Chatty Twitch Highlights 53: Time to go Homeworld

samedi 28 février 2015

After last week's unexpected hiatus, it's time to return to doing what this weekly feature does best: taking Chatty's best playthroughs on Twitch and posting them for the Shacknews audience. With that, we welcome everyone to the 53rd edition of the Shacknews Chatty Twitch Highlights.


For this week, we start by revisiting one of the most beloved PC classics of all-time by having dael walk us through Homeworld. Then it's trucking with Euro Truck Simulator 2 before getting our fix of Ultra Street Fighter 4.


Warning: Some clips may contain NSFW language.




Homeworld Remastered Collection


Homeworld finished at #38 on the Chatty community's list of Top 100 PC Games of All-Time. It is a beloved classic, which is why there was some cautious optimism when Gearbox first announced they'd be tackling the franchise. Just how much would they tinker with an old favorite?


As Steven notes in his impressions, Gearbox worked wonders on the old game, offering up both a classic mode and a remaster that fully brings the old experience to life without compromising what made it so great in the first place. It's the shiniest coat of paint possible. How does it look? Chatty's dael played through the first part of the original campaign with its remastered visuals. It's every bit as impressive as one would have hoped.








Watch live video from DonkTV on Twitch




Euro Truck Simulator 2


It's time to take another drive across the European continent with Euro Truck Simulator 2. And when our posters aren't busy getting themselves in multi-truck pileups, they can be heard singing to music from Baywatch. We miss David Hasselhoff here on Shacknews. Hemtroll has the full playthrough on his Twitch channel.




Ultra Street Fighter 4


Wednesday fighting game tournaments are not all that uncommon. Los Angeles and New York both have their weekly tournaments that fighting game fans set their watches to. But in-between attending tournaments himself, Chatty's Mantle takes part in competitive Street Fighter play himself. Last Wednesday, he hosted some casual sessions to try out some of the game's best fighters. So those looking for their Ultra Street Fighter 4 fix will want to check out Mantle's Twitch channel.




For more highlights and live streams, check out the full list of Shacknews Twitch channels.


Chatty Twitch Highlights 53: Time to go Homeworld

Shack Reels: Top 10 Disappointing Games

vendredi 27 février 2015

Certain games don't always live up to the hype issued by developers, publishers, and yes, even the media. Sometimes, blockbuster games just fall short of expectations. Today, Shacknews is taking a look at some of those games.


Join Greg Burke as he looks at ten games that simply didn't meet the lofty expectations that the hype cycle had set. For some reason or another, they weren't the games we thought they'd be and Greg explains why in the video below.


For more, be sure to subscribe to Shacknews on YouTube.



Shack Reels: Top 10 Disappointing Games

Weekend PC download deals: Marching into GDC and PAX East

We bravely march into the month of... er... March, where both GDC and PAX East will take place in just the first week! And we do so with a list of some of the best PC gaming deals to be found this weekend. Steam is offering up a free weekend of Europa Universalis IV, flanked by a fleet of Disney Interactive games for sale, not the least of which is Disney Infinity 2.0. Meanwhile, Amazon is offering up some of EA's best at a good discount, including Battlefield 4 Premium and Titanfall at its lowest price to date. The Humble Store is offering up simulators like Euro Truck Simulator. And Green Man Gaming is offering up Aliens, led by last year's hit, Alien: Isolation.


Here's our selection of this weekend's PC deals:


Amazon




Bundle Stars


Pay $2.49 for Pixel Boy and the Ever Expanding Dungeon, Stronghold 3 Gold, iO, Revenge of the Titans, Nam, Eradicator, Terrian Saga: KR-17, Sentinel, Legends of Aethereus, and Shiny the Firefly. These activate on Steam.


Or Pay $9.99 for Axis Game Factory Premium and its DLC packs. These activate on Steam.


Or pay $7.99 for F.E.A.R., F.E.A.R. 2: Project Origin, and F.E.A.R. 3 and their DLC packs. These activate on Steam.




GamersGate




GameStop



Get Games




GOG.com



  • Deponia - $0.99 (97% off)

  • Omerta: City of Gangsters - $7.49 (75% off)

  • Other games in GOG.com's HERZLICH WILLKOMMEN! sale, including Port Royale and other Deponia games, can be found here.



Green Man Gaming


Use the code B1CYB0-CLSSD1-ARAAGM to get 20% off your purchase. Some exclusions apply.




Humble Bundle


Pay what you want for Hitman: Absolution, Supreme Commander, and the Android version of Hitman GO. Pay more than the average $7.83 to get Thief, Murdered: Soul Suspect, Deus Ex: Human Revolution Director's Cut, the Kane & Lynch Collection, Lara Croft and the Guardian of Light, and Startopia. Pay $15 or more to also receive Tomb Raider and Sleeping Dogs. All games work on Steam and Steam keys are available with a $1 minimum.


Or pay what you want for Cherry Tree High Complete Pack, Fair Bloom Freesia, and Influent + Language Pack. Pay more than the average $5.15 to get Magical Battle Festa, Revolver 360 Re:Actor, and The Tale of ALLTYNEX. Pay $10 or more to also receive Rime Berta and Half-Second Hero: The Second Coming. Select soundtracks included. All games work on Steam and Steam keys are available with a $1 minimum.



  • Euro Truck Simulator 2 + Going East! expansion [Steam] - $6.99 (80% off)

  • Spintires [Steam] - $9.99 (67% off)

  • Prison Architect [Steam Early Access] - $8.99 (70% off)

  • Other games in the Humble Store's Simulator Weekend sale, including Out of the Park Baseball and Starpoint Gemini 2, can be found here.

  • Painkiller Black Edition [Steam] - $2.49 (75% off)

  • Frontlines: Fuel of War [Steam] - $4.99 (75% off)

  • Check out the full list of games on sale this week on the Humble Store here.



Origin



Steam


As well as regular discounts, Steam has a couple of additional weekend deals.




Weekend PC download deals: Marching into GDC and PAX East

Shack Reels: 8-Bit Cuisine bakes us some World of Warcraft-inspired brownies

It’s been a few months, but 8-Bit Cuisine is back yet again, and this time, Chef Jen is treating us to a sweet treat that would even make the toughest Orc to say “Yummy!”


In this episode of 8-Bit Cuisine, Jen makes some Dalaran Brownies, which are inspired from the Wrath of the Lich King expansion pack for World of Warcraft.



MEASUREMENTS & SERVINGS:


1 ½ Cups Flour


1 cup Cocoa Powder


1 Tsp Salt


1 Cup Butter


1 ½ Cups Brown Sugar


1 ½ Cups White Sugar


1 Tbsp Vanilla Extract


4 Eggs


1 Cup of Chocolate Chips




YIELD: An entire party or one very hungry Orc


Shack Reels: 8-Bit Cuisine bakes us some World of Warcraft-inspired brownies

Get a taste of the story of Mortal Kombat X in this trailer

Warner Bros. Interactive Entertainment and NetherRealm Studios have released the first story trailer for their upcoming fighting game, Mortal Kombat X.


The “Who’s Next” trailer highlights Mortal Kombat X’s main story, which takes place 25 years after the events of the previous Mortal Kombat title. MKX follows a new generation of characters as they discover Outworld isn’t the only threat they face. The trailer shows off some of the game’s newest fighters, which includes Cassie Cage, Jacqueline Briggs, Takashi Takeda, and Kung Jin, all of which are descendants of previous Mortal Kombat characters.


Mortal Kombat X will be getting a worldwide release on April 14 on PlayStation 4, PlayStation 3, Xbox One, Xbox 360, and PC.


Get a taste of the story of Mortal Kombat X in this trailer

Killer Instinct introduces Ranked Leagues with 2.4 update

jeudi 26 février 2015

Killer Instinct is about to take its ranked online play to the next level, as Iron Galaxy is ready to introduce Ranked Leagues with tomorrow's 2.4 update. Today, the developer offered up some more details on this new feature.


Ranked Leagues are a monthly clash to the top, with participants determining their tournament placement after playing online ranked matches. Players will be placed in a bracket of similarly-skilled players, where they'll fight to reach "Killer" status.


"Every Tier game matches players up with similar skill levels," Iron Galaxy's Kraig Kujawa said on Xbox Wire. "Bronzes play Bronzes, Silvers play Silver, and so on. A shiny, new Player Card banner will show everyone the status you’ve reached. As the battles rage on, you can gain or lose Ladder points and Rank Titles, but once you’ve made to a Tier, you can’t fall out of it. No need to stress out about flubbing a match or two! Occasionally, you’ll even match up with someone outside of your Tier, but bonus Tier Points make it well worth your while for you and your opponent to take the risk. After you reach a certain threshold of Tier points, you graduate to the next Tier."


