Can Your Violent Delights Avoid A Violent End In Westworld Mobile?

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Can Your Violent Delights Avoid A Violent End In Westworld Mobile?

With season two of the HBO hit Westworld just around the corner, Warner Bros. Interactive is ready to capitalize on that hype with a Fallout Shelter-style simulation that puts the control of the park into your hands. No more blaming upper management or clandestine operations if the park fails miserably – you're in control of host creation, pairing tourists with their ideal companions, and everything in between. 

Keeping the game in the series fiction, the Westworld mobile games operations as a Delos training simulator to find out who is well suited for park management. The timeline of your training program begins shortly after the William and Logan timeline in the show, before the park expands rapidly. As the game runs in tandem with season two, don't expect that timeline to prevent developer Behaviour Interactive from integrating new elements of the show into the experience over time. 

Final Two Characters, Potential DLC Plans Revealed In New Trailer

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Final Two Characters, Potential DLC Plans Revealed In New Trailer

Fighting EX Layer has revealed two more characters for its roster, and its plans for including DLC characters – assuming the game sells well enough.

The two new characters are only shown briefly, and while they're returning characters, you'd be remiss if you were a fan of the original Street Fighter EX games but didn't recognize them. Hayate, who wields a sword during some of his special moves and supers, sports a very different look, wearing a jacket, t-shirt, and jeans instead of the more traditional garb he wore in EX2. Nanase, introduced in EX3, returns as Sanane ("Nanase" backwards in Japanese), and also sports more modern clothes. She also wields a naginata instead of a bo staff.

In addition to the new characters, developer Arika founder Akira Nishitani outlined a few other plans for the game. First, the game will have another mode beyond arcade, training, versus, and online modes, but didn't reveal what that would be.

Save The Mexiverse Again On Steam PC

about X hours ago from
Save The Mexiverse Again On Steam PC

Guacamelee 2, the sequel to 2013's heavyweight champion of indie darlings, is coming to PC via Steam (previously, the game had only been announced for PS4). To celebrate in style, Drinkbox Studios announced that they're taking 90% off of their games on Steam. If you have a couple bucks to spare and are into Metroidvania games, the original Guacamelee is well worth your time.

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We're pretty excited to dust off our luchador masks and team up with up to four others for co-op in Guacamelee 2 and after some hands-on time with the demo, we're glad that Drinkbox isn't trying to fix what isn't broken. Guacamelee 2 is scheduled sometime in 2018 on PlayStation 4 and PC.

The White Wolf Gets Explained

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The White Wolf Gets Explained

Bandai Namco only recently announced that Geralt from the Witcher series will be coming to Soulcalibur VI, but they have now released a video explaining exactly how the Butcher of Blaviken works in the game.

Developers from CD Projekt Red, creators of The Witcher games, explaining what makes Geralt unique, from his animations to his tools. One example is Geralt's use of signs, something he can spec toward or generally just use for trivialities in the Witcher games, as part of his fighting style and repertoire in Soulcalibur VI.

Igni, for example, can be used as part of a combo, while Axii makes the opponent stand up to get comboed as part of Geralt's critical art. You can check out the video below to see more of what the Assassin of Kings can do.

Injecting Interesting New Elements Into The XCOM Formula

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Injecting Interesting New Elements Into The XCOM Formula

Earlier in the month, a team of former Hitman and Payday developers revealed Mutant Year Zero, a turn-based tactics game that integrates stealth, exploration, and narrative elements into the XCOM formula. At GDC, we got our first chance to see the game in action. 

Mutant Year Zero is based on the Mutant Chronicles pen & paper RPG, which was hugely popular in Sweden during the 90s. After entertaining the idea for years, former Hitman gameplay programmer David Skarin approached fellow I/O Interactive veteran Lee Varley about taking on the project. With Payday designer Ulf Andersson on board in an advisory capacity, the team landed the rights to the license as well as a publishing deal with Funcom, whose CEO, Rui Casais, is an unabashed turn-based strategy enthusiast. 

The story is set in a post-apocalyptic world where most remaining survivors have mutated in some fashion. The group this game follows all live in a shantytown built on top of a bridge they call the Ark. This base is home to The Elder, the only person old enough to have a connection to the world before the nuclear fallout. He doesn't tell too many stories about the past and doesn't want his people to venture out too far into the zone – a graveyard that expands the world beyond them. Unfortunately, they have to given their lack of water, supplies, and food.

