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.”
Episode 2 is upon us and this week we’re taking a look at Psyonix’s smash hit car-to-ball game Rocket League.
The wait is over! You can now, at long last, refresh the Side by Side tab you’ve had open since the end of season 1 to see that season 2 is upon us! Bigger, better, harder, faster… uh, stronger? Actually, while season 2 won’t necessarily be bigger, we hope it’ll be better. Harder? No. Faster? No. Snappier? I didn’t say that, but yes. Sexier? Now now, don’t push it.
Geralt of Rivia is a sullen man, unlikable even, but I like him because he’s cooler than me and because he always remembers my birthday. Which is today. I am forty.
So far it doesn’t seem much different than when I was thirty-nine, but the real test is whether I survive the next few days. I’m currently participating in a weekend-long birthday extravaganza thrown by my friends to celebrate the many late-May birthdays in our group. When I was younger, this sort of multi-day celebration was par for the course. Now that I’m forty it’ll probably kill me. In fact, I might already be dead. This post could be from beyond the grave!
A new documentary film, GameLoading: Rise of the Indies was released this year after a successful Kickstarter. The film, which is available for digital download through Steam or from the GameLoading web site, was created to showcase the diversity in the indie game development community and celebrate the works of indie game devs. How successful is it? Let’s talk about it! But first, let’s watch a trailer, after the jump!
Our topic today is dungeons, and the keeping thereof, from creature management to the ongoing nuisance of “heroic” dungeoneers. Evil is good — we learned that in 1997, with Bullfrog’s seminal Dungeon Keeper; again in 1999 with Dungeon Keeper 2. Recreating that wicked goofballery has proven an elusive brass ring. Subterranean Games is grasping for it with War for the Overworld, which promised to be Dungeon Keeper 3 in all but name. Did they succeed? Or is evil thwarted again? Gregg and Steerpike cackle their way to the answers you need.
This is going to sound weird probably but evidence suggests that I’m a pretty good teenage girl. My exuberant performance as Gaige in Borderlands 2 is legendary – ask anybody – and before that I managed a highly effective troupe of Dangerous High School Girls in Trouble. Put me in a tartan skirt and I’ll change the world, or at least the school’s immediate environs. So it probably comes as little surprise that I enjoyed the first part of Dontnod’s odd, sweet, beautiful Life is Strange, an episodic consequenture from the creators of Remember Me.
Dejobaan Games is a Boston-based indie studio. They have a sharp sense of humor, and I like their work, in theory, which is why I am on their mailing list. I don’t like their work generally in practice, however, for one simple reason: I get simulation-based motion sickness, and a game about base-jumping off of high structures for points sets that off in about thirty minutes, never even mind the Oculus Rift. When even The Wonderful End of the World forced me give up and have a liedown, I thought I might have to give up on this studio’s work altogether.
But then I was offered a chance to try out Elegy For a Dead World, created by Dejobaan and Popcannibal, and I jumped at it. I’d tried the game out at conferences previously, and the premise intrigued me. This is A Game About Writing. I like writing!
The most obvious place to start – one of the only obvious qualities it has, really – is that The Vanishing of Ethan Carter is unquestionably the most visually spectacular game I have ever played. Even if there weren’t anything else to say, that might be enough. If your computer can run it (and it’s punishing, but not too punishing) you probably need to buy it just to see the incredible technology The Astronauts bring to bear on this indie mystery. It’s simply jaw-dropping. Your jaw will drop. Which is harder to do than you think. Have you ever tried to drop your jaw? I just released my jaw muscles and my jaw stayed more or less where it was. It moved a little. But I wouldn’t call it a “drop.” You have to actively drop your jaw. The Vanishing of Ethan Carter will make you do that.
Foreword from the author,
Sometimes writing things is difficult. Not literally, like pushing keyboard buttons, that’s usually not difficult, except when coke spills in your keyboard and really messes up the Alt key, that makes pushing the buttons difficult because Alt is really underrated and oft-used. But I meant difficult like, the space in my brain that would normally come up with things to say to the computer word processor is absent. Or filled with noodles. And my brain doesn’t have a way of eating the neighbor noodles so they just have to live together. The noodles are useless too, it’s not like they do something.
I’m not someone you’d want around in a survival scenario: zombies, tribulation, camping, the park. Frankly, I possess very few skills and many undesirable qualities. If I were placed in an environment containing more than 65% Nature, I would die. I bring middlin’ genetic value to the table, but honestly, you could do better. I have no aptitude in engineering, construction, basic math, unarmed combat, logistics, celestial navigation, tool use, or athletics. I can’t operate a chainsaw, drive a motorcycle, construct an igloo, butcher an animal, or dress a wound. A slurry of cynicism, negative affectivity, and acute anhedonia give rise to a personality best described as “unpleasant.” I’m freakishly resistant to cold, but that power comes at a high price: my cognitive abilities begin to break down above 85°F/29°C, collapsing completely soon after.
You may be curious why I’m telling you all this.
2007 seems so long ago. That was the year THQ and GSC Game World finally released the absurdly ambitious open-world shooter S.T.A.L.K.E.R.: Shadow of Chernobyl. It surprised us by being phenomenal. Broken, incoherent, and phenomenal. Released after six years of troubled development, it was a heavily redacted copy of the original vision – more than 50% of the game was cut – but even in its mangled state it was a landmark in the “future of shooters is RPGs” concept. To this day nothing has quite replicated the feel of your first time. And throughout it all rumors persisted, about the STALKER that they’d intended.
Welcome to the Zone that was. Welcome back, to a place you’ve never quite been.
Before I talk about Lifeless Planet, I’d like to share a funny story. I was talking with a coworker the other day and for some reason the conversation turned to space, and the distances involved when discussing it. Now, before I go on, you need to understand that I work with some people who are… rather… narrow… in their thought processes. Which is why, at this point, my colleague said:
“Well, they don’t know for sure that space is that big. I mean, they can’t say the distance to the next star without actually measuring it.”
I stared at him.