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

about X hours ago from
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

about X hours ago from
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

about X hours ago from
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.

Hands-on With The Bard's Tale IV Reveals The Classic Dungeon Crawler's New, Hearthstone-Like Sensibilities

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Hands-on With The Bard's Tale IV Reveals The Classic Dungeon Crawler's New, Hearthstone-Like Sensibilities

After a 30 year hiatus, a new Bard's Tale game is finally ready to grace the RPG world with its self-deprecating sense of humor and a new approach to combat that channels the turn-based strategy of digital card games. 

Taking place 100 years after the events of the 1988 release Bard's Tale III: Thief of Fate, the fourth installment in the series wisely modernizes its approach to make it a natural jumping off point for the generations who didn't have to make boot discs to play the original games on DOS. The game preserves the series basics like dungeon crawling, party management, turn-based combat, puzzle solving, and exploration, but its modernized combat feels more aligned with Hearthstone and Elder Scrolls Legends than any other RPG game. 

I got to go hands-on with a segment of the game about a quarter of the way through the 25-30 hour game. My party is on a quest to destroy a wraith that has dethroned the king and restore rule to the land. 

Raising The Stakes, Banner Saga 3 Puts It All On The Line

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Raising The Stakes, Banner Saga 3 Puts It All On The Line

The Nords of The Banner Saga aren't living the idyllic Viking life of raiding coastal towns and throwing big parties with the spoils. Over the course of the last two games, we've seen their numbers diminish rapidly as a mysterious force called The Darkness takes hold and pushes an army of Dredge across the region. The third game begins at a point where hope is scarce and the humans and Varls have their backs up against the wall. 

Banner Saga 3 picks up at the end of the second game, with one caravan marching heedlessly into the Darkness while the other takes up a defensive position at Arberrang, the last bastion for the humans. The story swaps back and forth between the two. Iver's caravan, Juno, and Bolverk's Ravens take their uneasy alliance into the unknown to try and end The Darkness, while the others try to stay alive as long as they can to buy the others time. The game supports many endings that could see you lose all the heroes, lose Arberrang but purge the evil, and everything in between. Stoic wants to make sure players feel their choices have mattered across all three games rather than give a binary choice at the end.