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Can Jin save Monster World Kingdom?

Can Jin save Monster World Kingdom?

As the latest installment in the Wonder Boy in Monster World series, Monster Boy and the Cursed Kingdom brings a colorful new action-adventure game to you!

Help a young hero defeat challenging enemies, discover hidden locations, upgrade powerful equipment, and more. You can also unlock a variety of forms— each with its own distinct skill. Inspired by the original classic, Monster Boy and the Cursed Kingdom delivers a fresh, modern adventure with memorable music and hand-drawn animation.

Features

  • Six forms with distinct combat and platforming abilities to make your adventure exciting from start to finish.
  • Unlock new paths and secrets with special equipment.
  • Explore the new Monster World in a vast interconnected environment— with over 15 hours of gameplay.
  • Characters and enemies come to life with detailed, hand-drawn animations and lively facial expressions.
  • Soundtrack developed by iconic Japanese composers, including Yuzo Koshiro, Motoi Sakuraba, Michiru Yamane, Keiki Kobayashi and Takeshi Yanagawa.
  • Feel the action with high performance HD rumble support.

If you would like to purchase the game, please visit https://www.nintendo.com/games/detail/monster-boy-and-the-cursed-kingdom-switch.


Fantasy Violence
Use of Alcohol

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Video: Designing UX for board games

User experience is often associated with digital products, but it’s just as much a part of non-digital products like board games, so it’s important to get it right. 

In this GDC 2018 session, Foxtrot Games’ Randy Hoyt explores the many details that board game publishers and producers consider when turning solid game prototypes into great product experiences.

It’s an insightful talk that’s definitely 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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Ubisoft acquires game server provider i3D.net

Ubisoft announced last week that it has acquired game server hosting provider i3D.net with the goal of improving its online and multiplayer experiences for its repertoire of games.

While the details of the acquisition are undisclosed, the Dutch hosting provider and server company specializes in game servers specifically, and has hosted servers for numerous companies including EA and Ubisoft (before the acquisition). 

Following the deal, it’s likely that Ubisoft will focus on providing higher quality servers for its current and future titles that feature an online or multiplayer component, especially with the rise of the games-as-service model.

As for i3D.net, the acquisition brings forth the opportunity to increase its global reach while continuing to keep its independent management and server hosting for a wide variety of companies.

The acquisition is expected to complete by the end of 2018.

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Daily Deal – Shadow Warrior Franchise, 66% Off

7.20d:
==

* Melee heroes below 300 base movement speed increased by 5

* Tranquil Boots: Movement speed reduced from +28% to +24%
* Power Treads: Attribute bonus increased from 12 to 14
* Phase Boots: Now has the active again instead of the passive
* Mask of Madness: Movement speed changed from +12% to +25 constant
* Yasha: Movement speed changed from +8% to +25 constant
* Manta Style: Movement speed changed from +8% to +25 constant
* Sange and Yasha: Movement speed changed from +12% to +35 constant
* Yasha and Kaya: Movement speed changed from +12% to +35 constant
* Wraith Band: Recipe cost increased from 220 to 240
* Bracer: Recipe cost increased from 220 to 240
* Null Talisman: Recipe cost increased from 220 to 240

