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Attack on Titan 3DS gets brutal with new gameplay trailer

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At last night’s Nintendo Direct conference, Nintendo President Satoru Iwata presented a brand new trailer for the upcoming 3DS video-game adaptation of anime and manga phenomenom, Attack on Titan.

The brand new gameplay trailer highlights several of the games major features and focuses particularly on the 3D maneuver gear combat action. Also featured is the relatively detailed character creation aspects of the game.

The game itself is titled Attack on Titan: Last Wings of Humanity. It follows the same story as the anime series and lets players take control of their favourite members of the Survey Corps including Eren, Mikasa and Armin.

You can check out the trailer for Attack on Titan: Last Wings of Humanity below.

Damned Begins Early Access on Steam

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Cooperative/Competitive horror game Damned officially graduated from Steam Greenlight by entering Steam’s Early Access program. Those who pre-order a copy of Damned will get access to the game as it is being developed and can provide vital feedback to the developers.

Damned is a five player horror game where one player takes on the role of the monster and is responsible for scaring and eventually killing the remaining four players. The team of four will attempt to escape from a randomly generated setting without getting killed by the monster. The players can only run away from the monster as it is invulnerable to damage and are faced with a variety of objectives that need to be completed before the escape is made available.

Damned is currently available for $9.99 on Steam.

Rocksmith 2014 Edition’s New Tracklist

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Ubisoft have declared that Rocksmith 2014 Edition will feature an awesome range of new music tracks, for players to discover the ultimate key to unlocking the power of learning guitar on Xbox 360, PS3, PC and Mac on October 24 2013.

With over 50 tracks covered in the Rocksmith 2014 Edition, the newly announced songs include:

  • Def Leppard – Pour Some Sugar On Me
  • Deftones – My Own Summer
  • Gold Motel – Brand New Kind Of Blue
  • Green Day – X-Kid
  • Minus The Bear – Cold Company
  • Queen – We Are The Champions
  • Ratt – Round And Round
  • Rush – The Spirit Of Radio
  • Tak Matsumoto – GO FURTHER
  • Tom Petty And The Heartbreakers – Mary Jane’s Last Dance

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In addition, Rocksmith will be offering EMEA players who purchase the guitar bundle with the game; the ‘Real Tone Cable’ and an Epiphone Les Paul Junior guitar, a free DLC pack of 6 tracks:

  • Chicago – 25 Or 6 To 4
  • Albert King – The Sky Is Crying
  • The Hives – Hate To Say I Told You So
  • The Lumineers – Ho Hey
  • Them Crooked Vultures  – Mind Eraser, No Chaser
  • Queens Of The Stone Age –  My God Is The Sun

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Discover the pick of destiny this October, with the epic guitar bundle that is available exclusively with Amazon UK for pre-order now.

Middle of Nowhere Interview with Aaron Wilde of VisionArts

 

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VisionArts is a small indie development studio looking to release their very first game with the help of KickstarterMiddle of Nowhere is a retro styled horror game that looks to bring back old style gameplay elements of scarcity and survival with a modern visual style. Aaron Wilde from VisionArts sat down with us to answer some questions about indie development and Middle of Nowhere.

 


How did Middle of Nowhere start? How did you guys get from “Wouldn’t this be a cool idea for a game?” to “This how we’re going to make this idea into a real game!”

I got the idea for Middle of Nowhere last year when playing a survival horror game and remember thinking how much this genre had changed over the last 10-15 years. At that time, it was very much just an idea and so I looked into it a little more and to my surprise, I didn’t see a game like it on the market already. It started out with just myself, then co-developer and level designer Maria Hansson joined me. When me and her took the game to a late concept stage we started looking for team members and by this time, the project became serious. We were very lucky to have in a short time a bunch of people come along applying for various positions for the team and something I like to do is have a personal interview/chat with them on Skype so I can get a feeling of their attitude and dedication towards not only their craft but the project as-well. So now there are six of us working on the project and I’m sure there will be more in the near future but I’m very happy with the talent involved in the project. We are now working all the time on the game and have a tremendous amount of passion for it and it’s direction. We as a team love survival horror and have a great amount of experience with the genre. We want to re-visit some traditional themes that I haven’t seen captured in survival horror for quite a while. We can’t wait to show fans what we have in store for MoN as everything so far has been created in the short space of 3-4 months.

