The Huffington Post created an interesting video mashup of Video Games in movies. The footage seems to be mostly comprised of 80's and 90's films.
Get psyched!
The Huffington Post created an interesting video mashup of Video Games in movies. The footage seems to be mostly comprised of 80's and 90's films.
I haven't been too interesting in playing a modern Civilization game in some time. I enjoyed playing many hours of the original Civilization on DOS and had a really fun time with Civilization: Revolution but haven't found a love for a modern PC version. I have Civilization V and all the DLC waiting, but I haven't taken the plunge to actually try it out yet. That said, I saw a video for the new incarnation of Civ, Civilization: Beyond Earth that looks really intriguing. Taking a tip from Alpha Centauri, Civilization: Beyond Earth extends the scope of the typical Civilization game up the tech tree to sci-fi and other planets. Something sounds really exciting about a... Read All
I haven't been too interesting in playing a modern Civilization game in some time. I enjoyed playing many hours of the original Civilization on DOS and had a really fun time with Civilization: Revolution but haven't found a love for a modern PC version. I have Civilization V and all the DLC waiting, but I haven't taken the plunge to actually try it out yet. That said, I saw a video for the new incarnation of Civ, Civilization: Beyond Earth that looks really intriguing. Taking a tip from Alpha Centauri, Civilization: Beyond Earth extends the scope of the typical Civilization game up the tech tree to sci-fi and other planets. Something sounds really exciting about a sci-fi Civilization game and Beyond Earth really looks like it delivers.
Civilization: Beyond Earth will drop October 24th on PC and later be ported to Mac and Linux.
A few months ago I posted that Cheerful Ghost was publishing it’s first game and today I am happy to introduce you to Starship Rubicon!
Starship Rubicon is a space shoot-em up that modernizes the physics and mechanics of Asteroids combined with the ship modification and roguelike elements of FTL.
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... Read All
A few months ago I posted that Cheerful Ghost was publishing it’s first game and today I am happy to introduce you to Starship Rubicon!
Starship Rubicon is a space shoot-em up that modernizes the physics and mechanics of Asteroids combined with the ship modification and roguelike elements of FTL.
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.
Here are a few in game screenshots to show off some of the gameplay:
Starship Rubicon is developed by Wick, a local Portland indie game developer. We have been in contact throughout this part of the game’s development cycle and I thought it would be interesting to ask him some questions about the game.
jdodson: Where did the inspiration for Starship Rubicon come from?
Wick: The core mechanics of shooting and moving date back to Asteroids. I looked very closely at FTL, Crypt of the Necrodancer, and Spelunky after deciding that the most efficient way for me to create replayable content was to go faux-rougelike. The AI’s sentence structure is ripped straight from Zero Wing. The ship modification system is probably closest to Megaman Battle Network, though I played probably about a dozen other games with vehicle modification (e.g. Mechwarrior, Gratuitous Space Battles, EV Nova) for comparison. There’s only so many mission types you can do with just moving and shooting, and Space Pirates and Zombies does pretty much all of them -- I tried to nab the most interesting ones.
I copied so much of the excellent weapon, ability, and enemy designs in Bastion that I should probably send Supergiant Games some royalties. Luftrausers showed me the ultimate form of juicy 2D flight controls. I pretty much copied the unlocking-content system from Lego Star Wars. I played around with overworld movement a la Nethack / JRPG overworlds and the terrain modification of battles from Age of Wonders, but the design ended up being too uncontrollable and I was forced to scrap it in favor of FTL node-movement.
I think there’s an Oscar Wilde quote that says something along the lines of: “If you steal from one person, you’re a plagiarist. If you steal from a hundred people, you’re well-educated.”
jdodson: Why did you decide to work with us on releasing Starship Rubicon?
Wick: After the 3-month Kickstarter development completed, I put the original Rubicon up for free and released the source code as per my campaign promises. However, turns out that putting up your game on a backwater personal tumblr (wickworks.tumblr.com) and then not doing anything to promote it means that literally (figuratively) nobody is going to see it. I’m pretty sure the only people to play Rubicon 1.0 were the original Kickstarter backers. I had a bunch of cool ideas on how to refine the game, but since the audience wasn’t there I had little motivation to implement them.
