Epic just announced that it will be launching a new MOBA in 2016 called Paragon. From the gameplay trailer above it looks like it pulls some elements from Gears of War, Unreal Tournament and their iOS game Infinity Blade. If you are a MOBA fan 2016 will be a good year as 2K's Battleborn is coming out as well as the very popular League of Legends, DoTA 2 and Heroes of the Storm are getting more attention than ever.
Paragon will launch in 2016 to a paid early access and then later with a summer beta on PC and PS4.
Seems like everyone is trying to get a MOBA and a card game out. It makes sense, they see where the money is, but I do wonder when the well will run dry.
Is Battleborn a MOBA? I'd say it has elements of it, but it's different enough so that it isn't. I played the beta and it certainly didn't feel MOBAish. More team shooterish. Like TF2/Overwatch with some MOBA elements.
Either way, MOBA lovers who also like team shooters will love it :D
jdodson Admin Post Author
wrote on 12/09/2015 at 06:14am
They describe it as a hero shooter but it has heavy MOBA elements.
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You can file this in this "what the..." section but apparently the Super Mario Theme has official Nintendo sanctioned lyrics. See if we take our time machine and go back to 1985 Nintendo fans submitted lyrics for the theme song to a Japaneese radio contest. The winner was selected and the song pressed to a vinyl record that someone later recorded and posted above. Some awesome person at Destruction later translated the song to English and what follows will really give you a deeper understanding of Mario and the entire series.
Oh and the title of the song? Go Go Mario of course!
"Today, full of energy, Mario is still running, running Go save Princess Peach! Go! Today, full of energy, Mario runs Today, full of energy, jumping! Today, full of energy, searching for coins Today, keep going, Mario!
Get a mushroom - it's Super Mario! Get a flower - it's Fire Mario!
Goomba! Troopa! Buzzy Beetle! Beat them all! Mario is always full of energy and strong!
[Spoken] The only one who can reverse the spell that has captured the Mushroom People is Princess Peach. But Princess Peach is hidden underground, in a far-off castle. Ah, the days of peace... if we could once more return to those days... to save Princess Peach and bring peace back to the Mushroom Kingdom, that is why Mario is on his journey today.
Today, full of energy, Mario is still running, running Go and beat the Koopa tribe, go! Today, full of energy, Mario runs Today, full of energy, jumping! Today, full of energy, searching for coins Today, keep going, Mario!
Get a star - become invincible! Quickly, go save Princess Peach!
Lakitu! Blooper! Cheep Cheep! Beat them all! Mario is always full of energy and strong!
Today, full of energy, Mario is still running, running He's made it to the castle and gets fireworks! Lightly sidestepping the Hammer Bros. Show the last of your power, Mario! It's been a long journey but it's nearly at an end You've done it, you've done it! You've defeated Bowser!
Princess Peach says "Thank you" Mario's got a great big heart!
Mario's adventure is over for now, but Mario's dream lives forever..."
You know what? These lyrics are bull shit! The REAL song lyrics are from the Super Mario Super Show and they go:
Swing your arms from side to side Come on, it's time to go! Do the Mario! Take one step, and then again. Let's do the Mario, all together now! You've got it! It's the Mario! Do the Mario! Swing your arms from side to side Come on, it's time to go! Do the Mario! Take one step, and then again. Let's do the Mario, all together now!
Come on now, just like that!
And they were sung by none other than Lou Albano himself!
Will_Ball Game Mod Super Member
wrote on 12/07/2015 at 05:32pm
Day of The Tentacle was one game in a batch of 90's adventure games I have fond memories for. It contained such a unique sense of humor and figuring out each puzzle felt like you were some kind of genius because most of them were so bizarre. On the heels of Grim Fandango Remastered, Double Fine has been spending time polishing up Day of the Tentacle for the same kind of HD treatment and will drop the game on March 2016 on PC, Mac, Vita and PS4.
Oh and Tim Schafer also noted that they will be relaunching Full Throttle Remastered in 2016 as well. So many remastered games, so little time.
"Now, over twenty years later, Day of the Tentacle is back in a remastered edition that features all new hand-drawn, high resolution artwork, with remastered audio, music and sound effects (which the original 90s marketing blurb described as ‘zany!’)
