When we originally launched the Cheerful Ghost Games BBS we let you know that more games would be coming that you could play. Today is a good day because weâre launching the ability for everyone to play Crescent Loom right here on Cheerful Ghost in your browser. Crescent Loom is a game created by Wick, the developer of Starship Rubicon (a game Cheerful Ghost published) and according to Wick Crescent Loom is a game about creating life. Knit bones, stitch muscles, and weave neurons into a biologically-realistic simple creature.
You can find Crescent Loom by clicking the Games link about and selecting it or hitting the link below. I encourage everyone to give Crescent... Read All
When we originally launched the Cheerful Ghost Games BBS we let you know that more games would be coming that you could play. Today is a good day because weâre launching the ability for everyone to play Crescent Loom right here on Cheerful Ghost in your browser. Crescent Loom is a game created by Wick, the developer of Starship Rubicon (a game Cheerful Ghost published) and according to Wick Crescent Loom is a game about creating life. Knit bones, stitch muscles, and weave neurons into a biologically-realistic simple creature.
You can find Crescent Loom by clicking the Games link about and selecting it or hitting the link below. I encourage everyone to give Crescent Loom a shot as itâs a very unique game that isnât like much out there. To help celebrate the launch of Crescent Loom on our BBS I reached out to Wick to talk about the game and how development has been going.
jdodson: The last time we interviewed you was October of last year. We were about to head over to our booth at Portland Retro Game Expo and we ran an interview in celebration of all that. What have you been up to since then?
Wick: Finished up & delivered on the Kickstarter, i.e. I got the basic mechanics for the engine down and put it out as a sandbox. I also was accepted to (and just returned from!) the indie game accelerator Stugan (http://www.stugan.com/), where I spent two months in the Swedish woods working on a tutorial / introduction to the game.
jdodson: At what point will you consider Crescent Loom released?
Wick: I think going Early Access on Steam is the right path for Crescent Loom, but at minimum I need to polish the heck out of the introduction, implement the open-ended challenge modes, and work with an artist to really bring the game to life visually.
Personally, I have a goal to exit early access and "finish" the game in three years (by the end of 2021). There are other projects I have in the pipeline that I'm excited to get to.
jdodson: Wow! Three years is an awesome amount of time to get the game right, what do you plan on adding in that time?
Wick: The stuff I mentioned above for early access, then a structured series of challenges to rebuild the planet's ecosystem & encourage players to explore the nuances of the building mechanics.
jdodson: This question is maybe just for me but have you considered Starship Rubicon 2? If so what would it be? I was thinking you could continue the Starship Rubicon story-verse thing and have it be a series of flight simulations with different students on new earth learning how to be pilots. Pilot from the first game is the leader of the flight academy. Your final test as a student is a recreation of the original game with a slightly different take based on it being a simulation. I have obviously more ideas but I guess none of that is really the question except STARSHIP RUBICON 2 HOW HYPE WOULD THAT BE?
Wick: Haha, I consider Crescent Loom to actually be a low-key sequel to Starship Rubicon, with a not-that-different setup from what you just described. I want to move away from the whole blowing-stuff-up game genre, so my current idea is that the characters are now working with the aliens from SR to restore their destroyed planets with bioengineering.
jdodson: If you could get everyone on the planet to do one thing for 2 minutes on the same day together what would it be?
Wick: Meditation. It'd be nice just to get myself to do it for two minutes a day...
jdodson: Whatâs the best movie youâve seen this year?
Wick: I re-watched Secret of Kells. Still one of my absolute favorites.
jdodson: Starship Rubicon is the first new indie game to launch on the Cheerful Ghost Games BBS. Youâre sharing space with games about candy and old DOS based BBS games about fishing. Why did you agree to be part of this crazy experiment?
Wick: 'cause you're cool and I like you and I wanna see where it goes.
jdodson: Right now, whatâs the hardest part of game development?
Wick: Being solo, I think. I can manage alone, but I keep running into situation where having somebody as deep in the weeds as me to collaborate with would add so much to the game.
jdodson: You recently got back from spending some time at Stugan, which is a game development summer camp in Sweden! Did you collaborate with other developers on Crescent Loom while you were there?
Wick: Friendship is the real treasure! I wrote up a big ol blog post here about all the different ways I got help from my peers there.
jdodson: After we talked last year you said that due to your disappointment with Rogue One you werenât excited for Episode VIII The Last Jedi. The Last Jedi is out now and itâs on Netflix, did you see it and what did you think?