* Axe: Counter Helix damage reduced from 75/110/145/180 to 60/100/140/180
* Axe: Level 15 Talent reduced from +4 Mana Regen to +3
* Brewmaster: Primal Split cooldown increased from 140/120/100 to 140/130/120
* Brewmaster: Level 10 talent reduced from +30 Damage to +20
* Clinkz: Burning Army damage type changed from Pierce to Hero type (50% vs heroes to 100%)
* Clinkz: Burning Army base attack time increased from 1.5/1.35/1.2 to 1.75/1.6/1.45
* Dazzle: Intelligence gain reduced from 3.4 to 3.2
* Dazzle: Bad Juju cooldown reduction reduced from 30/40/50% to 20/35/50%
* Elder Titan: Level 25 Talent changed from Astral Spirit Grants Spell Immunity to +600 Echo Stomp Wake Damage
* Ember Spirit: Base armor increased by 1
* Faceless Void: Time Lock chance reduced from 10/15/20/25% to 10/14/18/22%
* Faceless Void: Level 10 Talent reduced from +20 Damage to +15
* Grimstroke: Ink Swell max damage reduced from 160/240/320/400 to 100/200/300/400
* Grimstroke: Ink Swell max stun duration reduced from 2/2.6/3.2/3.8 to 1.7/2.4/3.1/3.8
* Grimstroke: Soul Bind cooldown increased from 80/65/50 to 90/70/50
* Io: Tether heal/mp transfer rate from 1.2/1.3/1.4/1.5 to 1.05/1.2/1.35/1.5
* Juggernaut: Omnislash now removes debuffs on cast
* Juggernaut: Level 15 Talent reduced from +25 Attack Speed to +20
* Keeper of the Light: Will-o-Wisp now has a 100/125/150 gold bounty
* Keeper of the Light: Will-o-wisp manacost increased from 200/300/400 to 250/350/450
* Lich: Base movement speed reduced from 315 to 310
* Magnus: Empower cleave damage reduced from 30/45/60/75% to 20/38/56/74%
* Magnus: Level 15 Talent reduced from +15 Strength to +12
* Magnus: Level 20 Talent reduced from +12 Armor to +10
* Monkey King: Mischief invulnerability duration reduced from 0.3 to 0.2
* Nature’s Prophet: Agility gain increased from 2.8 to 3.3
* Nature’s Prophet: Wrath of Nature’s max targets increased from 16 to 18
* Phantom Assassin: Phantom Strike attack speed duration reduced from 2.5 to 2.25
* Phantom Assassin: Blur now has a 0.4 second cast point
* Phantom Assassin: Coup de Grace damage reduced from 230/340/450% to 210/330/450%
* Puck: Dream Coil stun duration from 1.5/2.25/3 to 1.8/2.4/3
* Rubick: Telekinesis cooldown increased from 28/26/24/22 to 34/30/26/22
* Rubick: Telekinesis lift duration reduced from 1.1/1.5/1.9/2.3 to 1/1.4/1.8/2.2
* Sand King: Sand Storm cooldown from 40/32/24/16 to 40/34/28/22
* Sand King: Burrow Strike stun duration from 1.9/2/2.1/2.2 to 1.6/1.8/2/2.2
* Sand King: Level 15 Talent reduced from +50 Sand Storm DPS to +40
* Slark: Leash distance increased from 350 to 400
* Slark: Shadow Dance movement speed reduced from 30/40/50% to 20/35/50%
* Slark: Level 25 Talent reduced from +100s Essense Shift Duration to +80s
* Spirit Breaker: Greater Bash damage reduced from 12/20/28/36% to 8/16/24/32%

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Video Game Deep Cuts: It’s Spooky, It’s Idle

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


[Video Game Deep Cuts is a weekly newsletter from video game industry ‘watcher’ Simon Carless (GDC, Gamasutra co-runner), rounding up the best longread & standout articles & videos about games, every weekend.

This week’s highlights include a fascinating documentary on fighting game stalwarts Team Spooky, a hyper-analytical look at the top idle game mechanics, and a couple more ‘best of 2018/early 2019 picks’ roundups, among others.

Somehow managed to get all the links together for this week’s roundup without even consulting the ol’ RSS feeds and bookmarks, so this is a more organic compendium than usual – which means it skews a bit more historical than contemporary, perhaps. But they’re good dogs, Brent.

Until next time…

– Simon, curator.]

——————

The legacy of PlayStation creator Ken Kutaragi, in 24 stories (Matt Leone / Polygon – ARTICLE)
“To learn more about the man behind PlayStation, we recently reached out to those who have known him over the years. Ahead of next week’s release of the PlayStation Classic, we tracked down more than 20 of Kutaragi’s former co-workers and colleagues and asked them to relay memories of his time at Sony — positive, negative or otherwise.”

