previews, PC, PC Previews, Previews | Leave a comment

Elliot Quest from Ansimuz Games begins with with an unfortunate set of circumstances. The wife of the protagonist, Elliot, disappears. He then falls ill and, upon attempting to take his own life, discovers that he cannot perish. He is instead cursed, and is slowly becoming a demon. So, as the title entails, Elliot begins a quest to seek help from one of island’s guardians in solving his plight before the curse consumes him.

Fortunately the story is where the ill words end on this adventure RPG. Ansimuz Games, a development team ranging from all over North America, has created a smooth playing, free-roaming adventure and filled with beautiful pixel art. They have gone with the tagline of being “inspired by Zelda II: The Adventure of Link” though I feel though it downplays the excellence found in the demo, which is available over at the Elliot Quest webpage. Although I can see the inspiration from the overhead map and through the sidescrolling action, it provides its own interesting spin on combat through use of a bow and arrow. This weapon even has assignable stat upgrades as you level up. To add to the intrigue, the stages are expansive and wonderfully varied, bosses are interesting requiring some strategy to take down instead of mashing your weapon into it, and the platforming throughout the levels control superbly.

Ansimuz moves forward on the back of a successful Kickstarter campaign and toward a closed beta, meaning it won’t be long before you can get your hands on it through PC, Mac, Linux, or an Ouya. So, if you itch for more 2D adventure, follow the progress or preorder the game for $4.99 on the official website or help move toward a Steam release by giving them a vote on Steam Greenlight.

Logic Artists working on Clandestine, an asymmetrical espionage game

Posted on by Gil Almogi in News, PC, PC News, Uncategorized | Leave a comment

The people who brought us last year’s surprise gem, Expeditions: Conquistador, are at it again, but this time, they are working on something entirely different. Clandestine, a game about international espionage in the post-Cold War 90s is a departure from the turn-based strategy RPG genre. Here, players are given the opportunity of playing alone as the spy, but if you venture into co-op, one of you can play as Mission Control. Right now, all we have is a trailer and some screens, so it’s unclear what each player is capable of, but my interest is definitely piqued. Stealth is one of my favorite genres, and this is one of the few instances where I’m extremely intrigued by the co-op.

Stay tuned to Logic Artist’s website and the Clandestine site to find out more as it is revealed. In the meantime, enjoy the media and the official announcement.

The Swapper Review

Posted on by Alex Esten in PC, PC Reviews, Reviews | Leave a comment

the swapper cover

The Swapper is an interesting title because it is as derivative as it is unique. For every element it has borrowed from other games or movies, it introduces something completely fresh and new, and wraps it all up within a brilliantly subtle epistemological and ontological treatise on the nature of gaming. It is a product of an industry that uses focus groups as design tools while simultaneously boldly going where few titles, mainstream or indie, have ventured.

The major industry tropes are definitely present here, with scripted events, one-sided conversations between our mute hero (let’s call him “Jack”) and supporting characters, a platforming object collectathon, and a game world that gradually opens up, but it is all presented so smartly and beautifully that the first few hours of The Swapper are absolutely magnificent. Read more

Super Roman Conquest Kickstarter gets 3D in my 2D RTS

Posted on by Wayne Kubiak in News, Ouya, PC, PC News | Leave a comment

Side scrolling real time strategy games aren’t super common outside of the mobile gaming market, but two ex-LucasArts developers calling themselves Seacliff Interactive seek to extend the genre further into PC, Mac, Linux and Ouya territory with Super Roman Conquest. On top of this they look to expand the strategy of the genre and reducing the mundane nature of simply making tons of units to mash into each other by adding additional planes in the third dimension.

The plane system gives off some reminders of earlier SNK fighters or Guardian Heroes in concept but utilizes it to offer branching paths, choke points, and create more in depth strategies from what the video portrays. When finished, Super Roman Conquest will also offer branching story paths, unit upgrade and management, and some sort of community interaction model which they claim to “recreate the intrigue and power of the Senate in the Roman Republic.

Seacliff Interactive aims to fund further development, sound designers, improved art assets, and add extra polish through their Kickstarter than you can find here. You can also keep tabs on the progress of Super Roman Conquest development over at the website.

Former Burnout dev creates a bit of a crash with his own new title, Truck Stop

Posted on by Dave Voyles in News, PC, PC News | Leave a comment


For some time now, I’ve had pent up anger and have been eagerly seeking an outlet for this rage (not really). Fortunately, one developer, Projector Games has provided an outlet for this misguided vexation in the form Truck Stop

Their previous titles included Steam Heroes on XBLIG, Bitstream, and FortressCraft, the voxel-based sandbox game which would go on to become one of the highest grossing titles on the platform.