Upon reaching the Killer rank, Ranked Matches become best two-out-of-three, as is the tournament standard. Reaching this ranking will put those players on the monthly leaderboard, while also unlocking exclusive Player Card PRO stars that will separate them as the best of the best.


The 2.4 update will also introduce Aganos to the game, with Ultra Edition owners of the game able to take him out for a spin. Other changes detailed in the Killer Instinct forums include XP system changes, as well as some new skins.


Killer Instinct introduces Ranked Leagues with 2.4 update

Killer Instinct introduces Ranked Leagues with 2.4 update

Killer Instinct is about to take its ranked online play to the next level, as Iron Galaxy is ready to introduce Ranked Leagues with tomorrow's 2.4 update. Today, the developer offered up some more details on this new feature.


Ranked Leagues are a monthly clash to the top, with participants determining their tournament placement after playing online ranked matches. Players will be placed in a bracket of similarly-skilled players, where they'll fight to reach "Killer" status.


"Every Tier game matches players up with similar skill levels," Iron Galaxy's Kraig Kujawa said on Xbox Wire. "Bronzes play Bronzes, Silvers play Silver, and so on. A shiny, new Player Card banner will show everyone the status you’ve reached. As the battles rage on, you can gain or lose Ladder points and Rank Titles, but once you’ve made to a Tier, you can’t fall out of it. No need to stress out about flubbing a match or two! Occasionally, you’ll even match up with someone outside of your Tier, but bonus Tier Points make it well worth your while for you and your opponent to take the risk. After you reach a certain threshold of Tier points, you graduate to the next Tier."


Upon reaching the Killer rank, Ranked Matches become best two-out-of-three, as is the tournament standard. Reaching this ranking will put those players on the monthly leaderboard, while also unlocking exclusive Player Card PRO stars that will separate them as the best of the best.


The 2.4 update will also introduce Aganos to the game, with Ultra Edition owners of the game able to take him out for a spin. Other changes detailed in the Killer Instinct forums include XP system changes, as well as some new skins.


Killer Instinct introduces Ranked Leagues with 2.4 update

Mortal Kombat X bringing back Brutalities

NetherRealm returned to Twitch to discuss some of the new additions set to hit Mortal Kombat X. Recall that a few weeks ago, the studio alluded to a whole new -ality that would be revealed. That time has come, with Mortal Kombat X set to bring back the hard-hitting Brutalities.


Brutalities were last seen in in the Nintendo 64 version of Mortal Kombat Trilogy. For Mortal Kombat X, the Brutalities will utilize the same principle of beating your opponent to a complete and utter pulp. This time around, however, the Brutalities will end with a gory finishing move that often leave opponents dismembered in some fashion. Unlike the MK Trilogy Brutalities, NetherRealm is making these more accessible and easier to perform. It should be noted, however, that these finishers are performed towards the end of a match and not after the traditional "FINISH HIM" prompt. NetherRealm further notes that there are over 100 different Brutalities, meaning fighters will each have more than one Brutality avaliable to them.


NetherRealm also showed off some of the fighting variations for a few of the previously-revealed kombatants. Cassie Cage got to show off her Hollywood variation, which gives her an air pistol attack; her Spec Ops variation, which allows her to call in homing drones from the sky; and her Brawler variation, which adds some extra throw moves, including ones that can be performed in mid-air.


To get your first look at Brutalities, check out the archived NetherRealm stream below.








Watch live video from NetherRealm on Twitch


Mortal Kombat X bringing back Brutalities

PlayStation gets Call of Duty: Advanced Warfare Havoc DLC; PC delayed

PlayStation 4 and PlayStation 3 Call of Duty: Advanced Warfare players are finally getting their chance to check out the game’s first DLC pack, Havoc, as Activision has made it available on Sony’s platforms.


Call of Duty: Advanced Warfare Havoc includes a total of four new multiplayer maps, access to the AE4 directed energy assault rifle, the AE4 Widowmaker custom variant, as well as an all-new co-op mode, Exo Zombies.


Here’s a description to all four of the new multiplayer maps:



  • Core: Deploy to the Gobi desert where the ravaged ruins of a nuclear fusion plant set the stage for a high-octane warzone. Take down enemies through the wreckage in long-range combat or get up-close and personal in the tunnels surrounding the central turbine. Activate decontamination drones using the map-based scorestreak to help clean out the competition.



  • Urban: Prepare yourself for brutal, high-speed combat in Dallas Ward 3, a future mega structure, funneling players into a close-quarters free-for-all. This modular compound's verticality unleashes the exoskeleton's capabilities. Stay focused during the timed event as blast doors alter the map's flow and sightlines.



  • Sideshow: In the shadow of Devil's Tower, Wyoming, this abandoned inn's open layout amplifies its creep factor. Blast your way through the clown inn with close-quarters battles or use long-range site-lines from the mining facilities and natural terrain. Use the map-based scorestreak to activate the lights, music, and magic of the clown marquee and rain down a barrage of rainbow smoke-trailed cannonballs.



  • Drift: An idyllic ski resort high in the Rocky Mountains is transformed into a festive high-altitude playground, perfect for an all-out firefight. Make your way to the highly contested over watch in the glass observation deck or take a ride on the carousel to deliver 360 degrees of carnage. Players can use the map-altering timed event to their advantage as an avalanche of snow and debris disorients players, intensifying the battle.


As for PC players, Havoc is being delayed until next week due to an “unexpected issue” with the platform. As a way to make up for the delay, Sledgehammer Games has turned on double XP for all PC players to enjoy.



PlayStation gets Call of Duty: Advanced Warfare Havoc DLC; PC delayed

We Happy Few is a new disturbing tale from the makers of Contrast

Compulsion Games, best known for last year's Contrast, is already hard at work on their next game. It's an unusual and disturbing adventure that will go by the title We Happy Few.


The first teaser trailer takes players into a strange alternate version of 1960s England where all of its citizens wander around with permanently painted-on happy expressions. However, the main character is trying to escape this Stepford Wives-style existence and seeks to escape, only to find that the town's denizens are not nearly as nice as they appear to be.


Check out the first teaser for We Happy Few below. Look for more information about this game to surface next weekend during PAX East.



We Happy Few is a new disturbing tale from the makers of Contrast

Dying Light: All 100 Zombie Statues - Collectibles Guide

Harran is a massive cityscape of buildings, alleyways, and streets, all of which are overrun by hordes of the undead. Your task, should you choose to accept it, is simple. Locate and collect all 100 of the Zombie Statues hidden through the city. Upon completion of your mission you’ll be granted with bragging rights, and the nice warm feeling that you’re one step closer to completing 100% of Dying Light.


First up I’d like to take a moment to point out what these statues look like, so as to alleviate any confusion when you’re searching through areas as you play. As seen below, this is what the Zombie Statues look like, they are bronze-colored and feature a sporty-looking zombie holding its hand out, waiting to grab some unsuspecting traveler. Now that you know what they look like, it’s time to get started.





The Tower


Statue 1:


The first statue you’ll find is located on the balcony outside of the room marked “Headquarters” on the 19th floor of The Tower. Once you enter the room, head straight for the balcony, take a left outside, and then another left at the corner to find the Zombie Statue resting beside the radio.


Statue 2:


The second statue is found up on floor 20. Once you exit the elevator take a left, and then another left. Move all the way to the “waiting” area with the pink chairs and enter room 204. Once you’re in the room, head all the way through to the bedroom to find this statue on the shelf beside the little boy playing his handheld.


Dying Light: All 100 Zombie Statues - Collectibles Guide

Like a hurricane: A DuckTales timeline

Anyone that grew up in the late 20th century was excited to hear news coming out of Disney that one of its most revered animated shows would be returning for a whole new audience. Many that were raised in the 80s and 90s fondly remember the old Disney Afternoon and the early days when it was headlined by Scrooge McDuck and his nephews in DuckTales. That made yesterday's shocking news story more exciting than anything else, because given the high quality of some of Disney XD's animated shows, like Gravity Falls and Star Wars: Rebels, there's no reason that older viewers shouldn't be able to enjoy this new show alongside their children.


Before going any further, let's just get this out of the way right now.



Yes, it's the show with the unforgettable theme song. But DuckTales was far more than the world's catchiest opening song. In a decade filled with low-budget animation and nonsense that has since been lampooned by modern parodies, DuckTales was regarded as higher quality for the time period. It was a show filled with thrilling treasure hunts, suspenseful narratives, and some unforgettable characters. With its immense popularity, DuckTales naturally found its way into other aspects of pop culture and, yes, this includes video games.


