Okay, I somehow missed out on the original Waves back in 2011, but I’d heard an seen enough about it over time to end up adding it to my backlog want list (which is longer than your arm, especially if you have long arms). Now, Rob Hale (aka Squid in a Box) is back with the Early Access sequel Waves², which you can play now for $9.99 and submit feedback important to that game’s future development. I usually approach Early Access games with an arched eyebrow, but this one’s got a nice retro/modern look to it and yes an appropriately catchy soundtrack to match. The game also has a few more months o development time to go before it’s ready to go, so that’s where you and your free time come in. I say pay the ten bucks and play it to death just so you can get in on the dev process by submitting some well thought out commentary that’s more than “This game rocks!” or something similarly simplistic.
But I shall leave your feedbacking ways to you. Go have a blast and yeah, yeah – help a Squid make some Waves, too.
EKO Software and 505 Games have big plans for How to Survive 2 and you just might be able to help them out a bit. The game is set to hit Steam as an Early Access title this month and the feedback from that will help the dev team craft an even better experience than the original. Some hands-on time with a build at 505’s NYC event showed off a new setting (New Orleans), improved character customization, larger maps and the same blend of nail-biting action and offbeat humor that work quite well together. If you’ve ever wanted to face off against poison-spewing pelicans while fighting off a wave of zombies coming at you because you’ve set off a car alarm when you retrieved that car’s battery as part of a quest, well… this game’s got your name on it. Continue reading →
In the case of and for Namco’s long-running Tales franchise, familiarity certainly doesn’t breed any contempt at all. Some hands on time recently with the PlayStation 4 version of Tales of Zestiria reveals producer Hideo Baba and the development team at tri-Crescendo in fine form with a game that’s a throwback to Tales of Phantasia and its more epic medieval fantasy approach in terms of character design and settings. There are also some changes to the combat system and even better, battles now play out on maps without those brief transitions from previous games in the series. Continue reading →
The nice list of changes and improvements to Dark Souls III may fool some players into believing the series has gone soft in its third installment. However, FromSoftware and the assorted AI enemies out for your digital scalp will be laughing at those who take this upcoming PC, PS4 and Xbox one game lightly. While the game adds new charge attack and block-breaking moves to the already fine repertoire, all that really means is expert Souls players will have some new skills to make shorter work of certain enemies and new players will need to learn this isn’t a straight-up hack and slash game at all. The demo shown at Bandai Namco’s NYC event was thrilling and a ton of deadly fun to play. Continue reading →
If you had the time and bandwidth this week you could have spend the better part of a few days watching Nintendo employees play a bunch of upcoming games at E3 that were part of their big puppet show press event. You also could have gotten to see at least one game not part of that family-friendly briefing that NEEDED to be given some mention outside the Treehouse Fatal Frame: Maiden of Black Water is coming this year, but you’d never know this if you only watched the main event. Anyway, the trailer is above and some 25 minutes of gameplay from the Treehouse trio is below. Listen for the warnings about the game’s content and prepare to chuckle a bit as the gameplay is a bit over-described yet is still unsettling. “Wetness Gauge” and all the uses of the word “creepy” made me crack up, but the game looks nice and scary where it counts and it’s absolutely not for the kids.
If you own a PlayStation 4, love horror-related games and have yet to play P.T., get ready for a little shock. You only have a few hours before that title (which stands for Playable Teaser and was actually a concept demo for the Guillermo Del Toro/Hideo Kojima Silent Hills project that was to feature The Walking Dead star Norman Reedus as the lead) is probably gone forever.
Konami has canceled the project entirely and will be yanking the demo off the PlayStation Network on Wednesday the 29th. The company still plans to keep creating games in the long running Silent Hill series in the future, but the loss of this demo comes as yet another blow to fans of Mr. Kojima’s work. This latest business decision comes not too long after both Kojima and Kojima Studios’ name were removed from Metal Gear Solid V: The Phantom Pain after still unrevealed disagreements between the creator and company. Both his name and his studio’s name were also chopped from the P.T. demo site in Japan and it seems that once the free demo is gone, it’ll not even be available to download even if it’s been placed in one’s PS4 queue for play at some point in the future.