Players are able to switch back and forth between classic and remastered modes, and mix and match audio, graphics and user interface to their heart's desire. We’ve also included a concept art browser, and recorded a commentary track with the game’s original creators Tim Schafer, Dave Grossman, Larry Ahern, Peter Chan, Peter McConnell and Clint Bajakian.
Day of the Tentacle was Tim Schafer’s first game as co-project lead, and a much beloved cult classic! This special edition has been lovingly restored and remade with the care and attention that can only come from involving the game's original creators. It’s coming to Windows, OSX, PlayStation 4 and PlayStation Vita early next year!"
Azurephile Super Member
wrote on 12/06/2015 at 10:30pm
That's cool. I believe Day of the Tentacle is supposed to be a bit of a sequel to Maniac Mansion, which was one of my favorite games on the NES. I played DotT maybe once. Perhaps I'll pick it up when it the remastered version gets released so I can play it again.
Will_Ball Game Mod Super Member
wrote on 12/07/2015 at 05:25am
I still have the 3.5 inch floppies!
jdodson Admin Post Author
wrote on 12/07/2015 at 05:42am
Nice! I had DOTT on CD and it was one of the games that used the sound blaster for full voice audio!
In the wake of this years many gaming disappointments, community fiascos and the ever growing disappearance of the sacred dollar menu at restaurants many wonder about the future of gaming and culture. Will the industry see a new wave of games that captivate us in the same way as the ones that came before? Or are we to be held in a creative limbo where everything created is the exact same as the things that came before? In a world of sequels, reboots and DLC packs some developers are taking the gaming basketball down the court and jumping up for a slam dunk. I was able to experience one such effort in developer Travis Newman's brand new game Animator's Nightmare. After experiencing the game I asked him if I could tap his creative energies and he was gracious enough to let us in on his process and creative vision.
I encourage you to experience the game first hand and you can do so by communing with the link below.
jdodson: So congratulations on the successful release of Animator’s Nightmare. We all know that lots of game development is crippled by slipped deadlines, bugs and unmet expectations. How were you able to release the game nearly bug-free so quickly?
Travis: Not only did it release on time, but I was able to launch a few days early! The final code wasn’t due to the publisher for another three days. But as for the bug-free quality of the game, I’d have to attribute that to myself. Being the smartest person in the room has it’s advantages.
jdodson: How is it working with Epic Software to license the Unreal Engine for the game? I know they recently switched to a new flat price model that seems to have gained them much attention from Indie Developers.
Travis: Epic are amazing people. Who knew that you could easily wrap a Flash SWF into the Unreal Engine? This is truly next-generation thinking on their parts.
jdodson: Animator's Nightmare starts with a view of someone sleeping and the player can clearly hear crickets in the background. Are we experiencing a creepy telepath watching the player from outside a window and then later uses his mental abilities to invade the Animator's mind?
Travis: You know, I had the idea of all the symbolism in my mind, but I think I’ll let the player decide on this one. I don’t want to tell you how you should feel about something, or what symbolism you should see in the game. If you think you’re playing as the animator, or if you think you’re playing as a telepath, it doesn’t matter to me as long as you love the game.
jdodson: After watching Indie Game the movie I realized a couple things. First off, I am just like them in that I am a guy that loves video games. I am also strange and quirky and can talk for hours about nerd things. Since I shared so much in common with the people in that movie that later went on to become quite rich doing the things they loved I expect to achieve that level of success. Since it will happen for me any moment you must feel similarly being a creative so I wonder what your plans are for spending your first million dollars? I don’t mean to say we will stop at just making a million dollars, I bet we will make like 50 million dollars I just mean what you will do with your first million?
Travis: The first mil goes toward fixing world hunger. That should only take a million to fix, right? Then, you’re right, I’ll make 50 easily. The next 49 is all yachts, planes, and mansions. I’m in talks with ISA to customize a Granturismo already.
jdodson: With the social and cultural impact of Animator's Nightmare being so large have you considered releasing the game as Open Source?