In order to celebrate yesterday's monumental announcement, Shacknews is looking back at some of Scrooge's tales in gaming, from the obvious (Hello, Capcom!) to some of the more obscure.



DuckTales (1989)


Anyone that remembers the NES era likely remembers this all-time classic. While Capcom was setting its foothold in the gaming world with the Mega Man and Ghosts & Goblins series, the developer also dabbled in certain adaptations. One of the most recognizable was DuckTales.


DuckTales grasped the idea of the show perfectly, playing on Scrooge's desire for the world's rarest valuables. Players would travel to the world's most exotic locations (and even to the moon itself) in search of five great treasures before Flintheart Glomgold could beat him to it. Many of the settings were based on locations seen in the show, while many of the game's characters would make cameos as helpful NPCs.


Capcom recognized the formula to success for a game like this and that was to emulate the Mega Man formula. Scrooge would face similar hazards and some equally quirky enemies, deviously placed in such a way that would require some precision jumps. Levels could be tackled in any order, each with their own distinct theme, before Scrooge would head to Transylvania for one final climactic battle.


DuckTales would find a home on the Game Boy a year, but the NES version would be the one that stood out in players' minds, thanks to its faithful treatment of the license, its clever level design, and its unforgettable soundtrack.






DuckTales: The Quest for Gold (1990)


For as many people that remember Capcom's NES classic, just as many people have easily forgotten Scrooge's sole floppy disk adventure, released in 1990 on the PC, Amiga, and Commodore 64. Subtitled 'The Quest for Gold,' this particular DuckTales game from Incredible Technologies features a familiar premise. Flintheart Glomgold gets in Scrooge's face and insists on determining who the richest duck in the world is. Scrooge accepts this challenge. The race is on for the world's treasures. At this point, the premise sounds strikingly similar to its NES counterpart, aside from the fact that the race would only last 30 days.


However, that's where the similarities would end. For one thing, players would actually have to manually fly to their destinations via short 2D flight sequences. Players would have to watch out for obstacles and while Launchpad's crashes were always a fun part of the original show, crashing before reaching his destination meant losing precious days. From there, players would be placed in different stage types. The caves, for example, would see Scrooge and his party exploring adventure-style labyrinths, while other areas like the jungle would center around platforming. Unlike Capcom's platforming stages, however, Quest for Gold appeared far more primitive.


The Quest for Gold also featured some interesting qualities that the NES version did not. For one thing, the game featured some limited voice tracks. Launchpad McQuack would actually say "Ready to fly, Mr. McD!" prior to taking off on his bi-plane, while Scrooge's nephews would utter a line about reading out of the Junior Woodchuck's Guidebook. The different stage types also offered up some interesting variety, though none of those options proved particularly fun. Also, anyone looking for a soundtrack akin to what Capcom offered would be disappointed by the complete lack of background music. There's a reason Quest for Gold is largely left in the Disney vault and that's because it can hardly hold a candle to its cherished NES predecessor.






DuckTales 2 (1993)


While the original NES DuckTales was a revered classic, it's very easy to forget that Capcom would go on to create a sequel. That's because the sequel would land on the NES in 1993, two years after the Super Nintendo and Sega Genesis ushered in the 16-bit era. Despite this, DuckTales 2 proved to be a solid game in its own right.


Many of the platforming elements of the original DuckTales game would remain intact, giving Capcom another chance to show off their level-making prowess. Capcom would also give Scrooge's cane some additional abilities. Players could now push and pull objects, hang onto hooks, and flip switches. It would offer a natural extension of the original's gameplay without overly compromising it, making it a fine extension of what fans of the original enjoyed.


DuckTales 2 doesn't get the same kind of love as the original game, mostly because it was a product of the past. Put aside the fact that it released after the 16-bit console wars had started. Not only had the DuckTales popularity period lapsed, but this game was also released nearly three years after the animated series was canceled. It was a case of "out of sight, out of mind" and it was far too early for nostalgia to kick in. With that said, DuckTales 2 is more of the same DuckTales goodness from Capcom and is something of a buried treasure. And even though the music wasn't as catchy, there were a few gems, like the "Niagara Falls" theme.






DuckTales: Remastered (2013)


Nostalgia for the old Disney Afternoon era was rising in the early part of this decade. However, no one ever expected to wake up on March 22, 2013 to the news that Disney Interactive, Capcom, and WayForward had all come together to bring back the beloved 1989 NES DuckTales with a complete top-to-bottom remaster. But DuckTales Remastered was indeed in the works and with WayForward's history of treating old franchises well (Contra 4, chief among them), there was every reason for fans to get excited.


While restored graphics was fine and all, all parties went the extra mile with this game's presentation. Animated cutscenes, updated music tracks, and even the old surviving voice actors were all trotted out for this update and the final product proved to be everything a DuckTales fan could have wanted. Not only was everything returning intact, but WayForward even added an all-new tutorial stage and a brand-new final level that gives the original story's ending a little more suspense. That final level also offers something of a glimpse of what a fully-original WayForward DuckTales game might have looked like, utilizing its own precision platforming sequences and even some cool graphical touches, like silhouetted art and a sequence in which Scrooge would move forward as Glomgold also moved along in the distant background.


Did I mention the music? Yes, the music was fully restored and better than ever. As an example, let's listen to that Moon theme again, only with a more modern twist.





The Cameos


For as beloved as the old DuckTales show was, cameos were few and far-between in video games. However, Scrooge had a few cameos you may have missed. The big one, of course, is Disney Infinity, where Disney Interactive has sprinkled in elements of the old show. Scrooge's Money Bin is available as a set piece, while Beagle Boy Costumes will lurk around Toy Boy mode as enemies. And while Scrooge isn't available individually, his Costume counterpart is an unlockable part of the Toy Vault and can be used as a prop.


There's still a lot of DuckTales content that hasn't made it in yet, but Disney Interactive hasn't forgotten the show. In fact, they closed 2013 with a special DuckTales Challenge that displayed the Disney Infinity community's amazing creativity.



Scrooge's other lone gaming cameo came in the Kingdom Hearts series, tying together a minor subplot surrounding that world's tasty Sea Salt Ice Cream treat. Sora first bumped into Scrooge in Kingdom Hearts II, where the millionaire duck's latest endeavor saw him trying to replicate the Sea Salt Ice Cream recipe with little success. While this subplot resolved itself neatly over the course of KH2, it wouldn't be the Kingdom Hearts series if there wasn't further backstory. Thus Scrooge momentarily appeared again in the prequel Kingdom Hearts: Birth by Sleep, this time with Alan Young returning to voice the character, where audiences would be reminded what makes the old bird such a voice of experience.





Should players expect to see more of DuckTales when this new Disney XD series arrives? Well, given that DuckTales Remastered performed better than Capcom expected, there's plenty of reason to believe that Scrooge will return to video games sooner than later. After all, it would make good business sense and nobody knows business sense better than Scrooge McDuck.


Any other DuckTales memories we may have forgotten? Let us know in the comments.


Like a hurricane: A DuckTales timeline

Final Fantasy Type-0 HD trailer offers gameplay overview

Final Fantasy Type-0 HD is set to arrive soon and though the recent trailers have featured plenty of exposition and visual flair, Square Enix is now looking to explain a little more about the actual gameplay with its latest video.


This Type-0 trailer offers more details on controlling the various members of Class Zero, with certain party members specializing in different areas, such as combat or exploration. Combat will focus more on action-based melee assaults, with party members able to utilize customizable magic spells. Collecting 'Phantoma' can reduce cast time, increase magic power, up a spell's range, and more. Party members can also gain summon power that will allow them to call forth massive Eidolon monsters.


For more on what Final Fantasy Type-0 HD's gameplay will entail, check out the video below, which of course, includes a brief glimpse at the Final Fantasy 15 demo that will be included. Final Fantasy Type-0 HD will arrive on Xbox One and PlayStation 4 on March 17.



Final Fantasy Type-0 HD trailer offers gameplay overview

Guild Wars 2 getting new first-person, over-the-shoulder camera options

While Guild Wars 2 prepares for its first expansion, Heart of Thorns, the base game is about to receive one of its biggest changes to date. Today, ArenaNet announced that the game would receive multiple camera options, including the ability to play with a first-person perspective.


An upcoming update will introduce new sliders that will allow players to control how much they can see. This includes a zoom for perspective that can be used to shift into first-person view, a field of view slider that can reveal more of the game world, and a pair of position sliders (horizontal and vertical) that can enable over-the-shoulder view. A collision sensitivity setting will also adjust how many objects need to be between a player and the camera before the camera automatically zooms in, to help prevent nagging camera troubles.


