Travis4

Joined 01/23/2012

Web developer and all-around geek.
https://travisnewman.me

547 Posts

Transistor is a sci-fi themed action RPG that invites players to wield an extraordinary weapon of unknown origin as they fight through a stunning futuristic city.

I've been looking forward to Transistor for a year now, I'm glad to see that it's finally got a release date. You can pick it up May 20 on PSN (Playstation 4 only) or Steam.

Transistor is being developed by Supergiant Games, the creators of the masterpiece and indie darling, Bastion. It looks like a very beautifully styled isometric ARPG, and while we certainly aren't hurting for isometric ARPGs these days, Transistor seems to be bringing some new hotness to the table.


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I have mixed feelings about Borderlands: The Pre-Sequel

On the one hand, more Borderlands! And we finally get to go to the moon base that everyone has been wanting for years now.

On the other hand, it isn't being developed by Gearbox. In the past we've seen good and bad things come from franchises that get games passed around like this, so I'll hold out hope for good things. It's still staying inside 2K, and Randy Pitchford loves the way 2K Australia is handling it, so I'm choosing to trust them until I'm proven otherwise.

The game takes place between Borderlands 1 and 2, and you'll play as familiar characters from the franchise, including Claptrap. Yes, Claptrap is a playable character. The four new characters fight alongside Handsome Jack as he gains power.

It's running on the Borderlands 2 engine, and from the screenshots it looks very similar, which isn't a bad thing. Borderlands 2 was quite a beautiful game.

Destructoid has a ton more here: http://www.destructoid.com/borderlands-the-pre-sequel-takes-the-shooter-looter-to-the-moon-272973.phtml


I don't have a Wii U. We make fun of the poor Wii U a lot because of the less than stellar launch, the lack of quality third-party games, the confusing name, and so on.

But look at this trailer and tell me you don't want one!


We've heard rumors for months about an Amazon set-top box or console, and recently saw some very convincing leaked images of an Amazon controller. All the rumor and speculation ends today, however, because Amazon is now shipping the Fire TV, their new set top box that will stream your media and play games.

What's more, Amazon has formed Amazon Game Studios to develop games for the device. One game, out now, is called Sev Zero and looks like a pretty good shooter. https://www.youtube.com/watch?v=iXI898kyBgM

It's pretty impressive to me that they managed to keep an entire game studio secret for long enough to pull this off.

The FireTV itself will set you back $99, and the controller (sold separately) is $40.

Read more about the Fire TV here: http://www.amazon.com/gp/product/B00CX5P8FC/


With all the news about the big AAA releases dominating what's coming out of GDC, this indie announcement is the one that's stuck with me.

In Tetropolis, you play as a defective tetronimo. As the story goes, there's a factory that creates all those puzzle pieces for all the puzzle games. Perhaps that's why you only see the next one piece in Tetris-- it's the one currently being made! At any rate, our hero gets made with only three blocks instead of four, and is sent to the disassembler. Along the way you'll meet another defective tetronimo, one with only a single block, and work together to try to escape disassembly and find a place to fit in.

The gameplay is what's really intriguing here, because while there's some standard platformer fare, there are also some puzzle sections where you and your cohort will have to reassemble yourselves into a specific piece to get into certain areas. This leads to some Metroidvania-style backtracking, but what's more, all the rooms in the factory are also tetronimoes, and you can rearrange the rooms to access parts of the map that are normally off-limits. The lead developer of the game calls this "Tetroidvania."

Joystiq was at GDC and shared their impressions here: http://www.joystiq.com/2014/03/21/tetropolis-the-platformer-starring-tetris-pieces/?ncid=rss_truncated

And you can read about the game on the game's official site: http://tetropolis-game.com/


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I lied to you yesterday when I said GOG.com's Linux support was the best news all week.

This is.

Unreal Engine 4 launches today, and will soon support Oculus VR, Linux, Valve’s Steamworks and Steam Machines and HTML5. And the source is hosted on GitHub, though you do have to pay a subscription to access it.

That Linux support is for deployment and development. Linux will be a first-class citizen all around for the new engine.

They're also building an app store model for sharing awesome code-- free stuff and paid-for.