Travis: I had no idea how huge it would be. With the next release, I’m definitely shipping the source. The next release will be transcendent, genre-defining art. I’m just worried about making it too hard for future developers to follow this up.
jdodson: So the first place where the game started becoming truly great for me is the first time I had to jump over the first static alien graphic. Something about pressing any key to jump and seeing the character fly upwards was magical. It’s as if my spirits were lifted with the key press. As you consider game design elements, how do you try to imbibe these emotional elements as a gift to the player through your art?
Travis: Look, I don’t pretend to be a master at evoking emotion. I don’t have to pretend. You’ve seen it. Not many people have been animators before, and I wanted to really make the player feel like they’re the animator, trapped in their animation software, and being attacked by their former creations. It’s terrifying, and if the player isn’t terrified, what’s the point?
jdodson: The moment in Animator's Nightmare where we all approached the dancing baby is iconic. I think it really allowed generations of gaming history to payoff in a way I haven’t experienced before. What aspects of game history influenced you here?
Travis: Ah, yes. The dancing baby. An homage to the dancing baby gif of the 90’s, and a tribute to my friend’s son. But it takes on whole new meaning when the baby is a danger, and must be jumped over. To be honest, game history didn’t influence me in this moment; I’m making *new* history.
jdodson: I’ve played Animator's Nightmare for around 36 hours and I am still not done with it! I appreciate how much time and effort went into creating a game that rivals Skyrim in terms of hours spent. How long did you target the single player campaign to take the average person to beat and what are your thoughts on other games that simply offer a couple hours of gameplay?
Travis: This is the beauty of the game, and not to spoil it for you but… the game never ends. You can only ever escape by being killed by the former animations. It’s a statement on how stress affects us all, and the inevitable end that we all must face.
jdodson: Fallout 4 was panned by many for it’s lack of graphical fidelity. The level of clarity and artistic vision demonstrated in Animator's Nightmare is truly breathtaking and seen more so when you jump over a chicken with a plain paint bucket grey background and a Microsoft Paint styled window in view. I can’t help but this this style is a statement but I wish you could elaborate more here?
Travis: Fallout 4 is terrible. Weird physics glitches, and many textures that just look jagged up close. That grey background you mention: did you see any texture issues? Of course not.
jdodson: Is there anything you want us to say before we wrap things up here?
Travis: Two things: First, why are you even reading this interview when you could be playing my game? Second, in case anyone read this far without realizing, all of this is for fun. I made a game for a class and Jon and I thought a faux interview would be funny. Any HR employee reading this considering whether to hire me, I promise I’m actually a very nice person.
Azurephile Super Member
wrote on 12/05/2015 at 07:12pm
This game is so hard, I only scored 5!! Is there any way you could possibly tone down the difficulty? I mean it said to press the ANY key to jump, but I can't find it!!!!! Do I need to upgrade my keyboard? Also, the my GTX 690 had severe issues with the graphics. I didn't see the amazing graphics Jon mentioned, should I upgrade my PC? I mean my computer could barely run it. It was kind of slow. This is a terrible game and you should be ashamed that you made it. I am going to call upon my fellow trolls and make you afraid to step outside of your hows!!!!!!
HAHAHAHA I'm kidding as much as you guys. Good job, Travis! Good interview, too!!! =)
My high score is like 40 because I got bored. The next version will be harder. :D
But yeah this was fun to make. All the backgrounds and obstacles were from previous animations I've done throughout the semester. The plot, such as it is, I fall asleep at the PC and have a dream that I'm trapped in the Flash software with all my creations trying to kill me. The timeline and titlebar you see the player running on are parts of the Flash interface, and the panel with the score and health are the symbol properties for the player symbol. The title and game over screens are wrapped in the Flash interface, with a ton of the panels hidden so I could make it feasibly sized and still have the content show up.
I'm super proud of the concept, it works without any noticeable bugs (as mentioned in the interview :D) but I seriously might change it up a bit for a more general audience who hasn't seen all my previous animations, and make it actually have some difficulty.
jdodson Admin Post Author
wrote on 12/05/2015 at 11:22pm
> Also, the my GTX 690 had severe issues with the graphics. I didn't see the amazing graphics Jon mentioned, should I upgrade my PC?
You don't ask if Animator's Nightmare should change to fit your PC, the proper reasoning is to change your PC to work better with Animator's Nightmare.