The update is set to prioritize camera position on a character's head, however ArenaNet acknowledges that this could have a negative effect on jumping puzzles. Therefore, an option to adjust the camera to a character's height will be available.


More information about the new options will be revealed on the Guild Wars 2 Twitch channel this Friday, February 27 at 12PM PST. The new camera options will officially be ushered into Guild Wars 2 on March 10.


Guild Wars 2 getting new first-person, over-the-shoulder camera options

Far Cry 4 enters 'Valley of the Yetis' in March

Far Cry 4 still has some more story-based downloadable content coming its way. This time around, players will return to one of the more memorable points of the game's story and play it out from a different point-of-view. The new tale is called Valley of the Yetis and it will arrive on March 10.


Valley of the Yetis goes back to the moment that Ajay crashed his helicopter along the Himalayan ridge. In order to help Ajay survive, players must set up camp and ward off a dangerous cult. Also, yetis. There are an awful lot of yetis. As Ajay makes his escape, players will learn more about the cult that's out to kill them, as well as learn about the hidden mysteries of the yetis.


Valley of the Yetis is set to release for $9.99, though it is included as part of the Far Cry 4 Season Pass.



Far Cry 4 enters 'Valley of the Yetis' in March

PlayStation's Spring Fever 2015 kicks off next week with PS Plus discounts

Sony has announced the lineup for its Spring Fever promotion for this year that includes Hotline Miami 2: Wrong Number, Bastion, and Shovel Knight.


Starting next week and lasting for the next two months, Sony will be highlighting a total of eight unique titles that will be made available for digital purchase on the PlayStation 4. The lineup is a mix of PlayStation exclusives, like Helldivers, while some are classic franchises that are making their debut on the PS4.


Sony also notes a number of these titles will be launching on PlayStation 3 and Vita as well, so don’t fret if you haven’t made the jump to the PlayStation 4.


Here’s the list of games as well as their PlayStation Plus price as members will receive a 10% discount, as long as it’s purchased within the game’s launch week.



*Cross Buy title

**Launching later on PS Vita – Cross Buy with PS4


PlayStation's Spring Fever 2015 kicks off next week with PS Plus discounts

Payday 2: Crimewave Edition releasing on PS4 and Xbox One in June

Final Fantasy: Record Keeper opening its books in North America this spring

With Final Fantasy set to jump into the future with the upcoming Final Fantasy XV, Square Enix is looking to mobile platforms to revisit the series' vaunted history. Today, the publisher, along with mobile developer DeNA, announced a game that would take players back to the past with Final Fantasy: Record Keeper.


Final Fantasy: Record Keeper follows the story of Deci, who's working under the history department's learned Moogle known as Dr. Mog. Dr. Mog takes Deci on a trip through the Final Fantasy archives, allowing players to re-live some of the series' greatest battles with old-school 16-bit graphics. Players can unlock various heroes from across the full Final Fantasy timeline, customizing them with different equipment, spells, summons, and more.


Record Keeper has actually been out in Japan for quite a while and is a major hit along those shores, with Siliconera reporting over a million downloads back in October, with Square noting that the number has since grown to over five million. Final Fantasy: Record Keeper will be free-to-play when it launches on iOS and Android this coming spring. While players can unlock Tidus from Final Fantasy X by registering on the Record Keeper website, further details on a microtransaction model were not given. To get a glimpse at what American audiences are in for, check out the video below.



Final Fantasy: Record Keeper opening its books in North America this spring

Shack's Arcade Corner - X-Men vs. Street Fighter

mercredi 25 février 2015

Every great series has to start somewhere and today, Shack's Arcade Corner looks at the start of Capcom's cherished "Versus" series of fighting games. Before Capcom and Marvel both dug into their respective libraries for more and more obscure combatants, everything started with two of its respective premiere franchises: the Uncanny X-Men and the world warriors of Street Fighter.


X-Men vs. Street Fighter was one of the first games to introduce the tag-team system that fighting game fans have become so familiar with. It also provided a healthy nostalgia boost by including the classic Street Fighter roster with the cast of the early 90s animated classic X-Men series, complete with the original voice actors. Back before Steve Blum ever got his claws on Wolverine, there was only Cathal J. Dodd.


Watch Greg Burke break down X-Men vs. Street Fighter in the video below. And for more, be sure to subscribe to Shacknews on YouTube.



Shack's Arcade Corner - X-Men vs. Street Fighter

Oculus Holding First Ever Mobile VR Jam

By now everyone has heard of Oculus’s journey into the mobile world with Samsung’s GearVR. What you may not know though, is that Oculus is springing its first mobile VR jam in April. That’s right, all you folks out there sitting at the local Wendy’s getting weird looks cause you’re swaying from side to side as you enjoy a serene day in VR land, you’ve got more reason to celebrate. Check out the full announcement here.


Like any other jam out there, the VR jam is centered around developers coming together to create the best experiences they can within a limited amount of time. This means they'll need to priorize what is important to the core feel of the application, game, or experience and work as hard on that as they can to have it ready once the jam ends.


The actual Jam will begin on April 13 and will last until May 11. If you’re interested in testing your mettle in the VR world, or if you think you’ve got a great idea and want to build it, you can sign up for the Jam by visiting the official page.


It should be noted that VR experiences such as DarkNet, Dumpy, SightLine, and even Dreadhalls were all created last year during the first ever VR Jam. Here’s to hoping we’ll see even better things coming out of this years jam.


Also, if you’re planning on attending GDC and the Mobile VR Jam you can check out the kick-off event Oculus is holding. Just check out those details here.


Oculus Holding First Ever Mobile VR Jam

EA Access offering 10-hour trial of Battlefield Hardline on March 12

EA will be allowing its EA Access members to get a head start playing Battlefield Hardline as a trial version of the game will be made available on March 12.


EA Access members will be able to jump into Battlefield Hardline for a full 10 hours nearly a week prior to the game’s official release on March 17. Members will be able to play both the single-player campaign and multiplayer with your progress able to be carried over to the retail game. In fact, the multiplayer mode in this trial version will feature all maps and game modes, allowing you to get a head start on ranking up before anyone else does.


EA is also giving Xbox One owners the ability to save 10% off of the retail price of Battlefield Hardline if you purchase the game on Microsoft’s platform. I would assume that would only be available for the digital version of the game, although EA didn’t specify whether or not the discount would be credited towards a physical copy.


EA Access offering 10-hour trial of Battlefield Hardline on March 12

Psyonix director discusses Rocket League and how it hopes to further build on 'Battle-Cars'

Developer Psyonix is best known for its contribution to the PlayStation 3: the cult hit known as Supersonic Acrobatic Rocket-Powered Battle-Cars. It was a game that was as manic as it sounded, introducing the idea of a soccer-like game with giant vehicles and an even bigger ball. With such an idea taking off, it only made sense that the studio would re-visit this concept on a much grander scale.


With that in mind, Shacknews took some time to speak to Psyonix's Jeremy Dunham about what players can expect from this spiritual sequel. Among the topics discussed are the larger scope, the improved physics, and what it means to take community feedback.



Shacknews: What made you guys want to create a follow-up to Supersonic Acrobatic Rocket-Powered Battle-Cars?


Jeremy Dunham, Director of Marketing and Communications: The fans were the number one reason. We had such an amazing response to the original game (more than 2 million downloads and a community that still plays the game and makes YouTube videos to this very day) that we had to do another one. We think we've built a really strong relationship with our players and we don't want to lose that.


The original Battle-Cars also has a lot of sentimental value to the studio because it was our first real foray into self-published, self-funded gaming. Plus, we just really love the game's concept. Honestly, there's no shortage of reasons as to why we wanted to do a follow-up!


Shacknews: What are some of the new feature you're aiming to bring to Rocket League?


Dunham: One of the most important changes is our dedicated servers. Ask anyone who wants to play a competitive sports game if they'd prefer peer-to-peer (the old way) or dedicated servers and we think they'd say "dedicated."


But that's just one change. We took all the feedback that our community gave us for the last 6+ years and made it into a game basically (or at least, are trying to get as much of it in there as we can). We have all-new visuals, super-detailed car customization, more realistic physics, and a season mode that will give solo players something to do if they're not into multiplayer. It's a more complete game all around.


Shacknews: The previous Battle-Cars did a good job in creating a soccer-style atmosphere. How does Rocket League improve on that, both in terms of the game on the field and the overall presentation of the game?


Dunham: The aforementioned visual upgrade makes a big difference, and it's a little less whimsical-looking than the first game, which we think adds a little more legitimacy to the idea that this is a real sport. But we've also refined our physics to be more realistic as well -- so the ball and the car do the things you'd expect them to do regardless of skill level.


