Category: Uncategorized

New PlayStation Store Releases: Axiom. Freaking. Verge.

At long last, Axiom Verge has arrived. I have been waiting for this game for what seems like a good long while now. Ever since I first read about it and its lone creator, Tom Happ, I have been interested in this game. I was impressed by his dedication and his passion for the project. I was intrigued by his love for classic gaming which seems to be so well reflected in his work. I was struck by the images and the fine attention to detail. Then, when I saw a playable demo at Fry's a couple months back, I knew that this game would be a day one purchase for me. As a matter of fact, I just finished downloading it a short while ago. I actually can't wait to finish writing this so I can go fire it up.

Oh yeah, and there are some other releases this week as well. Head past the jump if you care to take a look.

PlayStation 4

PlayStation 3

  • Anna (Kalypso Media, 936 MB, $14.99)
  • MX Vs ATV Untamed (PS2 Classic) (Sony Computer Entertainment America, 4.1 GB, $9.99)
  • Shadow Tower (PS One Classic) (Sony Computer Entertainment America, 157 MB, $5.99)
  • TableTop Cricket (Big Ant Studios, 169 MB, $12.99)
[Image: Thomas Happ Games]

Andrew J Amideo

April PlayStation Plus Free Games Revealed

Here's the full lineup for April's free PlayStation Plus games. We've got some hot ones! Check out the list after the jump.
There's the Alaskan Never Alone on PS4, procedurally generated FPS Tower of Guns on PS3 and PS4, Bethesda's Dishonored on PS3, indie platformer Aaru's Awakening on PS3 and PS4, portable FPS Killzone Mercenary on Vita, and puzzler MonsterBag on Vita.
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Three More Assassin’s Creed Games Revealed

Because there just aren't enough Assassin's Creed games out there. Read on for the specifics.
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The episodic series kicks off April 21st taking us to China, with Russia and India chapters completing the experience by this fall. Coming to PS4, Xbox One, and Windows, the three titles are developed by Climax Studios in collaboration with Ubisoft Montreal.

Microsoft Considered Giving Away the Xbox, Buying Nintendo

Lots of ideas get floated around when trying to develop and market a console, and with Microsoft's first entry, the idea of giving the console away was actually considered, along with outright buying Nintendo. Hit the jump for more details, and more crazy ideas!
Lorne Lanning spoke candidly after a recent interview with GamesIndustry.biz, revealing that early plans included the idea of giving the Xbox away. There was a very strong push behind this, and Seamus Blackley, co-creator, adds that the idea was to use the console as a trojan horse for Windows. The intent was that it would "be forced to run Windows after some period of time."

Lanning adds that there was huge internal resistance to the idea from Kevin Bachus, Seamus Blackley, and Ed Fries, "You got the brand that everyone resents having to buy, how's that going to work in the entertainment industry?" The ideas of being focused on playing movies, running Microsoft content exclusively, and many others were being pushed on the team by Microsoft executives.

In the end, the Xbox development team had proved themselves and these ideas were dumped, paving the way for a successful first entry in the console market. Today, it seems like many of these ideas are being revisited with the Xbox One. It had a focus on entertainment content, TV, and movies at one point. Microsoft are boasting cross-compatibility and interoperability with Windows 10 applications, and providing a development framework that will allow the same games and applications to run in both environments. Internet Explorer is available on the platform, and rumors of Cortana are being floated around.

It seems like the seeds of these original ideas never truly died, but became dormant until an opportune time. How do you feel about the changes in strategy Microsoft are making with the Xbox One? Was it just too early for the original Xbox, and is now the right time? Please let us know!

Fan-Made Mario 64 HD Remake Taken Down by Nintendo

Well, that didn't last long. A fan remake of Mario 64 in the Unity engine, complete with upgraded visuals, has been taken down by Nintendo. Don't be too upset though, read on to see why.
You won't be missing out on the project's evolution, because the truth is that developer Erik Roystan Ross never intended to implement anything past the first level. Even before the take down occurred, his blog read "I currently do not have any plans to develop this any further, as this was created purely for demonstration purposes of the character controller and as a tribute to the original game."

However, some intrepid coders may anonymously continue the project, as its source has been released and was available for anyone to download for a period. For now, you can always try out some HD texture packs for the original game that are floating around on the web.

Source: Neowin

The Twinstiq Podcast (which is still looking for a name) Ep. 1

We started at the bottom, now we‘re here, which is still at the bottom, but with a Podcast to keep your ears warm!
Come on guys, don’t expect miracles. We are talking 1 ½ months after all. To get some perspective: The development of Ride to Hell: Retribution took 5 years.
Anyway, enjoy this first episode and stay tuned for more.

UPDATE: Here, have a link to Hormone Hysteria, the game you saw us playing.

Don’t be Patchman…but do Kickstart him!

Don't be Patchman, a game that I originally thought was a Pacman clone, has reached its Kickstarter goal of $25,000.