Exploring A Lovecraftian Open World

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Exploring A Lovecraftian Open World

Lovecraftian lore is going through a revival in video games, with several recent and upcoming titles like The Darkest Dungeon, Sunless Sea, and Call of Cthulhu using the horror literature as a jumping off point for their story and settings. Bigben Interactive and Sherlock Holmes developer Frogwares have another title to add to the mix with The Sinking City. Whereas many other games integrate elements of Lovecraftian fiction like antiquated language, reclusive and detached heroes, xenophobia, and that narrow gap between sanity and insanity, Frogwares looks to be wrapping all of these into one faithful package that uses Lovecraft's oeuvre as canon.

Set in the fictional Massachusetts town of Oakmont during the 1920s, The Sinking City follows the journey of a private investigator drawn to the city by its strange predicament. A half-year ago, the city suddenly flooded for no good reason, rendering the city nonfunctional, and ominous monoliths rose from the waters. But rather than evacuating, the Oakmont denizens seem perfectly content living in their newfound water world. Even stranger, others seem to be drawn to the city as well. 

Combining Narrative-Driven Adventure With Action Puzzle Combat

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Combining Narrative-Driven Adventure With Action Puzzle Combat

Viz Media, primarily known for its prominent work in the anime and manga spaces, recently announced its foray into the gaming world. Its partnership with Rose City Games begins with a supernatural narrative action-puzzler called The World Next Door.

You play as Jun, a teen girl in a parallel world that houses magical creatures. After visiting the realm, she becomes trapped when a plan backfires. The group of characters from that realm reveal to her that humans cannot survive longer than a few days in that realm, and the quest to find a way out begins.

The segment I played had me interacting with a colorful cast of demons and other creatures who live in this parallel world. As I ready for battle, I interact with them through choice-driven, often humorous dialogue. From choosing how to react to bad news or a new challenge, to deciding whether I should accept a beer from one of these creatures, how I react affects my relationships with these characters.

Taking A Strategic Approach To Mech Combat

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Taking A Strategic Approach To Mech Combat

Games with giant robots have long been associated with fast, chaotic gameplay and Michael Bay-esque explosions, but developer Harebrained Schemes is aiming for a more thought-provoking, tactical angle to robot-on-robot battles in Battletech.

In 3025, humanity is divided among noble houses. You play as the commander of a mech mercenary outfit that assists a mutinied ruler in taking back her throne. Players have the option to either assist the ruler as an act of kindness or fight for profit. Harebrained has not clarified if taking one path will affect the story, or perhaps change how to undertake scenarios – both in managing your during and outside fights – with less coin in the pocket.

Confusing Battletech's story trailer for a new MechWarrior entry is understandable, especially since the robots themselves are called MechWarriors, but the game ditches third-person shooting, real-time gameplay for turn-based combat, which publisher Paradox Interactive says is the first of its kind in 20 years. Battles seem akin to Valkyria Chronicles but with a more overhead approach. With turns, players maneuver various mechs, each of which possess their own perks, in environments and decide how to best attack enemies.

First Dev Diary Explores Georgetown And Environmental Storytelling

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First Dev Diary Explores Georgetown And Environmental Storytelling

In a series like The Walking Dead, sometimes the most impactful stories aren't told through the lens of the characters themselves, but through the ravaged world that has been left behind. The first developer diary for Overkill's The Walking Dead, the Payday team's upcoming co-op shooter, dives into the creation of Georgetown, a key neighborhood in the game's take on Washington D.C. The dev diary explores both the exterior of the unkempt neighborhood as well as several interior shots, creating a visual story of the lives that have been abandoned in the wake of the walkers.

"One of the most important parts of being an environment artist is to always ask the question 'Why?', because then you can give everything a meaning." said Jacob Claussen, an environment artist on the project. "And if you give everything a meaning, you can get a sense of a lived-in world."

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This Sandbox Lets You Build Your Own Games

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This Sandbox Lets You Build Your Own Games

Games that give players creation tools can breed all sorts of creativity. We've seen this in Garry's Mod, Minecraft, and more. Even PlayStation has shown interest by publishing Media Molecule's Dreams, a sandbox game all about creating your own worlds.

E-Line Media, the developer behind 2014 platformer Never Alone, noticed the trend and has announced its own iteration. Named The Endless Mission, this creation-centric sandbox game gives you all the development tools you need to create a game from the ground up. You don't have to worry about coding, unless you want to. E-Line Media teamed up with Endless Interactive's Matt Dalio, who builds software for developers. E-Line Media and Endless then created a stripped-down toolset that's accessible to anyone, even for those who have never developed a game before. 

The Endless Mission aims to be a community-driven game where you can share and explore worlds created by others too. All of these worlds can be found in the main hub area called The Terminal, which takes the form of a crisp, futuristic station with hallways leading to different experiences.