We have a lot of little detail thrown in there too -- unique goal celebrations, different AI behaviors, dynamic crowd reactions, all sorts of fun stuff that can add a lot to the game. We really like our new user-interface, too.


Shacknews: How did the team go about improving the physics, as opposed to the original game? And how much does accurate physics mean to a game like this?


Dunham: Accurate physics are very important in a game like this because we're trying to simulate or, at least, approximate a sport that most of the world understands. When you play Rocket League, your expectation should be that the ball does what you want it to do when it's hit by a two-ton front-end powered by jet fuel. It sounds so bizarre to have an expectation of something like that, but that expectation is still there -- people know how cars work and they know how ball physics work and our job as the game makers is to make everything work how they'd expect them, too.


As for how we improved the physics, we have a brand new physics system that we think does a better, more realistic job than what we had before. We've also tailored the vehicle impacts to be less explosive than they were in Battle-Cars, making cross-field, goal-to-goal shots less common, and teamwork, both offensively and defensively a stronger focus now.


Shacknews: How will Season Mode work? Roughly at what pace can players expect to earn some of the Season Mode's unlockable items?


Dunham: We're still staying quiet on the Season Mode details until we get closer to release, but it's going to have the types of features that most fans would expect from a sports-oriented season mode. Team rankings, play-offs, a championship game, different team strategies, stuff like that... but one thing we can tell you in regards to this question is that you'll earn something for every game you play. We want people to have fun and always have that sense of discovery, so in Rocket League if you complete a game you're going to get something for it.


Shacknews: You spent six years taking community feedback. What was the one player-requested feature that the team absolutely knew they had to fulfill?


Dunham: More car customization, without a doubt! In the original Battle-Cars, the only thing we had was the ability to change a few skins per Car and that was it. That's not the case in Rocket League. Now we're going to allow players to customize a huge number of aspects to their car, we'll have a lot more skins, and we even have a few surprises thrown in there that we think people are really going to enjoy. Like our Season mode, though, we're waiting just a bit longer before we get into more detail.


Shacknews: What's been the team's experience working with the PlayStation 4? What's been available to the team, in terms of hardware capabilities, that wasn't available before when working on the PS3?


Dunham: We love it. We're developing Rocket League for both PS4 and PC, and the tools that the PlayStation 4 offers us makes that a lot easier -- which is pretty important when you have a small team like ours working on the game.


Compared to the PS3, the PS4 just gives you more of everything -- more power, more space, and more options to think of different ways to approach your game. The PlayStation Share button, for example, inspired us to develop a full replay editor that lets you import entire games into an in-game replay editor and then play it back from any angle you like to help create your own highlight reel. When used in conjunction with Share, we think there are going to be some really cool videos of our game out there, -- and judging by the great videos our community made with the first game, some really creative ones too.


Shacknews: With eSports having become a rising trend in gaming, how does Rocket League hope to embrace that idea? Is competitive Rocket League something that Psyonix has had in mind during the game's development?


Dunham: Our approach at Psyonix for both Rocket League and the other game we've been working on (Nosgoth on PC for Square Enix) is that you can't force eSports. You can't just say, "This is an eSports game" and then it just happens. We believe that the players and community that spring up around your game are the ones who determine whether or not it's worthy of that kind of status.


So, from our perspective, the best thing to do is to support the game with as many features that we can that allows eSports to be possible. Our replay editor, dedicated servers, skill-based matchmaking system, car customization, leaderboards, and completely balanced gameplay (there are no "stat boosts" for vehicles) is a good foundation. Once we're out, if the players have other features they want to see and we can make them then we'll continue to support the game the best that we can.




Look for more information on Rocket League over the coming months. The game is expecte to release on PlayStation 4 later in 2015.


Psyonix director discusses Rocket League and how it hopes to further build on 'Battle-Cars'

OlliOlli 2 grinds onto PS4 and PS Vita next week

Roll7 has announced OlliOlli 2 will be making its way to PlayStation 4 and PlayStation Vita on March 3.


OlliOlli 2: Welcome to Olliwood will feature a number of improvements over the original OlliOlli, which includes a new OlliOlli engine, new art, improved background art and improved trick animations.


We also learned last week OlliOlli 2 takes some inspiration from Tony Hawk Pro Skater 2 now that Manuals and Combos have been added to the game. Some stages will feature curved grounds, ramps, and rails and is said to be reminiscent of Tiny Wings’ gameplay mechanics.


No word yet as to when OlliOlli will be making its way to PC and Xbox, although I'm sure Roll7 will be announcing those versions soon after OlliOlli 2 is released.



OlliOlli 2 grinds onto PS4 and PS Vita next week

The Evil Within kicks off two-part DLC story with 'The Assignment' on March 10

Last week, Bethesda offered up a teaser for The Evil Within's first story-based DLC, known as The Assignment. Today, the publisher has released some more information, a new trailer, and a firm release date of March 10.


The most interesting news to surface is that The Assignment will actually be a two-part story that centers around detective Juli Kidman. Those that played The Evil Within will recognize her as frontman Sebastian Castelanos' partner, who goes missing early in the game. This DLC will look at her side of the main narrative, revealing an all-new tale that fills in some of its gaps. Look for The Assignment to debut some new enemy types, puzzles, and horrors, while also revealing Juli's connection with the mysterious forces driving the story.


Juli's story will conclude with The Consequence, the second-half of the DLC that's set to debut later this spring. Both The Assignment and The Consequence are part of The Evil Within's Season Pass, as is an upcoming third DLC pack called 'The Executioner.' The Assignment will also be available a la carte for $9.99.


Bethesda promises further details on its Twitch channel on Friday, March 6 at 1PM PST during the first day of PAX East. In the meantime, a new trailer is available for viewing below.



The Evil Within kicks off two-part DLC story with 'The Assignment' on March 10

Batman: Arkham Knight faces his many adversaries in new trailer

A new trailer for WBIE and Rocksteady’s Batman: Arkham Knight has just been released that highlights many of the villains the caped crusader will come across during his next adventure in Gotham City.


The “Gotham is Mine” trailer features Scarecrow reuniting the Rogues Gallery, which includes Two-Face, The Penguin, The Riddler, The Arkham Knight, Poison Ivy and Harley Quinn, as they all attempt to completely take over Gotham City.


Batman doesn’t take the attempted takeover sitting down as we can see him combatting his adversaries in a number of ways, one of which is by way of the Batmobile. One move in particular had me sitting up in my seat just a little bit more than usual that involved Batman jumping out of his Batmobile and performing a pinpoint chokehold.


Batman: Arkham Knight will be released on PlayStation 4, Xbox One, and PC on June 2.



Batman: Arkham Knight faces his many adversaries in new trailer

Lords of the Fallen enters the Ancient Labyrinth in March

mardi 24 février 2015

Lords of the Fallen will be receiving a new piece of story-based DLC called Ancient Labyrinth on March 3 on Xbox One and Steam and PlayStation 4 on March 4, according to its developer CI Games.


Lords of the Fallen’s Ancient Labyrinth will continue to build upon the story and characters from the base game, while also introducing The Library, which is filled with puzzles players will need to complete. In addition to a new location, new enemies, weapons, shields, and armor will also be included.



Lords of the Fallen enters the Ancient Labyrinth in March

Rodea the Sky Soldier takes flight on Wii U and 3DS this fall

NIS America has announced it’s bringing Rodeo the Sky Soldier to western markets this fall on the Nintendo Wii U and 3DS.


Rodea the Sky Soldier’s story begins 1,000 years ago as Emperor Geardo of the Naga Empire has sent an army of machine soldiers to invade the sky kingdom of Garuda. Geardo’s assault was stopped thanks to the efforts of both Princess Cecilia and Rodea. In the present, an inventor named Ion discovers an abandoned robot, which suddenly jumps to life once it’s repaired. It turns out to be Rodea, and just in time too as 1,000 years of peace is suddenly cut short as Naga forces return to wage war against Garuda once again.


Rodea the Sky Soldier is an action platformer that features the ability to traverse the aerial kingdom of Garuda as Rodea solves puzzles and defeats enemies with the help of upgrading his flight capabilities to take full control of the air. The game also features large-scale battles and the option to replay previous levels to uncover a number of hidden objectives and items.



Rodea the Sky Soldier takes flight on Wii U and 3DS this fall

The Great Pink Experiment: Kirby's best concept games

Kirby made his jump to Wii U last week with Kirby and the Rainbow Curse. While Kirby's latest adventure was a hit with Shacknews, it can definitely be classified as an experimental outing for the pink puffball. Of course, it's hardly his first. In fact, Nintendo often turns to Kirby when it's time to get conceptual with a game concept.