It will be coming to Windows, Mac and Linux and it is....odd looking. The art style is fun, but the game itself seems to be some dystopian parody of real life. You play what appears to be a man sized stuffed animal that must blend in with the humans, using different colors and shapes to convert the mindless sheeple to true thinking people. So...maybe a puzzle game? In truth Don't be Patchman is a strange mix of puzzle, crop growing, and stealth/blending in tactics. I'm excited to see more for sure.

Have you pledged to any good looking Kickstarter games recently? If so, let us know in the comments and spread the joy.

Author: Billy C
Game: Don't be Patchman
Website: http://www.dontbepatchman.com/

You Are Merely A Dollar Symbol II:  Some Of The Bad All Lined Up

Words by Greywolfe

Last week, we talked about how publishers sometimes give their customers rather short shrift.  I wanted to talk a little bit more about the idea, because I think it’s worth looking into the current state of how games are sold – it will illuminate a handful of what I think are terrible practices and hopefully, it will make you think about how you purchase games in the future.

There are lots of bad ways companies try to make money from customers.  They don't necessarily see games and thus fun, they see dollar symbols.

All the money! ALL THE MONEY!

The Monetization Trap

One of the worst words to come out of gaming in the last ten or so years is “free-to-play.”

In principle, free-to-play allows the customer to download the game – bypassing that original $60 purchase cost up-front.  You are then set free in whatever world this is – usually, it’s a massively multiplayer online game – particularly of the role playing variety – but then, somewhere along the way – usually level twenty or so, the game starts demanding to be fed.

There are numerous problems with free-to-play, but most notably:

  • It is a gross misnomer.
    • Probably the most important thing about free-to-play is its name. Somehow, publishers adopted this particular set of words for what is – at its heart – not at all “free.” Good free-to-play systems give the player access to [very nearly] everything as long as they have time. Hearthstone is this model done absolutely right, but it doesn’t take looking very far to see how terribly it is abused.
  • The game is always built around the monetization method.
    • As a result of no box sale, the publisher has to recoup money somewhere along the line. At very least, they want their $60. At most, they want the sun, moon and stars. This is walking-walletry at its worst. Particularly when items are time locked and the timer keeps ticking regardless of whether or not you’re logged in. One need merely look at “time cards” that are sold for various massively multiplayer role playing games. These time cards should only tick down as long as you are logged in, but that, of course, is not how they work.
    • Content that should be part of the base game [like specific races and particular classes, in the case of a role playing game] are behind a pay wall. Items need to be “unlocked” in order for you to use them. The laundry list of sins here is pretty long, but the net result is simple: there end up being “haves” and “have nots.”
  • Games sometimes sell “power.”
    • In order to attract players, the game might sell enchanted swords that you cannot get anywhere other than in the store. These enchanted swords might be strictly better than anything else you could get in the world of the game.
  • Games always sell cosmetic items.
    • Whenever I look at a list of sins committed in the free-to-play space, this one always seems to get a massive free pass, somehow. The idea is that “cosmetic items” are not content, and so these are fair game to the publisher. What this generally means is that the nicest looking suits of armour, or the neatest ride able dragons are only to be found in the store. “It’s just a cosmetic item” is usually the defence issued in a case like this, but the trouble is: cosmetic items are content to someone. Perhaps not you, but they do matter to certain players. Why should they be forced to shell out for what they like when your raids are free?

Over the last ten years, publishers have started a war against used sales.  This is out of lock-step with basically EVERY industry, ever.

No selling your bought games. Bad customer!

The War On Used Games

Another onerous practise that has slowly begun to crop up in gaming is the stance that second-hand sales are a bad idea.  They should be avoided and we should move to a world where the only sale that matters is the first one.

Publishers are, of course, driving this particular practise because they don’t see any money from the game once it becomes second hand.  You see, games – or nearly any entertainment product – exists on a store shelf [or virtual shelf] at a retailer’s to be sold with the express understanding that some portion of the sale will trickle back to the publisher.

In any other entertainment industry – books, music or movies, once that first sale has occurred – NO more money can trickle backward to the publisher for a second-hand sale.  That’s a transaction between two individuals and in that case, the original owner gets the money and the new owner gets the product.

In gaming, however, publishers hate the second sale.  So they have built in systems that force at least a portion of the second sale to go back to them.  Perhaps you need to buy a [again, rather mis-named] “season pass” to access content that you should have had as a result of the sale.  Or the publisher outright stops you from selling if it’s on a digital platform.  None of this is consumer friendly – and none of it works this way in other industries.  [though, to be fair, those industries are slowly trying to “catch on.”]

On To The Future

Next week, I will wrap up this series – we will talk a little about a handful of other bad practises, but I do want to point out that there is some good in all of this silliness.  Gaming isn’t a “lost cause” when it comes to this particular issue, but it is in a place where we need to start seriously thinking about who we support and how we support them.  That way, we get our “reasonable monetization models” back, because, really, publishers seem to only listen to sales data, anymore.

Images courtesy of Pixabay:
Pixabay