Wick: Couldn't suspend my disbelief. Why didn't they do that hyperspace-explody thing as plan A, instead of waiting until all their escape pods had been exploded? Why is everybody so obsessed with going out in a blaze of glory? They love having these moments of artificial drama and then saving the day with a last-minute "clever" deus-ex-machinas.
jdodson: My thinking is because they were on the ship already and couldn't ram it into Snokes ship or they'd die on it. Then after they got everyone off, Lura Dern sort of was improvising?
Wick: Again, though, why was that improvising and not plan A?
jdodson: Thanks for doing this interview and double thanks for letting us put Crescent Loom up on our games BBS. Anything you want to leave us with before we part ways?
Wick: It was a pleasure! Remember to stay in school & brush your teeth.
You can play Crescent Loom below and if you want to follow Wick you can sign up for his newsletter at the tinyletter URL below.
Will_Ball gives this a solid "Rad" on the Ghost Scale
This is fun, with very few issues, and is well worth your time.
Will_Ball gives this a "Rad" on the Ghost Scale
This is fun, with very few issues, and is well worth your time.
When I first heard about Telltale taking on the Batman mythos, I thought it was a weird match, but I was intrigued to see what would become of it. Over a year later, I would be giving it a go on the Nintendo Switch.
Batman: TTS is labeled an adventure game, but I would not call it that. I would end up calling it an interactive graphic novel. There are very little adventure game portions to this game. When you do run into a traditional adventure game area of the game, there is so much hand-holding, that not much thought is needed to figure out the puzzles.
What drives this game is quick time events (QTE). Batman: TTS uses these to a fault. Sometimes they can end up with... Read All
When I first heard about Telltale taking on the Batman mythos, I thought it was a weird match, but I was intrigued to see what would become of it. Over a year later, I would be giving it a go on the Nintendo Switch.
Batman: TTS is labeled an adventure game, but I would not call it that. I would end up calling it an interactive graphic novel. There are very little adventure game portions to this game. When you do run into a traditional adventure game area of the game, there is so much hand-holding, that not much thought is needed to figure out the puzzles.
What drives this game is quick time events (QTE). Batman: TTS uses these to a fault. Sometimes they can end up with you losing the game and other times they are used to change the narrative of the game.
Along with the QTEs, the game is also driven by the branching story. This is very much a Choose Your Own Adventure Batman. The decisions you make during the dialogue portions of the game will change the outcome of the story down the road.
So how is the story? The story is very good. This is a grounded Batman universe, not a cartoon one. Telltale takes some big chances with the Batman mythos here, and I feel they did a great job. That being said, I could see the changes they made with the mythos not gelling with some Batman fans.
I am not going to spoil any of the story here, but if you are a Batman fan, I would recommend checking this out. If you are not a fan of Batman, I would tell you to skip this game.
This game is getting a Rad, because I am a Batman fan. If I were not, it would be a Meh.
Azurephile Super Member
wrote on 08/26/2018 at 05:36am
I think I've decided that Batman is my favorite comic book hero, even though I think I like Marvel more than DC. I've only played one TellTale game and that was Jurassic Park. I was disappointed, because it wasn't what I expected it to be. At the time, I didn't know anything about TT games. "Interactive graphic novel" is a perfect description, even though I haven't played this one. That's what I didn't like about the JP TT game. I imagine being a fan of Batman, I would too also enjoy the story. Thanks for the review!
Will_Ball Game Mod Super Member Post Author
wrote on 08/26/2018 at 02:49pm
Youâre welcome Greg! Batman is also my favorite comic book hero while Marvel is my favorite universe, so we are in the same boat.
I have only played some of the earlier Telltale adventure games and those were more traditional adventure games. Sounds like they might have moved more towards this âinteractive graphic novelâ approach over the years. I am not sure how I feel about this. Part of me feels that this will drive gamers away, but part of me thinks it might make the games more accessible to people that donât traditionally play video games. What are your thoughts?
Azurephile Super Member
wrote on 08/26/2018 at 06:32pm
That's funny we're in the same boat.
It seems that these games are more for story telling rather than the kind of story telling we're used to with other games. I can agree this "might make the games more accessible to people that donât traditionally play video games." It's an interesting concept, but I'm not sure that it really appeals to those of us who are used to playing video games. Although the story of JP was interesting, the game was a disappointment to me because I was expecting a traditional game.
