In my last post, I talked with one of the coordinators of the Indie Megabooth to talk about how a small shared booth turned into one of the biggest showpieces of PAX. The Indie Minibooth is… Boothception, a booth inside of the megabooth. Here, the games don’t have full sized booth space, but just get one small screen to show off the goods. Sometimes these games even rotate throughout the day. This little booth is packed and cramped! But it’s full of interesting stuff. Here are the games I tried while I was at the show, after the jump: Trial By Viking, Auro, Signal Decay, Desolus, and Mimpi Dreams.
Welcome back! Time for Round Three! In this edition… my face and voice, augh!
It’s okay; it’ll be cool. I got brave, asked some developers a few questions about their games, and got it on film! I also got to play all the games live at the event, and you’ll see a little bit of that, too. This list includes some of my favorite games of the show so do check it out!
This time: Cuphead, Knee Deep, Dragon Fin Soup, and Soda Drinker Pro – plus a bonus interview from the Indie Megabooth.
In Part Two of my PAX East 2016 report, I’m talking about the games I played in VR. VR is a huge trend in game development this year and I think it’s going to be present at a lot of events from here on out. I’ve experienced multiple different VR devices now, though the PAX demos I played focused either on the Oculus Rift or Samsung Gear VR.
In this post: Hitman GO VR, Stage Presence, I Expect You To Die, and Orion Trail VR.
Hi, Tap-Repeatedly: I just returned from another round of PAX East in Boston, and I’m here to talk about the games I played at this event!
This is going to be a long series of entries, because it’s hard to fit everything I saw into just one post, and some things aren’t easily categorized. I also got some video interviews with developers this time around, and for those that turned out, I’m going to embed them within future posts so you can hear what the devs have to say in their own words.
Now, onto the games! In this entry: Metrico+, Party Hard, Ladykiller in a Bind, and Kathy Rain.
Joel and I dig into the dark (and light) depths of the past with chess-like arena-fighter Archon: The Light and the Dark. It was released in 1983 which makes it one of the oldest games ever.
I was born in 1983.
Archon is particularly significant to me now after discovering that it’s essentially the grandfather of one of my favourite multiplayer games on the PlayStation: The Unholy War, by Toys For Bob.
For additional notes on the history of the game visit Electron Dance. For the video, see below.
Dark Souls. (Well now you have to read on!)
The following six-thousand seven-hundred seventy-five words contain scenes of nonsense and buffoonery. Viewer discretion is advised.
In this episode Joel and I get our groove on with Crypt of the Necrodancer. Well, Joel gets his groove on. I just die a lot.
Bridging the gap between the PC and console – and by extension, between the mouse and the controller – is no easy task. There’s a reason it’s never been done; a reason that despite all these years and all these innovations nobody has come up with a suitable control scheme that allows the best of both worlds. As Valve’s own marketing video muses, “For too long, players have had to choose between the precision of a mouse and the familiarity of a controller.”
Note: I’ve updated this article a bit based on some more hours with the Steam Controller. Major changes are noted, others are just in there.
The official release of Valve’s first venture into hardware doesn’t happen until November, but those consumer whores among us are already testing out the Steam Controller and Steam Link thanks to the power of pre-orders we’d completely forgotten about until FedEx sent a nastygram to our email saying “answer your door, ya feckin’ shut-in.”