Today, Shacknews looks back at some of Kirby's quirkiest outings, offering a glimpse at other instances where Kirby was expected to carry a gimmick to something playable.



Kirby's Pinball Land (Game Boy, 1993)


Sure, pinball games based on popular properties seems almost commonplace nowadays. Heck, Zen Studios has practically built an empire off of the idea. But arguably, one of the games that started the whole "pinball in video games" trend was Kirby's Pinball Land, a cult 1993 Game Boy classic.


The whimsical Dream Land setting made an ideal layout for a pinball game, where players would keep Kirby in play long enough to shoot him off towards a Warp Star. Hitting the Warp Star would trigger a boss battle with a familiar Kirby baddie, like Whispy Woods, where players would have to contend with the boss's attacks while also doing their best to keep Kirby in play. It was a formula that Nintendo would later recycle for Metroid and Mario, but arguably worked the best for Kirby, who had the dream-like world to help carry such a concept forward.



Kirby's Tilt 'n' Tumble (Game Boy Color, 2001)


Games that take advantage of gyroscopes and motion sensors are rather commonplace nowadays. Many modern mobile games are centered around tilting mechanics. Nintendo made millions off of the idea with the Wii and its motion sensitive Wii Remote. However, such an idea in 2001 was downright revolutionary. So leave it to Kirby to introduce what would eventually become a modern mobile gaming concept.


Kirby's TIlt 'n' Tumble would have players guide Kirby across obstacle courses by tilting him in directions that would send him towards his goal. This was in the age before accelerometers and tilt sensors would find their way into hardware. So what was Nintendo's work-around? Build the sensors directly into the game cartridges themselves. Movement would be determined on which direction the cartridge was tilted, which would make eventual Game Boy Advance compatibility something of a problem. Despite this, Kirby's Tilt 'n' Tumble would inadvertently become one of the most influential games of the early 21st century, displaying yet another instance in which Nintendo wound up being ahead of its time.



Kirby: Canvas Curse (Nintendo DS, 2005)


Once again, the tough task of selling a new concept fell on Kirby. This time around, the pink puffball needed to help illustrate just how much an additional touch screen could add to the overall gameplay experience. With that, Kirby: Canvas Curse was born.


Rather than put Kirby in another side-scrolling adventure, the main premise would see him attempt to save Dream Land from the witch Drawcia. Players would not control Kirby directly, but rather help guide him with the aid of a magical paint brush. The brush would help draw platforms and bridges, using the Nintendo DS touch screen. While other first-party franchises like The Legend of Zelda experimented with pure touch-screen controls, few of those games went over with audiences as well as Kirby: Canvas Curse, which provided both a sufficient challenge and an aesthetic that fit with his world like a glove. It's with this aesthetic in mind that Nintendo revisited this concept for this year's Kirby and the Rainbow Curse.



Kirby's Epic Yarn (Wii, 2010)


Kirby has had a life filled with weird experimental outings, but perhaps none was more bold than his 2010 adventure where everything was turned into yarn. Kirby's Epic Yarn followed many of the basic tenents of his old-school platformers, but the main difference was… well… everything was yarn.


Settings, backgrounds, items, and even characters were all constructed out of yarn. Defeating enemies would undo them from the seams and leave them as a lifeless string. And Kirby would gain outrageous yarn-based powers, albeit at the expense of his copy abilities. Nintendo did an admirable job of tying this idea into the narrative by introducing the villainous wizard called Yin-Yarn, but its greatest feat was undoubtedly making a solid platformer out of what appeared to be a juvenile concept.


Some criticized this particular Kirby game, since it removed most of the hero's trademark abilities and it even removed the consequence of death. But given that Epic Yarn wound up being one of the Wii's most visually-stunning games while also ushering in a new art style, Nintendo decided to refine developer Good-Feel's idea for some of its future games. FIrst up? Yoshi's Woolly World, set to come to Wii U later this year.



Kirby Mass Attack (Nintendo DS, 2011)


Kirby's craziest experiment was also one of his most recent. In yet another attempt from Nintendo to push a brand new gaming concept forward, players would be tasked with controlling multiple Kirbys simultaneously in what would be full-blown chaos.


An evil sorcerer named Necrodeus would use his sinister magic to split Kirby into ten pieces, each with a fraction of his strength. In order to push forward, players would not only control Kirby, but they'd control nine other Kirbys all at the same time. The major difference between this and previous Kirby games is that the Kirbys are all fairly weak and would often go down in just two hits. Players would have to work diligently to recover any defeated Kirbys and keep the entire party together, making this more of a Lemmings-style outing. Final level scores would be determined by how many Kirbys survived.


Like Canvas Curse, Mass Attack utilized touch screen controls exclusively, marking this as another occasion where Kirby helped push a hardware concept forward. By this point, he had become used to this sort of thing.




These are just a few of Kirby's more experimental outings. Is there one that we missed? Let us know in the comments.


The Great Pink Experiment: Kirby's best concept games

The Great Pink Experiment: Kirby's best concept games

Kirby made his jump to Wii U last week with Kirby and the Rainbow Curse. While Kirby's latest adventure was a hit with Shacknews, it can definitely be classified as an experimental outing for the pink puffball. Of course, it's hardly his first. In fact, Nintendo often turns to Kirby when it's time to get conceptual with a game concept.


Today, Shacknews looks back at some of Kirby's quirkiest outings, offering a glimpse at other instances where Kirby was expected to carry a gimmick to something playable.



Kirby's Pinball Land (Game Boy, 1993)


Sure, pinball games based on popular properties seems almost commonplace nowadays. Heck, Zen Studios has practically built an empire off of the idea. But arguably, one of the games that started the whole "pinball in video games" trend was Kirby's Pinball Land, a cult 1993 Game Boy classic.


The whimsical Dream Land setting made an ideal layout for a pinball game, where players would keep Kirby in play long enough to shoot him off towards a Warp Star. Hitting the Warp Star would trigger a boss battle with a familiar Kirby baddie, like Whispy Woods, where players would have to contend with the boss's attacks while also doing their best to keep Kirby in play. It was a formula that Nintendo would later recycle for Metroid and Mario, but arguably worked the best for Kirby, who had the dream-like world to help carry such a concept forward.



Kirby's Tilt 'n' Tumble (Game Boy Color, 2001)


Games that take advantage of gyroscopes and motion sensors are rather commonplace nowadays. Many modern mobile games are centered around tilting mechanics. Nintendo made millions off of the idea with the Wii and its motion sensitive Wii Remote. However, such an idea in 2001 was downright revolutionary. So leave it to Kirby to introduce what would eventually become a modern mobile gaming concept.


Kirby's TIlt 'n' Tumble would have players guide Kirby across obstacle courses by tilting him in directions that would send him towards his goal. This was in the age before accelerometers and tilt sensors would find their way into hardware. So what was Nintendo's work-around? Build the sensors directly into the game cartridges themselves. Movement would be determined on which direction the cartridge was tilted, which would make eventual Game Boy Advance compatibility something of a problem. Despite this, Kirby's Tilt 'n' Tumble would inadvertently become one of the most influential games of the early 21st century, displaying yet another instance in which Nintendo wound up being ahead of its time.



Kirby: Canvas Curse (Nintendo DS, 2005)


Once again, the tough task of selling a new concept fell on Kirby. This time around, the pink puffball needed to help illustrate just how much an additional touch screen could add to the overall gameplay experience. With that, Kirby: Canvas Curse was born.


Rather than put Kirby in another side-scrolling adventure, the main premise would see him attempt to save Dream Land from the witch Drawcia. Players would not control Kirby directly, but rather help guide him with the aid of a magical paint brush. The brush would help draw platforms and bridges, using the Nintendo DS touch screen. While other first-party franchises like The Legend of Zelda experimented with pure touch-screen controls, few of those games went over with audiences as well as Kirby: Canvas Curse, which provided both a sufficient challenge and an aesthetic that fit with his world like a glove. It's with this aesthetic in mind that Nintendo revisited this concept for this year's Kirby and the Rainbow Curse.



Kirby's Epic Yarn (Wii, 2010)


Kirby has had a life filled with weird experimental outings, but perhaps none was more bold than his 2010 adventure where everything was turned into yarn. Kirby's Epic Yarn followed many of the basic tenents of his old-school platformers, but the main difference was… well… everything was yarn.


Settings, backgrounds, items, and even characters were all constructed out of yarn. Defeating enemies would undo them from the seams and leave them as a lifeless string. And Kirby would gain outrageous yarn-based powers, albeit at the expense of his copy abilities. Nintendo did an admirable job of tying this idea into the narrative by introducing the villainous wizard called Yin-Yarn, but its greatest feat was undoubtedly making a solid platformer out of what appeared to be a juvenile concept.