When Jon approached me about distributing it via Cheerful Ghost, it seemed like the perfect opportunity. I’d met Jon several times before and been left with a strikingly good impression- he seemed happy to get to know me and obviously cared about creating a good online space for games. Promotion is decidedly not my strong suit and selling the game meant that I would be able to afford to add tons of content to the existing engine. The terms Cheerful Ghost is offering is quite developer-friendly, which is delicious icing on the cake.
jdodson: To date, what has been the most challenging part of working on the game?
Wick: Programming challenges can take a lot of time, but they usually all have solutions and it can be fun puzzling them out. Ditto for graphics and sound, plus it’s satisfying to finally see them as animated finished products.
I think that, hands-down, I’m gonna go with design. It’s nebulous and scary. You have this immense freedom to put anything in the world on the screen. Tell any sort of story. You could say anything. Do you even have something worth saying? What is the experience you’re attempting to create? Is this the best possible way to create that experience?
There are constraints, of course, and I try to narrow down my options by being conscious of them. That makes it more mechanical, more solvable. But there’s always this spectre that there’s a better way to structure it, or an easy flourish that would bring the game to life. I feel like it becomes a reflection on yourself, that if you had a more interesting perspective or were a more witty person, then the game would show it.
jdodson: Lots of people want to get into Indie game development. Do you have any advice for people that want to start making games?
Wick: Start small. Wholeheartedly begin ten million different projects and finish none of them. It doesn’t matter that you never finished that 100+ hour RPG with a revolutionary plot, because you ended up learning A* pathfinding while putting together the starting town. Having your projects be in a whole bunch of different genres is useful because it’ll throw a wider array of challenges at you.
After you have at least one or two chops, do a game jam. They force you to finally scale down and design something doable given your skills. Plus it feels really nice to finally get something finished!
jdodson: What are you working on with Starship Rubicon right now?
Wick: I just spent about half the day revamping the first boss battle, which was too easy and boring -- it was just an enemy with an armoured front and a lot of health. There’s now three of them that you have to fight at the same time while in orbit around a black hole. It’s crazy how long something can take, how large an effect it can have locally, but how small it is in terms of the whole to-do list. One thing at a time...
I also finally, finally, finally figured out a use for a cuttlefish graphic I drew a year ago and am in love with.
Rubicon will launch this year for $9.99 on Windows, Mac and Linux. Right now you can pre-order it on Cheerful Ghost using the Humble Store Widget. Currently, the game will be distributed through The Humble Store & Desura. We will be running a Steam Greenlight campaign in the coming months and if we are accepted everyone that pre-orders the game through Cheerful Ghost using the Humble Widget will get a Steam copy.
jdodson Admin Post Author
wrote on 09/04/2014 at 03:46pm
@GregoPeck: As far as a traditional downloadable demo, I am not sure. It's not on our development roadmap but we might get one out after launch depending how things go. If people want to try it, it will be playable at a OMSI event coming up in Portland.
jdodson Admin Post Author
wrote on 09/04/2014 at 03:47pm
Not officially announced for a 2015 release on PS4 in North America, but good enough for me! ATLUS had previously announced that Persona 5, as well as a handful of other Persona games, would make it to the West in the near future, though the big question here is whether the "PS4" in the above trailer is something that is meant for Japanese audiences only. With how well PS4 sales have been growing in the US, it seems likely that we'll see it sooner rather than later.
While I've never technically finished a Persona game, I've put plenty of time in them (Persona 3 FES, especially), and I can't get enough of Shigenori Soejima's artwork. The way his illustrations and the... Read All
Not officially announced for a 2015 release on PS4 in North America, but good enough for me! ATLUS had previously announced that Persona 5, as well as a handful of other Persona games, would make it to the West in the near future, though the big question here is whether the "PS4" in the above trailer is something that is meant for Japanese audiences only. With how well PS4 sales have been growing in the US, it seems likely that we'll see it sooner rather than later.
While I've never technically finished a Persona game, I've put plenty of time in them (Persona 3 FES, especially), and I can't get enough of Shigenori Soejima's artwork. The way his illustrations and the action of the games blend together, and those soundtracks! Persona 5 just made it to the top of my most anticipated games of 2015.