Azurephile Super Member
wrote on 12/06/2015 at 12:11am
That's what I said Jon, you even quoted me saying "...should I upgrade my PC?" Maybe if I upgraded my GTX 690 to a 3dfx Voodoo 2, it would look amazing! I'm not sure I'm ready to have a $1,300 graphics card though. Steam says I've spent 1,000 hours playing this game and I still think it sucks! Granite, I think the conpect is neice becuz who woold of thout to have a charakter jumping over thing?
HAHAHAHAHAHAHAHA Do you like what I did there? Seriously, good job, Travis! I hope you enjoy my humor as I've enjoyed the humor of your interview. Remember your good ol' roommate when you get rich! =)
jdodson Admin Post Author
wrote on 12/06/2015 at 12:19am
I first played Animator's Nightmare back on 12/4/15, before it was cool, and it terrified me. Everything about it seemed so REAL, especially the horror. I'm glad there was a jump ability, because there was no way I was going to lose another fight to a dancing baby! No one should have to relive that moment...
My only complaint is that this game suffers from what I call "coercive nostalgia." The past is so present in such a way that it causes me to forget any recent knowledge I've acquired of video games, and how to play them. Granted, this works to the games advantage, but it really sucks when I then go on to play The Talos Principle, forgetting how to apply logic, or even push other non-jumping buttons.
I have to hand it to Newman, though. Only the bravest son-of-a-bitch could take those very personal, haunted dreams and push them on people in such a simple, yet not condescending way. A masterful stroke, almost frighteningly so, proving once again that Canadian game developers should definitely be taken seriously.
After awhile the level design starts to feel recycled. Also, I felt there were too many dancing babies and not enough Humping Robots. I also think it could have used more anime cat girls. 4/10.
jdodson Admin Post Author
wrote on 12/06/2015 at 05:36am
**account deleted**
Azurephile Super Member
wrote on 12/06/2015 at 06:24am
After searching for a few hours on local a BBS, I found out that in order to run the game properly, I had to upgrade my Netscape Navigator to 2.0. I can't afford to buy the brand new 3dfx Voodoo 2 nor can I afford to upgrade my 14.4 modem. Luckily, I was able to play the game again and I got a better score. I did notice a significant boost in proformance of the game and golly, the graphics are amazing!!! I also found out that there's this gaming company called "Copcam" and they have this game called "Megamain" or something like that. Anyway, the karakter jumps just like yours in the game. You clearly made your game first and so you should sue them for cofyright infrengiment. I hope you'll hook me up with some of that money you get when you win that lawsuit, since I'm the furst to pont it out two your!!!!
Hahahaha I looked at your other work, too. Good job! Parallax Background was probably most notable to me because I remembered seeing that "Parallax" option in Terraria and didn't really know what it was about. I don't even think I looked it up.
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Tim Schafer and Double Fine are at it again with a new Crowdfunding campaign to launch the development of Psychonauts 2. As seen in the video above they are enlisting the help of many people associated with the original game to cook up what looks to be a nice follow up to the original. The video is very fun and features a cameo by Valve overlord Gabe Newell and writer Eric Wolpaw that is work the price of admission alone.
To date Double Fine seems to have navigated a few Crowdfunding snafus with Broken Age and Spacebase DF9. I can't speak to Spacebase but I found Broken Age to be an incredibly fun game even though the funding efforts were a bit shaky at times. To address this they are not only raising money through Crowdfunding but also providing some themselves as well as working with a funding partner. Double Fine is also Crowdfunding this effort through their own crowd funding site called Fig. Fig allows people a choice of backing it traditionally or becoming an investor. The investor payback model is interesting and I suggest you take a look at it. I like the idea of supporting a game such that you could get a bit of the money back but so far, I am not sure what games have made this model work yet. That said it's a cool idea and I am interested to see what comes of it.
Are you excited for Psychonauts 2 and does this seem like something you are interested in backing?