Some criticized this particular Kirby game, since it removed most of the hero's trademark abilities and it even removed the consequence of death. But given that Epic Yarn wound up being one of the Wii's most visually-stunning games while also ushering in a new art style, Nintendo decided to refine developer Good-Feel's idea for some of its future games. FIrst up? Yoshi's Woolly World, set to come to Wii U later this year.



Kirby Mass Attack (Nintendo DS, 2011)


Kirby's craziest experiment was also one of his most recent. In yet another attempt from Nintendo to push a brand new gaming concept forward, players would be tasked with controlling multiple Kirbys simultaneously in what would be full-blown chaos.


An evil sorcerer named Necrodeus would use his sinister magic to split Kirby into ten pieces, each with a fraction of his strength. In order to push forward, players would not only control Kirby, but they'd control nine other Kirbys all at the same time. The major difference between this and previous Kirby games is that the Kirbys are all fairly weak and would often go down in just two hits. Players would have to work diligently to recover any defeated Kirbys and keep the entire party together, making this more of a Lemmings-style outing. Final level scores would be determined by how many Kirbys survived.


Like Canvas Curse, Mass Attack utilized touch screen controls exclusively, marking this as another occasion where Kirby helped push a hardware concept forward. By this point, he had become used to this sort of thing.




These are just a few of Kirby's more experimental outings. Is there one that we missed? Let us know in the comments.


The Great Pink Experiment: Kirby's best concept games

Grand Theft Auto 5 for PC hit with yet another delay; Heists coming in March

Rockstar Games is once again announcing it’s pushing back the release date of the PC version of Grand Theft Auto 5 to April 14.


In a new post published on Rockstar Newswire, the developer acknowledges the delay by apologizing to its potential customers yet again. “Our apologies to PC gamers worldwide who have been counting down the days until the launch of the game, but a bit more time is needed to ensure that the game is as polished as possible, and to make certain that both Heists and the GTA Online experience are ready to roll out on day one for PC,” Rockstar writes. To thank those who pre-ordered the game, Rockstar is granting an additional $200,000 in-game cash for use in GTA Online


Rockstar follows up its apology by going into what PC players should expect from their version of Grand Theft Auto 5. “The PC version of Grand Theft Auto V is our most graphically and technically advanced version yet, fully optimized to support a broad range of current hardware (system specifications) and features a host of PC-specific enhancements including greater levels of detail, deep configuration options and ultra-high-definition support – as well as the powerful new Rockstar Editor for recording, staging and editing original custom videos.”


In addition to the PC version’s delay, Rockstar also announced Online Heists will finally be launching on March 10. Online Heists will be a brand-new 4-player co-op experience that gives players the chance to team up together to pull off a string of raids and robberies across both Los Santos and Blaine County.


Grand Theft Auto 5 for PC hit with yet another delay; Heists coming in March

Grand Theft Auto 5 for PC hit with yet another delay

Rockstar Games is once again announcing it’s pushing back the release date of the PC version of Grand Theft Auto 5 to April 14.


In a new post published on Rockstar Newswire, the developer acknowledges the delay by apologizing to its potential customers yet again. “Our apologies to PC gamers worldwide who have been counting down the days until the launch of the game, but a bit more time is needed to ensure that the game is as polished as possible, and to make certain that both Heists and the GTA Online experience are ready to roll out on day one for PC,” Rockstar writes. To thank those who pre-ordered the game, Rockstar is granting an additional $200,000 in-game cash for use in GTA Online


Rockstar follows up its apology by going into what PC players should expect from their version of Grand Theft Auto 5. “The PC version of Grand Theft Auto V is our most graphically and technically advanced version yet, fully optimized to support a broad range of current hardware (system specifications) and features a host of PC-specific enhancements including greater levels of detail, deep configuration options and ultra-high-definition support – as well as the powerful new Rockstar Editor for recording, staging and editing original custom videos.”


In addition to the PC version’s delay, Rockstar also announced Online Heists will finally be launching on March 10. Online Heists will be a brand-new 4-player co-op experience that gives players the chance to team up together to pull off a string of raids and robberies across both Los Santos and Blaine County.


Grand Theft Auto 5 for PC hit with yet another delay

Telltale Games receives 'significant investment' from Lionsgate

Everyone’s favorite independent games developer, Telltale Games, has just received a “significant investment” from Lionsgate. As part of the investment, Lionsgate CEO Jon Feltheimer will join the Telltale Board of Directors.


Lionsgate’s investment will be used as a way to continue extending the company’s films and television brands into the game space. The partnership will also bring Lionsgate's expertise in creating and marketing premium content within Telltale’s approach to gaming as well as co-developing existing and original IP into both episodic games and television.


This is certainly an interesting development as Telltale Games has already stood out in the gaming industry for its storytelling in its games. To see a major company like Lionsgate invest in it to help it continue to stand out is a pretty big deal, and one I am curious to see what exactly both companies have planned for the future of entertainment.


Telltale Games receives 'significant investment' from Lionsgate

Shadow of Mordor's The Bright Lord DLC pack now available

We learned of Middle-earth: Shadow of Mordor’s next story mission expansion pack, The Bright Lord, just last week, and today, Warner Bros. Interactive Entertainment has released this piece of DLC.


The Bright Lord expansion pack allows players to become Celebrimbor himself as he faces of Dark Lord to retrieve the One Ring and take control of Middle-earth. The One Ring will allow Celebrimbor to become invisible, allowing him to completely dominate his enemies from the shadows. New Elven Archery abilities are also available as well as a rapid-fire bow.


The new DLC includes a new story campaign that tells its tale across 10 new missions, a new Celebrimbor skin that can be used in the main campaign, and a new Test of the Ring challenge mode.


The Bright Lord expansion pack is now available for purchase on PlayStation 4, Xbox One, and PC. Season Pass holders will be able to pick up the Bright Lord pack for free.



Shadow of Mordor's The Bright Lord DLC pack now available

Stuff That Sucks: Amiibo Hunting, Part 3

lundi 23 février 2015

The Meta Knight, Mega Man, and King Dedede Amiibos are just within Greg's reach. Or are they? Check out Greg's bleary-eyed trip to disappointment in this week's Stuff that Sucks.



Stuff That Sucks: Amiibo Hunting, Part 3

Shack Reels: Top 10 Badass Women in Gaming

There’s been some seriously badass women in video games over the years,and today,we decided to rank the top 10 badass women.


Back in the day, women were often used as a way to get the game’s protagonist to go on some grand adventure. Girlfriends, love interests, and royalty were all saved in the name of good gameplay, but the women in this list can hold their own.


If you’re curious to learn who we believe the top 10 most badass women in gaming are, then feel free to give our video a look. We’d also love to hear your feedback, especially if you feel we left a badass woman out of our list. So head on over to Chatty to keep the discussion going on who you believe should be among our list, or if you feel our list is spot on.



Shack Reels: Top 10 Badass Women in Gaming

Necrosoft Games director talks about the cyberpunk volleyball of Gunsport

One of the most enjoyable trends to emerge from the indie gaming world has been quirky competitive multiplayer romps. Games like Towerfall Ascension, Samurai Gunn, and Starwhal: Just the Tip have encouraged PC gamers to gather friends together around the monitor and beat each other's brains out. One of the latest games to follow that trend is the upcoming cyberpunk volleyball game from Necrosoft Games called Gunsport.


Gunsport takes players to a future dystopian planet, where grievances are settled with giant guns… that are used to send a ball flying into an opponent's goal. To learn more about this two-on-two outing, Shacknews spoke to director Brandon Sheffield.



Shacknews: For those that are hearing about the game for the first time, how would you describe Gunsport?


Brandon Sheffield, game director: When we're showing the game to people in person, we usually tell people "it's like volleyball with guns." This seems to help people get the hang of it quickly, especially since the control scheme is unusual - you use the triggers to aim your guns up and down in a 2D plane, and press X (on Xbox One) or Square (on PS4) to shoot. We've found that both these factors get a lot of people who don't usually play games to succeed in Gunsport pretty quickly. We've had a lot of folks come over with significant others, who said they couldn't play games, and then found they were quite successful once we walked them through it.


In the abstract, I'd call Gunsport an esport that is cooperatively competitive - success is more about cooperation than it is about antagonism. It's about predicting where the ball is going to be, rather than reacting to where it is. Ultimately though, it's just a game about shooting a ball into a goal, in the simplest terms!


Shacknews: What inspired you to create this game? How did you come up with the idea of cyberpunk volleyball with guns?


