Tale of Tales’ Michael Saymn writes about capturing the style of a decade through reference material — not just visual, but political and cultural — in Sunset. …
Ubisoft's Trials series isn't shy about injecting its high-octane courses with spectacular backdrops and explosions. The upcoming Fault One Zero DLC ratchets things up even further, taking Trials Fusion (read our review) into the futuristic city of Megalopolis. Check out the robots, neon skylines, and holograms galore in the newly revealed trailer and screenshots.
The trailer below begins by teasing fans into thinking the DLC's art style might feature a Sin City-esque black-and-white look before exploding into a cityscape of color. You can get another look at Fault One Zero in the screens below.
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The Fault Zero One DLC is available now, complete with 10 new tracks, 24 challenges, five trophies, and new track editor options. Season pass owners who already paid up $ 19.99 have access to the content now, while everyone else can grab the DLC for $ 4.99. The game is available on Xbox 360, Xbox One, PlayStation 4, PC.
After a successful Kickstarter that raised over $ 54,000 against a $ 15,000 goal in 2013, Old Moon Games released a trailer for Ghost Song. The side-scrolling action game gives nods to past games like Metroid and Castlevania, with a decidedly desolate feeling to the environment.
In Ghost Song, players navigate the main character through gorgeous, ambient settings with the feeling of loneliness that is heavily inspired by Super Metroid. Matt White, the creator of Ghost Song, also claims to draw inspiration from Dark Souls.
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"Playing that game was an extremely formative experience for me as a game designer, and has caused me to rethink everything," White says. "I've learned some things that aren't supposed to be okay really are okay. For example: Putting a large, stunning, noteworthy portion of the map behind the most unlikely illusionary wall."
Despite these influences, Ghost Song is not meant to be punishing or unforgiving, and instead subscribes to the "tough but fair" school of thought according to White. For surpassing the $ 20,000 mark in its Kickstarter campaign, Ghost Song features a hardcore mode with reduced resources and more enemies, giving fans of Dark Souls something to look forward to in the difficulty department. Ghost Song is set for release in 2015 for PC, Mac, and Linux.
Some data from a recent Game Developers Conference State of the Industry survey has got me thinking about trends in self-publishing. …
Nintendo fans in Japan saw a slightly different Nintendo Direct presentation earlier this week than their compatriots in North America and Europe, as the company revealed a handful of upcoming Japanese games that are unlikely to see release elsewhere…
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Speaking at GDC 2014, The Witness artist Luis Antonio recounts the game’s artistic development and reminds developers that refining and simplifying your art style can amplify your game’s impact. …
When Octodad: Dadliest Catch launches on PS4s in Japan, it’ll be with the snazzy new logo seen above, and a fancy localized name: “something like Okutodaddo: Don’t Call Me an Octopus,” Young Horses co-founder Phil Tibitoski says on Twitter….
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Robin, of Fire Emblem fame, attacks with a destructible sword a magical tome that changes powers.
Robin, alongside Lucina (who was also recently detailed), was revealed on Monday morning. Sakurai wrote on the Miiverse about Robin and his/her sword, "The Levin sword can be activated by using smash attacks – you can even activate these moves in midair! However, just like in the original game, the Levin sword can be used only a limited number of times before it breaks, at which point it takes some time to regenerate. When the Levin sword is unavailable, Robin fights using the bronze sword."
Sakurai also spoke specifically about Robin's tome writing, "The way Robin launches Arcfire is kind of crazy – he or she calls down a bolt of flame from above, then launches a pillar of fire! By the way, Robin’s tome changes with each special attack." You can see Robin throwing some fire with the tome at Captain Falcon in the image below.
For more on Super Smash Bros., check out some Pac-Man's referential taunts, new details about Lady Palutena, Mario's impressive new duds, the newest Pokémon fighters, a new Pac-Man stage, some more details about the inclusion of the Miis, reveals of Luigi's final smash, a Lumiose City stage, a new Animal Crossing stage, Diddy Kong, the Mother Brain assist trophy, the Waluigi assist trophy,Lucario, Zelda, the Skull Kid, Marth, Sonic, a redesigned Ray Gun, and the 3DS Mii Plaza.
A look at the iterative process of background creation for match-3 game Feeding Time, and how the considerations of readability and aesthetic interest are addressed. …
Ever since gamers first got a glimpse of The Order: 1886 last year, it has been one of the most eagerly anticipated titles, and perhaps gave many consumers cause for choosing the PlayStation 4 over the Xbox One. The main reason was most likely the stunning graphics and atmospheric design; upon seeing that first cinematic trailer, The Order: 1886 looked dark and original.
In an interview with GameSpot, Ready at Dawn’s co-founder Ru Weerasuriya has confirmed that his studio made the game with this firmly in mind. “This was the onus at the very beginning, was to showcase what the PlayStation 4 could do through this game; visually, graphically, technologically. This was really the drive behind creating this.”
However, is it really ever a good idea to make a game focusing solely on looks? Weerasuriya has more or less said as much; that The Order: 1886’s raison d’être is to showcase the PS4’s graphical capabilities. The style versus substance debate is as old as art itself, but in many ways it is particularly relevant to a medium as interactive as games. Even in a gaming environment in which graphics are considered a very important aspect of any major game, it is still the quality of the gameplay that will make or break a series.
Sure enough, when the gaming community first saw gameplay footage of The Order: 1886, the reaction was generally one of disappointment. The gameplay looked pretty linear for a next-gen title, particularly when we have projects such as Destiny, The Division and Drive Club to look forward too. In fact, every upcoming title beginning with ‘d’ seems to be less controlled than The Order: 1886.
Not that there is anything wrong with linear storytelling in games in general; it still has a crucial role to play and a lot to offer gamers. But for a flagship game that was supposed to be up there with the best PS4 has to offer, it was a little underwhelming to see the same weary cover shooter mechanics that populate modern shooters. Players expect a little more substance in their interaction with games’ stories these days, which is why nobody plays the campaign mode in Call Of Duty; they just skip straight to the multiplayer.
Of course we could be jumping the gun a bit. After all, we haven’t seen much more of the game, and if it does tell a terrific story and can offer some unique gameplay quirks, it could be fantastic. It certainly does look gorgeous, and the setting of Victorian London has clearly been lovingly crafted. But if that is all it set out to do, as Ready at Dawn have sort of suggested, then gamers, and Sony, could be in for a bit of a let down.