"As the economical crisis advances, the discontent of an entire population cannot help but outburst in Riots, where the sounds of many voices get heard at once. The Director Leonard Menchiari has been experiencing this form of protest in person, and the game "Riot" was born as a way to express it and to tell the stories of these fights. What is it that triggers such a strife? What does a cop feel during the conflict? In "Riot", the player will experience both sides of a fight in which there is no such thing as "victory" or "defeat"."
RIOT was a game funded on Indiegogo awhile back that I only just heard about recently. The game has the style of Sword & Sworcery... Read All
"As the economical crisis advances, the discontent of an entire population cannot help but outburst in Riots, where the sounds of many voices get heard at once. The Director Leonard Menchiari has been experiencing this form of protest in person, and the game "Riot" was born as a way to express it and to tell the stories of these fights. What is it that triggers such a strife? What does a cop feel during the conflict? In "Riot", the player will experience both sides of a fight in which there is no such thing as "victory" or "defeat"."
RIOT was a game funded on Indiegogo awhile back that I only just heard about recently. The game has the style of Sword & Sworcery with more political turmoil. Its interesting because you can take the side of the police or the protesters.
The game is still in active development and you can pre-order it on the RIOT game site from the Humble Store. I find these kind of simulation games interesting, doubly so because of how unique this is.
Click to embiggen the image above and take a look, then come back for more.
I want to preface this by saying that this is not intended to ridicule anyone. Please bear that in mind.
The image contains posts on the Super Metroid Miiverse page from quite a number of people who have gotten stuck in Super Metroid, mostly at the same place. I can clearly remember the wonder of playing this game the first time. It was my first Metroid game and when I got to this area I just assumed that I would come across something later that would let me get through.
These posts, however, show that things have changed. There was no NPC standing there telling them that this was blocked without... Read All
Click to embiggen the image above and take a look, then come back for more.
I want to preface this by saying that this is not intended to ridicule anyone. Please bear that in mind.
The image contains posts on the Super Metroid Miiverse page from quite a number of people who have gotten stuck in Super Metroid, mostly at the same place. I can clearly remember the wonder of playing this game the first time. It was my first Metroid game and when I got to this area I just assumed that I would come across something later that would let me get through.
These posts, however, show that things have changed. There was no NPC standing there telling them that this was blocked without a certain tool, or something to that effect, so they had no idea what to do.
Again, I'm not intending to make fun of people, but this shows more clearly than many other examples how the gaming landscape has changed. Modern gaming holds your hand and tells you everything you need to know. We hit a roadblock and backtracked to find somewhere we *could* go, but these posts show people hitting a roadblock and have no idea what to do.
I also don't want to sound like a bitter old man, talking about how gaming was better back in my day. It wasn't, necessarily. Bioshock Infinite most definitely held your hand through a lot of things, but it's some of the best time I've spent gaming. The Terraria wiki, the collective knowledge of everyone who has played the game, is basically required to know what to do for a large part of the game. While it's not the game holding your hand, you benefit from having a guide with you at all times. The new Tomb Raider had puzzle rooms that you could pretty much see the solutions to with a click of a button, but it was one of the most engrossing games of the past few years.
I guess what it comes down to is priorities. The early 8 and 16 bit systems didn't have the hardware for cinematic gameplay. It was basically all a puzzle or a test of hand-eye coordination. You were beating the system with your mind and reflexes.
Games today can spread their focus. With games almost universally coming with fully voiced dialogue, the ability to really wow you with the environments you play in, and all the other benefits that have come from higher-powered hardware, games can appeal to casual gamers as well as hardcore gamers.
Basically, the game has changed, for better and worse, but we're still having fun aren't we?
First off the image above is kind of funny, but yeah, its not awesome to ridicule.
"y cant metroid crawl?"
I've had that in my head for the last few days it is quite funny :D
That said, yeah you know games are different than they once were. I have to admit, Super Metroid does contain some head scratching moments, but those weren't it for me. When I borrowed that game from my friend he lent me the Nintendo Guide for it, and ill admit I needed it quite a few times.
That said, games now days, yeah the do use waypoints and lead you in the right direction more than games of yesteryear did. Then again, there were a few games where the only way to go was right.
I think the Terraria wiki is a good thing though. The chances I would find some terse combinations of things to build are minor. Some games need deep hidden secrets, but games like Terraria, I don't know. Id rather know what I can build up front I guess. That said, when Starbound drops the wiki will be sparse so in the first few months we will all be discovering things. I think that sounds like fun, but at some point knowing what's possible with the game is awesome too.
