Lumines Remastered is wonderful, even if I’m not ⊟ 

I’ve been playing Lumines Remastered on Switch at every opportunity, in every possible way. I’ve played it on my TV with a Pro Controller, I’ve played it in handheld mode, sometimes while lying in bed. I took my Switch to the gym and played on the stationary bike. I showed my kids the cool new puzzle game I got, then had them Go to Synaesthesia by handing them Joy-Cons and turning on Trance Vibration mode. I even replayed…

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fortnite rifts

The skeleton has appeared on the Fortnite map. It was the last rift left and, with the appearance of the bones, means we now don’t know what to expect. So far, after portals ate several signs and landmarks, the Fortnite rifts had been dropping things into the map – an anchor, a stage coach and now the skeleton. All of these had been previous data mined, so we knew they were coming. Now, we’re in uncharted territory.

With Fortnite season 5 only days away tension is building to see what…

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Right now, Destiny 2’s destinations feel like beautiful but uncoordinated spaces. Drop onto any of the available planets (or moon) to complete the weekly Flashpoint milestone, and you’re left to run a handful of public events (or kill defenders and conquerors, on Mercury) to fill up a meter and get your Powerful Engram for the week. Meanwhile Lost Sectors, miniature dungeons tucked away in various corners of Destiny 2’s worlds, offer little reward for their completion, as do…

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Retro Gamer issue 182 has hit the shelves today, and if you’re a fan of the Mega Drive you won’t want to miss it. Our cover feature takes a deep dive into the technology that makes the 30 year old console tick, with key developers including Mark Cerny, Trip Hawkins and Rieko Kodama giving their expert insight. What’s more, we have two added gifts – a fantastic sticker sheet featuring classic Sega sprites and iconography, and a guide to the Mega Drive’s essential games. If all that gets you in the mood for to revisit some 16-bit hits, we’ve also reviewed the new Sega Mega Drive Classics collection.

There’s plenty more inside, too. We have features on the creation of Savage, Rock ‘N’ Roll Racing and EyeToy: Play, an Ultimate Guide to Konami’s arcade racer WEC Le Mans, and a Minority Report focusing on the Atari 8-bit range. Outside of specific games, we’ve got a collector’s guide to Eighties publisher Software Projects, a look back at Brian Howarth’s Digital Fantasia, and an examination of games made using the Build engine. Our sit-down interview for the month is with Matt Gray, the musician behind games such as Last Ninja 2 and Driller. And of course we’ve got all the usual favourites including Retro Revivals, Hardware Heaven and The Unconverted.

You can buy the issue now from all good newsagents for £5.99, or order it directly from us at MyFavouriteMagazines. Alternatively, if you spotted the exclusive subscriber cover up there and don’t want to miss them in future, you can subscribe to Retro Gamer at MyFavouriteMagazines too.

Don't Miss Retro Gamer Issue 182

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Do you miss the Theme Park games of old, and how you could torture folks with a lack of public restrooms? Well, imagine that you could do such a thing, but with horrors from beyond the light of our universe, in a godless chasm of The Other from whence order has been long since abandoned? Oh hell yeah, that’s the GOOD stuff. Made by indie studio Cranktrain, The Eldritch Zookeeper is an upcoming title that is like a Bullfrog management game gone horribly right and wrong all at once.

As one of those hidden gems on Steam that promises a forthcoming release date, I keep circling back to TEZ, double checking to make sure I haven’t missed it. Why? As someone who runs a Darkness Self-Care Podcast and who loved Dungeon Master and who appreciated Jurassic Park: Operation Genesis… well, this feels like it was made just for me. In that it was made so that I could make life a literal living Hell for the plebes that want to give me money.

In The Eldritch Zookeeper you run a zoo packed with unsettling, otherworldly monsters. Deceived by a particularly well-dressed skeleton, a cursed zookeeper is forced to manage a zoo full of eldritch abominations, ideally with as little bloodshed as possible. Can our unfortunate zookeeper break his curse? Every day a new terrifying creature that must be cared for arrives through the interdimensional portal – construct enclosures and keep the monsters fed and reasonably content, and build amenities for the zoo visitors! A Happy Monster Zoo™ is when a creature’s teeth/claws/exploding-tendencies are far, far away from the guest’s vital organs. They need those! Monster rampages are discouraged.

I don’t care that they’re discouraged. Imma do Monster Rampages. Who is gonna stop me? (Realizes what creatures might be capable of stopping me.) Ohhhhhhh.

Check out the trailer below IF YOU DARE. (You dare; it is quite cute.)

Here’s the most recent dev blog/update from just a few weeks back, showing off Levitation and fog and a few other detail tweaks on the horizon.

You can follow along with the game’s development over at the Store Of Steam!

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‘If you want us to stop releasing it, stop buying it’

At E3 this year, Bethesda poked fun at the joke that The Elder Scrolls V: Skyrim is available on basically everything. They did this not only with a funny trailer but by releasing an actual working version of the game for Alexa devices (even if it was hardly a game). Skyrim is one of the most successful video games released in the past few years, but surely people have had their fill. The title originally launched seven years ago, so there can’t still be people playing it…right?

