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Out Now: Final Edition 2018

So, here we are – the final ‘Out Now’ of 2018. It’s been a surprisingly good week for releases, all things considered – Tropico and Rome: Total War‘s Android port being the highlights. Today also marks the final day of voting in our Reader’s Choice Game of the Year award – I’ll be closing the form later tonight, so make sure you have your say before it’s too late!

As far as the next couple of weeks go, we’re going to be operating a reduced content schedule until we’re back properly on January 2nd. We’ll be publishing articles on the following days:

  • Monday 24th
  • Wednesday 26th
  • Friday 28th
  • Monday 31st

We’ve got a couple of year in reviews, as well as Nick’s usual Boxing Day Gift Guide, and the results of the GOTY vote will go up on New Year’s Eve.

Meanwhile, in mobile gaming…

Out Now

Heroes of Flatlandia (iOS Universal & Android) – Full review coming soon!

We like to highlight things that haven potential in this column, and Heroes of Flatlandia on paper seems like it might fit the bill. A premium strategy game (such a rarity these days), this seems like a very modest, almost ‘lite’ turn-based tactics outing with some basic content for genre fans. Two races, 14 units and 4 heroes, the game also features hot-seat multiplayer and a “cunning AI”.

[youtube https://www.youtube.com/watch?v=JyIqjX7bX8A?controls=0]

Tropico (iPad) (Review)

There’s not much more to add that wasn’t covered in Brittany’s steller review, but suffice to say Tropico on iPad is a bit of a triumph. There are still some interface issues that come with management/city-builder games on this platform, but Feral have managed to port Tropico 3 intact and with all its charm. This is one premium experience you won’t want to miss out on.

[youtube https://www.youtube.com/watch?v=luosxBtxipQ?controls=0]

Rome: Total War (iOS Universal & Android) (Review)

Android users, rejoice! You can now purchase Feral Interactive’s other great strategy port, Rome: Total War, for your Google-powered device. Check out what Nick thought of the game back when it originally released. 

[youtube https://www.youtube.com/watch?v=Kh1Rf1uyQK0?controls=0]

Perudo (iOS Universal & Android) – Full review coming soon!

You remember that dice game the fish-pirates played on the Flying Dutchman in the second Pirates of the Caribbean movie? I never quite understood how that game worked. Now I might have a chance to learn, thanks to Asmodee stealth releasing a digital port of the game on mobile. Perudo, one of many games derived from the public domain game Liar’s Dice, looks exactly like that game in POTC. Amongst other things, It features pass-and-play multiplayer functionality for up to six people (as well as online), making it an excellent party game candidate.

[youtube https://www.youtube.com/watch?v=SLYy5oZ6VxQ?controls=0]

Sales

Where to begin! There’s quite a few sales going on, especially on iOS. We’re not able to give a complete sales breakdown this week sadly, but these are some of the highlights we’ve spotted that you may be interested in. Unfortunately, a lot of these deals seem iOS only for now – we’ve cross-checked a few, but if anyone spots any additional android deals, let us know!

  • ELOH
  • Kingdom Rush Frontiers
  • Kingdom Rush Origin
  • Motorsport Manager Mobile 3
  • Bastion
  • Lords of Waterdeep
  • Out There
  • Project Highrise
  • Crowntakers
  • Age of Rivals
  • Grimvalor  

There may be more, so make sure you keep an eye out if you’re looking to pick up some extra games for the holidays. If you’re someone who’s still not jumped onto Civilization VI on iOS, your frugal patience has been rewarded. From now until January 1st, the ‘Full Game Unlock’ IAP is now $14.99, making it as cheap what it is on PC currently (Steam Winter Sale). It’ such a good deal, I almost feel sorry for people who purchased it at the previous 50% discount entry point, or even full price! In addition to that, there’s a schedule for the scenario packs, which will rotate every 48 hours – the current ones, Vikings and Poland, are free, and the full schedule is as follows:

  • 12/20 – 12/22 Poland Civilization & Scenario Pack (Reg: $4.99)
  • 12/22 – 12/24 Vikings Scenario (Reg: $4.99)
  • 12/24 – 12/26 Australia Civilization & Scenario Pack (Reg: $4.99)
  • 12/26 – 12/28 Persia and Macedon Civilization & Scenario Pack (Reg: $8.99)
  • 12/28 – 12/30 Nubia Civilization & Scenario Pack (Reg: $4.99)
  • 12/30 – 1/1 Khmer and Indonesia Civilization & Scenario Pack (Reg: $8.99)

So you have until tomorrow to pick up those first two scenario packs if you don’t have them already.