I dunno, I thought Super Metroid was really good about introducing new players on how to play the game. It may not have a whole lot of text boxes or NPC's saying "do this" but the game was definitely designed in such way that players can easily discover how to play the game. Don't know what I mean? This guy outlines it pretty well: http://www.youtube.com/watch?v=rcrdJD8whfE (you might know him from some of his "Game Theory" videos.
Now since you guys were nice and not ridiculing the people in picture I won't ruin the moment too badly, but let's just say those players really have no excuse for having THAT much trouble with this game. ;)
Especially since I know exactly where that area in those first couple pictures is at in the game, and there is ONLY ONE DOOR down there that leads them to the proper tools needed to get out of that area.
I've lost all faith in the youth of today. Back in the golden days, you needed red keys for red doors, maps were abstract and hard to read, and if you saw an arrow telling you where to go, you figured it was a trap! There's no surprise that Bioshock â has the "1999 mode" (though I though games were harder in the 80's/early 90's).
I know it's the fault of game designers. They figured out that if they just hand people exactly what they want, people will pay more for it. While I can't really blame them for that, what's the point of the internet if I can't be a bit irate, surly, and overly sure of my own perspective?
Then again I just picked up Dark Souls...that sucker's hard.
"I've lost all faith in the youth of today. Back in the golden days, you needed red keys for red doors, maps were abstract and hard to read, and if you saw an arrow telling you where to go, you figured it was a trap!"
People play what games are available to them. The majority of games designed now are one size fits all way-point paradises. One could blame "the kids" but its really designers and triple A companies that make this trough-ness. That said, I like some of those games but there are games that don't fit inside that mold.
Anodyne, CaveStory, Terraria, Minecraft, etc. "The kids" play those too, lots of kids.
People said the same thing about my generation and now people say the same thing about the next. Thing is, the next generation just eats up the culture and ideas we promote. So its a little strange when the last generation laments the next considering it created the next generation.
Oh, I know... for every Candy Crush there's a Binding of Isaac. I guess, like any other medium, there will be different "levels" of involvement. I haven't seen a single movie nominated for best picture for the last three years because I don't feel like trying to watch anything with that much of an investment. These days, when I got to watch a movie, I purposely avoid anything that will make me think. Sad? Maybe. Movie's just aren't that big of a part of my life. I guess I can accept that there are gamers like that... but I that doesn't mean that I don't get to condescend.
I don't know that the good old days were always as good as we remember them. I certainly have fond memories of gaming on almost every system since the Pong machine, but there was a lot of games that were just clones of other games, or expanding on a proven mechanic. It wasn't all clever challenges or epics of great design. What was essentially different between Metroid, Castlevania, Blaster Master, or Rygar? Not much. The puzzles varied, but the ideas were generally the same. If you knew how to backtrack in Metroid, you knew how to backtrack in Castlevania. Don't get me wrong, I love those games, and credit them for helping to make me a better problem solver (or maybe I just had a lot of patience for running around), but things were different back then. Now we move in three dimensions, and the area of the game worlds can be staggering. If Skyrim didn't have a quick travel system, or the occasional NPC telling me to "Go explore this cave for the key...", I would be too overwhelmed to play. Too many variables and not enough time to devote to pure adventuring. We still have our challenges, though. Portal is a great example of a recent game that doesn't hold your hand. You get a genuine sense that you are discovering this secret, by means of your own ingenuity. Demon's Souls/Dark Souls, Super Meat Boy, Antichamber, Braid... a few others that challenge the brain as much as the nimbleness of ones fingers.
Remember, too, that we had the Nintendo helpline back then, and it was successful enough to keep around until June of 2010. Not everyone figured it out on their own. We just have the internet now to humiliate them :).
@scrypt: Or that people dump wads of cash on F2P games so they can win faster. Heck i've read about people dumping money on the D3 auction house because they have lots and just want to kick ass. I don't really think that kind of thing is bad, I guess whatever people have fun with. And I totally wish I could have called the Nintendo Hotline, we could just never afford it :D It seemed so magical, but now internet searches take care of stuff.. or wikis.
@Tungsten: That makes sense. I do enjoy Films, but go to the theater less than I did. I just saw the new Trek movie yesterday, it was a great ride but I really enjoy watching shit at my house more. So many annoying movie goers, but still, nothing quite like Cinema.