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VisionArts talks a lot about going back to old style horror. What parts of modern horror games are you guys specifically trying to avoid? 

Well, I wouldn’t say it’s trying to avoid them exactly but our experience with the genre has made us actually want a game like the one we are trying to create. By that I mean, there was a time in survival horror where you shot an enemy with your very limited ammo but even with that, the enemy kept on coming. It had a true satisfaction and suspense to killing enemies that I don’t really see in survival horror games nowadays. That’s not to say the genre is bad or that modern day survival horror’s are at all. It’s just such a change from 10-15 years ago and we personally feel that the genre has got too easy regarding things like ammo, health and too much action.

Where do you guys find inspiration for the twisted creatures you have shown off so far? Has there been a moment where you looked at something and thought “That’s too horrifying, I think we need to cut it from the game.”

Haha, I think it’s really a combination of all things terrifying that we’ve seen ourselves in survival horror games. Something we love to do is listen to feedback from fans and what we do is study what people like to see, what really scares people from back in the day and modern survival horror’s. Our current creatures are a combination of that. “Stitches” much resembles something you would see in Silent Hill 1 whereas “Creeper” much resembles something you would find in Frictional Games Penumbra series for example. We want our creatures to be varied as much as possible to avoid repetition.

You have posted several videos that really give a good look into the hours that goes into video game development. Are there plans to continue providing this candid look in the process of game development?

Absolutely! we have a number of video updates planned showing behind the scenes on what we are working on and additional features in the game. In fact, it’s something we really love to do. I think it’s very important to listen to fans and constructive criticism to shape the game to be a game that fans do want and wait for. In many ways, we are creating this game with fans because we do go out of our way to watch as many lets plays as we can of the demo we provided on Kickstarter and any reviews we may find good or bad. So far we have fixed a number of issues because of this and so we definitely plan to have progressive videos, images and just messages to fans during development to always keep them in the loop.

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What sort of challenges have you encountered in developing Middle of Nowhere

A game is hard work, no doubt about that. I’m sure many people have tried and then got into it and seen how much work it actually takes, especially when you have to live up to fans expectations.
However, every fall we have encountered thus far in creating MoN, we have stayed up that same night to fix it. One time, we deleted every piece of grass, bush and tree in one of the biggest locations in the game we designed yet and it felt terrible but I remember us staying up that same night until we re-created the whole thing and it actually turned out a lot better then the original.
I have to say that I personally like that challenge, if there wasn’t one and it was easy then that would be it and the game would be done really quick. The challenge of it, of impressing fans makes me always want to improve features in the game to a great standard.

Your Kickstarter page really emphasizes the importance of listening to gamer’s feedback while developing the game. We gamers tend to be a pretty noisy and opinionated bunch with really high expectations, how do you plan on managing it?

That’s a very good point and thus far, we’ve had various opinions, questions and concerns from quite a lot of people. The thing we look for is the most requested of these 3 things. If we overall that something has been said quite a few times, we look into it and it is as simple as that. A hard one I think players have to grasp is that because we are going back to the old days of survival horror, guns and combat is much more difficult and ineffective and I think players have become way to used to the idea of it being too easy so that’s a hard one to manage but we’ll end up finding the right balance for sure. I feel that you have to listen to fans, you just have to. We obviously can’t listen to every single one because there are too many but as I said, if something is said in mass then we do listen, we do address it and then we announce it so that they know we’ve addressed the issue.

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Indie development is a terrifying matter! Will your budget allow you guys to take the plunge and work on Middle of Nowhere full time?