That’s all we have time for this week – we hope everyone has a good holiday break, and The Weekender will return as normal on Friday, January 4th, 2019!

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Q& A: Developing the stylish indie hit fighting game Lethal League Blaze

Indie success story and gonzo projectile beatdown sensation Lethal League recently got a sequel in Lethal League Blaze. The games combine a fighting game setup with play that involves manipulating a third entity, a ball that floats around the playfield and bounces off of walls like the ball in Breakout. When smacked by a player, it gains gratifyingly greater speeds and becomes able to do huge damage to opponents.

One of the game’s creators, Dion Koster of Team Reptile, agreed to answer out questions about this engaging and kinetic take on fighting games.

This interview has been slightly edited for publication.

[…] I’m Dion Koster, I like dancing and making things. Me and Tim Remmers are the two bosses of Team Reptile. We’re a concentrated team of about five people. We also bring in lots of artists for specific things so the credits roll a bit longer than that. My own role is that of a game director. Determining the style and vision both visual and gameplay-wise are the things on my plate. Tim is on the business and management side, but both of us still spend most of our time hands-on with the game. We released our first game, called Megabyte Punch, in 2013 and then our first heavy hitter, Lethal League, in 2014.

Lethal League did really well, both of us moved out and from that point on we were truly self sufficient. We never worked with a publisher or received any funds for development either, mostly because we can’t work without full creative control. Lethal League Blaze is our latest release and it did even better for us than the original Lethal League. All of our games made their investment back and a bunch more for the Lethal League series. So as an independent studio we’re pretty well off. Of course, we don’t want to sit back too much. We do our best to challenge ourselves in new ways for every new game and if the fans can see our sincerity with that then I’m as happy as can be.

Sure! While we were making Megabyte Punch, there was a mechanic that reflected projectiles. There were projectiles that were one-hit-kill in that game which made it really exciting to reflect them back and forth. We decided to make this into a mini game, which became the Lethal League prototype.

I made it in flash in a space of two weeks, put it on our site for free and we sent it off to a few websites (you can actually still play it over here). It appeared on the radar of Adam Heart, who people might know from Divekick, who was at Shoryuken.com at the time. He featured it at the Ultimate Fighting Game Tournament 9 as the grand final mystery game and that really boosted our popularity early on.

We finished Megabyte Punch and it was clear we should just head straight into making Lethal League into a proper full game. A year later, in 2014, we showcased the game on EVO and released it on Steam. Before the release we didn’t get a lot of attention outside of the FGC. Thereafter however, Youtubers jumped on it one by one. TotalBiscuit, Game Grumps, PewDiePie, Markiplier, it probably was the extremity and big anticipation moments that attracted them. We kept updating the game for a while and we managed to port it to PS4 and Xbox One in-house.

While that was going on we decided to do a sequel with 3D graphics, since we ported the thing to Unity anyway. It was also a good way to up our ‘game dev game,’ to scale up a bit without taking that big of a risk. I didn’t want to name it Lethal League 2 because it implies that you’d had to have played the original. So we went with Lethal League Blaze instead.

The Blaze is actually the get-up move you can do in this version after being knocked down, signifying the fact that you won’t die in one hit anymore. On high speeds you still have the one-hit-kill shots so the hype is not lost. We added more moves, like pitching and spiking. The pitch is especially important because it directly counters parrying (which is like blocking in Lethal League).

Of course the main attraction are the new characters, stages, modes and music. We have double the characters that the original had at launch. One of the modes you can unlock is called Lethal Volley, we had a lot of 2v2 fun with that one. We also made a story mode in this iteration. Even though Lethal League doesn’t really shine in singleplayer, most people will be buying this game by themselves and I want them to get some fun out of it even before finding a homie to play against.

The style comes from my experiences in street culture and hip hop with the skating, b-boying and graffiti I was doing. This is what drew me to Jet Set Radio Future at the time, which blew my mind with near-future versions of the styles I was familiar with.

Hip hop originated in America of course, but what they had done was use inspiration from the French sci-fi artist Moebius and the backdrop of Tokyo to advance it into new territory. Although I admit it hit me more than others because I saw where it was coming from; this mix between west and east influenced my personal style heavily. So yeah I’m a fan of Ryuta Ueda, the art director for Jet Set Radio. Looking for similar Japanese artists, I also came across Ippei Gyoubu and Daisuke Nakayama. Add to that my friends in the European underground dance scene and graffiti writers from all over the world and you get something that looks like Lethal League Blaze.