As a bit of a gaming historian and big (but sometimes easily rattled) horror fan, this irks me to no end as well as shows how lousy digital distribution really is in terms of preserving content. Pulling a game demo may not seem like a big deal to many of you and it’s not really a huge deal at the end of the day. That said, given that P.T. showed off more creativity and genuinely freaky scares than some completed games, not having the demo around to show off in the future doesn’t bode well for any other demo or full game deemed disposable by companies who want to erase the past. Foo. Hopefully Konami will reconsider and at some point make the demo available at some point down the road. However, given the company’s kicking Kojima to the curb so abruptly after decades of service (no matter the reason, it’s a shame how things seem to be ending), it’s a bad sign of things to come if other games deemed doomed get dropped on the chopping block.
Anyway, if indeed the demo does disappear forever, there’s always YouTube for watching videos of people playing it. Konami’s official P.T. clips on its Japanese channel seem to be already gone, which is annoying because there were some reaction videos featuring gamers and non-gamers that were flat out hilarious. Oh well. Life goes on… but with a little less great scary as hell stuff to share with like-minded folks.
Packing an encyclopedic knowledge of the land of Hyrule and a passion for sharing it freely with others can be a bad thing if you’re wearing a baggy Tingle costume in public while ranting on a street corner to passersby giving you a wide berth. If that’s you, well… here comes the banana truck right… about… now. On the other hand, if you’re a more creative person like Jessica “Allaweh” Brown, you get cracking on a fan-made game that adds to the Legend of Zelda lore and feels quite like a professionally made product for classic game console. Zelda: Sword of Moria is set two years after the events in Zelda II: The Adventure of Link, but plays much closer to the original game than its sequel. Brown has been releasing updated demo builds as she tinkers away on her project and once completed, the game will be free to anyone to play.
The game will require the Zelda Classic Launcher to run and should work fine on pretty much any PC. Once you’re all set to play, that recently created intro sequence kicks in and it’s off to the races. Sword of Moria actually begins with Link not having a sword (or any weapon at all) and a slight bit of hoofing it around to a new town to get his hands on one. This lets you see Brown’s nice level layouts as well as the tried and true Zelda gameplay where you’re unarmed for a short bit as you learn some navigation basics and see a few enemies you’ll want to avoid. Once that sword is acquired, get set to chop bushes and cut grass for Rupees and hearts as well as some enemies that previously had you scampering away before they drew a bead on poor Link.
The demo features an open world like the classic first game, but Brown’s braininess about Hyrule has allowed her to fill in some geographic gaps in the world map, making for a sensible and surprising journey while it lasts. In this latest demo build (2.0), you’ll be able to explore, fight off monsters, solve puzzles and find treasure in the Town of Saria, Northern Death Mountain, Calta Canyon and Eastern Calatia. Two smaller dungeons and one Major dungeon plus a few villages are also open for exploration. As this is an unfinished game, there are a small handful of areas that shouldn’t be ventured into lest you accidentally get Link bumped off. But the bulk of the demo looks and feels as if it’s a professionally made first-party game circa 1987 or so.
There’s still a good deal of work to go, but from the time spent with Zelda: Sword of Moira, it’s clear that this is going to be one of those great fan-made games that’s not just another remake or not quite “right” pseudo-sequel that goes off a few rails at different points. Her sticking to lore and dedication to making a game as close to feeling like the original and sequel make Ms. Brown someone to watch. And with work on a few sites, a regular podcast, YouTube and Twitch channel, she won’t mind you watching her, by the way.
Haunting my inbox was an invite from Agnieszka Szostak to check out a brief demo of Goetia, a point and click mystery adventure game from French indie developer Sushee. The game is currently half funded on Kickstarter with about 21 days to go, a good sign for a game of this type. The demo clocks in at about an hour of play and shows off a game well worth keeping an eye on.
In the game, you’ll play as Abigail Blackwood,or more precisely, the ghost of Abigail Blackwood. She rises from her grave one gloomy evening and after realizing she’s no longer among the living, also discovers that there’s a mystery to be solved at her family’s seemingly abandoned manor nearby. While the demo takes place entirely in the mansion and it’s grounds, Sushee says the final build will have a lot more ground to cover. The cool thing is, it’s entirely up to players as to how to proceed thanks to Abby’s ghostly, spherical form. As a ghost, she can travel through some walls and floors as well as interact with and manipulate objects in order to solve puzzles and progress through an even deeper mystery.