It would be interesting to see what others here think about these kind of games.
I've not played a Telltale game at all, but I'm intrigued by them. It does seem like one needs to expect a Choose Your Own Adventure style (I personally shudder when I hear "quick time event," but CYOA is the same thing, but rebranded in my mind lol) to enjoy them, but, as an interactive story, and not a "video game," this seems like it would be pretty entertaining.
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Game Dev's Quest is a cool local Oregon Podcast about game development and I was part of their most recent show. In this episode I talked about my history of BBS's and the launch of our new games BBS. If you wanted a deep dive of the games we launched and my absolute love for the retro days of BBS past this is a must listen! I've embedded the audio podcast above but I recommend heading over to Airpodcast to listen below or, even better, subscribing to Game Dev's Quest on the Podcast client of your choice.
"Jon Dodson is back to talk about launching the Cheerful Ghost BBS! We discuss what a Bulletin Board System is, its history, and why we are still interested in them... Read All
Game Dev's Quest is a cool local Oregon Podcast about game development and I was part of their most recent show. In this episode I talked about my history of BBS's and the launch of our new games BBS. If you wanted a deep dive of the games we launched and my absolute love for the retro days of BBS past this is a must listen! I've embedded the audio podcast above but I recommend heading over to Airpodcast to listen below or, even better, subscribing to Game Dev's Quest on the Podcast client of your choice.
"Jon Dodson is back to talk about launching the Cheerful Ghost BBS! We discuss what a Bulletin Board System is, its history, and why we are still interested in them today. We also talk about the history of games and technology and its preservation. Then we finish with a goals check-in."
This was a super fun podcast to listen to! Rett and Taylor seem like really good guys. Listening to Jon talk about BBS's brought me back to high school lol. And the section about goals was inspiring. Jon is one of the best about setting and attaining goals; I know I need to be better about it.
All in all, a great podcast!
jdodson Admin Post Author
wrote on 08/26/2018 at 09:09pm
Thanks Adam, I had fun being on the show. Also thanks for the nice words about goals. Staying on track is really really hard. Takes a lot to claw my way back to keep on target.
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A new beta of the Steam client on Linux will allow you to play Windows-only games on Linux. Currently only a few games are in the list of supported titles BUT in true Linux-user fashion, you can enable it for every game and try your luck.
This works using Proton, a fork of Wine, a Windows compatibility layer that many on Linux use to run Windows software and games already. Proton provides the following improvements:
Windows games with no Linux version currently available can now be installed and run directly from the Linux Steam client, complete with native Steamworks and OpenVR support.
DirectX 11 and 12 implementations are now based on... Read All
This... this may be huge.
A new beta of the Steam client on Linux will allow you to play Windows-only games on Linux. Currently only a few games are in the list of supported titles BUT in true Linux-user fashion, you can enable it for every game and try your luck.
This works using Proton, a fork of Wine, a Windows compatibility layer that many on Linux use to run Windows software and games already. Proton provides the following improvements:
Windows games with no Linux version currently available can now be installed and run directly from the Linux Steam client, complete with native Steamworks and OpenVR support.
DirectX 11 and 12 implementations are now based on Vulkan, resulting in improved game compatibility and reduced performance impact.
Fullscreen support has been improved: fullscreen games will be seamlessly stretched to the desired display without interfering with the native monitor resolution or requiring the use of a virtual desktop.
Improved game controller support: games will automatically recognize all controllers supported by Steam. Expect more out-of-the-box controller compatibility than even the original version of the game.
Performance for multi-threaded games has been greatly improved compared to vanilla Wine.
They are taking on the daunting task of going through the entire Steam library and finding which games work well. So far, the supported list is as follows:
Beat Saber
Bejeweled 2 Deluxe
Doki Doki Literature Club!