Designer Notes 43: Clint Hocking – Part 1 (Soren Johnson / Idle Thumbs – PODCAST)
“In this episode, Soren Johnson interviews veteran game designer Clint Hocking, who started his career working on the original Splinter Cell and was also the Creative Director of Splinter Cell: Chaos Theory and Far Cry 2. They discuss how his early time as a Dungeon Master informs his design work, how he took a huge pay cut to join the games industry, and how the Splinter Cell team was conflicted over dynamic gameplay vs. set piece content.”

Did the last game you shipped cover its costs? (Jake Birkett / Grey Alien – ARTICLE)
“I recently ran a poll on Twitter asking game devs if their last game covered its costs including a nominal salary for themselves, and you can see the results in the above image.”

STAY FREE: The Team Spooky Story (Noclip / YouTube – VIDEO)
“Victor “Spooky” Fontañez used to spend his weekends running fighting game tournaments on the literal streets of New York City. In this documentary we explore his rise to prominence and the pivotal role of the Fighting Game Community in the rise of video game live streaming.”

How do you write a horror game? (Greg Buchanan / GregBuchanan.co.uk – ARTICLE)
“Cassandra Khaw: ‘Frictional Games’ Amnesia burned itself into my memory with its best trick: it told you to run and hide, to crawl into closets and stay there. The gimmick’s since been repeated in a few other places (Hello, Alien Isolation!) but I will always remember my first experience with it.'”

How Ultima 4 and Wasteland Ushered in a New Era of Maturity for RPGs (Jeremy Parish / USGamer – ARTICLE)
“A decade after the earliest computer role-playing games made their debut on PLATO terminals at American universities, Japanese designers defined their own distinct approach to the genre by paring it down to its essence… This marked a significant change from open-ended American RPGs, but it proved to be a perfect fit for the tastes of Japan’s gamers. [SIMON’S NOTE: part of an excellent series.]”

The Expanded DMCA Exemption for Video Game Preservation Grants a Small Victory Amidst the Seventh Triennial Rulemaking (Keton Hansrajh / EFF – ARTICLE)
“Last month marked the end of the Seventh Triennial Rulemaking.  As the DMCA currently requires, activists needed to repeat the exemption battle again in 2018 to maintain what was already granted and also to include online games. In January, MADE proposed an expansion to further expand the existing exemption… [SIMON’S NOTE: This is the clearest explanation of the ruling I’ve seen, and complex/interesting.]”

60 Indie Games To Get Excited About In 2019 (Sean Davies / FingerGuns – ARTICLE)
“2018 was a landmark year for indie games but with the potential on show from these 60 games, 2019 might be even better. That’s enough waffling on from me, without further ado, here’s… [SIMON’S NOTE: I first noticed this because No More Robots’ Hypnospace Outlawis in there, but there’s actually a load of other great stuff summed up here.]”

Ascendant: The Fall of Tomb Raider and the Rise of Lara Croft (David L. Craddock / Shacknews – ARTICLE)
“In 1996, Core Design’s Tomb Raider revolutionized 3D gaming. Six years later, the franchise and its heroine had fallen from grace. Developers from Crystal Dynamics and Eidos Montreal look back on their blockbuster origin trilogy, and discuss how Lara Croft came back from darkness to take her place in the spotlight as one of gaming’s most powerful and resourceful icons.”

One Designer’s 15-Year Journey to Ship The ‘Doom’ Mod He Started as a Teen (Patrick Klepek / Waypoint – ARTICLE)
“At 14 years old, ‘Total Chaos’ was an experiment. By 2018, Sam Prebble was haunted by an attempt to push, pull, and break John Carmack’s engine in ways it was never intended.”

Chinese Gamers are More Competitive and Completionist, More Homogeneous in Gaming Motivations Than US Gamers (Nick Yee / Quantic Foundry – ARTICLE)
“Chinese gamers are also more interested in Completion—the appeal of collecting points/stars/trophies, completing quests/achievements/tasks. Conversely, Chinese gamers score below average across the Immersion and Creativity motivations (the last 4 motivations in the chart).”

Designing death in the virtual city (Konstantinos Dimopoulos / The Wellcome Collection – ARTICLE)
“Video-game designers incorporate a healthy dose of reality into their fantasy dangers – it makes peril both fair and fun. And now the reverse is happening, as the exploration of virtual worlds feeds into the design of real-life environments.”

