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Devolver Digital Brings Lo Wang Back In Shadow Warrior Reboot

As the shooter genre trends toward realism, there has been a growing demand for old-school titles like Serious Sam and the upcoming Rise of the Triad reboot. Devolver Digital (known for Hotline Miami and the aforementioned Serious Sam series), is updating another classic game for a contemporary audience.

Shadow Warrior was a 3D Realms game from the late 90s that put an emphasis on melee combat and humor. It was also known for its offensive characterization of Asian culture. One of the first things that Devolver Digital's Nigel Lowrie told us is that the inappropriate material isn't going to be included.

"We're keeping the humor and sharp wit," Lowrie said. "But we've removed the more negative things that have no place in our game."

From a visual perspective, developer Flying Wild Hog is hard at work to create a colorful backdrop with pink cherry blossoms, babbling brooks, and snow-covered mountains. The idea is to create a stark contrast to the post-apocalyptic, urban shooters to which we've grown accustomed. 

One of the big draws of Shadow Warrior is Lo Wang's use of the katana. The blade is more important than melee weapons typically are in first-person shooters. The way players hold the sword will determine the type of swing. Location based damage will cause limbs to fly and heads to roll. 

Combos, executed with a series of button presses followed by an attack, are important to keeping Lo Wang on his feet. The one that was described to us is a 360 degree attack that, when surrounded, allows Lo Wang to remove the heads from a number of foes all at once. 

Right now, players should expect a narratively-rich single-player experience. The team at Flying Wild Hog is focused on the solo experience right now, and weren't ready to talk definitively about whether multiplayer will be included. Shadow Warrior is coming later this year to PC and next-generation consoles in 2014.

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Atomic Ninjas brings multiplayer mayhem to PS3, Vita this summer

Atomic Ninjas brings multiplayer mayhem to PS3 and Vita this summer

Foosball 2012 and One Epic Game developer Grip Games announced the upcoming PlayStation Network release of Atomic Ninjas, a multiplayer action game for the PlayStation 3 and PS Vita.

Atomic Ninjas is a competitive 2.5D platformer in which up to four players compete in trap-filled arenas to be the last ninja standing. The twist is that players aren’t able to harm each other directly; instead, you’ll need to make clever use of environmental hazards, hiding spots, and item pick-ups in order to lead competing players to their doom. The game offers seven arenas and multiple gameplay modes, including a selection of team-based competitions.

Creator Grip Games describes Atomic Ninjas as the theoretical love child of Fat Princess and Crash Commando — a worrisome mental image, for sure, but potentially a worthwhile gameplay mix. Atomic Ninjas is set to launch this summer.

JoystiqAtomic Ninjas brings multiplayer mayhem to PS3, Vita this summer originally appeared on Joystiq on Thu, 16 May 2013 22:30:00 EST. Please see our terms for use of feeds.

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New Vault Hunter Brings Extra Borderlands 2 Drops This Weekend

Krieg the Psycho Bandit is the sixth playable vault hunter in Borderlands 2, and he'll be available this Monday. A recent press release from 2K has explained to us that the bandits of Pandora have been preparing for his arrival by producing more bandit gear. If you happen to be playing the popular shooter this weekend, you'll have a chance to reap the rewards.

From today until May 13th (Monday), the frequency of bandit gear drops and badass psychos will be increased. To mark Krieg's arrival, Gearbox will also be hosting a gameplay live stream starting at 3pm Central time on their Twitch page.

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Blacklight: Retribution Brings Free-To-Play Action To PlayStation 4

When Sony announced the PlayStation 4, the company promised support
for a wider range of monetization methods used by modern-day developers. Zombie
Studios is the first independent studio to take advantage of Sony's new
publishing options with its free-to-play multiplayer shooter, Blacklight: Retribution.

Blacklight: Retribution launched on PC a year ago to
generally positive reviews, and Zombie Studios has been updating the game ever
since with new missions, maps, and gameplay modes, including the popular co-op
survival mode, Onslaught. In addition to the extensive weapon customization
options (which can be purchased via microtransactions or earned by playing the
game), Blacklight: Retribution shakes up the typical sci-fi shooter formula
with a visor ability that allows players to temporarily see through walls, and
mech-like Hardsuits that can be earned during matches and feature randomly
generated weakpoints.

Now Zombie Studios is prepping the game for PlayStation 4,
and is looking to take advantage of the console's power to provide players with
improved visuals and console-specific features. We spoke with Zombie Studios
creative director Jared Gerritzen about how Blacklight: Retribution has evolved
over the past year, what it's been like working with Sony, and what shooter
fans can expect from the PS4 version of the game.

Blacklight:
Retribution launched as a free-to-play online PC shooter last April. Will the
game be free-to-play on PS4 as well?

Absolutely! When we started talking to Sony about bringing Blacklight
to PS4, our first question was keeping it a free-to-play game. Sony has been
very open about having different types of games on the platform, including
free-to-play games.

Can you give us an
idea of how the deal to bring Blacklight: Retribution to the PS4 was made? When
did you get involved with Sony?