Projector Games is taking a unique approach towards selling this title: A single level is available on IndieCity  for $5 right now, and for ever 1,000 copies of the title sold, additional content will be released. ‘”Hopefully the ‘Groupon’ effect will help, with people getting their friends to buy the game, so that we have the motivation and reason to add in more and more content for a long time to come,” studio head Adam Sawkins stated.

So if you enjoy destroying cities from the cab of an 18-wheeler, then perhaps you’ll be obliged to visit the developer’s Greenlight page as well. At some point in the trailer I saw something about aliens attacking from Mars as well. Oh, and zombies, too.  So if for no other reason, you can at least help to keep the impending zombie infestation to a minimum.

Gone Home Review

Posted on by Gil Almogi in PC, PC Reviews, Reviews | Leave a comment

2013-09-15_00015Imagine coming home from a long trip overseas to find nobody home and a vague note letting you know that it could be a while before you can expect someone to return. Oh, and this is your family’s new home — they moved during your trip — so you don’t have a key to the front door, and you don’t even know where your bedroom is. Such are the circumstances Katie Greenbriar finds herself in at the start of Gone Home, The Fullbright Company’s first game, on an extremely rainy June day in 1995. She doesn’t even have a giant grey cell phone to call her family and check on them. So much for her surprise return and politely getting her own ride from the airport.

After conveniently finding a key to the front door, Katie and the player, from a first-person perspective, explore the Greenbriar home to find out where everybody is or might be. Gone Home resembles old first-person perspective adventure games like Myst and The 7th Guest, games from the 90s, in this regard. With no people around to fill you in, you are forced to piece the story together by finding clues left in notes, recordings, letters, and journal pages. However, unlike the old genre, there are no puzzles, no antagonists, and no conflict present for the player to engage in. This is pure exploration, and your only abilities include picking things up, examining them, throwing them aside, and crouching to gain better perspective.

2013-09-15_00006Although this bare-bones approach to gameplay sounds like it’d be a turn-off to some, the mystery at hand is engaging enough to make the three or so hours it takes to finish extremely worthwhile. The Fullbright Company found a reasonable excuse to rummage through a person’s home like we’ve done on so many occasions (in video games), and it becomes almost liberating to throw objects left and right in hopes of finding a scrap — some kind of clue as to what happened. It may seem silly to trash your own home, but eventually you become one with the defiance Katie might feel about coming home without anyone to explain her abandonment. The player and Katie become one in their rebellion towards the situation and, barring hunger or exhaustion, feed on each piece of information like it is life-restoring bread.

Where Gone Home succeeds is in the realism of its story and setting. The home is just a really large house, and the fates of Sam, Jan, and Terry Greenbriar are all revealed to be perfectly normal. However, the house is not without its tricks, and the story, as it is expertly unfolded for the player, is not without its twists and intrigue. I found myself feeling betrayal, disappointment, fear, and worry more times in the course of a few hours than I have over some larger budget games with bombastic twists. Although there are no cutscenes, CG or otherwise, upon finding key items, the player is treated to ruminations from the journal of the younger sister, Sam, read out loud. These entries are smartly written and revealed so as not to create a situation where the player knows more about what did or did not happen any better than Katie; they just elaborate a little bit on your findings, and their source is revealed eventually.

2013-09-15_00007The immersive and realistic setting does give way to my few complaints about the game. You’d imagine that throwing a glass down on a hardwood floor would break the glass and emit a sound for both textures, but not here. You can throw anything you pick up, and all objects hit the ground and walls with soft thuds and fully intact. Materials appear to be for show only, which is unfortunate because that kind of feedback would go a long way towards further immersion. If a player knew that throwing whiskey bottles at the TV would break both in a loud calamity, it would dictate the player’s treatment of the house from then on. Either you’d go about breaking everything with abandon anyway, or you’d find yourself respecting the house even though it’s not real. Also, though I can make this complaint about many games, indie or not, every room appears too sterile regardless of the messes the developers tried to create.

These criticisms aside, I thoroughly enjoyed exploring the Greenbriar home on a dark and stormy night with Katie. Gone Home is still incredibly immersive and engaging with a well-told story to top it off. If you ever wanted an experience where you just explore without any of the other expectations games typically bring, I highly recommend it. What I don’t recommend is satisfying your temptation to rummage through other people’s real homes as a result.

Rating: ★★★★½

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