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Eric Barone, creator of Stardew Valley just Tweeted that Stardew Valley was Greenlit on Steam. Now the upcoming 2D Community Retro Farming Sim will be coming to a familiar platform.
He also dropped a bit of a status update on the games progress as well:
"Still in dev, but I am on a grind to get this game finished, without skimping on anything. I'll let u know soon as I can about release date!"
From the recent Twitch streams I have seen the game looks incredible and am really looking forward to its eventual release. Thanks to everyone that voted.
He also dropped a bit of a status update on the games progress as well:
"Still in dev, but I am on a grind to get this game finished, without skimping on anything. I'll let u know soon as I can about release date!"
From the recent Twitch streams I have seen the game looks incredible and am really looking forward to its eventual release. Thanks to everyone that voted.
Solar 2 is a beautiful game where you start as an asteroid, gain mass to become and planet and finally a black hole. The game play and score are mesmerizing and after I got it as part of the last bundle I was hooked. The made a pretty large impression on me and as such decided to hit up creator Jay Watts and ask him a few questions.
I want to thank Jay for taking the time to talk with me and wish him well on his next project which at this point, is a secret to everybody. Well, except Jay. :D
jdodson: I just wanted to start by saying âthank youâ for making Solar 2. The game is very fluid and as I play it I find myself going to some kind of zen place with the music and... Read All
Solar 2 is a beautiful game where you start as an asteroid, gain mass to become and planet and finally a black hole. The game play and score are mesmerizing and after I got it as part of the last bundle I was hooked. The made a pretty large impression on me and as such decided to hit up creator Jay Watts and ask him a few questions.
I want to thank Jay for taking the time to talk with me and wish him well on his next project which at this point, is a secret to everybody. Well, except Jay. :D
jdodson: I just wanted to start by saying âthank youâ for making Solar 2. The game is very fluid and as I play it I find myself going to some kind of zen place with the music and the gameplay. I guess I would describe it as some kind of beautiful puzzle game, but its not really a puzzle game. Even if its hard to describe the end result is amazing. Not really sure this is a question!
Jay Watts: Glad you enjoyed it!
jdodson: Solar 2 has had an awesome run being released on the XBox, PC, Steam, Mac and Linux, iOS and Android. I was recently exposed to it through the latest Humble Bundle. How has it been featured in the latest Humble Bundle and how has the process been to bring it to so many platforms?
Jay Watts: Solar 2 is on six different platforms now, and as a one-man dev team, trying to work on all those platforms is an absolute nightmare! It is nice now that all the main bugs have been fixed, but it was pretty brutal there for a while!
jdodson: I wonder what the inspiration was for Solar 2?
Jay Watts: The inspiration isn't as obvious as it might seem. After working on a complex project for a while, I didn't think I could handle all the graphics on it. I wanted to make a really simple game, that I could do all my own graphics for and still look good. I played around in Flash and drew some really nice vector circles, that kind of looked like planets. I added physics to it, some asteroids and a star and the rest of the game just developed from there!
jdodson: Solar 2 for me is about cycles. You start as an asteroid and become a planet. The planet evolves life then become a Star. Eventually you end up as a Black Hole and explode to become an asteroid again. Is this cycle aspect of the game how you look at the life and the universe or is it just an awesome game mechanic?
Jay Watts: Originally I wanted it to be totally organic, no discrete 'stages' or anything. As you got more mass you gradually evolved through things, like how the universe is. But I quickly found that there is a big 'nothing' gap between a little asteroid and a proper sized planet, along with another big gap between a big life supporting planet and a full size star. Rather than have the player grind through these less interesting parts, I just changed it to be separate distinct stages. It made it less of a universe simulator and instead a much more abstract experience, but the game is much better off as a result!
jdodson: Doof, Doof is the next game you have mentioned you are working on right now. How is that going for you and do you have anything to share about its progress?
Jay Watts: That was a great little idea and I had fun doing some prototypes, but now I'm working on a totally different game. Which happens, I play around with different prototypes all the time, I worked on at least a dozen little prototype games between Solar 1 and Solar 2, that never ended up going anywhere. The game I'm working on currently has progressed far further than any of my aborted prototypes before, and I'm really excited about it, but it's too early to share anything yet I'm afraid!
jdodson: Any thought to a Solar 3?
Jay Watts: It'll happen eventually, as I do think I can get more out of the Solar 2 concept. There's an amazing game in there, and although Solar 2 was good I don't quite think it was there yet. More of a focus on the sandbox and more depth and learning about the ingame universe and I think it could be amazing.
jdodson: What advice do you have for other aspiring indie developers?