Last E3 I was lucky enough to get invited to a Sony Indie
dinner that started talks about Zombie working with the Pub Fund group. They
were very upfront with details about the PS4, and after that meeting we
instantly knew we wanted to be working on the PS4. Their goals were very much
in line with ours. We quickly started talking about games and we happened to be
in the process of getting the console publishing rights back for Blacklight:
Retribution. The timing couldn't have been more perfect. It really was perfect
timing on both sides.

Did you consider
bringing Blacklight: Retribution to other current-gen or next-gen consoles? If
so, what made you choose the PS4?

We did some research in bringing Blacklight: Retribution to
current-generation consoles, but it really wouldn't have worked for us. We are
a small team and there were a number of hurdles involved and it just didn't
make sense for us. After talking with Sony about the PS4 and their plans, it
was a very easy choice for us.

Will the PS4 version
of Blacklight: Retribution use any of the system's unique hardware features or
functionality?

We have been experimenting with a number of features on the
PS4. We have some really cool ideas for the touchpad on the controller. We
started messing with it, and there were some really cool ideas that came out of
that. We aren't sure if they will end up in the final version of the game, but
some really cool experiments are happening. With the growth of online
spectating, we see the built-in spectating as game changer. Having that built
into the box is amazing in so many ways.

What's it been like
working with Sony? Have you collaborated with any of their first-party
developers?

Sony has been an amazing partner. They have helped us in so
many ways, from getting technical help to getting additional kits. We couldn't
be happier to work with a great partner so focused on helping us make a great
game. As far as collaborations, we have been talking with various support
groups at Sony and they have all been great.

Blacklight:
Retribution has been out for about a year, and has been continually updated.
What do you consider to be the biggest and most important changes you've made
to the game since its initial release?

We have had one major change and one major addition to
Blacklight: Retribution since its release. Late last year, we did a massive
weapon balance pass and refactoring of the entire weapons system. We really
wanted to make the player feel powerful when they shoot, so we went back to the
drawing board and revamped the whole system. It took us months to really nail
that "right" feeling for the weapons, and after countless matches in the office,
we really feel we improved the game for all players. The second was our
addition of Onslaught, our co-op survival mode. Blacklight has a great
competitive scene, but sometimes you just want to team up with your friends and
kill the AI. We had a lot of fun with it while it was in development, but the
community has really latched onto it and it has become one of our most popular
modes.

Are you planning any
new content to mark the launch of the PS4 version? Will there be any
differences between the PS4 and PC versions?

We are still working on what content the PS4 will have when
the game launches. Blacklight: Retribution is live on the PC right now and it
really wouldn't be fair to the PC players to keep content back. We would like
the PC and the PS4 version to be as equal as possible. However, there are
technical advantages to having a fixed platform like the PS4. We have gone back
and have redone the lighting and retrofitted levels to focus on frame rate and
making everything look great. Compare this to working on the limitations of the
minimum specs on a PC with thousands of hardware combinations. Expect a visual
jump on the PS4.

Will PC and PS4
players be able to play together?

When we first started thinking about Blacklight: Retribution
on PS4, we instantly started investigating crossplay, but after looking at it
more, it just became clear that it wasn't going to happen. It would have been
awesome, but we are excited to have new players as well as some additional
control that we wouldn't have if we were tied to the PC.

Do you plan on
continuing to update the game when it releases on PS4?

We have a plan to support the PS4 as much as possible. We
have a lot of ideas brewing right now on what exactly to do, so nothing
specific right now, but we have ideas and we want Blacklight: Retribution on
PS4 to have serious legs and last a long time after launch.

The PS4 provides a
lot of built-in social and streaming functionalities. Are you planning to use
these capabilities in interesting ways?

Totally! Being a F2P game having those social tools to
introduce new players to the game is huge. Either it be online on the platform
seeing cool screenshots or updates from friends, or watching streaming video of
an amazing match. We are really excited about these features and how the
community will use them.

Is there anything
else you think fans of the PC version of Blacklight: Retribution should know
about the PS4 version?

The experience will definitely
change between the two platforms. We really want to use all the pieces the PS4
has to offer. The share button, the camera, motion tracking, and the controller
are all really great systems that we want to use. However, we only plan on
using them if they fit the game and gameplay. Don't expect us to make a player
use motion control to throw a grenade or make a player jump for the [character]
to jump in game. We want to make sure everything makes senses and is fun.  

For more on indie games heading to Sony's platforms, check out our previews of HohokumCounterspyDoki-Doki Universe, and Primal Carnage: Genesis.

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Mars: War Logs brings the resistance back to RPGs

This is a weekly column from freelancer Rowan Kaiser, which focuses on “Western” role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity.

Join the resistance, and make roleplaying games better!

I probably wouldn’t have noticed Mars: War Logs except for the PR email I received which included a line about how it had been influenced by the French film “Army Of Shadows.” This piqued my curiosity for two reasons: first, it seems utterly astonishing to me that a game would advertise itself as being based on a 45-year-old foreign film that was buried for decades due to its politics. Second, after I discovered it via a feature on cult films, I watched it and enjoyed it, and have come to cite it as an excellent example of one of my favorite types of narrative: the resistance story.