Been posting a flurry of things about some of the games I saw this year at PAX 2014. This isn't about any game specifically, but a place to dump all the pictures I took. They didn't all turn out as works of art, but they do highlight some of the cooler things I saw. One thing the pictures don't capture is how insane and crowded PAX Prime is. The crowds being the prime reason why I can really only handle the event for one day.
That said, it was fun attending and there really isn't anything quite like it. Click through my imgur album below and also realize the order of photos is reversed.
http://imgur.com/a/CdsO2
Been posting a flurry of things about some of the games I saw this year at PAX 2014. This isn't about any game specifically, but a place to dump all the pictures I took. They didn't all turn out as works of art, but they do highlight some of the cooler things I saw. One thing the pictures don't capture is how insane and crowded PAX Prime is. The crowds being the prime reason why I can really only handle the event for one day.
That said, it was fun attending and there really isn't anything quite like it. Click through my imgur album below and also realize the order of photos is reversed.
Cool Annie (Tibbers can suck it, though)! OH! I wish I could have been there. I love PAX Prime. Even though it's crowded as fuck and it's near impossible to get a ticket these days. Oh, and I'm in Texas (whatever). I'm hoping PAX South will be a little more chill, but equally as exciting :). You really can't beat Seattle, though. Unless they moved it to Portland. That would be infinitely better. Also, I've been drinking.
jdodson Admin Post Author
wrote on 09/01/2014 at 02:45pm
If they moved it to Portland it would be smaller but easier for me to get to.
Enjoy drinking
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Risk of Rain is a great indie side scrolling rogue-like that features some really amazing visuals and gameplay. Saturday at PAX Prime my friends in the Portland Indie game community wanted to play a new version of the game and I went with them. They were showing off a build of the game they have yet to release featuring a new character, the Chef. The Chef is a Bender-esque robot that features a special ability that shoots out a bunch of cleavers in every direction. It looks like a cool addition to the game and everyone that played it seemed to really enjoy it.
I talked to some of the Risk of Rain developers about possible Linux and Mac ports as well as supporting the... Read All
Risk of Rain is a great indie side scrolling rogue-like that features some really amazing visuals and gameplay. Saturday at PAX Prime my friends in the Portland Indie game community wanted to play a new version of the game and I went with them. They were showing off a build of the game they have yet to release featuring a new character, the Chef. The Chef is a Bender-esque robot that features a special ability that shoots out a bunch of cleavers in every direction. It looks like a cool addition to the game and everyone that played it seemed to really enjoy it.
I talked to some of the Risk of Rain developers about possible Linux and Mac ports as well as supporting the game in full gamepad mode(currently you need to have a mouse beside you to play it on your couch). Apparently my wildest dreams are coming true in that the huge update they were showing off at PAX would not only contain a Linux & Mac port but also full gamepad support. Risk of Rain is written in Game Maker and they decided to port it to the latest version. Apparently this allowed them to enhance the game and make it run a bit faster and bring these new features to the game.
I attended PAX Prime this year on Saturday and perused a ton of new Indie games. One game that caught my attention was Super Meat Boy Forever. I was alerted to it by Travis and saw it at the Indie Megabooth. I watched a few people play it and immediately realized how great this game will be. When I first heard that Team Meat was working on a possible mobile Meat Boy game I didn't think it would work. After watching Super Meat Boy Forever and playing it, I can say that unless they change the game from what I played to make it worse, this game will be great.
In a world of really lame endless runners, Super Meat Boy Forever propels the genre forward by creating richer... Read All
I attended PAX Prime this year on Saturday and perused a ton of new Indie games. One game that caught my attention was Super Meat Boy Forever. I was alerted to it by Travis and saw it at the Indie Megabooth. I watched a few people play it and immediately realized how great this game will be. When I first heard that Team Meat was working on a possible mobile Meat Boy game I didn't think it would work. After watching Super Meat Boy Forever and playing it, I can say that unless they change the game from what I played to make it worse, this game will be great.