DOOM
DOOM II: Hell on Earth
DOOM VFR
Fallout Shelter
FATE
FINAL FANTASY VI
Geometry Dash
Google Earth VR
Into The Breach
Magic: The Gathering - Duels of the Planeswalkers 2012
Magic: The Gathering - Duels of the Planeswalkers 2013
Mount & Blade
Mount & Blade: With Fire & Sword
NieR: Automata
PAYDAY: The Heist
QUAKE
S.T.A.L.K.E.R.: Shadow of Chernobyl
Star Wars: Battlefront 2
Tekken 7
The Last Remnant
Tropico 4
Ultimate Doom
WarhammerÂŽ 40,000: Dawn of WarÂŽ - Dark Crusade
WarhammerÂŽ 40,000: Dawn of WarÂŽ - Soulstorm
They've hosted Proton on Github (https://github.com/ValveSoftware/Proton/) so you can download it and make custom versions, and the Steam client will let you use your version instead of the built-in version. I can imagine this leading to Proton configs for specific games that don't necessarily work in the built-in version, thus letting you easily use multiple configs straight from the Steam client.
Proton supports Mac, and I bet enterprising nerds will release some custom Proton configs for running games on Macs, but as of now Valve says they don't have any plans for building this into the Steam client for Mac. Plans may change if demand is there, but their language on it seems pretty firm that they have no plans for it.
This is exciting because one Wine config doesn't necessarily work for multiple games, so getting Wine games running in Linux frequently requires making new Wine configs, with their own directory structure, and therefore with their own Steam install. So to install 20 Steam games with no native Linux version, you may have 10 or more different Steam clients installed and a messy file structure.
Some people will argue that this is a step back, and that developers don't need to target Linux now because Proton will pick up the slack. Others argue that this gets more gamers on Linux, leading to more reason for developers to target Linux. Who knows how the market will react, but I'm excited because this gets Linux closer to Windows in game support, and while over 3000 games on Steam currently support Linux natively, it's been harder to get some of the bigger publishers/developers on board, and even some indies. What do you think? Does this make you more likely to use Linux for gaming?
That first list of games is fun. I like they added Doom and Quake though there are lots of ways to run that on Linux.
That said itâs good to start with the easy stuff and move up from there. This is awesome news because to-date Wine has been a chore to configure properly so if Valve can do it, thatâs awesome.
Iâm wondering how much further Valve is gonna five in Linux support? I really am hoping for a handheld but thatâs prob wishful thinking.
Too bad! I have a desktop that dual boots between the latest Ubuntu and Windows. When this hits mainline Steam Iâll check it out.
Travis Admin Post Author
wrote on 08/22/2018 at 01:08pm
Maybe Iâm just a beta junkie but Iâm always running the steam beta. Never had any issues with it for what itâs worth. They do a good job of getting things pretty stable before it even heads to beta.
In this episode of Cheerful Ghost Radio, we visit the Quantum Realm and review the new cog in the Marvel Cinematic Universe machine, Ant-Man and the Wasp! We discuss our favorite things about the film and a few issues we had, and consider how it might affect Infinity War Part II and the wider MCU.
While we have you here, after a brief hiatus Cheerful Ghost Games Club is back! We'll be reviewing Kirby's Adventure in an upcoming episode and we want your input. Come play Kirby's Adventure with us and we'll include your thoughts in the episode!
https://cheerfulghost.com/Travis/events/163/cheerful-ghost-games-club-kirby-s-adventure
In this episode of Cheerful Ghost Radio, we visit the Quantum Realm and review the new cog in the Marvel Cinematic Universe machine, Ant-Man and the Wasp! We discuss our favorite things about the film and a few issues we had, and consider how it might affect Infinity War Part II and the wider MCU.
While we have you here, after a brief hiatus Cheerful Ghost Games Club is back! We'll be reviewing Kirby's Adventure in an upcoming episode and we want your input. Come play Kirby's Adventure with us and we'll include your thoughts in the episode!
Timogorgon gives this a solid "Rad" on the Ghost Scale
This is fun, with very few issues, and is well worth your time.
Timogorgon gives this a "Rad" on the Ghost Scale
This is fun, with very few issues, and is well worth your time.
Disclaimer: Lost in the Garden provided me a review copy of the game.
Good evening my fellow happy haunts!
I canât say Iâve ever played a racer quite like Lightfield before. Youâre ship can fly and youâre not restricted in what direction you can fly. However, you gain a significant speed boost by âsnappingâ to a surface. Your goal is to move from checkpoint to checkpoint while staying snapped to a surface as much as possible. The courses are designed so that there is no clear best path between the checkpoints leaving it up to the player to experiment and to keep improving on their lap times.
The game feel very fast and frenetic as you twist and turn through the courses.... Read All
Disclaimer: Lost in the Garden provided me a review copy of the game.
