Twin-stick shooters aren't exactly a new concept, but offering a view from your in-game vehicle's pilot seat as an alternative from the common top-down perspective? That's different! Crimson Dragon developer Land Ho! Co., Ltd is letting players take on contaminants from the eyes of a cell in Project Life, a title planned for PC and iOS. While players are free to use the top-down view, Destructoid reports that the PC version will also support the Oculus Rift.
Progressing through Project Life involves clearing out purple toxins from the playing field, which allows your cell to travel through new spaces once they're brought into good health. Entries to Project Life's development blog from 2012 also note that a player's health is drained as they attack enemies, so existing twin-stick shooter habits of spewing bullets at all times might not work so well here.
A release window hasn't been shared for Project Life, but with how frequently classic games are beingadapted to first-person perspectives for the VR headset, it's neat to see some original projects supporting it, too. [Image: Land Ho Co.]
Balmora, Tel Naga, oo, I wanna take ya. Tel Branora, Caldera, come on pretty mama. Seyda Neen, Urshilaku (camp), baby why don't we go down to Morrowiiind! Boy, Skywind - the mod to recreate the world of The Elder Scrolls 3: Morrowind in Skyrim's engine - sure is looking pretty! [Image: TES Renewal]
Childhood fears might seem silly now that we're all grown up, but it's amazing how strongly we could convince ourselves of basement monsters and lurking ghosts when we were alone in our darkened houses. Taking those fears on isn't always easy for a kid, but Ashlyn seems ready to bash her way through them all using toys and puppets in Hush, Game Studio 78's episodic action adventure game set in an abandoned orphanage.
Each of Hush's episodes will consist of three chapters built around specific fears. The first episode's "Fear of Thunder" chapter, for instance, will contain monsters that paralyze Ashlyn with loud noises, comparable to how claps of thunder leave some children immobile from fear. Fear of darkness, spiders and clowns are also among Hush's subject matter, just in case you've forgotten why you can't sleep.
Game Studio 78 cites Alice: Madness Returns as an inspiration for Hush's surreal environment and twisted enemies, while also drawing comparisons to The Legend of Zelda series in reference to its puzzles. Since Ashlyn is facing fears, players will need to keep her braveness gauge filled as they explore - failing to do so means having to flee from battles, unless Ashlyn outright faints. [...]
The Koenigsegg Agera One:1 is a car as fast as its name is difficult to pronounce. Thankfully, you'll have better things - like evading the cops or catching racer punks - to worry about should you choose to give it a spin in Need for Speed: Rivals. The car is now available to download for free, and comes in both racer and police variants.
According to the Need for Speed blog, the real-life Agera, "possibly the fastest car ever built," packs 1340 BHP (or brake horsepower, which is to say horsepower that doesn't factor in an engine's natural loss in power) and weighs 1340 kilograms. That's one BHP per kilogram, a 1:1 ratio! Oh. Ohhhhhhhh. Hold up. Nevermind. We just got it. [Image: EA]
The first act of Double Fine's Kickstarted adventure game, Broken Age, is currently on sale for its lowest price ever on Steam. For $16.74 you can get the game, or for $20.09, you can snag the game as well as a copy of the soundtrack. Hurry though, because at the time of posting, you've only got two and a half hours to take advantage of the deal.
The release of Act 1 existed partly to fund the development of Act 2, so the back half of the game isn't ready to go just yet. Those who purchase ahead of Act 2's release will be given the conclusion as a free update, according to Double Fine.
Double Fine also announced a slew of statistics regarding Broken Age's production, in case you're the type who was ever curious about just how many lines of code go into creating a game like this. (Hint: it's a lot.) It's also been a time-consuming project: over the course of 22 months (or 339 man-months), the team has created 1,181 cutscenes, recorded 4,417 lines of voice, and consumed more than 680 gallons of coffee. Broken Age also takes 15 minutes (at a resolution of 1024x768) to show off 12,846 name strings during the credits. [...]
Indie developer Spearhead Games will follow up on its recent PSN and PC co-op action game Tiny Brains with the tentatively-titled Project Cyber, a three-on-three competitive eSports game with a cyberpunk aesthetic.
While the game itself is in an early state, Spearhead anticipates an upcoming release for Steam and digital console platforms. Gameplay footage begins at the one hour and ten minute mark in the video above.
Spearhead is currently offering free Steam keys for a pre-release alpha version of Project Cyber upon request, and is accepting user feedback via Twitter and its official forum. [...]
Yesterday, Bandai Namco revealed that the PC incarnation of Dark Souls 2 will arrive on April 25. Today, the publisher offers a rundown of just how powerful your gaming PC will need to be to properly render the morose action game.