I agree and I think that’s a big thing that is missed for Indie’s. Me and the co-developer Maria Hansson are lucky enough to be in a position that we will be working full time on the game providing Kickstarter is successful. If it’s not, I don’t think we will be able to continue development, at least not very a long time because of this issue. Our budget for Kickstarter is going directly into the games development, all of it, every last dime. I think £25,000 is not a great deal of money for a video game considering that games usually use about 20m. However, we have looked into our exact budget and we know we can deliver if successful and we truly believe it will be a powerful game if we make it. I understand though that it’s hard to trust a group of people who haven’t made a game before with your hard earned money but that is what Kickstarter is all about, we have to start somewhere and you pledge because you believe in the project and people. I will deliver this game somehow and someway and if it’s successful then everyone has made our dream come true and we will deliver the game they have been waiting for to the best of our ability.

What’s the long term plan after your Kickstarter is funded? Will backers get a chance to join in on the alpha or beta and play a greater role in the development of Middle of Nowhere?

Well as I said, we’ve worked out an in depth budget so are ready to go with development right away. Something we always plan to do is keep updates coming, take feedback in and listen. We will most certainly provide a demo of the finished product more toward the release so they can really get a taste of the games power and I have to say, I’m already very excited about that. Our direction with the game is very ironed out and I think that will show providing the Kickstarter is successful.

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Do you have any advice for budding indie game developers?

The best advice I can give is that I know when you start a new project and have a dream of a game you feel raring to go and then see how much work it takes and it seems daunting but it is very possible to create the game you love with enough persistence. If you have that dream, then follow it and keep true to it. There will always be people who love what you do as-well as those who hate what you do, it’s unavoidable but I can bet, with enough passion and dedication your good supporter will far exceed your bad and you’ll end up loving the experience of game development.


Thanks to Aaron Wilde for taking the time to sit down and talk with us! Be sure to check out Middle of Nowhere’s Kickstarter campaign and their Steam Greenlight campaign!

 

War of the Vikings Hits Steam Early Access

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Paradox Interactive, the folks behind Europa Universalis IV, announced today that their upcoming multiplayer close-combat action game, War of the Vikings, is available in its Alpha state via Steam Early Access.

In development from Fatshark, the game can be purchased and played immediately, allowing you to see, firsthand, the growth of the game. Both Alpha participants and owners of War of the Roses: Kingmaker Edition will be granted free Early Access from October 1 to October 4. Players who own WotR: KE or Mount & Blade: Warband will be granted a 10% discount from the Early Access for the first month.

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Multiple packages, including a Standard Edition, Blood Eagle Edition (which includes a soundtrack and exclusive gear), and Valhalla Edition (all content, all future content for free, and an extended soundtrack) will be available for purchase during Early Access. Players interested in the game can check out their official website here, or head over to Steam to grab the game.

Super Sanctum TD Updates to 2.0 with Brand New Features

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Coffee Stain Studios released a major update for Super Sanctum TD that brings some major changes to the game along with Mac support. The UI has seen a major refresh along with a complete rework of the perk system. Additionally new enemies and skills have been added to the game.

Super Sanctum TD is a retro styled tower defense game in the Sanctum universe. It is available for Windows and Mac on Steam. Players will be transported back to the 16-bit era of gaming as they fend off familiar monsters from the Sanctum Universe. Super Sanctum TD is available for $3.99 on Steam.

 

Ethan: Meteor Hunter Begins Pre-Orders

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Seaven Studio may have missed their original summer release date, but the team is hard at work to ensure an October release. They are so comfortable with the October release date that they announced the start of Windows PC pre-orders for Ethan: Meteor Hunter. Pre-orders come in four tiers, the $9.90 Classic Edition that contains a digital copy of the game for Linux, Mac, and Windows; the $14.90 Deluxe Edition that contains the game, soundtrack, an art book, and game guide; the $19.90 Early Adopter Edition that will give buyers the Deluxe Edition five days before the official release, and the $29.90 Supporter edition that will put the buyer’s name in the credits and the Early Adopter Edition. Pre-orders can be purchased from the official Ethan: Meteor Hunter website.

