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  • Nintendo@PAX: Wii U gets 'F-Zero'-style racer, 'Kerbal' and more

    by 
    Philip Palermo
    Philip Palermo
    08.28.2015

    Nintendo helped kick off Seattle's annual PAX Prime gaming convention with a focus on the indie scene. The Nindies@Night event at the EMP Museum gave fans a chance to check out 19 indie games on the Wii U and 3DS -- and interact with the developers themselves. Among the highlights: Developer Shin'en showed off two-player split-screen support in its very F-Zero-esque Fast Racing Neo; Squad talked about bringing Wii U-specific features to Kerbal Space Program; and Yacht Club Games unveiled a certain shovel-wielding Amiibo figure.

  • Dell revives the Alienware 18, upgrades its smaller gaming laptops

    by 
    Sean Buckley
    Sean Buckley
    08.27.2015

    It's a rare, satisfying feeling when a community rallies together to ask a company to bring back a discontinued product and it actually works. Today is one of those days: Dell announced at PAX that it's bringing back the Alienware 18 -- the most powerful portable gaming machine the company's ever made. The revived 18-inch rig is being touted as a 'special edition' and will pack in a 4th Generation Intel i7 processor, up to 32GB of RAM, a 1TB HDD (with an optional 512GB SSD) dual NVIDIA GeForce GTX 970M or 980M graphics, depending on the configuration. Too big? Too much? No worries --- Alienware is refreshing its 13-, 15- and 17-inch laptops, too.

  • PAX South 2015: Moonrise and State of Decay shine at the Undead Labs booth

    by 
    Mike Foster
    Mike Foster
    01.26.2015

    Most media appointments at an event like PAX South 2015 work like this: You meet the person you're supposed to meet, that person shows you the game her studio is working on, and then you rush off to the next booth on your list while cursing yourself for not scheduling time for a snack. Undead Labs handled my PAX appointment a bit differently, sitting me down for back-to-back play sessions with brand-new tablet game Moonrise and a remastered version of State of Decay, the zombie survival game that put the studio on the map. It was a little jarring to go from adorable pet battles to being torn in half by a zombie, but the two-for-one session provided a nice glimpse of where Undead Labs has been and where it intends to go.

  • Bloodborne demo defeats players at PAX Prime, TGS

    by 
    Danny Cowan
    Danny Cowan
    09.24.2014

    Recent public playtests indicate that From Software's Dark Souls series successor Bloodborne is shaping up to be just as difficult as its predecessors, DualShockers reports. During Tokyo Game Show last week, producer Masaaki Yamagiwa and marketer Yasuhiro Kitao revealed that less than one percent of players at PAX Prime were able to complete the Bloodborne demo. Only 20 out of approximately 3,500 players were able to kill the Cleric Beast boss and complete the quest at PAX Prime. Around 40 out of 1,250 attempts at TGS were successful. Dark Souls fans who thrive on challenge may take these results as a positive sign, as the series has traditionally focused on gameplay that require patience, preparation, and a willingness to learn through failure. Bloodborne launches exclusively for the PlayStation 4 on February 6, 2015. [Image: From Software]

  • How Spry Fox used (human) guinea pigs to evolve Free-Range Dragons overnight

    by 
    Danny Cowan
    Danny Cowan
    09.11.2014

    If you played Spry Fox's Free-Range Dragons at PAX Prime earlier this month, you may have a vastly different impression of the game than players who returned to the team's booth during the show's final hours. This isn't just a matter of taste, either. Spry Fox actively updated its PAX Prime demo of Free-Range Dragons throughout the expo weekend, making sweeping changes in response to player behavior and feedback. The experiment was a valuable learning experience for Spry Fox, and produced results that will likely inform the project's future direction.

  • Final Fantasy creator sees mobile success in download numbers

    by 
    Mike Suszek
    Mike Suszek
    09.08.2014

    Hironobu Sakaguchi's name is credited with leading and assisting in the creation of many games over the years, from Final Fantasy to The Last Story, Chrono Trigger to Parasite Eve. The veteran designer announced his latest project in July, an action-RPG-puzzle game for iOS and Android called Terra Battle, before showing it off at PAX Prime earlier this month in Seattle. At its heart, Terra Battle is more RPG than puzzler, but it looked like a card game-style sidequest from a Final Fantasy entry more than anything else. In it, players slide card-like icons that represent their team of fighters to a battle grid, each with a mess of unique skills and abilities. One turn consisted of selecting a teammate, then gliding it on the grid, pushing teammates around before settling in a spot within four seconds. Depending on the enemies it was adjacent to and the fellow fighters it lined up with, it initiated individual and team attacks and spells. Within seconds, damage numbers, detailed character designs and ability names flashed on the screen in quick succession. The data stream was immediately overwhelming, then it evaporated from the screen. None of it made a lick of sense, yet the slide-and-move-on action was innate and enjoyable enough to encourage continued play.

