How a browser game inspired by Hotline Miami grew beyond its game jam beginnings to become its own unique, utterly relaxing experience. …
Over the last few weeks, we've shown you fantastic and colorful cakes inspired by a variety of video games. Today however, we bring you a glimpse of the darker side of themed baking.
You may remember the Angry Birds, Mario Kart, and Wind Waker tiered cakes made by gamer and baker-extraordinaire Tracey Rothwell, owner of the Little Cherry Cake Company. What you may not know, is that Rothwell also runs its sister site, the Black Cherry Cake Company.
Rothwell is a huge fan of the horror genre, and it really shows in her work. Her Black Cherry wares are typically inspired by darker or more mature subjects than those featured on the Little Cherry site, but they're just as amazing. Because Rothwell lives in the UK, even making an order is impossible for some of us. Fortunately, there are pictures to sustain us.
You can still see some of her Black Cherry cakes below, including a not-so-scary one based on a beloved Tim Burton film.
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Other cakes made by Tracey Rothwell, both scary or otherwise, are showcased in the gallery section of the Black Cherry Cake Company website. For more pictures, visit the Little Cherry Cake Company's Facebook page, where you can see cakes from both sites.
Hideki Kamiya is one of the most original, creative game directors in the industry today, yet fans are constantly infuriated by his general refusal to lead sequels to his earlier efforts. He realizes this of course, but as a new interview reveals, Kamiya feels his talents could be better used in building new worlds, rather than revisiting his old ones.
“It’s not that I don’t want to make sequels – I really do! But considering the nature of my position, I don’t really get a chance to,” Kamiya told Famitsu (translated by Kotaku). “Somebody needs to offer new entertainment to gamers and do the work of sowing seeds that can later grow to be strong pillars.
“It sounds a little overblown, but I’ve come to believe that is my purpose. If I had been involved with Devil May Cry 2, then Viewtiful Joe and Okami might never have been made. If I was directing Bayonetta 2, then I wouldn’t have been able to make The Wonderful 101,” he added.
As Kamiya points out, he is currently working on a new project that has yet to be revealed to the public. If history is any indicator, expect it to be great fun, generate enough money to spawn a sequel, then be unceremoniously handed off to whichever development studio happens to be available.
Gamasutra speaks with Zoink Games’ Klaus Lyngeled, art and game director of the recently released, grunge comics-inspired puzzle-platformer Stick It to The Man. …
A number of current staples in the racing genre are features that Gran Turismo either pioneered or refined. As car and manufacturer licenses proliferated, sim-racing became an aim, and attention to detail increased, the series became scenery for the PlayStation brand and the poster child for the monotony of iteration. Gran Turismo 6 is the epitome of this series at its most base; it lacks any substantive new features, yet is more committed than ever to its original vision.
Similar to Gran Turismo 5, progression in the career mode is not hard to come by. Gone are the days of having to re-race early events just to progress. New races are gated by a star system, but it's not long until you've earned enough of them to open a side event like bouncing in a NASA buggy on the moon or renting a hot car for a special time trial. As relatively open as the game is, I still don't like having to hedge my bets and buy a car that allows me to enter the most races possible to maximize my purchase. Forza 4 (not the new Forza, ironically) was cool because it presented races based on whatever car you bought – a subtle but effective change from the norm.
In other restrictive moves, GT 6 doesn't gift nearly as many cars for winning racing series like in previous entries, there are no used cars, and you can't sell the vehicles in your garage that you don't want. Perhaps this was done because you can buy in-game credits with real money for the first time in the series. Regardless, the move is not intrusive, and apart from some high-end, desirable cars, there were enough rides at affordable prices that I didn't feel hemmed in. Races and cars in the career mode are defined by the PP rating from the online portion of GT 5. It may sound restrictive, but it actually gives you latitude in the kinds of cars you can use and therefore options in your career. That being said, I did have fewer cars in my garage than usual.
The predictability of the career structure is mirrored by the spacing and routines of the AI cars in front of you, which makes the on-track racing more rote than dynamic. And yet, the game is certainly not without its challenges. The size of the field and the number of laps increase as you move up the ranks, and driving the cars requires more skill as their power grows. It's here where I really started to enjoy the game.