Read the full release here: https://www.unrealengine.com/blog/welcome-to-unreal-engine-4


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In the best-news-of-the-week department, GOG.com has announced that they will be adding a slew of Linux games in the fall. When Linux support launches, expect at least 100 games with Ubuntu and Mint supported fully (which means Debian and its variants should work as well with a little encouragement). More games and a wider base of supported distributions will be added later.

It's important to note here that they will be bringing in games that already have a native Linux version, as well as porting new games to the platform.

For quite some time now (years?), Linux support has been the #1 requested feature on GOG.com. Good to finally see the "in progress" badge on it.

For more on GOG Linux support, read the official release: http://www.gog.com/news/gogcom_soon_on_more_platforms

Many of us, myself included, had all but given up hope on seeing GOG.com support Linux. In an interview 6 months ago a GOG representative gave some very good reasons for why they wouldn't support it. The diversity and rapid development in the Linux world makes things very difficult to support, and if I were in their shoes I wouldn't be too keen on a money-back guarantee on Linux either. But it's great to see them putting in the extra effort.

The aforementioned interview: http://www.gamingonlinux.com/articles/gogcom-dont-plan-on-introducing-linux-support-in-the-foreseeable-future-updated.2369/


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The new model seems to address some of the complaints people had with the last version. There are now traditional buttons next to the touch pads.

I was worried with how some games would work with the new controller, but at the same time I was looking forward to seeing how the strange and unique layout would work for PC games that, by default, only use mouse and keyboard.

So good and bad, I suppose. I'm still intrigued by it and can't wait to get my hands on it.

More details at Ars: http://arstechnica.com/gaming/2014/03/valve-replaces-steam-controller-touchscreen-with-new-analog-face-buttons/


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The somewhat reclusive creator of Flappy Bird recently accepted an interview with Rolling Stone. In it, he discusses the ups and downs of creating a hit mobile game.

I have to admit to a slight addiction here, folks. I've criticized the game and Mr. Nguyen on the site before, and I still stick by those criticisms. The game is derivative and unimaginative, and its creator handled criticism very poorly. I still believe that. However, upon the news that it was being removed from the various app stores, I re-snagged it just in case I changed my mind. Well, I have. Kinda. The art is incredibly derivative, going farther than just homage, and the mechanics are identical to a game that's a decade old, but the game is still damned addictive. It plays very well on the human need to see a number go up, and the difficulty sits right on the same Super Meat Boy edge of what is too frustrating.

All that being said, it's interesting to hear from Dong Nguyen about what's been happening in his life. Some of the messages he received are just mean, and some were concerning to him. At all the criticism over the addictive nature of the game, he said "At first I thought they were just joking, but I realize they really hurt themselves." The feeling of success could easily be negated by thinking you've legitimately hurt someone with your creation. I mean really, if you had 10,000 people singing your praises and a single person who mentions failing responsibilities due to something you created, which are you likely to listen to?

The decision to take the game down makes more sense now, and I'm glad he agreed to a rare interview. If you managed to miss the game and want to play the original (not one of the thousands of clones), there's hope. Mr. Nguyen has said he may put it back up, but if he does there will be a Wii-style reminder that you should take breaks from it.

The full interview can be found at Rolling Stone: http://www.rollingstone.com/culture/news/the-flight-of-the-birdman-flappy-bird-creator-dong-nguyen-speaks-out-20140311

That's my personal high score in the image, by the way. Beat it if you dare!


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Valve has pulled code straight from the belly of the beast (by which I mean DOTA2) to bring ToGL to the world. ToGL is a translation layer to convert Direct3D code to OpenGL.

The code is being released as-is, and isn't necessarily ready for prime-time, but it can hopefully be used by other game developers to bring their D3D-only code into the OpenGL world, enabling future porting to Linux.

This is great news for the gaming community looking to get a Steam Machine, and obviously a good decision for Valve. It's nice to see a developer contributing back to the community with good code. I hope to see more games building on this to expand the Steam Linux library, as I'm sure Valve does as well.

The GitHub repository is here: https://github.com/ValveSoftware/ToGL