Good evening my fellow happy haunts!
I canât say Iâve ever played a racer quite like Lightfield before. Youâre ship can fly and youâre not restricted in what direction you can fly. However, you gain a significant speed boost by âsnappingâ to a surface. Your goal is to move from checkpoint to checkpoint while staying snapped to a surface as much as possible. The courses are designed so that there is no clear best path between the checkpoints leaving it up to the player to experiment and to keep improving on their lap times.
The game feel very fast and frenetic as you twist and turn through the courses. One second youâre snapped to the side of a building, then you release your grip so you can jump down to a tunnel below you (or is it âaboveâ you? Itâs hard to tell after a while). Most of the time this feels great, but that freedom does mean itâs pretty easy to get turned around or lost. Especially on a track youâre not familiar with.
The controls are very simple although I canât imagine trying to play this without a controller. They feel nice and tight while snapped to a surface, but feel sluggish and floaty while flying. That could be an intentional design choice, but I found it a little frustrating at times when Iâm trying to get back to a surface while my ship chugs along through the air.
Several people (including Travis) praised the soundtrack for the game. Iâll be honest and say I disagree. The music was ok at first but it wore on me pretty quick. It wasnât long before I shut the music off completely and just loaded up my own soundtrack to play in the background.
There are several modes to play through including an âexplorationâ mode and a âCampaignâ mode that serves as the games tutorial. I went through the first couple campaign courses but once I got the hang of the game I found it far more fun to just jump into some racing.
Overall, I very much enjoyed my time trying out the game and I plan to sink many more hours into shaving off precious seconds from my lap times. I give this game a solid Rad!
Oceanhorn is very much inspired (some reviewers argue to a fault) by the Zelda series. There are a lot of similarities here: swords, bombs, action-adventure game, magic, etc. Personally, I don't mind how much Cornfox & Bros (the developers) have borrowed, or been inspired by, from the Zelda series, this is a fun game.
The story starts out with the hero's father going to fight the monster Oceanhorn. Soon after the beginning cinematic of the father's fight, you take over as the hero to search out three emblems and defeat Oceanhorn.
The world you traverse in, is very much inspired by Wind Waker. As the hero, you travel to various islands (levels) via the sea using a... Read All
Oceanhorn is very much inspired (some reviewers argue to a fault) by the Zelda series. There are a lot of similarities here: swords, bombs, action-adventure game, magic, etc. Personally, I don't mind how much Cornfox & Bros (the developers) have borrowed, or been inspired by, from the Zelda series, this is a fun game.
The story starts out with the hero's father going to fight the monster Oceanhorn. Soon after the beginning cinematic of the father's fight, you take over as the hero to search out three emblems and defeat Oceanhorn.
The world you traverse in, is very much inspired by Wind Waker. As the hero, you travel to various islands (levels) via the sea using a boat. While you are traveling on the boat you can shoot down monsters, mines, crates and barrels and collect experience and money.
The game plays out using an isometric camera angle. The visuals are really good. Cornfox & Bros definitely put a lot of time into the art. The controls are very similar to the controls of a Zelda game, so people should have no time picking this up.
I have been enjoying this game so far. That being said, I have run into a few bugs and have a nitpick with the character's voices in the game.
The first bug I ran into was: one cinematic did not run to completion. It started up and then all of a sudden ended and cut to the next interactive part of the game. This is not a huge problem as you can replay the cinematic from the pause menu, but it did take me out of the game for a second.
The second bug I ran into was the game crashing. I have only run into this once, but the game crashed out to the switch menu. This was disappointing, but luckily the last save that happened was pretty close to the crash, so I could continue on with my adventure without too much backtracking.
My nitpick with the character's voices is that they seem disconnected from the characters of the game. They come across more as voice over than characters speaking. To me this doesn't kill the game, but it is something I wish the devs spent more time on.
Overall, despite the few issues I have had with the game, I am quite enjoying it. To me this game reminds me of a indie take on the Zelda series (which it is). The game itself is very laid back and fun to explore. I look forward to finishing the game.
Travis gives this a solid "Rad" on the Ghost Scale
This is fun, with very few issues, and is well worth your time.
Travis gives this a "Rad" on the Ghost Scale
This is fun, with very few issues, and is well worth your time.
There's a bit of a theme for me today eh? Two racing games! A Day at the Races continues with Lightfield HYPER Edition! A big thanks to the folks at Lost in the Garden for providing us with review keys!