I fault Gran Turismo 6 for not having a more inviting career mode, its trifling damage system (repairing is included but hardly ever necessary), missing course creator (it will be added after launch via an update), and the overall feeling that so much has not changed with the series, but if there's a bright spot in that malaise, it's that I rediscovered the joy of being in awe and afraid of the cars.
It's easy to bolt on extra HP in the tuning shop, but knowing what to do with it, or with a finely tuned rear-wheel car, for instance, is a matter of skill that all these years later I am still trying to consistently muster. Making efficient turns and managing cars' acceleration, braking, and handling (the new suspension system feels really good) is a symmetry of gameplay that the franchise still excels at. When I was having to do everything in my limited power to keep up with the pack in some 20-minute endurance race or continually re-racing a side event at Nürburgring without going off the track or touching another car because I knew there was a gold-trophy performance within me somewhere (if only once), I enjoyed Gran Turismo 6. With no rewind mechanic to make my wrongs right, feeling this exposed was positively exhilarating.
The online offerings have made strides since GT 5, with race options like weather/time progression, qualifying, and the ability to save your favorite race settings. However, apart from the seasonal time trial events, it lacks leaderboards, any over-arching structure, or much of a connection to your single-player campaign (other than the money you win and the use of your garage). More content is on the way, like race clubs, but it isn't available at launch, so it falls outside the scope of this review.
It's fitting that GT 6 appears at the end of the PS3's arc. This 15-year anniversary is an unironic celebration of the yoke of its legacy, but it doesn't have to signal the end of the franchise itself. Thankfully, glimmers of Gran Turismo's racing spirit still live.
GT 6's online package offers more racing settings, but it's not a destination mode (at least not at launch).
Tomorrow is Spike’s annual video game awards, dubbed VGX this year. In celebration of the various nominees, Steam is running a special promotion full of tempting deals.
You can snag BioShock Infinite for $ 10, Divekick for $ 5, Rayman Legends for $ 20 and Crystal Dynamics’ Tomb Raider reboot for $ 10. On top of that, there’s the oddly-priced Far Cry 3: Blood Dragon for $ 5.09 and Metro: Last Light for $ 13.59. You can skim through the rest of the deals over on Steam’s sale page.
The VGX live show kicks off tomorrow at 6pm ET (3pm PT, 11pm British) on Spike TV and via online streaming. We’ve already stocked up on Doritos and Mountain Dew in preparation for the show, and will be covering it in full through a live blog and posts surrounding the major announcements. Feel free to join us for the festivities!
Following on from Lars Doucet’s discussion of the “Procedural Death Labyrinth,” Dustin Anglin makes the case that it’s just fine to say “roguelike” — a “one-word love letter” to a classic. …
Altaïr, Ezio, Connor, Aveline, Edward, and Desmond – we’ve spent years accompanying them through one death-defying adventure after the next. Each one of these heroes brings their own unique abilities to the table, from Ezio’s disarming charm to Aveline’s disguise skills and on through Connor’s tree-hopping survival abilities.
But there can be only one.
Which one of these hidden blade-wielding killers would reign supreme in a fight to the death? Would Edward use the sound of cannon fire to hide his advance on Desmond? Would Altaïr use the Apple of Eden to control Connor’s mind and send him leaping off a cliff? Or perhaps one of the lesser known assassins would enter as a dark horse to steal the win, like Connor’s first mate, Adéwalé, or the Russian assassin, Nikolai Orelov, from the comics.
Tell us your scenario for how the fight would go down, and let us know the ultimate winner in the comments below.
Dyscourse, the desert-island survival sim from Snuggle Truck developer Owlchemy Labs, has met its goal in the final few hours of its Kickstarter campaign, securing funding for development on Windows, Mac, and Linux.
Owlchemy faced an uphill battle in the final week of its campaign, but crested its $ 40,000 funding goal with 36 hours to spare. Funding picked up steam following a barrage of updates from Owlchemy, during which the studio produced a mini-documentary and announced a bonus Dyscourse scenario that pits real-world indies against one another in a no-holds-barred struggle for survival.
Dyscourse is due for release in September next year via Steam.
Double Fine’s Tim Schafer and his team are taking on the challenge of reimagining the adventure game genre with Broken Age. In a GDC Next session, they explained how they’re doing it. …