Sunday, November 1, 2015

New Games

New Games


BattleTech Kickstarter stomps to the homestretch

Posted: 01 Nov 2015 11:00 AM PST

The BattleTech reboot Kickstarter launched a little more than a month ago and by all appearances has been a total success. Harebrained Schemes smashed through the original funding targets, and now in the final days of the campaign are looking to secure the very last stretch goal, PVP multiplayer.

As of the time that I'm writing this, it's within spitting distance. Little more than $150,000 to go after amassing an impressive $2.34 million dollars. If the goal is met, players will be able throw down in gladiatorial mech combat in both ranked and casual online matches.

Given how beloved the Solaris VII tournaments are to fans of the BattleTech franchise, I imagine Harebrained Schemes won't have a problem finding the extra push they need to hit this last goal. But just in case, they put together a slightly cheesy video as one last appeal (bless 'em).

I have big hopes for BattleTech. As a longtime fan/hater/scorned-lover of MechWarrior Online, I'm really interested to see the series rebooted closer to its turn-based roots with an emphasis on its lore and background. The idea of custom tuning some mechs right down to the nitty-gritty of actuators and targeting systems and then testing them out on live opponents makes the hairs on the back of my neck stand up (in a good way).

BattleTech Kickstarter stomps to the homestretch screenshot

Crowtel is cute and pay what you want

Posted: 01 Nov 2015 10:00 AM PST

I've only spent about 15 minutes with Crowtel and it's already winning me over. Released earlier today by indie developer Sinks, Crowtel is a sweet little platformer about a Crow trying to tidy up his surreal hotel before a pair of health inspector cats shut it down. It's... a little strange.

You can pick up Crowtel now at its itch.io page on a pay what you want basis. I went the cheapskate route, but given what a delightful time I'm having with it, I might just circle back and leave something in the tip jar. Go on and give it a try, I can think of worse ways to spend a lazy Sunday evening.

Crowtel is cute and pay what you want screenshot

Tomba 2 is back on PSN this week

Posted: 01 Nov 2015 09:00 AM PST

Tomba 2: The Evil Swine Return is making a comeback this week on PlayStation Network.

The sequel wound up being Tomba's not only second but final outing, as neither game sold well, forcing developer Whoopee Camp to go defunct shortly after Tomba 2 launched in late 1999.

Curiously enough, this will be the second time Tomba 2 has been released on North American PSN, with the Japanese import version Tomba! The Wild Adventures having already released last year.

The Drop: New PlayStation Games for 11/3/2015 [PlayStation Blog]

Tomba 2 is back on PSN this week screenshot

Dtoid Designs: The Super Mario Maker Un-Mario Challenge

Posted: 01 Nov 2015 08:00 AM PST

Dtoid Designs is back for round two. What's that? You missed the results from October's challenge? But they were posted at 9:30 on a Saturday night that also happened to be Halloween. You know, prime internet surfing time.

Okay, that was my bad, but I do want to thank everybody who entered and encourage you to go check out those levels. The response to this feature has been nothing but positive and I am happy to continue it for a second month.

For November, your mission should you choose to accept it will be to create a level in Super Mario Maker that does not play like a Super Mario level. That's right, it's the Un-Mario Challenge. If you've perused Course World in this game you've no doubt come across levels modeled after games like Sonic the Hedgehog, Gradius or Super Meat Boy. For November, I want to see what kind of level you can create if you're trying to make something other than a Mario level. 

Dtoid Designs: The Super Mario Maker Un-Mario Challenge screenshot

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Podtoid 309: Code Name Li Po

Posted: 01 Nov 2015 06:15 AM PST

Subscribe to the podcast via iTunes or download it here.

On this week's episode, Double Fine renaissance man Greg Rice joins the program to discuss the studio's Day of the Devs event and other topics both Double Fine and not Double Fine-related.

Podtoid 309: Code Name Li Po screenshot

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Sup Holmes embraces nothingness with Asteroid Base

Posted: 01 Nov 2015 05:00 AM PST

[Sup Holmes is a weekly talk show for people that make great videogames. It airs live every Sunday at 4pm EST on YouTube, and can be found in Podcast form on Libsyn and iTunes.]

[Update: Thanks so much to Jamie and Matt for being on the show! The rerun should be up soon. In the meantime, here are popular Lets Play personalities The Game Grumps showing off Lovers in action.]

Today on Sup Holmes we're happy to welcome Asteroid Base, creators of Lovers in a Dangerous Spacetime to the program. We'll be talking about the recent rise in space-based co-op adventures, the impetus of the game's creation, working on the Xbox One, the future of the studio, and whole lot more. Join us at 2:30pm EST for the full dongle!

Sup Holmes embraces nothingness with Asteroid Base screenshot

Pirates vs. Ninjas Splatfest proves popularity doesn't matter

Posted: 01 Nov 2015 04:30 AM PST

[Art by 3D ROD]

Yesterday's Splatfest was the first time I didn't actively participate in the nationwide competition. Between my day job, family responsibilities, and Halloween activities, I simply didn't have time to jump on and fight on behalf of Team Ninja. My guess was I wasn't really needed anyway, as pirates aren't much of a media presence at this point, while ninjas remain perpetually appealing. 

Looks like I was wrong there, as Team Pirate ended up taking the win with a final tally of 382-318, despite the fact Team Ninja won the popular vote by 28%-72%. That's in part because Splatoon's most recent update changed the rules of Splatfest, so games won now count for six times as many points as individual votes. As a result, Team Pirate was able to take the final prize, despite only winning more games by a count of 59%-41%. 

With this new system in place, even a team that lost the popular vote by 1-99 could still grab the larger game by a meager 40-60 win differential. While increasing the value of wins will likely do a lot to motivate players to actively play in each Splatfest, I think they may have gone a little overboard here. 

Splatoon - Pirates Vs. Ninjas Splatfest Results [GoNintendo]

Pirates vs. Ninjas Splatfest proves popularity doesn't matter screenshot

A look at the evolution of the games industry with 3 veteran developers

Posted: 01 Nov 2015 03:30 AM PST

[Sup Holmes is a weekly talk show for people that make great videogames. It airs live every Sunday at 4pm EST on YouTube, and can be found in Podcast form on Libsyn and iTunes.]

Hope you all survived Halloween! With another death-happy holiday gone, it's easy to be reminded of how fleeting life can be, There's nothing like the passing of another milestone to tune your brain towards retrospection. Luckily for us, we've got not one, but two excellent recent reruns of Sup Holmes that chart back the history of game development all the way back to the original Bard's Tale

The episode above features Mike Dietz and Ed Schofield of Pencil Test studios, who's game-ography includes Genesis game adaptation of Disney's Aladdin. the original Earthworm Jim, clay-mation point-and-click classic The Neverhood, and most recently, Armikrog. Hearing about how Mike (the older of the two) first found work in the industry by being enclosed in a room alone and being asked to make a low res sprite of a dragon was pretty mind blowing.

The enduring humility of both men was also hard for me to fathom. Despite being repeatedly presented with evidence indicating their unique ability to survive, and even thrive, for +25 years in a constantly changing industry, they still maintained the stance that they aren't really that special. I disagreed, which led to some interesting mini-arguments.

A look at the evolution of the games industry with 3 veteran developers screenshot

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