Mark Hamill is one of the many actors that will appear in Star Citizen, the extremely well funded Kickstarter Space simulation game that has raised an estimated $99 million dollars with pre-launch crowdfunding. Apparently Star Citizen is bringing on some very talented actors such as Mark Hamill, Gary Oldman, Gillian Anderson & John Rhys Davies to help tell the games story. Hamill is no slouch to lending his voice and acting abilities to gaming as my first memory of him outside Star Wars* was Adrian Ripburger in Full Throttle and went on to later star in Wing Commander and the voice of the Joker in the Batman comics as well as video games. In this interview with PC Gamer he talks about Star Citizen, Wing Commander and Star Wars. He also drops some hints at some possible Force Awakens secrets to do with his character but nothing by way of spoilers so his NDA payment is secure.
* I also have an early memory of Hamill post Star Wars in a film called Time Runner. I had a VHS tape of it I borrowed from some friends and watched it as much as I could before I had to return it. If anyone has this on VHS and wants to clear out some space, send it my way.
EA is giving away the classic BioWare RPG Jade Empire so head over to Origin to redeem it while supplies last! While the digital supplies last. So basically until they run out of keys? Or does it expire? They don't really say so just click that link down there.
One of the retro karts I picked up as this years Portland Retro Gaming Expo was Kirby's Dreamland on Gameboy. I have fond memories of Kirby on NES and since I wanted to pickup a Gameboy Advance at this years PRGE I decided to also get some classic Gameboy titles such as Metroid Return of Samus and Kirby's Dreamland.
A week ago I snapped Kirby's Dreamland in my Advance and started it up. Immediately I was reminded of how much fun Kirbys Adventure is on the Nintendo as it's nearly perfectly translated here to Gameboy. The play control is great and the platforming is super smooth. Kirby can suck in enemies and air that he can then shoot out as a projectile weapon as well as suck in air to float around the screen. Kirby may very well be one of the most overpowered characters in a platformer from his default set of abilities alone. So overpowered that in my first session I was able to complete the game with only dying two times. I bet with a couple more play sessions I could beat the entire game with only one life as the game doesn't really offer much of challenge. That said the game is fun and well worth the hour or so I spent playing it. The game does contain a cheat code you learn at the end of the game that unlocks a harder mode which I haven't tried but does promise an increase in difficulty. Kirby's Dreamland is a short Gameboy classic that doesn't offer much challenge but lots of fun and engaging platforming.
Azurephile Super Member
wrote on 12/01/2015 at 02:26am
Kirby's Dreamland on the Gameboy was my first introduction to Kirby. If I've played his games (other than Smash Bros.) on another system, I've hardly done so. I remember that I did enjoy the game, but it's been forever since I've played it. I actually like that you think he's over powered, because I think that makes the game a bit more fun for my taste. Mario Bros., on the other hand is definitely more challenging and thus, to me, much more frustrating. Maybe some day I'll go back to some of Kirby's games. I must admit he's one of my most favorite characters on Smash Bros.!
This is one of my faves from the Game Boy era. Like you said, it's easy. Super easy. Too easy, really. But it's still a ton of fun. The Kirby games are aimed at a younger gamer, but don't skimp on the fun factor, so even though you basically can't die, it's still fun.
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I am a StarCraft zombie from way back so when news of the final chapter of the StarCraft II series was releasing I zerg rushed to get it. Wings of Liberty and Heart of the Swarm took the series into a much deeper and more interesting place and as seen in my numerous play sessions of both games. Legacy of the Void continues the epic saga and I can safely say that it's quite enjoyable and so far, a very entertaining ride. I don't want to spoil the game for anyone so I am going to not get too specific about anything I feel is related to the plot.
As the game launches you back into the StarCraft-verse things happen that I didn't expect but make sense with how Blizzard like to tell stories. After the initial couple missions things get very bleak, which makes sense considering they want you to feel like the odds are against you and you might not win. But since you always win in video games that you spend the time to complete this trope is honestly starting to feel a bit played out. It's not that I don't mind the odds stacked against you in a game, it's just that the lengths Blizzard goes to accomplish that seem entirely transparent. I'll try to explain what I mean without getting too specific about the story but at one point you come across a race that did very well in the last couple games and should be quite strong yet in one mission they are unbelievably devastated. "You mean all the stuff I did in the last games to build things up are wiped out in a mission or two? *sigh* sure Ok then." The only other thing I found a bit obnoxious was the Protoss have very well reasoned plans with clear objectives that keep getting figured out for not apparent reason. The game makes it plain that you are on the cutting edge of an idea and means to make you believe you arrive on location before the enemy does to only be hoodwinked by them as they have already arrived and are extremely well prepared. The game basically wants you to believe that when you come to some news first and leave right away the bad guys beat you to the punch... every... single... time. Again, this isn't a bad trope if you do it once or twice but it happens all the time.