In a world of really lame endless runners, Super Meat Boy Forever propels the genre forward by creating richer gameplay. Meat Boy runs forward and you can do a few things by tapping. Tapping on the right hand side of the screen causes Meat Boy to jump and tapping on the left causes him to crouch. Whereas I didn't see anyone use the crouch, I can imagine it coming in useful at certain points. If Meat Boy comes in contact with a wall he automagically starts walking the other direction. If you tap the jump button after he jumps into a walk it causes a wall jump in the opposite direction. These really simple controls make for a really rich platformer that felt like a proper Meat Boy game.
Where as it wasn't me playing the game, I snapped the above YouTube footage at PAX and it shows off a bit of the gameplay. Super Meat Boy Forever isn't an endless runner but it features randomly generated levels and will ship with an endless mode to it. That said, according to Team Meat, Super Meat Boy Forever will feature a full story, 6 levels and double the boss fights of the original. But don't take my word for it, you can read the announcement yourself.
So, I'm just now finishing Wolfenstein: The New Order, and was quite pleased with the bulk of it, but I have a couple questions. Firstly, am I supposed to beat the game on Uber to get a more complete ending? If not, are we to presume that B.J. dies, or does the sound of the helicopter after the credits imply that he was rescued? Secondly, and more importantly, I totally thought the whole thing was going to be some dream or hallucination, due to the events that happened shortly after the Nazis "shut down" the asylum at the beginning of the game. When you are running around in your hospital gown, killing lots of Nazis, the colors on the screen change drastically from... Read All
So, I'm just now finishing Wolfenstein: The New Order, and was quite pleased with the bulk of it, but I have a couple questions. Firstly, am I supposed to beat the game on Uber to get a more complete ending? If not, are we to presume that B.J. dies, or does the sound of the helicopter after the credits imply that he was rescued? Secondly, and more importantly, I totally thought the whole thing was going to be some dream or hallucination, due to the events that happened shortly after the Nazis "shut down" the asylum at the beginning of the game. When you are running around in your hospital gown, killing lots of Nazis, the colors on the screen change drastically from blue to red tones, which implies to me that there are two realities at play, or at least two perspectives. If you say, "well, that's just him getting used to walking around again, getting his bearings", then why didn't the same thing happen after Bubi stabs you with a syringe full of Nazi juice? You pretty much get over that right quickly. Something that also made me think that something else was at play, was Fergus' (I saved Fergus) attitude and demeanor half-way through the game. For the sake of double spoilers, I'll just say that he doesn't act like himself, or at least the Fergus that I was rolling with earlier in the game. Granted, over a decade had passed since our last encounter, and a lot of shit happened.
Anyone have any insight? I could go roaming the web, but it's dark and I'm lazy.
I don't think they would do the "it was all a dream" thing. It would cheapen it significantly. I think the ending was left ambiguous because it works well as an end to BJ's story, or as a great segue into a sequel.
scrypt Supporter Post Author
wrote on 08/30/2014 at 06:33pm
What do you make of the lighting change in the asylum when BJ comes out of his dormant state? I especially thought it interesting that there were several references to the shrapnel still lodged in his brain. There were other comments to, by Fergus, that I thought sounded like he was implying that the situation near the end of the game was ideal for BJ due to him being a Nazi killing machine, compounded with the fact that almost the entire world was now Nazi's (I'll have to go back and listen more closely to what he says).
You know it may have been. That might be how they bring the world back to normal? Glad you wrote this bEcause I honestly hadn't considered it.
I _HOPE_ ey are going to do some DLC because I'd love more of the game.
scrypt Supporter Post Author
wrote on 08/31/2014 at 07:30pm
Playing through again through Wyatt's timeline is proving interesting. With my perks leveled up as they are, Uber doesn't seem as crazy as I thought it would be, but I'm assuming will be pretty brutal against Mecha-Deathshead. I really like Wyatt's story, so far, even if the "choice" interaction seems a little more contrived here. Wyatt feels guilty for the people that died under his command, I get that, but he also seems like a thoughtful, more empathic soul than, say, Fergus, and the animosity toward BJ for the choice that he made doesn't feel quite as believable. I really like the implication of "J" and what he brings to the story. One of the better game+ experiences I can remember.
scrypt Supporter Post Author
wrote on 08/31/2014 at 09:38pm
One thing that really sucked, was going through the submarine. It just made me wish MachineGames would make a Bioshock game.