  • Neverending Nightmares is horrific, repulsive and true

    by 
    S. Prell
    S. Prell
    09.08.2014

    Caution: Some of the following content contains graphic descriptions of violent thoughts that Gilgenbach has experienced in real life. Those sensitive to such information should read with caution, and contact their nearest mental health care facilities if needed. In the US, the national suicide prevention hotline is 1-800-273-8255. Neverending Nightmares is a "Trojan horse of sorts," independent developer Matt Gilgenbach told Joystiq at PAX Prime. At first glance, the game appears to be a stylized horror game full of genre tropes: creepy little girls, old dolls with dead eyes, haunting visions of gore and violence. However, the truth is that Neverending Nightmares is actually an intensely personal exploration of Gilgenbach's own thoughts, intended to communicate the awful feelings someone with depression might experience. It has the potential to be a tool for empathy as much as it might elicit late-night scares.

  • Hearthstone expansion coming 'soon'

    by 
    Alex Ziebart
    Alex Ziebart
    09.05.2014

    The release of just a handful of new cards with Hearthstone's Curse of Naxxramas had a notable impact on competitive play -- the priest deck is considered by some to be a powerhouse with a suite of deathrattles, for example. That's often the case with collectible card games such as these, so an inevitable expansion has the potential to make Hearthstone feel like a whole new game again. Eric Dodds, Hearthstone's lead designer, told our sister site Joystiq at PAX Prime that just such an expansion is coming "soon." It seems likely an official expansion announcement awaits us at BlizzCon. We have to wonder what approach they'll take with an influx of new cards. Power creep is always a concern -- Curse of Naxxramas's relatively few, deathrattle-themed cards is one thing, but the addition of a hundred new cards might be something else altogether. An oodle of new cards needs to hold some allure over the old ones to draw players in, but does Hearthstone have room for that many additions, given its simple rule set? An increase in base power-per-mana would be one approach, but unlikely to be endearing to players. That works fine in MMOs, but not card games. Brand new mechanics are also possible, something beyond Battlecry, Deathrattle, and Charge. Other CCGs have attempted to modify their tournament rules to limit the use of cards from previous sets or hold tournaments/ladders where only specific sets are allowed for use in play, requiring competitive players to dip into each and every set. That feels like a very un-Blizzard thing to do, but a CCG is new territory for them. Who knows?

  • The Behemoth finally has enough clout to get away with Game 4

    by 
    Mike Suszek
    Mike Suszek
    09.05.2014

    The Behemoth, better known as the house that made Castle Crashers, is continuing a pattern in which it approaches new genres with each project. Its newest venture, Game 4, is a turn-based strategy game for PC and Xbox One that retains the developer's quirky humor and trademark charms while stripping away some of the expected tropes found in the genre. In it, players collect a team of interchangeable, oddball heroes wielding the strangest weapons and helmets, then select their movement paths on the battlefield and observe as attacks play out. It's an intriguing direction for a studio that made its biggest mark with a beat-em-up.

  • The Think Tank: The best of PAX Prime 2014

    by 
    Bree Royce
    Bree Royce
    09.04.2014

    This year's PAX Prime has drawn to a close, as has our coverage, but how did it fare, on the whole, for MMO players? I polled the Massively writers for their favorite announcements and showings from the con. Here's what we think was the best and most interesting MMO news to come out of PAX Prime.

  • Harmonix's A City Sleeps dreams of bullet hell

    by 
    Danny Cowan
    Danny Cowan
    09.04.2014

    It quickly becomes apparent that the developers of Harmonix's A City Sleeps are hardcore arcade shoot-'em-up fans. Its screen-filling bullet patterns recall Cave games like Deathsmiles and DoDonPachi, and its multi-faceted mechanics draw inspiration from Radiant Silvergun and other highly regarded classics. On its surface, A City Sleeps seems like a sudden and dramatic shift for Harmonix, a studio best known for creating the rhythm-driven Guitar Hero and Rock Band franchises. Snap on a pair of headphones, however, and you'll instantly recognize A City Sleeps as a Harmonix game. Exceptional sound design elevates A City Sleeps within its genre, and the pedigree of talent involved in its creation made it a standout at PAX Prime.