It wasn’t really tempting to add more elements perse. When looking at people picking up the games we make, they usually seem to have more fun with something deep instead of something complex, if you get what I mean. There are still not that many elements compared to most top of the bill fighting games, but the interactions in certain contexts or with certain additional inputs actually number quite a few.

It’s true that I like to hide extra mechanics inside others. Some definitely disagree with me here, but I believe the fun of discovering and sharing these is a big part of enjoying the game. It’s also a way to keep it interesting for both beginners and experienced players. There’s many techniques to learn, but they won’t get in the way when you’re playing free-for-all at a house party.

In action games there’s an old trick to give more impact to any hit, be it fighting games, beat ’em ups or sports. You would pause the animation at the moment of impact to give the feel that the thing you’re hitting has more resistance. I added this (hitpause as we call it) without a thought to the prototype and when I had the ball speed up it made sense to increase this pause along with it. Of course, the speed of the ball can be increased exponentially so you would be hanging there for multiple seconds after a while. This upped the hype by a ton so it felt like it was the right direction.

We really wanted to show the characters close up, but the gameplay doesn’t really allow for that. Although it was very late in development we still needed a K.O. moment anyway, so I went ahead and tried a few camera movements. It turned out it didn’t take much to look dope, because with the way we handle animation the characters are in poses that work by themselves pretty much all the time. You see, sometime during development we switched to limited animation instead of 60fps full animation for the characters for better readability and a more stylized appeal. [This tweet from Team Reptile’s Twitter account demonstrates the animation.]

This means that almost all animation frames are handpicked poses. We did, however, have trouble with the backgrounds not supporting all the new angles and positions of the camera, you could see through all the smoke and mirrors so to speak. In the end, the teaser we made to announce the game a year before inspired the solution to this problem. In that teaser we used hard opaque colors to save time and have it stand out. We did the same with the K.O. camera and turned the background into a big red canvas. I’m sure everyone thought we planned it all along!

So I have a kind of backwards way to do that. What is important to me is that the visual design sort of activates your mind by surprising you with a big contrast or extremity that still makes sense. I’ll refrain from going really deep into this, but the characters’ appearance is really important to me because they embody the style of the game not only to those who are playing the game, but also the ones who haven’t seen any gameplay yet at all.

So I design the visuals first and then think about how they would play in the game. I’ll test out ideas for their movement and actions on existing characters. Having the special ability be fun and work even for beginners is the most important thing in that phase. Sometimes I’ll go back and forth a bit with the design at this point to better fit with the gameplay. Of course, I’ll only know if it’s fun for real once I let others try it, so I make sure to let my critical friends try it out.

As I explained earlier I always feel like improving upon our previous work in a big or different way. So I set a couple of goals for myself. These just came from seeing beginners picking it up at conventions and the hardcore players doing the online tournaments every other week. First was to have the game not be as punishing for new players, but to retain its hype play. Second was to add a few new moves to make it a game that you could play for longer, with the requirement that each action has a proper place and time to use. Thirdly, we one-up the game in every other way. Graphics, characters, stages, modes, music, outfits and so on.

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Video: How some early MUDs compare to today’s games

In this GDC 2010 Online session Richard Bartle, co-creator of MUD, explains the concept behind its original design and corrects some of the misconceptions about what it must have been like to play.

Bartle also goes into detail about how MMO development has advanced dramatically since 1978, and how there are still some areas where early MUDs were more capable than today’s behemoths.

It was an insightful talk that’s definitely still worth watching, so developers shouldn’t miss the opportunity to do so now that it’s freely available on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent company Informa

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Gamasutra’s Best of 2018: Emma Kidwell’s top 5 games

Emma Kidwell (@Emmakidwell) is a contributing editor at Gamasutra and sometimes makes content for the web.

I hardly played any video games released in 2018. With the exception of Detroit: Become Human (its first and only mention in my GOTY), I missed most all the new hits.

I’m not sure if it’s because 2018 felt like an eternity and drained my desire to do anything (yikes), but I think I was just too busy. Not busy doing anything productive, but finding myself going back to play older games like Overwatch, Dr. Mario, or Jeopardy! instead with my friends or partner.

I gravitated toward games with a social aspect this past year since it was my first full year working remotely for Gamasutra. Adjusting to a different schedule than your peers is difficult at first, but socializing through games helped a lot. 

