The final episode of Telltale Games' The Walking Dead: Season 2 begins with the message: "This game series adapts to the choices you make. The story is tailored by how you play."
When I read this, I questioned how much my actions would affect the story. In Telltale's other titles, The Walking Dead: Season 1 and The Wolf Among Us, player choice affected the characters, relationships, and minor narrative arcs, but rarely led to the story branching off in different directions. This isn't the case with season two. The final choices lead to three alternate conclusions that, if Telltale follows through on them, should lead to dramatically different beginnings for players in season three. I ended up choosing the "alone" path, which clearly puts Clementine in the worst position of the three. After the events that transpired, I just couldn't trust anyone.
I'd love to hear how season two ended for all of you. Jot down your reasoning for the decisions you made in the comments section below. Here's a breakdown of all of the choices I made in season two:
Evan, Tyler, and PC Gamer’s intrepid video crew are home from PAX Prime, only moderately bruised from bouncing through the massive crowd that swarmed the Seattle convention center last weekend. Before we left, we used Instagram’s new Hyperlapse app—which is pretty cool, and free—to create a high-speed video tour of the show. Watch this to see, very quickly, what it’s like to navigate the oceans of gamers and maze of booths—and keep watching our PAX Prime 2014 playlist for all of our videos from the show.
A major update to Mojang’s Scrolls is coming later this month that will add new Trials, new scrolls, a Black Market for scroll trading and even an improved profanity filter. And then—a release date!
The most significant part of the new Scrolls update, at least to my mind, is the addition of the Black Market, which despite its sinister name is really just a way to allow players to buy, sell, and trade scrolls while they’re offline. Previously, trades needed to be made “live,” but now players will be able to list up to ten scrolls at a time for sale and browse other listings at their leisure. Even if the market isn’t necessarily “black,” however, it sounds like it will have some shady corners.
“You can offer your wares at any price, giving you the choice to stay competitive, play the market, or attempt to dupe unsuspecting players with more gold than sense,” Mojang wrote. “Likewise, if you’re looking for a certain scroll, you’ll be able to scope out the cheapest price and snap it up, even if the seller isn’t online.”
It's rare that a racing game will fully command my attention, but Distance was difficult to ignore in the PAX Indie Megabooth.
The game stood out to me while watching people play from a distance as it reminded me of my time with games like Extreme-G and F-Zero on the Nintendo 64. I may not do well with racing simulators like Forza or Gran Turismo, but I've always enjoyed super high-speed racing with far too many neon lights in the future. – if that can be considered its own genre. Jumping into the game, however, revealed that Distance sets itself apart from all racers with a number of innovative mechanics.
Hello youse. There is SO much board game news right now that we really have to do another column that is about BOARD GAME NEWS. Company mergers, massive releases, re-prints, you name it – it’s all happening in the wide world of sports we call “Board Game Sports”. (We don’t call it that.) Read on! [...]
The Stomping Land saga has taken another twist, as the game is no longer available for purchase on Steam. It’s still on Steam, to be perfectly clear about it, you just can’t actually buy the thing anymore. Unfortunately, the disappearance of the purchase option was not accompanied by an explanation for its absence, so depending on your perspective, this might be good news or bad news.
The “good news” theory is dependent upon the idea that the developer pulled the game in order to prevent more copies being sold prior to the move to the Unreal Engine 4. That transition was revealed in early August, when SuperCrit founder Alex “Jig” Fundora released a statement saying the game was being moved “to take advantage of technical and creative opportunities” offered by the new technology, as well as continued support from Epic Games.
The “bad news” angle comes from the fact that just before Fundora announced the engine change, he’d effectively disappeared for two months, leaving Kickstarter backers anxious and angry over the fate of their money. Going by the reactions on the Steam forums, this seems to be the more widely-held belief: That the jig is well and truly up, and it’s time to start thinking about how to get a refund.
It’s a good sign when, at the end of a demo, everyone is already retelling the events of the match they just played. This was the case after my PAX demo of Gigantic, a free to play, 5-on-5, “Don’t call me a MOBA” multiplayer game from Motiga.
Moments like when my tank character, The Margrave, crashed into the entire enemy team, supported by nothing more than our team’s healer and my own recklessness. Which somehow ended with me either murdering or assisting in the murder of every player on the opposing team. Or when I found out there’s a bug in the game where, if I accidentally jump on a teammate’s head, they’ll be instantly killed. The developer called the bug “getting Mario’d.”
Alone in the Dark: Illumination is shooting for a November release, Pure FPS producer Stephanie Marroquin tells Joystiq. Publisher Atari confirmed the launch window goal, but adds an exact release date for the PC title has not been solidified.
Alone in the Dark: Illumination is an Unreal Engine 4-powered third-person, class-based shooter set within the universe of Atari's survival horror franchise. In a twist for the franchise, the latest game in the series focuses more on action that every before; taking its cues from horde-based survival shooters like Left 4 Dead.