Lightfield HYPER Edition isn't exactly a racing game. There are races, yes, and that's the main focus, but sometimes this feels more like the parkour of Mirror's Edge or trick lines in the Tony Hawk games than a racing game.
You control a ship that can defy gravity and fly through the air, or snap to surfaces. You gain speed while snapped, and quickly lose speed when you aren't snapped, so the goal is to get from checkpoint to checkpoint in the most efficient path, while... Read All
There's a bit of a theme for me today eh? Two racing games! A Day at the Races continues with Lightfield HYPER Edition! A big thanks to the folks at Lost in the Garden for providing us with review keys!
Lightfield HYPER Edition isn't exactly a racing game. There are races, yes, and that's the main focus, but sometimes this feels more like the parkour of Mirror's Edge or trick lines in the Tony Hawk games than a racing game.
You control a ship that can defy gravity and fly through the air, or snap to surfaces. You gain speed while snapped, and quickly lose speed when you aren't snapped, so the goal is to get from checkpoint to checkpoint in the most efficient path, while staying on surfaces as much as possible. Each track has the standard race challenge, but also others that have you pull off ledge jumps, rotations, find collectibles, etc.
The controls are simple, well-executed, and mostly intuitive. You're going to crash a lot and make some bad moves, but you never feel that the game is fighting against you. Basically you use the analog stick to steer, the trigger to accelerate, and a face button to snap. Those are all the controls you have, and they're all you need.
The first track is intense but mostly in two dimensions. Once you progress to the second track, you will quickly have no idea which way is up. In fact, it's best to just try to forget the concept of up and down. Just find the nearest surface that gets you to the next checkpoint and HOLD ON. But that difficulty curve ramps up fast, and that may be my biggest complaint with the game. I felt very lost on the second track. But that's the kind of game this is: it doesn't hold your hand at all and throws you in the deep end, for better or worse. Mostly better, I think. It pushes you to practice on the previous levels until you really get the gameplay, and then introduce new concepts on that solid base.
Lightfield is frustrating at times. Not in a bad way, but in an "I really want to get this right" way. Back to Mirror's Edge, if you've played this you know how a parkour run can just crash and burn when you miss a jump or a grab, and that same feeling grabs you in the gut when you miss a snap in Lightfield. But when you pull it off, it's a great feeling, and this frustration/satisfaction loop makes the gameplay really addictive. Time trial mode is a single lap that just keeps repeating, and I think I probably went about 30 rounds without stopping once, trying to get my run just right.
The other challenges interested me less. None of them are bad or boring, but I LOVE the time trials and races. They're a good way to break the intensity but I didn't put as much effort into doing as well as possible on those.
The visuals and soundtrack are very compelling, and fit the game perfectly. This is a very stylized game that perhaps resembles an updated Star Fox low-poly look, but with some intense 80s color schemes. The soundtrack, composed by Zanshin, complements the sci-fi vibe and helps drive the intensity of the gameplay.
If you're looking for a very non-traditional indie racing game, this might just be your jam. It is for me.
Keep an eye out for another review of Lightfield HYPER Edition coming soon, by our friendly neighborhood monster from the Upside Down, Timogorgon!
Travis gives this an astounding "Must Play" on the Ghost Scale
This achieves something special, and it would be a shame to miss it.
Travis gives this a "Must Play" on the Ghost Scale
This achieves something special, and it would be a shame to miss it.
I still can't hear the Guns 'n' Roses song, Paradise City, without thinking about Burnout Paradise. I bought it shortly after getting a PS3, and played the hell out of it. I'm not a racing game aficionado, but I've played a few dozen over the years and this one might be my favorite of the arcadey racers. So my interest was piqued when I heard about the remastered version that released a few months back, but I decided to wait for the PC release (even though I ended up buying it on PS4 instead... more on that later). Origin Access has it up now for a 10 hour demo before the launch next week.
Burnout Paradise Remastered is the full game with all the post-launch content... Read All
I still can't hear the Guns 'n' Roses song, Paradise City, without thinking about Burnout Paradise. I bought it shortly after getting a PS3, and played the hell out of it. I'm not a racing game aficionado, but I've played a few dozen over the years and this one might be my favorite of the arcadey racers. So my interest was piqued when I heard about the remastered version that released a few months back, but I decided to wait for the PC release (even though I ended up buying it on PS4 instead... more on that later). Origin Access has it up now for a 10 hour demo before the launch next week.