I was also reminded a few days ago that I can write off video game purchases during tax season, so here’s to 2019! In no particular order, here are my top five games released this year.

Florence is a game I’ve thought about often since playing it toward the beginning of the year. Before diving into why it’s a unique experience, I want to applaud the developers for making a game that’s the perfect length of time. Clocking in at around two hours, Florence tells a story about love at a great pace.

The game takes the generic formula of a traditional relationship (meeting, falling in love, falling out of love) but tells it in such a compelling way through its effective use of simple mechanics, powerful score, and unique art style.

Games without lots of dialogue or text need to go the extra mile to convey an engaging and emotional story effectively, and Florence absolutely nails it.

I’m not going to give away any story spoilers because I encourage you to take the time to play it yourself, I’ll say that Florence is made for mobile and other short, narrative games would find themselves a great home on the platform. Mobile is confined to a very small subset of mechanics: Tapping, swiping, or holding an icon on your screen. Those constraints serve as powerful storytelling tools ripe for innovation.

The game in its entirety is made up of small, digestible vignettes of very personal and intimate moments in adult relationships where both the good and the bad are shared in a special way.

The nice thing about writing a personal GOTY list is that games ported to different platforms get a free pass, which means I can stand on my soapbox to talk about how important A Mortician’s Tale is.

To start off, this game works incredibly well for mobile. Simple point-and-click mechanics from its PC counterpart transitioned over smoothly to the small screen. I prefer mobile because it felt more personal this time around as I gently guided bones over to the cremulator.

I’m not going to talk about how the American funeral industry preys on society’s collective fear of death and dying, but A Mortician’s Tale will, and not in a ham-fisted, preachy way.

The game teaches you about a field often shrouded in misinformation and mystery in a very respectful and engaging way that is so unique to this medium. Do yourself a favor and play it.

House Flipper is my go-to “listen to a podcast and mentally check out for a few hours” kind of game. That’s in no way an insult– like many other games on this list, it’s the ideal amount of length (I usually play in 2 hour chunks) and literally watching paint dry is part of the fun.

I had zero expectations when this game popped up in my library, but it’s the most delightful title I’ve played in a while, especially when I’m looking to relax. Yes, cleaning up piles of virtual garbage and scrubbing dirty floors is my ideal way to unwind.

House Flipper is engaging enough to complete tasks without feeling like a chore, so you can upgrade your tools, earn more money, and complete strange requests for the homeowners you’re doing manual, contracted labor for. It’s a simulation game much like driving a truck through the mountains or tending to a field of crops.

Except this simulation game is active in a way I really like, where my contributions have some payoff and I see the result of my efforts. It’s a great game to play and come back to multiple times and go right back to stomping a bunch of roaches out.

I don’t like feeling dumb when I play a game, and I felt incredibly dumb during my time with Return of the Obra Dinn. Even though I felt stupid going back and forth between my handwritten notes and squinting against the description of “man with weird nose,” and the artists’ rendition of its crew members, I never felt dejected.

I’m not going to spoil any part of this game because it’s essential that everyone reading this feel as dumb (and go in as blind) as I did, and nothing is more rewarding than solving something correctly with all the facts in place and the game rewarding you for it.

The mystery of the Obra Dinn is compelling and there was absolutely no way I uncovered all its secrets, especially with how poorly I played. Despite being a terrible insurance claims woman and a horrible detective, the game was incredible from start to finish. The visuals, soundtrack, pacing– it hit all the right notes.

While it’s the longest game on my list, time flew by as I was playing. It’s the best detective game I’ve played, and it never holds your hand. I’m not used to that in my games, so it was refreshing. I only wish I could have found someone who died of scurvy.

The theme of my GOTY list seems to be games that are the perfect amount of length, and A Frog Detective Game is just about an hour long and a damn delight.

I do want to stand on my soapbox for a second and take time to appreciate small games like A Frog Detective Game for being light-hearted, genuine, and including well-written silly dialogue.

I oftentimes forget these gems exist among the sea of big releases and backlog of games in my repertoire, but I encourage you to give your money and time to indie games made by a small team. I’m certainly glad I did, and I had a genuinely great time playing A Frog Detective Game.

Play this little game, and then play a few smaller games like it. The score is appropriately noire, the Frog protagonist is refreshingly optimistic, and it was a great way to spend an hour.

