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.
The Humble Weekly Bundle is discounted strategically this time around, featuring Sang-Froid: Tales of Werewolves, Stronghold Crusader Extreme HD and Cubetractor for any price you want, and then Unity of Command: Stalingrad Campaign, Eador: Masters of…
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The Devil’s Lair of Destiny is what happens to hell when Call of Duty doesn’t sell well or EA ships an online game that works properly in its first week. It’s a snowy, frozen-over wasteland in Destiny’s Old Russia – but it has more guns than we…
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Ace Team has announced its upcoming action-platformer, Abyss Odyssey, which will borrow elements from rogue-likes and fighting games. The developer is best known for its work on the Zeno Clash series.
Like many rogue-like games, the environment, enemies, loot, and secret areas will change on every playthrough. Abyss Odyssey’s roster and controls will be more like a fighting game, than a traditional action-platformer. Even the enemies have more depth to them, according to Ace Team, and players can gain the ability to transform into them and use their unique moveset.
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Abyss Odyssey is planned to release sometime in 2014 on the PlayStation 3, Xbox 360, and PC. If it sounds like something you’re interested in, be sure to check out the trailer.
WaterMelon’s Pier Solar was always noble but limited. Making a modern Sega Genesis RPG, exhaustively crafted as both a game and a physical cartridge to capture the ineffable spirit of gaming in 1993? That’s lordly work right there. Problem one: Not…
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Square Enix Montréal has announced its new Hitman title coming to mobile devices. Before you get too concerned about unresponsive touch-screen controls in a traditional title, we have some good news. This Hitman game is designed to take advantage of mobile’s strengths.
Hitman GO is a strategy title, but instead of using the more realistic graphics of Hitman: Absolution, Square Enix Montréal is opting for a diorama aesthetic. Imagine Agent 47 plotting out his missions and you’ll get an idea of what the title is going to be.
All of the hallmark Hitman elements are in play, though. You’ll have access to disguises, distractions, and of course, 47’s iconic Silverballer guns. We don’t have a lot of details yet, but the studio promises we won’t have to wait long for the next update. For more on IO Interactive's next main-series Hitman game, check out our recent coverage.
Deus Ex: The Fall was a flop for me because it tried to recreate a console/PC experience on mobile. Hitman GO looks like a smart, creative, and aesthetically appealing take on the franchise that provides a unique experience. I look forward to learning more.