The game store that outshines Steam by staying small and weird (Patricia Hernandez / The Verge – ARTICLE)
“Leaf Corcoran would rather you didn’t compare Itch.io, his digital marketplace that currently houses around 120,000 games, to Steam, the leading video games distribution platform on PC. “We’re a tiny company, the kinds of games and service are definitely different,” Corcoran tells The Verge. “I like the idea of us providing an alternative thing.””

Beware the corporate video game canon (Lewis Gordon / AV Club – ARTICLE)
“Sony and Nintendo would have a hard time of pleasing everyone, of course, and these types of complaints are essentially a matter of taste. It might not be such a big deal if there were other means of playing these games, but, increasingly, there aren’t.”

The Strange Phenomenon of L.O.L. Surprise Dolls (Alana Semuels / The Atlantic – ARTICLE)
“Toy makers, who are experts at capitalizing on children’s weird interests, have now figured out how to make a toy that replicates what kids like about unboxing videos. Enter the L.O.L. Surprise! doll, a sphere the size of a bocce ball that consists of seven layers of packaging.”

The Best Video Games Of 2018 (Simon Parkin / New Yorker – ARTICLE)
“While 2018 was hardly a vintage year for video games, there were releases that nevertheless excited, stimulated, and challenged their audiences to think for themselves. Here are nine.”

A Stairway To The Unconscious — Thief: The Dark Project, 20 Years Later (Liz Ryerson / ZEAL – ARTICLE)
“Thief: The Dark Project, re-released later as Thief Gold, is a computer game that doesn’t provide escape in its virtual spaces so much as a sense of curiosity mixed with eerie discomfort. Thief is mostly a fun action videogame. But sometimes it gets a little too close for comfort to hitting on something deeper.”

Designing characters as UI in State of Decay 2, Star Citizen, and Battletech (Alan Bradley / Gamasutra – ARTICLE)
“To get a closer look at how developers use models as UI we reached out to three studios working on very different games, with very different protagonists, and very different needs in terms of communicating information to the player in a way that feels unobtrusive and intuitive.”

Top 7 Idle Game Mechanics (Mobile Free To Play – ARTICLE)
“The idle game genre has been heating up quickly on mobile. What was once a small indie niche has been expanding rapidly over the last years. So how do you, as a developer, take advantage of this trend? How can you create the next idle game idea that will dominate the market?”

This VR-live actor mashup is like your best absinthe-fueled nightmare (Joan E. Solsman / CNet – ARTICLE)
“Chained is the latest experience experimenting with a new trend in virtual reality that marries motion-capture live performers with scenes, sets and characters that exist only inside an audience member’s headset. The added wrinkle is that these actors are standing right next to you, taking a supernatural form thanks to VR.”

Taking Back What’s Ours: The AI of Dishonored 2 (Laurent Couvidou & Xavier Sadoulet / GDC / YouTube – ARTICLE)
“In this 2017 GDC session, Arkane Studios’ Laurent Couvidou and Xavier Sadoulet explain how the AI of Dishonored 2 was designed for a variety of systems including coordination of multiple NPCs, spatial reasoning for stealth and search, and a data-driven rule system for dialog and animations.”

The Weird Brilliance of Onion Games (Hikikomori Media / YouTube – VIDEO)
“This is an introduction to Onion Games, the weirdest little Japanese Indie Game Studio that you haven’t heard of, brought to you by the creator of Chulip and Rule of Rose.”

 

——————

[REMINDER: you can sign up to receive this newsletter every weekend at tinyletter.com/vgdeepcuts – we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected] MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra & an advisor to indie publisher No More Robots, so you may sometimes see links from those entities in his picks. Or not!]

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Daily Deal – Angels of Death, 50% Off

In celebration of Killing Floor 2’s Twisted Christmas update, play Killing Floor 2 for FREE starting now through Monday at 10AM Pacific Time. You can also pickup Killing Floor 2 at 67% off the regular price!*

The update includes new maps, 4 new weapons, play as Badass Santa and much more!