  • Extreme Exorcism is pixelated chaos for you and your ghostbusting friends

    by 
    Danny Cowan
    Danny Cowan
    09.04.2014

    Extreme Exorcism begins simply. The first round of play pits players against a possessed piece of furniture in one of several spacious rooms scattered throughout a haunted mansion. The enemy is easily dispatched with one of the many randomly spawned weapons found nearby, and the round concludes with little fanfare. In round 2, a ghost enters the arena. Several seconds may pass before you figure out that the phantom mirrors your movements during the previous round perfectly, replicating your jumps and attacks in a pre-programmed daze. If you can remember what route you took while you were battling the possessed furniture in round 1, your ghostly doppelganger should pose little challenge. Round 3 begins. Your ghost from round 1 teams up with a new apparition that replicates your performance from round 2, and you must exorcise them both. Every round afterward adds another ghost to the fray, and it isn't long before you succumb to your previous expertise. This is the essence of Extreme Exorcism, a game in which you are truly your own worst enemy.

  • Hearthstone expansion coming 'soon,' iPhone and Android versions by end of year

    by 
    S. Prell
    S. Prell
    09.04.2014

    Eric Dodds, lead designer for Blizzard's digital card game/spare time killer, Hearthstone, told Joystiq at PAX Prime that an expansion for the game will be coming "soon." The expansion will add new cards and lots of them - more than 100, actually. Unfortunately for those who enjoyed taking on the hordes of the undead in Curse of Naxxramas, the expansion will not feature additional single-player content. Dodds clarified that Naxxramas is an "adventure," while what's coming is an "expansion." Still, don't rule out more adventures in the future; Dodds said that, while Hearthstone is "primarily a PvP game," the single-player content allows the game's designers to steer players into trying new classes and strategies. The goal is that players will take those strategies into the multiplayer arena, but even if they don't, it provides an avenue where players can think differently than they're used to. As for those iPhone and Android versions? "Still in progress," Dodds told Joystiq. But they should be *ahem* ready to ride by the end of the year. [Image: Blizzard]

  • Massively's PAX Prime 2014 roundup

    by 
    Bree Royce
    Bree Royce
    09.03.2014

    Massively's Justin Olivetti soloed the PAX Prime boss for us this year, and he kicked its butt! His loot drop? A whole week of well-earned relaxation on the Massively golden yacht. Just kidding! Back to work, Olivetti! We've rounded up all of his awesome PAX coverage below. What did he think of ArcheAge, Warlords of Draenor, and H1Z1? How many parties did he crash? Did he really cosplay as an angry Chua? Read on to find out!

  • PAX Prime 2014: World of Warships balances historical accuracy with big boat fun

    by 
    Justin Olivetti
    Justin Olivetti
    09.02.2014

    A warship is understandably larger and more complicated than a tank or plane, which is why Wargaming is diverging slightly with its third online title. At PAX Prime, I sat down with the dev team for World of Warships to see how the alpha is progressing and what a fleet of ships looks like with all guns blazing. There are four types of ships from which players can choose when they step into a match. Destroyers are smaller and faster with torpedoes, battleships are hulking gun platforms, and cruisers are straddling the line between the two. Then there are carriers (which we did not get to see) that eschew big guns for a squadron of planes to send out. Unfortunately, submarines aren't part of the mix, as the team decided that they wouldn't be fun for this type of game. Each ship is as historically accurate in its looks and is hideously detailed, with up to 500 parts and 270,000 polygons. This detail comes into play when ships are damaged in certain sections, disabling features and abilities. The team is planning on launching with around 75 ships between the starting nations of the United States and Japan.