That said the other aspects of the game are solid and extremely enjoyable. The diversity of missions is solid, the art direction is incredible and the music is top notch. If you loved the earlier StarCraft games you'd do well to play this one as it's a fitting end to the series.
Azurephile Super Member
wrote on 12/01/2015 at 02:22am
I must admit that I still haven't played it. Fallout 4 and Ark: Survival Evolved are to blame. Well, that and my anxiety with even the first Oblivion mission. As I've said, I intended to play Fallout 4 first. I've also thought about starting LotV and going back to the Oblivion missions when I feel more comfortable with the Protoss, since it's been so long since I've seriously played some StarCraft II.
Thanks for your input! How many missions have you played through? Or, how many hours have you put into LotV?
jdodson Admin Post Author
wrote on 12/01/2015 at 05:55am
I've played through a bit more than half of the game. Hours? I don't know Blizzard doesn't make it easy to see that. By the end maybe 25 or 30?
Azurephile Super Member
wrote on 12/20/2015 at 08:33pm
I finally just finished Whispers of Oblivion. It was a bit difficult to get into it and proceed through the first two missions, I had to look up some help after a few attempts. I failed a few times with the last mission, but ended up finishing it. I played on Normal difficulty. At first, it was because I wasn't used to Protoss units and wasn't sure how to proceed. In the first mission, I built some very strong robotic ground units, which was helpful. For the second one, I used a good group of air units.
So, what do you think about LotV now that you finished?
jdodson Admin Post Author
wrote on 12/20/2015 at 08:56pm
Ah, good question I should get a review out. In general i was hapoy with it but it wasnt as great as Wings or HoTS. That said it had a very satisfying prologue ending.
Azurephile Super Member
wrote on 12/20/2015 at 09:08pm
Did you pre-order the Nova thing yet? I'm thinking about it, there is a sale going on for it.
jdodson Admin Post Author
wrote on 12/20/2015 at 09:34pm
Yep, I will.
Azurephile Super Member
wrote on 12/20/2015 at 09:45pm
I did. It's only $14.99. =)
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After a string of summer events showing Starship Rubicon, winter approaches, and as such comes the incredible march of the holiday sales. Starship Rubicon will join the legions of games on sale and we want to give people an extra incentive to buy the game at its super discounted rate so today we are launching a demo. If you haven’t tried Rubicon and have always wanted to this is your chance! As everything awesome in the PC space the Starship Rubicon demo runs on PC, Mac and Linux and contains a tasty slice of the actual game in 3 playable ships and the entirety of level Sol level 2. As with most demos we keep some of the great stuff for the full meal deal but we think there is a lot here to try and it’s well worth your time.
For folks that may not know, Starship Rubicon is a modern take on the classic space shooter genre. It's a smart and challenging rogue-lite that features a unique control scheme, pixel art remixed with real NASA photographs, and an existential crisis about who is REALLY the monster.
In Starship Rubicon, Earth has been casually destroyed by a mysterious race of space-faring invertebrates. You are a fighter pilot whose cryopod has been collected by a possibly-insane AI, who has placed you in the unenviable position of being humanity’s savior. Shanghaied and alone, you must gather the remaining human survivors and traverse the surprising biodiversity of deep space to find a new home.
Seems like everyone is trying to get a MOBA and a card game out. It makes sense, they see where the money is, but I do wonder when the well will run dry.
Is Battleborn a MOBA? I'd say it has elements of it, but it's different enough so that it isn't. I played the beta and it certainly didn't feel MOBAish. More team shooterish. Like TF2/Overwatch with some MOBA elements.
Either way, MOBA lovers who also like team shooters will love it :D
They describe it as a hero shooter but it has heavy MOBA elements.