Role-playing games have a long and storied association with resistance stories. Many of the classic JRPGs of the 1990s began with the premise that an evil empire or corporation was taking over the world (and probably awakening an ancient evil), and only you and your ragtag band of spiky-haired misfits could stop it. Final Fantasy 6‘s Returners and Final Fantasy 7‘s Avalanche were two of the most famous resistance groups of their era, but they weren’t alone. The Suikoden games, The Secret Of Mana, Wild Arms, and Grandia all had the equivalent of evil empires of their own. It’s not limited to that era and type: there are also modern JRPGs like Radiant Historia, as well as classic PC RPGs like Ultima 5, Ultima 7 and The Magic Candle 2.

Continue reading Mars: War Logs brings the resistance back to RPGs

JoystiqMars: War Logs brings the resistance back to RPGs originally appeared on Joystiq on Fri, 03 May 2013 20:15:00 EST. Please see our terms for use of feeds.

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Disney brings out Lasseter for Disney Infinity teaser



Disney is all-in on Disney Infinity. To help make this abundantly clear, here’s Pixar’s Chief Creative Officer John Lasseter and Avalanche Software (not to be confused with Just Cause developer Avalanche Studios) CEO John Blackburn talking about ‘Toy Box.’ Infinity is currently scheduled to release in August.

JoystiqDisney brings out Lasseter for Disney Infinity teaser originally appeared on Joystiq on Fri, 03 May 2013 09:00:00 EST. Please see our terms for use of feeds.

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Frozen Synapse brings cross-platform play to iPad on May 16


Frozen Synapse takes tactical defense to the iPad on Thursday, May 16, complete with cross-platform play between PC, Mac and iPad. Players will be able to access all of their games on any platform, at any time, though current owners will have to buy the iPad version separately to get it on that slim screen.

We first learned of Frozen Synapse‘s journey to iPad in early April, and developer Mode 7 said an Android version will launch sometime after the iOS installment, each with “competitive” pricing.

JoystiqFrozen Synapse brings cross-platform play to iPad on May 16 originally appeared on Joystiq on Wed, 01 May 2013 17:00:00 EST. Please see our terms for use of feeds.

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Big Daddy’s Creations Brings Eclipse Board Game To iOS

Tablets are rapidly becoming portable board game repositories, with a growing number of fantastic titles available for both iOS and Android. Elder Signs, Ascension: Chronicle of the Godslayer, and Neuroshima Hex are just a few of the games available for those willing to abandon cardboard chits for ones and zeros.

Big Daddy's Creations released today another titan of the tabletop, Eclipse: New Dawn for the Galaxy. Designed by Touko Tahkokallio, Eclipse is a 4X (Explore, Expand, Exploit, and Exterminate) board game that features seven different asymmetric races (different strengths and weaknesses). 

The game board, technology trees, and ship designs are all customizable, which enhances replay value. Up to six players can be in an a game (any combination of human and AI), with asynchronous play supported. For those that have not played Eclipse or similar board games, an in-app tutorial and manual are on hand for support.

Eclipse: New Dawn for the Galaxy is available now for iOS at $ 6.99. There are no in-app purchases at the moment, but Big Daddy's Creations does plan to add expansions in the future.

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Quell: Memento brings heritage, block shuffling to Vita, iOS, Android


Quell: Memento, coming to Vita, Android, and iOS, has a long lineage. “You see, the game prototype was originally created on an Amstrad CPC computer, way back in 1993,” writes Fallen Tree Games art director Lewis Boadle on the PlayStation Blog. “Having said that, it was very different back then – it was called “Last of the Smileys” and was a lot more 8-bit in style.”

Since that Amstrad prototype, the Quell series has grown, with two other games on mobile platforms. Memento is a series of 150-plus puzzles set in an abandoned house, in which you slide a raindrop to collect pearls, navigating other obstacles with various idiosyncratic properties. The elements are, in general, recognizable real-world things. “This would mean, we felt, that the player is able to establish the rules of play quickly, because they know that a pearl is valuable, or that a thorn will likely burst a droplet,” Boadle says.

JoystiqQuell: Memento brings heritage, block shuffling to Vita, iOS, Android originally appeared on Joystiq on Sat, 27 Apr 2013 01:00:00 EST. Please see our terms for use of feeds.

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Lego Batman brings the DC Super Heroes to iOS

Lego Batman DC Super Heroes out on iOS now
Lego Batman 2: DC Super Heroes continues its campaign to occupy every single platform, with the release of an iOS version. That joins the existing PC, Mac, PS3, Vita, 3DS, DS, Wii, Wii U, and Xbox 360 versions in a sort of Justice League of near-identical games.

The iOS release costs $ 4.99 and includes two different control schemes, which means there’s a slightly better chance you might find one that’s workable, though we’re always skeptical of console-to-iOS ports.

JoystiqLego Batman brings the DC Super Heroes to iOS originally appeared on Joystiq on Fri, 26 Apr 2013 11:30:00 EST. Please see our terms for use of feeds.

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