At Gamelab this past week, Geoff Keighley sat down with Bethesda’s Todd Howard and talked about the success of Skyrim and its many re-releases. As Howard put it, “Even now, the amount of people who play Skyrim seven years later; millions of people every month are playing that game. That’s why we keep releasing it. If you want us to stop releasing it, stop buying it.” It’s hard to argue with that logic.

Howard went on to elaborate that he wants the worlds that Bethesda creates to be sustainable for longer periods. Instead of plopping out yearly sequels or contrived spin-offs, Howard likes the idea of a single setting being sustainable for longer durations. “Every year there’s a new idea we can’t do, and a new technology for something that excites us,” Howard states. “I’d say I want it to be sustainable. Eventually, there will come a day where I’m not making games at Bethesda…But I want to make sure that who we are…that’s sustainable far beyond me.”

“Millions of people” are still playing Skyrim every month [GamesIndustry.biz]

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GIbiz put out an interesting piece this week looking 10 years into the past to see where the buzz was in the game industry back in 2008. It’s worth a read overall (that was the year some rando company called “Riot Games” snagged $7M in funding for something called “League of Legends” – pff, that’ll never go anywhere, amirite), but the segment I want to highlight this morning is the one about the industry hype cycle.

The long-ago author wonders just when the hype cycle for video games should begin, at least in terms of maximizing profits (and presumably not annoying consumers). He compares the Assassin’s Creed franchise to Prince of Persia, noting that the former’s hype cycle was twice as long as the latter’s – and performed significantly better. After all, we’re still talking about AC here in 2018!

It seems a fair topic for MMORPGs as well; for example, World of Warcraft expansion announcements and hype lulls, the difference in buzz lead-up between Guild Wars 2’s Heart of Thorns and Path of Fire, and the seemingly interminable Kickstarter MMO dev/hype/funding cycles are perennial subjects here.

How early should an MMORPG’s hype cycle begin? How long before the planned launch of a game or an expansion – or even a Kickstarter – do you actually want to hear about it?

Every morning, the Massively Overpowered writers team up with mascot Mo to ask MMORPG players pointed questions about the massively multiplayer online roleplaying genre. Grab a mug of your preferred beverage and take a stab at answering the question posed in today’s Daily Grind!

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Microsoft continues to position itself as a paragon for inclusivity – but it’s also keen to get more developers, publishers and platform holders involved in the conversation.

The firm gained a great deal of attention earlier this summer when it announced the Xbox Adaptive Controller, a device that enabled disabled gamers to adapt standard control schemes with a variety of custom inputs suited to their unique circumstances.

The peripheral earned praise from across the industry, but the platform holder stresses that there is more that needs to be done to make gaming as accessible a hobby as possible.

Tara Voelker, Xbox

Ahead of her Develop:Brighton talk next week, we caught up with the company’s gaming and disability community lead Tara Voelker. She is instrumental in organising events such as the Xbox Gaming and Disability Boot Camp for developers, which offers advice on how to make their games more accessible, and also helped arrange testing for the Xbox Adaptive Controller in people’s homes.

“Games are more than just entertainment,” she tells GamesIndustry.biz. “They’re part of our culture, a way to socialize and even a means of escape. Games can be therapeutic and even help with pain management.

“These are all things that can be mean the difference between existing and living for someone with a disability.”

Voelker tells us that Microsoft has received “amazing feedback” since the Adaptive Controller was first unveiled, particularly after having it on display at E3, where the device won numerous awards (including one from GamesIndustry.biz).

For Voelker, the controller was the culmination of a shift that’s been happening at Microsoft, describing it as “the first product from end to end that fully embodied our Inclusive Design process – right down to the packaging.”

“We learned a lot,” she adds. “Now we need to apply these lessons to everything else we’re working on.”

There are also learnings to build on from previous accessibility ventures. Voelker reminds us of the Copilot feature that was added to Xbox last year, which combines two controllers into one input device (and, yes, it’s also compatible with the Adaptive Comtroller).

Stepping away from the hardware side, the platform holder has also been pushing its more inclusive image with the redesigned Xbox Avatars, while Voelker believes are just as important as the controller.

“Games need more accessibility features implemented in the titles themselves. Remappable controls and good subtitles make huge differences”

“They were designed with inclusion in mind, which includes offering the choices of prosthetic limbs or a wheelchair for the first time,” she explains. “We want people to be able to express themselves, and for some people using a prosthetic or a wheelchair is a large part of their identity – we want them to be able to show that.

“Right now, games tend to either fall into tropes about people with disabilities or make glaring errors in representation, such as giving someone a wheelchair they would never use. We need more characters with disabilities in games, but we also need to make sure they’re good representations. That means talking to people who are knowledgeable in these areas and getting their feedback.”

And here we come to both Voelker and Xbox’s central point: improving accessibility in games needs to be an industry-wide effort.