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Review: This is the Police

I’ve never been more completely and utterly done with a video game then I was by the end of Weappy’s This is the Police. It’s exhausting to watch a game with so much contempt for society and any attempt to do the right thing. Even our most jaded modern media allows for an acknowledgement of right and wrong, maybe even a few characters here and there to re-enforce it. The noir films that Police invokes with it’s smoky lounge jazz soundtrack and ‘complicated protagonist’ knows that the path towards right is always the goal. Even if your main character, in this case Police Chief Jack Boyd, doesn’t take the one of least resistance. It tirelessly feels dirty knowing Boyd doesn’t even want to attempt towards that direction at all.

Plenty of games put you in the shoes of bad guys who only want to do bad. Tommy Vercetti was unashamed about his one true goal, being the drug kingpin of 1980’s Vice City. But Grand Theft Auto didn’t pretend to offer you a choice in the matter, the player is Tommy, and you do what Tommy wants to do. After an investigation turns the Freeburg Police Department upside down, Jack Boyd is given 180 days to not make any waves, and coast his way to retirement – and a half a million dollar severance. Every single choice you make in his position is one that’s morally wrong, financially wrong, or both.

TITP1

They don’t have to be ‘right’ mind you. If Weappy wants to make Jack the ultimate screw up that can’t seem to get it right ever, that’s their prerogative. The problem becomes the way it poisons the very concept of choice.

Take, for example, the very first big choice you make in the game: deciding whether or not to fire all of your black police officers. A racist gang is threatening to assassinate all of Freeburg’s black civil servants in a few days time, and City Hall has decided that the best course of action is to fire them all for their own safety. Since that is a completely stupid request, I ignored it. The deadline comes around and nothing happens. The headlines of the local papers mention the gang, but there’s nothing the manifests for me to do, operationally. For all intents and purposes, it was a false alarm.

Which didn’t stop City Hall from being ‘disappointed with my efficiency’ and cutting my staff. I learned quickly that not doing what City Hall wants garners no tangible benefits, except that warm fuzzy feeling you get for standing up to The Man. The same lesson is learned often when the local mob bosses want to use the PD as their own personal militia. Resist if you want, but in the end, they always win.

TITP3

This cynical message is ‘the point’. The job is hard, life isn’t fair, etc. But abstaining from the shadier elements of political and criminal influence can turn playing this game into such an annoyance that I’d rather just turn it off, than decide to be a flunky. That could be the design philosophy here, but it feels more like a lazy interpretation of crime stories, than a good one on it’s own merit.

Also, the actual story of Jack’s final days as Police Chief feel entirely separate to the actual, day-to-day act of running the police force. In his private life, Jack is getting pictures of his butchered friend’s family being sent to him from the mob. His wife left him for a younger man. The Mayor has him under pressure. The ramifications of the character work happening in the comic book strip cinematics are almost non-existent anywhere else in the game. I never feel like Jack’s problems are mine. He’s popping pills and drinking his life away at a strip club. I’m micro managing police shifts.

TITP4

It should be said that, at a top level glance, the actual act of playing Police is interesting. You control the rosters of officers and detectives across two shifts, and send them out to spontaneous calls in the city. There’s no way to know who the best officers are to send out to particular calls outside of their “professionalism” number. Generally speaking, the higher the number, the higher the chance to succeed at solving the problem out in the field.

But this isn’t a very consistent system. Sometimes, you can send a high number officer to a call and it works well. Sometimes, the offender gets away. There’s no real transparency over how any of this works. This becomes a bigger problem when you need more officers for more dangerous situations. I’ve had days where on literally every call, an officer died. There was no explanation or way to know that this could be the outcome before hand. You just send them out and roll the dice.

TITP5

This only helps to exacerbate the need to rely on corruption to fill the gaps. Or at least it’s supposed to. Instead, it serves to make it feel as hopeless as the rest of the game. Amid the crimes that pop up will be special assignments to help some criminal elements, do some petty favors for locals, or be a police lackey for the Mayor. Sometimes they’ll reward you with cash, or maybe the deed will go a long way towards getting your next request for a raise approved. Or not. Everything feels so cloudy that you can’t help but feel just as disillusioned with this as everything else.

It at least looks good. The menus are clean, and the minimalist art matches the dour landscape of the writing and design. Technically the writing is fine, if not seemingly full of it’s own tropey cliches’. The voice acting is completely off, though. Jack Boyd, played by Duke Nukem’s John St. John, sounds way more like a tv announcer than a weary old cop. If Police should have lifted anything from their cop drama inspirations, it could have been the voice direction.