The PlayStation 3 edition will also cost $/€9.90 on PlayStation Network. To celebrate the big news, Seaven Studios has posted a lengthy new trailer that shows off the Time Attack mode. Find out more about Ethan: Meteor Hunter in our preview.

Need For Speed Rivals New Gameplay Trailer

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Need For Speed Rivals received a new trailer today showcasing actual gameplay footage as well as progression details and some story elements. It all rushes by pretty fast but it seems you will be racing while fulfilling certain challenges such as evading a certain number of pursuits, taking out your rivals or drifting 500 yards. None of this is really new for the Need For Speed franchise as we’ve been evading cops, taking down rivals and drifting around corners since the early days. However the series has definitely evolved graphically since back then, running on the Frostbite 3 engine the games environment really comes to life and the impacts between cars feel very powerful. At the very end of the trailer we get a brief look at some story details. You will be chasing down some guy (or girl, that would be a cool twist) called Zephyr, who seems to be the big rival you want to take out. Some of the pursuit tech you can use to dominate your rivals is also shown off, including EMP for shutting down their car’s electronics and spike strips to shred up their tyres.

Need For Speed Rivals is being developed by fairly new studio Ghost and is being published by EA. This years title is bringing back customisation after much fan request, you can check out the personalization trailer here. The game is coming to stores on November 19th and will be available on PS4, Xbox One, PS3, Xbox 360 and PC.

Digimon Masters Introduces Lucemon

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Behold the light of darkness

Online developer Joymax has announced its newest Digimon for its popular MMORPG, Digimon Masters Online. Set to make their debut as part of the latest October update, Lucemon and Lucemon Falldown Mode join the Digital World.

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Beware the guise of innocence

As part of Digimon Masters second anniversary, players will be introduced to Lucemon an Angel Digimon whose name and design are derived from the mythological Lucifer. It has the appearance of a child and is said to have descended to the ancient Digital World long ago.  However, because of a later Rebellion, it summoned a long period of darkness. Although it has the appearance of a child, the power and intelligence it possesses surpass even that of an Ultimate Digimon.

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Duplicity incarnate

This update also brings Lucemon Falldown Mode, the ultimate Demon Lord which possesses both the divine and diabolic.  It is the strongest of the group and instigated a rebellion which led to it becoming sealed in the Dark Area along with many other Demon Lord Digimon.  Its power exceeds that of Megas, and is said to rival that of the existence called “God.”  Its contradictory existence – loving all things yet trying to destroy the world – will lead to its intention to create a fresh new world!

To celebrate this event, all tamers who purchase Lucemon from September 24th to October 22nd will go into a drawing to be one of one hundred and fifty lucky tamers to win the Ultimate form of Tsukaimon, Daemon absolutely free. For more information on Digimon Masters, visit the official site and Facebook page. Check out the screenshots below and see the Holy Demon in action. Reclaim the Digital World.

Mario & Sonic at Sochi 2014 Olympic Winter Games Gameplay Trailer

Since Mario & Sonic will be representing the Olympics again for next year and since the time is drawing closer and closer, Nintendo has released a gameplay trailer showing off some of the events that players will be able to compete in as their favorite Mario or Sonic character.

Starting off with a nice panorama of the characters that will be competing in Mario & Sonic at the Olympic Winter Games Sochi 2014, players will be glad to see that it is a pretty wide selection from both properties. Then from there the trailer goes through to show off the variety of events that are available, from snow boarding and skiing, to hockey and figure skating. Plus, there will be dream events to take on and players can finally compete in online multiplayer.

To see all these different events and characters competing be sure to check out the gameplay trailer embedded below. Mario & Sonic at the Olympic Winter Games Sochi 2014 will be releasing in November for Wii U.