In an interview with Ars Technica earlier this year, Xbox boss Phil Spencer has already he’s keen to share the learnings from the Adaptive Controller with Sony and Nintendo in order to help progress the production of such devices across all platforms. He added that he’s open to “collaborating with “literally anybody who wants to learn from the work we’ve done here-or even try to do more than that with the work we’ve done here” to allow more people to play video games.

Developers can do their part too, Voelker says, even without the need for specialist hardware.

“Games need more accessibility features implemented in the titles themselves,” she says. “Features such as remappable controls and good subtitles – ‘good’ being the keyword – make huge differences.
I would also love for game developers to request feedback directly from gamers with disabilities and have them more involved with user testing before a title ships.

“There are so many things they can do! I honestly recommend any developer interested in making more accessible games should check out gameaccessibilityguidelines.com to learn more.”

Next week, Voelker will be on stage at Develop:Brighton discussing how gamers with disabilities are getting involved in the rise of streaming – both as viewers and broadcasters.

Her session, ‘Beyond Gaming: How Live Streaming Brings Next Level Inclusion’, takes place on Wednesday, July 11th. GamesIndustry.biz readers get a 10% discount on Develop:Brighton passes with the code: IDCQXO.

If you’re interested in more discussion about how developers can make their games more accessible, download our recent podcast featuring industry charity SpecialEffect, which also consulted on the Xbox Adaptive Controller.

GamesIndustry.biz is an official media partner for Develop:Brighton 2018

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SEGA announced today that Shenmue I & II will launch for the PlayStation 4, Xbox One, and PC on August 21.

To go alongside this news, SEGA has released a new trailer for the collection:

Shenmue I & II arrive on August 21st

Shenmue I & II tell a gripping story of retribution as the protagonist Ryo Hazuki sets out to avenge his father’s death, and sets out to unravel the secrets behind a mysterious artefact known as the Dragon Mirror.

This re-release will contain all-new modernized features, including a choice of modern or classic control schemes, PC graphics options, fully scalable screen resolution, an updated user interface, and the option to enjoy either the English or original Japanese voiceovers.

Source: Press Release

Shenmue I & II Launching on August 21

SEGA announced today that Shenmue I & II will launch for the PlayStation 4, Xbox One, and PC on August 21

Closers “Season of Wolves” Update Now Available

En Masse Entertainment announced today the “Season of Wolves” update is now available for the beat-em-up Closers

Mutant Football League: Dynasty Edition Coming in September

Digital Dreams Entertainment and Nighthawk Interactive announced today that Mutant Football League: Dynasty Edition will come to the PlayStation 4, Xbox One, and Nintendo Switch on September 18

Final Fantasy XIV Patch 4.35 Now Available

Square-Enix announced today that Patch 4.35 for Final Fantasy XIV: Stormblood is now available

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Cosplay has become a familiar term for most people nowadays, you can see cosplay shows and hear cosplay news here and there. In most people’s view, cosplay is a game, it’s just entertainment for people. In cosplayers’ mind, cosplay is the soul of themselves, they want to show what they think about through cosplay, they want to hold as many cosplay shows as possible. They will choose cosplay plots from anime movies, manga books and also from video games.

Make sure and bring the kids . There are many vendors with a large assortment of the latest Video games. From Sony Ps3 to X box 360 games. You can find it all here. Game consoles, and accessories , are all available at discounted prices. If it’s your favorite computer game you want. You can find pc games such as the popular sims games. The vendors are always willing to negotiate and no sticker price is final.

Now we have all heard that if something is for “free” it must not be good or legal. However with the games that you can play online from the site below; you will discover that it is 100% completely legal and anyone can play without having to purchase any extra hardware or spyware.

Customized mirrors are not the only accessories that can be bought to add charisma to your home bar. These upgrades can range from glass racks, pub lights, bar stools, Tabletop games and even benches. Every improvement that you make to your custom bar will add a new feel. You can buy accessories that match your personality or even that let people know who your favorite team is.

This famous intellectual game’s business mark has been revamped quite a few times. A design that started off with simple and thick fonts over a bright, red colored background has been recreated into wavy lines and curvy fonts that seem to give it a sense of movement. The color of the background has been deepened which makes it as perfect for PC games logo as it is for a board game.

This is one of the most popular games in the world – and you probably have not played it. Simply it is a “country” with different resources. When you roll the dice and have a city on a resource, you get that resource card. In Catan, you collect resource cards to place cities, towns, and roads. When you place towns you get resource cards. If you need a specific card you can trade with other players, so there is a lot of interaction between people on every turn. You win by being the first to get to a certain number of points.

Along with all the accessories there are many great experiences that come from having a home bar. One of the biggest is that you have a perfect place to throw yours and your friends’ parties. These parties can range from just for the fun of it parties to theme parties. You could even rent the space out to someone that has done you a favor in the past to throw celebrations. Your home bar has the potential to be better than going out to the bar because it will be much cheaper and more convenient for everyone. If you put in a custom home bar, there will only be great memories to have and you will get to party in a place that is all yours.