Jay Watts: Like with anything, if you thoroughly enjoy doing something then you'll keep doing it. Even if you are terrible, you'll keep working at it, and eventually you'll get better at it. It was years before I made anything I considered any good, but I kept at it because I enjoyed it, and after a while things started to fall into place.
jdodson: What inspired you to release the game as part of the recent Humble Bundle?
Jay Watts: All the cool developers were doing it, and I wanted to be cool too!
jdodson: As Solar 2 has been out for sometime now on Steam and also with the recent inclusion in the Humble Bundle I wonder how that long lifespan effects game sales. Does this continued attention create a situation where its easier to fund the next thing you are working on? My question comes while thinking about traditional publishers talking about the old model of âboxâ video games where they make the majority of their money in the first week. With digital being the new thing, it seems like games have a much longer lifespan. As an Indie Developer that has existed in this new space what are your thoughts here?
Jay Watts: I don't know much about retail video game sales data, so I couldn't comment whether the lifespan is better digitally or not. It is certainly nice that sales can be more focused on websites and such creating a lot of attention, compared to say a sale in a retail store where it's much broader and games don't usually stand out. Digital sales also offer more chance to bundle things (like the Humble Bundle) and offer older games as pre-order bonuses for newer games, do giveaways, etc. It's an entirely new way to deliver products, and its flexibility is still being explored! As for funding though, like most small indies, I don't need any funding. Just a little bit of money for living expenses is all I need.
jdodson: Solar 2 was ported to a bunch of different platforms. What wizardry did you use to make this all happen? My experience with Solar 2 was from the Steam Linux port and it worked flawlessly.
Jay Watts: Solar 2 was originally developed on the XNA Framework, which is a game framework made by Microsoft for Windows and Xbox 360 (and Windows Phone). It's very popular, so a small group of developers made a framework that works exactly like it, but uses OpenGL instead of DirectX, and such is ported onto many different platforms. It's called MonoGame, and Solar 2 on Mac, Linux, iOS and Android wouldn't have existed without it!
jdodson: One game you have featured on your site is Mind over Metal, which is a pretty cool looking Metal Slug game. Metal Slug is game that hasnât received a lot of love recently and I canât think of a new Indie Game styled like it. Any word on if this will see the light of day in some form?
Jay Watts: That was a solid little game, and I learned a lot developing it. Sadly though it was really designed around XBLA, but that was just as things started to decline there, and things got really difficult for indies to publish there. Maybe one day I'll work on it and release on PC or something, but I'm leaning more towards games with simpler graphics, so more time can be spent tweaking and prototyping them. ***
jdodson: Symphony of Specters Solar 2 score works amazingly well alongside the core game. Are you considering working with them again for your next game?
Jay Watts: Quite possibly, you'll need to wait and see!
jdodson: Thanks for taking the time to talk with me, I wonder if you have any last words as we wrap things up?
Jay Watts: New game announcement later this year. I won't give anything away just yet, but it's looking pretty good!
I recorded 3 Let's Plays this weekend and I leave you with the finale, my recent play through of The Legend of Dungeon. Its actually a pretty good run until I... overshoot a jump into a Lava Pit. That said I collected a ton of Apples and found a neat hat, so I have that going for me at least.
I recorded 3 Let's Plays this weekend and I leave you with the finale, my recent play through of The Legend of Dungeon. Its actually a pretty good run until I... overshoot a jump into a Lava Pit. That said I collected a ton of Apples and found a neat hat, so I have that going for me at least.
It's been joked about for years that Steam is a game in and of itself-- much like Pokemon, you gotta catch em all. They had little contests around the major sales that helped support this claim, but now that's being kicked up a notch.
Currently in beta, Steam Trading Cards are virtual cards you earn while playing Steam games. Once you collect a set, you can turn them into a profile badge (like the "Pillar of the Community" badge from one of last year's sales) that will get you virtual items and XP toward your Steam level. Leveling up earns you other virtual items. Also, you can win coupons for other games, which is what's driving my interest.
It looks interesting. Steam... Read All
It's been joked about for years that Steam is a game in and of itself-- much like Pokemon, you gotta catch em all. They had little contests around the major sales that helped support this claim, but now that's being kicked up a notch.