I saved Fergus in my first playthough(I think most people did) and want to play it again saving Wyatt. Interesting they let you choose so you could come back and replay it.
Sounds like you liked the Wyatt choice better as far as the story went?
scrypt Supporter Post Author
wrote on 09/01/2014 at 01:30am
Again, I've been drinking (see your latest PAX post), but I think I do like Wyatt better. Fergus is a bit of a downer. Wyatt has a small breakdown when you get to that "choice" FMV, but otherwise, he's a really positive person, despite the hell that's around him. I think, in terms of how I would rather handle a situation (like Nazi's taking over the world), I'd rather have a positive view of the hell I'm in, as opposed to being bitter. Not that Fergus is a bitter character through and through, but he leans on it hard sometimes. Which might just come from age. They've both seen, and been through, some shit. They both have a reason to hate the world and the people they hold responsible for leading them to it. Wyatt just seems to handle it with a bit more grace. The impact to the story, though quantifiably small, is enough to make the experience uniquely different.
scrypt Supporter Post Author
wrote on 09/02/2014 at 11:47pm
"J" is definitely the best reason to play Wyatt's timeline :D
Blizzard seems to really be enhancing the game for hardcore Diablo players to give them even more content than before. With the changes, are you planning on heading back to Sanctuary? As a special bonus to help get players back this week, Blizzard mentioned that..
"To celebrate the arrival of this major content update, all... Read All
What's included in patch 2.1.0? In short: Seasons, Greater Rifts, Leaderboards, The Cesspools, Treasure Rooms & balancing. Oh and...
"An additional Stash Tab is now available for all players with Reaper of Souls."
Awesome.
Read about all of the features of the Diablo III 2.1.0
Blizzard seems to really be enhancing the game for hardcore Diablo players to give them even more content than before. With the changes, are you planning on heading back to Sanctuary? As a special bonus to help get players back this week, Blizzard mentioned that..
"To celebrate the arrival of this major content update, all players who log into Diablo III this week on Windows or Mac will not only receive a +100% bonus to Gold Find, but all Treasure Goblin spawns in the game have been doubled! (As with our previous buff, please note that the Gold Find bonus will stack multiplicatively with existing bonuses including those provided by items and Paragon points.)"
GOG.com just launched an interesting new feature: DRM free films. Starting with a few movies like "Indie Game: The Movie", "Minecraft: The Story of Mojang", "Gamer Age" & "The Startup Kids." If you head over to GOG right now you can download two films for free "TPB AFK: The Pirate Bay Away From Keyboard" and "The Art of Playing."
Movies, coupled with Linux support and the upcoming GOG Galaxy, GOG is really becoming a first class digital game service. I hope the DRM free films movement takes off and we see more great content come to it.
http://www.gog.com/movies
GOG.com just launched an interesting new feature: DRM free films. Starting with a few movies like "Indie Game: The Movie", "Minecraft: The Story of Mojang", "Gamer Age" & "The Startup Kids." If you head over to GOG right now you can download two films for free "TPB AFK: The Pirate Bay Away From Keyboard" and "The Art of Playing."
Movies, coupled with Linux support and the upcoming GOG Galaxy, GOG is really becoming a first class digital game service. I hope the DRM free films movement takes off and we see more great content come to it.
This is really cool, not just for the DRM-free aspect, but because of the collection of titles that they are offering right now. I'm sure that will grow and change, but having all of those game related movies and documentaries in one place... well, I just want to watch all of them now!
jdodson Admin Post Author
wrote on 08/28/2014 at 04:18pm
The DRM free aspect is pretty important to me because few film distribution channels focus on it. With everything moving the cloud, it seems certain aspects of DRM are fairly commonplace. I'd like to make the transition from buying physical media(I can rip easily) to something digital and i'd rather it not come with a silly lock.
That said, this is a pretty cool collection and I hope it grows. Wonder if films like Primer and Upstream Color will come to the service as those are great Science Fiction films that are still independently owned.
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