  • PAX Prime 2014: Tome makes for a more aggressive MOBA

    by 
    Justin Olivetti
    Justin Olivetti
    09.02.2014

    One interesting trend that I noticed among the up-and-coming MOBAs that I previewed at PAX Prime this past weekend was how there's this real desire to challenge the status quo and cut out what's hurting rather than helping the genre. Tome may not look much different than its contemporaries, with a grounded fantasy setting and typical setup, but underneath the hood it's sporting a few ideas that should make it more friendly and convenient to a larger audience. The team's decided against including last hitting while putting in handy features such as healing quickly and buying items anywhere while not in combat. Another core principle of Tome is that it embraces aggressive gameplay. Matches should take 12 minutes or less to complete, with design elements such as hardier minions and limited ammunition towers making turtling an undesirable option.

  • PAX Prime 2014: Upsilon Circuit debuts to the public

    by 
    Justin Olivetti
    Justin Olivetti
    09.02.2014

    I'll echo what Eliot wrote back at PAX East earlier this year: Upsilon Circuit is almost certainly one of the strangest and most intriguing video game concepts I've ever seen. Part Diablo clone, part Smash TV, part Hunger Games, and part Max Headroom, it's a virtual game show there eight contestants fight to stay alive while the larger player audience helps or hurts the contestants as they wish. This is all overseen by a Ronald Reagan-ish game show host who will snark and deadpan the proceedings. The Robot Loves Kitty dev team said at this year's PAX Prime that the genesis for Upsilon Circuit came from seeing the surge of popularity for folks who watched other people livestream games. Why not take that voyeurism and make it more interactive? Thus, Upsilon Circuit was born.

  • Never Alone blends clever platforming with cultural insight

    by 
    Danny Cowan
    Danny Cowan
    09.02.2014

    I like to think of Never Alone as a less depressing version of 2011's indie hit, Limbo. It features similar environment-based puzzle-platforming in an unforgiving world, but its buddy-system mechanics give an encouraging sense of optimism throughout. This isn't to say that you won't be challenged in Never Alone. You'll fail its platforming sequences frequently, and its puzzles are suitably vexing. It's a clever and solid entry in the genre, and its focus on Alaska Native culture gives it a weight and purpose beyond its inventive gameplay.

  • Globe-trotting with Geometry Wars 3: Dimensions

    by 
    Mike Suszek
    Mike Suszek
    09.02.2014

    It wouldn't be fair to Lucid Games to say that Geometry Wars 3: Dimensions is "just more Geometry Wars," and then leave one's impressions at that. Announced just a few weeks ago, the game literally takes the series where it has never been, primarily thanks to new three-dimensional visuals (with a pun-tastic title to match). In all honesty though, calling it "more Geometry Wars" serves as a reassurance to the twin-stick series' devotees that its fast-paced action hasn't gone anywhere. My time with Geometry Wars 3 at PAX Prime in Seattle demonstrated that the game fits perfectly with its 2D brethren. Piloting the iconic, angular cruiser through galactic grids felt as tight as ever, while slipping past threats and rapidly firing laser-like bullets at geometric baddies is as chaotic as ever. It took a few attempts to get acquainted with the game's latest twist, though the enemy and bullet behavior is just that, a "twisted" version of the previous games. The flat grid-like playing field fans are used to is now a sphere, tube, pill, peanut or one of numerous other shapes, depending on which of the single-player mode's 50 levels you jump into. Every element in play is stuck to the surface like Nintendo's iconic plumber in Super Mario Galaxy, but ultimately Geometry Wars 3 draws some appropriate comparisons to Super Stardust HD. Missiles rocketed past my ship and around the bend of some levels, but aiming for the more distant neon creatures never felt like a real shot in the dark, if I'm allowed to make my own puns here.

  • PAX Prime 2014: I wonder as I Wander

    by 
    Justin Olivetti
    Justin Olivetti
    09.02.2014

    We've been keeping our eyes on Wander for a year now, and during PAX Prime I caught up with Lead Developer Loki Davison to see how this collaborative exploration title's been going. For someone who only now got a first look at this game, it was a jarring shift from the adrenaline-fueled rides in booths all around. Instead, Wander is something akin to an interactive nature screensaver. You slowly move through the beautiful tropical setting to poke around looking for secrets and more scraps of the overarching story. There is no death. There are no other creatures, except for fellow players. And your top speed is capped at something like two miles per hour. Davison said that this style of game is meant to be both relaxing and rewarding to the inquisitive mind. Discovery and sharing those findings with other players to figure out the larger secrets is the driving force here, but if you simply want to walk around as a giant tree with hands or flutter about as a butterfly, nobody is going to stop you.