Currently in beta, Steam Trading Cards are virtual cards you earn while playing Steam games. Once you collect a set, you can turn them into a profile badge (like the "Pillar of the Community" badge from one of last year's sales) that will get you virtual items and XP toward your Steam level. Leveling up earns you other virtual items. Also, you can win coupons for other games, which is what's driving my interest.
It looks interesting. Steam is finally implementing something like a gamerscore but with more involvement.
I'm not too big on the idea of a gamerscore. I generally don't care either way, but the ability to turn that into coupons or in-game items now and then actually makes me willing to work for these a bit.
This is something along the lines of what I thought Microsoft was initially going to do with their Gamerscore system. My local friends are very much completionists, though they aren't on Steam much, or at all. In either case, I don't think this would be something that would attract them, or compel them to play more. It seems a definite progression toward their living room experience, and if someone was to play toward 'leveling up' their profile, why not play on the system that gives you something for that, rather than just a number?
I think it's a cool idea, but will have to spend some time with it. (just updated my Steam with a beta token/invite thingy. Nice that they assign a level based on what you've already accomplished, so you don't have to start from scratch. About to jump into Team Fortress 2 to see if any magic happens...)
Okay, I've collected a few cards in the games that are available for collecting. Traded, and purchased from the Steam Market, some cards that I needed to complete a set... The whole system seems pretty damn cool. Play the games, and cards "drop" into your inventory while you are playing, up to a certain limit. Trade extras that you have, or sell on the Steam Market. When you have collected enough to have a set, you push a button to craft a badge for that card set. This crafting unlocks other items, such as graphic backdrops for your Steam profile, chat emoticons, even coupons for discounts on Steam games. I don't know if this will show up properly, but I'm linking a copy of my profile here, as a preview (check the "Favorite Group" unlock!):
Very interested to see what else they do with this. If (when) other developers jump on board with cards for their games, it's going to explode. So far, I'm impressed.
Yeah, I played it on a friends computer, it really is fun.
Azurephile Super Member
wrote on 01/25/2014 at 05:16am
It is interesting. I'm probably a bit of a newb when it comes to Steam as I only have two games, Portal and Terraria. Guess how much I paid for both games.....that's right $0. I got Portal when I found out it was free. I spent 3 hours on it, I think, that's it. Terraria on the other hand, well I spent 159 hours on. It was interesting once I started playing Terraria that I noticed I had earn some of these cards based on Terraria. I may have but a few and it doesn't seem like I've earned any since. I'm really not sure what they're for, but it is interesting.
Travis Admin Post Author
wrote on 01/25/2014 at 02:31pm
How did you manage to only spend 3 hours on Portal?
I get the feeling that this won't get a whole lot of hype on CG, but Gran Turismo 6 has just been announced. I enjoy good racing games, and this series is near and dear to me, so I'm looking forward to this next installment.
I get the feeling that this won't get a whole lot of hype on CG, but Gran Turismo 6 has just been announced. I enjoy good racing games, and this series is near and dear to me, so I'm looking forward to this next installment.
I love a good arcade racer. I like feeling powerful and fast behind the wheel of my virtual car. Realistic racing games are just too much of a drag to me, I'd much prefer taking my car out :)
I've always been more of a Forza guy: less pomp, more fun.
vdogmr25 Post Author
wrote on 05/20/2013 at 06:12am
I can understand that. Forza had more of a pick-up-and-go feel to it, which is nice. On the other hand, I like GT over Forza largely due to system and control preference. I'm biased like that.
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Blizzard's art team released 4 new desktop backgrounds for Diablo III today. If you are looking to amp up your desktop's hell factor, I seriously recommend checking them out.
The offer some seriously epic resolutions so you can see all the blood in oh so crisp and savory HD.
http://us.battle.net//d3/en/blog/9691897
Blizzard's art team released 4 new desktop backgrounds for Diablo III today. If you are looking to amp up your desktop's hell factor, I seriously recommend checking them out.
The offer some seriously epic resolutions so you can see all the blood in oh so crisp and savory HD.
If you are curious how difficult it will be to add items to Starbound after launch a recent update from Starbound developer Mollygos should interest you. Outlining the step to easily create in game items I am thinking of a few I would like to add to the game when it ships. Like a placable Cheerful Ghost framed portrait for starters :D
Tiy also posted a few short blog posts about the new stuff that was added to the game last week as well and I have them linked below for your enjoyment.
Tiy also posted a few short blog posts about the new stuff that was added to the game last week as well and I have them linked below for your enjoyment.