Burnout Paradise Remastered is the full game with all the post-launch content except for the time-savers pack that just unlocked all the cars for you.
I'm not going to review the game itself here, because that's been done before, very thoroughly. I'm reviewing the changes in the remastered version. But in brief, Burnout Paradise is a different take on racing games. It's an open-world racer, where every street is a challenge. There are hundreds of gates, billboards, and jumps to discover, races or other challenges at every intersection, and full-street time trials to compete with others around the world. Criterion added a ton of post-release content: some paid and some for free: motorcycles, legendary cars that resemble famous cars from movies and TV, toy cars, Big Surf Island (a huge area with new challenges and cars), Cops and Robbers (a new mode in which you play as... well... cops and robbers), and more. In contrast to other open-world racing games, the world feels full. Everywhere you look there's something to do.
And it does all of that amazingly well.
I fired up Burnout Paradise Remastered on PC and initially I couldn't see much of a difference. The original already looked great, and I may have some rose-colored glasses. But I went back to the original and yeah, they've smoothed things out. The first frame of reference is your car, which really doesn't look very different, but when you drive around the city, the remaster becomes more apparent. The lighting and shadows are better, it's more optimized (I was getting a more consistent frame rate on the remastered version), the textures for the world elements are improved. It's a nice new coat of paint.
As it happens I then went through some email and saw that it was on sale for 50% off on PSN, so I grabbed it there and played it on my PS4 Pro and wow. This is where it really shines. In addition to the improvements I saw on PC, this runs in 4K with a steady 60fps (it will run in 4K on your PC as well if you have the monitor for it. I unfortunately do not).
This is also currently the only way to get the Big Surf Island and Cops and Robbers DLC packs on PC.
Overall, this is just great. The visual improvements aren't huge but they're noticeable, especially if you have something that can run it in 4K. I love it and can't wait to burn up the streets more. Overall, it's a Must Play, but I have to give it two ratings: 1. If you don't have the game, this is a Must Play. It's the definitive version of what's already a Must Play game. 2. If you already have it on a console with all the DLC, it's a Rad. Maybe wait for a sale. There's nothing truly groundbreaking about the additions, but they're improvements.
Azurephile Super Member
wrote on 08/18/2018 at 09:39pm
I've had Burnout Paradise: The Ultimate Box on Steam for a few years now. I've apparently only played it for 2 hours. I guess I need to check it out.
Travis Admin Post Author
wrote on 08/18/2018 at 09:55pm
That unfortunately doesn't have the massive Big Surf Island. It's still fantastic though.
Azurephile Super Member
wrote on 08/18/2018 at 11:07pm
As for me, my favorite racing game series of all time is Wipeout!
Travis Admin Post Author
wrote on 08/19/2018 at 05:34am
I haven't played much of Wipeout. I had one on PS3 and I was terrrrrible at it.
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There's been speculation about this for a while, but earlier today Steam.tv launched to the world, appearing to be the long-assumed-to-be-coming Twitch competitor from Valve.
But it left us as quickly as it arrived!
Before it blinked out of existence, presenting merely a white page, it looked like the screenshot on this post. While it was up, all that was available was footage of the International, a Dota 2 competition. You could sign in and chat via voice or text using the new Discord-like chat that Steam recently released. You could invite groups of friends to watch videos with you and chat about it together.
But alas, someone was a bit quick on the trigger. In a... Read All
There's been speculation about this for a while, but earlier today Steam.tv launched to the world, appearing to be the long-assumed-to-be-coming Twitch competitor from Valve.
But it left us as quickly as it arrived!
Before it blinked out of existence, presenting merely a white page, it looked like the screenshot on this post. While it was up, all that was available was footage of the International, a Dota 2 competition. You could sign in and chat via voice or text using the new Discord-like chat that Steam recently released. You could invite groups of friends to watch videos with you and chat about it together.
But alas, someone was a bit quick on the trigger. In a statement, a Valve rep said: âWe are working on updating Steam Broadcasting for the Main Event of The International, Dota 2âs annual tournament. What people saw was a test feed that was inadvertently made public.â
That... doesn't exactly seem to be the full story, since it wasn't just a video feed. But we'll see! The International kicks off next week, so we shouldn't have to wait long for an official launch.