Instead, This is the Police just meanders in the swamp of dirty cop fiction. It gets wet and muddy, but doesn’t seem to even attempt to find any of the treasures that the better versions of these stories often do.

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Nintendo Power Podcast episode 12 available now!

Nintendo Power Podcast episode 12 available now!

What was the year’s most fun multiplayer game that secretly ruins friendships? What was the best Super Smash Bros. Ultimate moment? What was the best game of 2018? These questions keep our panel up at night. Host Chris Slate and guests Kit Ellis and Krysta Yang from Nintendo Minute need their rest, so we asked our trustworthy listeners to vote on the answers in this special year-end episode.

Nintendo Power Podcast is available on Apple Podcasts, YouTube, SoundCloud and Google Play Music and on the Nintendo Switch system in News.

We hope you enjoy the show!

–Your friends at Nintendo

Games Shown:

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Pre-purchase digital version of New Super Mario Bros. U Deluxe, earn double Gold Points!

Pre-purchase digital version of New Super Mario Bros. U Deluxe, earn double Gold Points!

Looking to strike (virtual) gold? For a limited time, you can earn up to 600 My Nintendo Gold points—twice the normal amount—when you pre-purchase the digital version of the New Super Mario Bros. U Deluxe game through Nintendo eShop or Nintendo.com (where available).

  • Receive a bonus of 300 My Nintendo Gold Points when you pre-purchase the digital version of the New Super Mario Bros. U Deluxe game through Nintendo eShop or Nintendo.com (where available).
  • Offer ends 1/10/2019 at 8:59 p.m. PST.
  • Gold Points are awarded based on the amount you pay (excluding tax and any points or discounts used) and have no cash value.
  • Bonus points will be issued on the game’s launch day, are earned based on the original list price of the game on Nintendo eShop, and will vary by country and currency.
  • A Nintendo Account is required to receive and redeem My Nintendo points. Terms apply: https://accounts.nintendo.com/term_point.

For more information, be sure to check out the My Nintendo website.


Comic Mischief

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Video: Player traversal mechanics in the world of Horizon Zero Dawn

In this GDC 2017 session, Guerrilla Games’ Paul van Grinsven explores the traversal system that allows Aloy to explore the vast world of Horizon Zero Dawn.

Ginsven goes over the different systems and techniques involved in the implementation of these traversal mechanics from a gameplay programmer’s perspective, and provides perspective for certain design decisions.

It was an insightful talk that’s definitely still worth watching, so developers shouldn’t miss the opportunity to do so now that it’s freely available on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent company Informa

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Razer debuts keyboard and mouse duo designed for the Xbox One

Razer and Microsoft are collaborating to release a wireless keyboard and mouse combo designed specifically for the Xbox One.

This news comes after Microsoft finally brought mouse and keyboard support to the console last month, although the new feature seems to only be available to Xbox Insiders.

It will eventually be opened up to all players, but at an unspecified date. 

Dubbed the Razer Turret, it features a full-size mechanical keyboard with a dedicated Xbox key that pulls up the Xbox One dashboard. 

The mouse is modeled after the Razer Mamba wireless mouse, and can sit on a retractable base that slides out from the keyboard.

Predictably, the Turret is also compatible with PC so players can switch back and forth between platforms as they wish.

The Razer Turret costs $250 USD, and is currently available for preorder on the Microsoft Store

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343 Industries is teaming up with Limbitless to provide Halo-themed prosthetics

Halo developer 343 Industries announced earlier today that it is partnering with Limbitless Solutions, a non-profit providing prosthetic limbs for children, to offer Halo-themed “Bionic Arm” prosthetics to young kids. 

This is yet another heartwarming example of studios collaborating with important organizations to help those in need, and it’s always important to highlight the good work being done. 

The studio explained the partnership in a blog post, explaining how it was born from the desire to inspire and help others.

“There are, however, times where opportunities to inspire heroes and deliver wonder present themselves outside the scope of game code, cutscene scripts, or sandbox balancing.”

The 3D-printed Limbitless Bionic Arm prosthetics are functional and cost effective. Best of all, the non-profit organization donates their prosthetic arms completely free of charge to recipients and their families.

As for where Halo comes in, beginning in 2019, Limbitless will add two special Halo-themed options to their lineup of designs for their 3D-printed Bionic Arms, with the first being a recreation of the Master Chief’s own Mk. VI armor.

The entire post goes into more detail about the collaboration and the kind of work Limbitless is doing, so be sure to read it here