Sheffield: I've always liked this sort of game - I played Windjammers a lot as a kid, and have the MVS cart in my arcade machine at home. There just aren't enough games like that, which are oriented more around the action of a sport in the abstract. Football games are great, and all, but make it a turn-based RPG, or all about throwing arcs, and I'm more interested. That is to say, I'm not so interested in simulations, I like things that are broken down, abstracted, and go for that arcade-like fun right away. I think we're starting to see more games like this now, which makes me happy. And we at Necrosoft games basically all like this sort of game, so why the heck not, right?


But there was one more inspiration - an old and rather obscure game called Dogpatch, made by Midway in 1978. I played this game at the California Extreme Arcade Expo a couple years back and felt like the concept was worth exploring further. It's just two hillbillies shooting a can back and forth, using dial and button controllers, but there was something to it. It was the spark that lit the fire of Gunsport!


Shacknews: Can you explain how the rules work? And can you describe the collaboration process between the team in creating the rules? How long did it take for everyone to come to a consensus on how the game should be played?


Sheffield: The rules:



  • The Keeper has two shots and can't move. They have a wider aiming range.

  • The Striker has one shot but can move and jump. they have a narrower aiming range.

  • Every time the ball crosses the net toward you, you reload.

  • Every time the ball crosses the net in either direction, it's worth more points.

  • If the ball lands on the opposing team's floor or in their goal, you get the point value of the ball, plus whatever the goal bonus it.


That's basically it! And there wasn't much collaboration in the rule creation - it was so simple that I pretty much just came up with the ruleset myself and we ran with it. We tried it, and it worked. It's one of those rare cases where something worked just about as well in practice as it did in theory. There are still some parts we're figuring out together, especially with the weapons.


Shacknews: How important is the game's setting? What can you tell us about Neo Tokyo and how many different parts of the future world will players get to see?


Sheffield: The game's setting is more subtly important than it is overtly important. You'll see subtle information in the backgrounds about how each country and city came to its individual form of peace. Neo Tokyo did it through a return to master craftspersonship. The person who can make the best car, the best building, the best neon sign, will put their individual stamp on it, subtly. So nothing looks exactly the same, but is a variation on a theme, or an improvement of a concept.


Each place has a different vibe behind it - in Cambodia, Gunsport has more of a ceremonial tone to it, where ceremony and celebration of the arts is the way they found their particular peace. In the Neo USSR, you'll find industrialism in full effect, with collaboration in the furthering of space travel among the highest points of interest. In the People's Republic of Oakland, people have gotten together to create a city state that exists outside traditional governmental structures, more like the Occupy movement. So while their technology has moved forward, it's done so in a slower, more sustainable way, meaning their tech may look a bit older or more DIY. We hope to explore more countries in the future... we'll see how much we can get done!


Shacknews: How many characters have you revealed so far and what can you tell us about them? How many characters are you shooting for in total?


Sheffield: We haven't revealed any final characters yet! We'll get to that once our new demo is out - but we're aiming to have five teams of two character each - so the answer is ten!


Shacknews: How many different weapon types are there and how will they change the way the game is played?


Sheffield: Each team will have their own weapon set - they all have their own angles, timings, and speeds, which give each team and each position within that team a unique feeling. We're still working out exactly what those weapons will be... we're trying things right now, and we're getting some pretty interesting results so far.



Shacknews: You've previously mentioned a single-player and co-op story mode. What will the story entail?


Sheffield: The story will mostly be about the people playing Gunsport - their individual motivations for success. The overarching story is a simple conceit that a world tournament of Gunsport is going down, and everyone wants to get the top prize. The stories will be about what this means to each team, and what they plan to do with their winnings. Basically, think about the stories in Street Fighter II - those kinds of simple tales of individual motivation.


Shacknews: Your last public appearance for the game was PlayStation Experience. What kind of feedback did you receive from the convention goers and has any of their feedback affected development in any way?


Sheffield: The major feedback we got was that a lot of people who thought they would be terrible at the game, were quite successful at it. Older folks coming by with their kids, when I forced them to play, they could compete right away, even if they hadn't really held a controller before. The other thing we saw was that some people weren't interested in playing it when they saw the screens, or when they walked by - but once they played it, they were really into it. So we need to figure out what the heck we do about this, because it's good and bad - we've got people liking the game, but they don't think they're going to. How do we tell these people they can actually play the thing? We're wracking our brains about this right now, so you could say that's affected development!


Shacknews: When do you hope to have Gunsport ready and what platforms is it coming to?


Sheffield: If all goes well, we should have Gunsport done by the end of the year, and it's coming to Xbox One, PlayStation 4, and PC.


Necrosoft Games director talks about the cyberpunk volleyball of Gunsport

PlayStation Vita celebrates third birthday with digital sale tomorrow

Sunday marked the PlayStation Vita's third birthday and Sony is ready to celebrate with a slew of deals set to hit the PlayStation Store on Tuesday.


The full list of deals can be found below:



  • Angry Birds: Star Wars - $14.80 ($9.60 for PS Plus)

  • Atelier Meruru Plus - $23.99 ($15.99 for PS Plus)

  • Atelier Rorona Plus - $23.99 ($15.99 for PS Plus)

  • Atelier Totori Plus - $23.99 ($15.99 for PS Plus)

  • Ben 10 Galactic Racing - $5.00 ($3.00 for PS Plus)

  • Call of Duty: Black Ops Declassified - $15.00 ($10.00 for PS Plus)

  • Castlevania: The Dracula X Chronicles - $8.99 ($7.49 for PS Plus)

  • Deception IV: Blood Ties - $23.99 ($15.99 for PS Plus)

  • Dragon Ball Z: Battle of Z - $12.00 ($7.50 for PS Plus)

  • Earth Defense Force 2017 Portable - $20.00 ($12.00 for PS Plus)

  • Hatsune Miku: Project DIVA F 2nd - $23.99 ($19.99 for PS Plus)

  • Home – A Unique Horror Adventure - $3.49 ($2.49 for PS Plus)

  • Hyperdimension Neptunia ReBirth1 - $23.99 ($15.99 for PS Plus)

  • Jak and Daxter Collection - $13.50 ($8.10 for PS Plus)

  • Jet Set Radio - $5.99 ($4.99 for PS Plus)

  • Let's Fish! Hooked On - $5.00 ($3.00 for PS Plus)

  • LIMBO - $5.00 ($3.00 for PS Plus)

  • Metrico - $7.00 ($4.20 for PS Plus)

  • Monster Monpiece - $17.99 ($11.99 for PS Plus)

  • Muramasa Rebirth - $12.50 ($7.50 for PS Plus)

  • New Little King's Story - $11.99 ($9.99 for PS Plus)

  • Ninja Gaiden Sigma 2 Plus - $23.99 ($15.99 for PS Plus)

  • Oddworld: Munch’s Oddysee HD - $6.99 ($4.99 for PS Plus)

  • Orgarhythm - $5.00 ($3.00 for PS Plus)

  • PlayStation All-Stars Battle Royale PS Vita - $9.00 ($5.40 for PS Plus)

  • Putty Squad - $14.99 ($9.99 for PS Plus)

  • Ring Run Circus - $3.50 ($2.00 for PS Plus)

  • Silent Hill Book of Memories - $17.99 ($14.99 for PS Plus)

  • Sumioni: Demon Arts - $5.00 ($3.00 for PS Plus)

  • Sword Art Online -Hollow Fragment- - $23.99 ($15.99 for PS Plus)

  • Tales of Hearts R - $27.99 ($19.99 for PS Plus)

  • The Amazing Spider-Man - $14.80 ($9.60 for PS Plus)

  • Tiny Troopers Joint Ops - $5.59 ($3.99 for PS Plus)

  • Urban Trial Freestyle - $1.75 ($0.70 for PS Plus)

  • Valhalla Knights 3 - $10.00 ($6.00 for PS Plus)

  • Zero Escape: Virtue's Last Reward - $12.50 ($7.50 for PS Plus)

  • Cel Damage HD (PS4/PS3/Vita) - $1.00 ($0.60 for PS Plus)

  • Gods Eater Burst (PSP/Vita) - $10.00 ($6.00 for PS Plus)


Recent releases include Metrico, the Vita version of Muramasa Rebirth, and Deception IV: Blood Ties. Vita owners will also be able to pick up the Toro and Friends Vita theme for free, from February 26 from March 2. They can also pick up the Fat Princess: Piece of Cake 8 Gold Coin Pack for free, as well as the Himiko spirit for Destiny of Spirits.


The Vita Birthday Sale is set to run throughout the week.


PlayStation Vita celebrates third birthday with digital sale tomorrow

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