The bare minimum requirements for Dark Souls 2 include 2GB of RAM, 8GB of free hard drive space, an AMD Phenom II X2 555 dual-core processor at 3.2Ghz or Intel Pentium Core 2 Duo E8500 at 3.17Ghz and either an NVIDIA GeForce 9600GT graphics card or an ATI Radeon HD 5870. Dark Souls 2 supports a range of Windows operating systems dating back to Windows XP, and obviously, a functional Internet connection is required for online play. Any sort of sound card will do, as long as it supports DirectX 9.0c or a later version of the de rigueur API.
Those hoping for the "recommended" Dark Souls 2 experience will need 4GB of RAM, 8GB of hard drive space and the same sound card technology mentioned above. For processors, Bandai Namco suggests either an Intel Core i3 2100 at 3.10GHz or an AMD A8 3870K at 3.0GHz. As always, players will benefit by using the most powerful graphics card they can afford, but the game's official specs recommends nothing less than an NVIDIA GeForce GTX 465 or ATI Radeon HD 6870. [...]
Q-Games' PixelJunk Inc has long been in development, and will see an alpha version launch on Steam's Early Access service on March 13. The game, which was originally codenamed "PixelJunk 1-6" in November 2012, will also undergo a name change and be known as Nom Nom Galaxy from here on out.
Q-Games originally planned to launch Nom Nom Galaxy on Steam last year, and now has a quirky Early Access trailer to make up for lost time. In the trailer, Q-Games serves up the game's new name and places items like a PS3 and a copy of StarFox Command in a giant pot of soup. Given that players use lasers to destroy the environment in the 2D platformer and in turn build their soup empire, we guess boiling a game console in a video makes sense on some level. [Image: Q-Games]
At PAX 2013, Dave tookGalak-Z for a test drive through the cosmos and described the game as "like a sped-up version of Asteroids on psychedelic drugs." He praised the game's tight controls, sharp enemy AI and the omnipresent threat of something unexpected blowing your tiny ship into component bits before you're even aware of that stray laser blast or grumpy space worm. That last bit makes a lot of sense in light of a recent PlayStation.blog entry from Galak-Z producer Raj Joshi who names delightfully infuriating indie hits Don't Starve and Spelunky as key inspirations for the shooter.
Alongside the newly-announced Vita version of Galak-Z, 17-BIT remains committed to launching the game on both PlayStation 4 and PC platforms. Unfortunately, the most concrete release window Joshi is willing to assign Galak-Z is sometime "later this year." [Image: 17-BIT]
Device 6 developer Simogo makes its Steam debut this week with Year Walk, a PC port of its acclaimed iOS first-person adventure game.
Year Walk puts players on a vision quest through a dark forest, where they'll solve environmental puzzles and encounter mythical creatures from Swedish folklore. The upgraded Steam version includes new puzzles and in-game locations, along with new features like maps, a hint system and an integrated creature encyclopedia.
Once upon a time in South Africa, a young video game journalist named Ludwig Kietzmann collapsed for no apparent reason, falling to the floor in a heap of stylish dark-wash jeans and almonds. Seconds later, he awoke and knew something was desperately wrong. Something horrible was coming, and there was only one thing he could do to avoid catastrophe. He had to get out of South Africa.
EA South Africa will not launch Titanfall in the region, attributing the decision to poor internet performance rates. The post on EA South Africa's Facebook reads as follows:
"After conducting recent online tests for Titanfall, we found that the performance rates in South Africa were not as high as we need to guarantee a great experience, so we have decided not to release Titanfall in South Africa at this time. [...]
Has any franchise reboot endured more scrutiny and debate over its degrees of success (or is it failure?) than 2013's Tomb Raider? Perhaps it's apt fallout from Lara Croft's rugged origin story, in which she proves herself against wolves, wild cultists and supernatural weather.
Tomb Raider's commercial splash has gone from "'biggest opening" to "weak," back to "profitable" and onward to exceeding "profit expectations," according to a fan-facing note from Square Enix's head of studios, Darrell Gallagher. Looking back at the year since Tomb Raider first launched, Gallagher plays the referee and makes the call fans have been waiting for: "By the end of this month we will surpass 6 million units for our Tomb Raider reboot, and, having achieved profitability back in 2013 Tomb Raider has exceeded profit expectations and continues to make significant contributions to our overall financial performance."
Publisher Square Enix was never going to get an instant Call of Duty caliber hit out of the story-driven Tomb Raider, but this affirmed success becomes important when we see doom hanging over major AAA studios, investing years into a game that hits - but doesn't hit quite hard enough. For now, Lara Croft appears to be a viable business again, even if she's not yet swimming in it. And let's get some actual swimming in the next one, please?