Some areas are blocked off by mysterious runes that require knowledge of how to dispel, so Abby will need to scour every nook and cranny for clues. The object manipulation is actually really cool, as it allow Abby to “be” an item for as long as you wish to float it around the screen. Solving some puzzles involves multiple steps of manipulation, but the interface only has three icon-based actions to deal with.
Abby can look, use or inhabit certain items and combining these skills (plus some careful reading of found documents) is key to success. The game is also reminiscent of the hugely popular “hidden object” genre that has far too many titles to count. Goetia requires a bit more grey matter activation, as there’s a nice layer of complexity to figuring some things out. Combine that with an open environment and you have the makings of an instant genre classic.
Visually, the game is quite lovely in a simple non-system hog manner reminiscent of classic side-scrolling PC point and click games from the 90’s. That said, the use of lighting and parallax scrolling are brilliantly implemented, giving the game a nice sense of realism. As Abby is just a sphere-shaped spirit, you’re not going to be seeing her girlish figure animating anything but the objects she possesses. So, if you’re looking at this for the potential of playing as a hidden statue, candlestick or other otherwise inanimate object, go on ahead and dive into that demo with relish.
If you’re still rocking a system that runs Windows XP, fear not. There’s a 32-bit demo you can play that’s exactly the same. This is a smart move by Sushee because believe it or not, plenty of people still use that well-aged OS. I’m also sure part of the target audience for a game like this skews older enough to not be spending rent money on keeping up with the latest gaming rig setups.
All kidding aside, Goetia’s story is compelling in the manner it rolls out, enveloping you in a multi-layered mystery that so far, makes for a game worth funding and/or buying outright once it’s completed. Here’s what to expect in the final version:
A 2D world of Victorian mystery.
Over 90 rooms to explore.
Five vast and diverse areas to discover – Blackwood Manor is surrounded by ruins, woods, caves and an abandoned village.
A progressive-rock and ambient-inspired soundtrack.
Use your ability to walk through walls in order to reach secret rooms and areas.
Possess objects like a poltergeist to lift them, use them, combine them, make them float in the air, pile them up… well, you’re a ghost after all, behave like one!
Solve puzzles in more than one way by discovering hidden rooms and special features, such as new ghostly powers.
Delve into Blackwood’s story: 40 years have passed, and many things have changed since Abigail’s death.
Feel free to explore! You can travel through the world of Goetia however you like – and if you get stuck, simply backtrack and explore another area.
Goetia is set for an October release on PC and Mac. As for other platforms, let’s just say “who knows”, but the controls certainly make it seem like it’s going to be a very mobile-friendly port for those of you who prefer your games a bit more portable.
Sometimes stuff lands in one of the inboxes here that makes me laugh for a few reasons from good to bad to “Ruh-Roh!”. Convoy Games’ Kickstarter project, Convoy falls squarely in the former hearty chuckle category. That was thanks to playing a demo build linked with that email that made me laugh because the gameplay was something I’d not seen previously and everything clicked right away. I happen to love when developers decide to tackle familiar genres in unique ways and Convoy does just that. Sure, it’s basically the space combat from games like FTL and other sci-fi classics translated to top-down rogue-like road action out of the Mad Max movies. But so far, it all feels just right and while in need of more tweaking, it’s clear the dev team is on the right path.
Anyway, go check out the project video above, click on over to that KS page and whip out that wallet. A mere $13 gets you the final version of the game when it’s all done and ready to go in February 2015. Currently, the game is just under a third funded with 25 days to go, but it needs to get more love. Um, financial love, people. Don’t go proposing to Convoy or anything silly like that, now. I’m not sure the dev team wants to let go of their game before they’re all done with it. It’s a great Monday when you see an indie game that’s more exciting than a bunch of AAA titles screaming for your attention, that’s for sure…
Amusingly and ironically enough, one of the scariest work-in progress games I’ve played this year comes from a developer named Digital Happiness. Based out of Indonesia, this small studio is in the process of polishing up their first game, DreadOut, a nicely frightening homage to Tecmo’s criminally neglected Fatal Frame series with a modern (and optionally social) twist.
DH is using the extremely versatile Unity game engine, a wonder tool for a number of small to large studios that can pump out some fantastic visuals the can be scaled to run an a wide range of computers and devices. The speed at which this has come together combined with the quality of the work is pretty astonishing. I believe Digital Happiness happens to be in the CG animation business or something, and you can see this in the character art, animation and general pleasingly realistic style of the visuals. Continue reading →