If you already have Steam installed, click here to install or play Killing Floor 2. If you don’t have Steam, you can download it here.

*Offer ends Monday at 10AM Pacific Time

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Daily Deal – For The King, 50% Off

7.20d:
==

* Melee heroes below 300 base movement speed increased by 5

* Tranquil Boots: Movement speed reduced from +28% to +24%
* Power Treads: Attribute bonus increased from 12 to 14
* Phase Boots: Now has the active again instead of the passive
* Mask of Madness: Movement speed changed from +12% to +25 constant
* Yasha: Movement speed changed from +8% to +25 constant
* Manta Style: Movement speed changed from +8% to +25 constant
* Sange and Yasha: Movement speed changed from +12% to +35 constant
* Yasha and Kaya: Movement speed changed from +12% to +35 constant
* Wraith Band: Recipe cost increased from 220 to 240
* Bracer: Recipe cost increased from 220 to 240
* Null Talisman: Recipe cost increased from 220 to 240

* Axe: Counter Helix damage reduced from 75/110/145/180 to 60/100/140/180
* Axe: Level 15 Talent reduced from +4 Mana Regen to +3
* Brewmaster: Primal Split cooldown increased from 140/120/100 to 140/130/120
* Brewmaster: Level 10 talent reduced from +30 Damage to +20
* Clinkz: Burning Army damage type changed from Pierce to Hero type (50% vs heroes to 100%)
* Clinkz: Burning Army base attack time increased from 1.5/1.35/1.2 to 1.75/1.6/1.45
* Dazzle: Intelligence gain reduced from 3.4 to 3.2
* Dazzle: Bad Juju cooldown reduction reduced from 30/40/50% to 20/35/50%
* Elder Titan: Level 25 Talent changed from Astral Spirit Grants Spell Immunity to +600 Echo Stomp Wake Damage
* Ember Spirit: Base armor increased by 1
* Faceless Void: Time Lock chance reduced from 10/15/20/25% to 10/14/18/22%
* Faceless Void: Level 10 Talent reduced from +20 Damage to +15
* Grimstroke: Ink Swell max damage reduced from 160/240/320/400 to 100/200/300/400
* Grimstroke: Ink Swell max stun duration reduced from 2/2.6/3.2/3.8 to 1.7/2.4/3.1/3.8
* Grimstroke: Soul Bind cooldown increased from 80/65/50 to 90/70/50
* Io: Tether heal/mp transfer rate from 1.2/1.3/1.4/1.5 to 1.05/1.2/1.35/1.5
* Juggernaut: Omnislash now removes debuffs on cast
* Juggernaut: Level 15 Talent reduced from +25 Attack Speed to +20
* Keeper of the Light: Will-o-Wisp now has a 100/125/150 gold bounty
* Keeper of the Light: Will-o-wisp manacost increased from 200/300/400 to 250/350/450
* Lich: Base movement speed reduced from 315 to 310
* Magnus: Empower cleave damage reduced from 30/45/60/75% to 20/38/56/74%
* Magnus: Level 15 Talent reduced from +15 Strength to +12
* Magnus: Level 20 Talent reduced from +12 Armor to +10
* Monkey King: Mischief invulnerability duration reduced from 0.3 to 0.2
* Nature’s Prophet: Agility gain increased from 2.8 to 3.3
* Nature’s Prophet: Wrath of Nature’s max targets increased from 16 to 18
* Phantom Assassin: Phantom Strike attack speed duration reduced from 2.5 to 2.25
* Phantom Assassin: Blur now has a 0.4 second cast point
* Phantom Assassin: Coup de Grace damage reduced from 230/340/450% to 210/330/450%
* Puck: Dream Coil stun duration from 1.5/2.25/3 to 1.8/2.4/3
* Rubick: Telekinesis cooldown increased from 28/26/24/22 to 34/30/26/22
* Rubick: Telekinesis lift duration reduced from 1.1/1.5/1.9/2.3 to 1/1.4/1.8/2.2
* Sand King: Sand Storm cooldown from 40/32/24/16 to 40/34/28/22
* Sand King: Burrow Strike stun duration from 1.9/2/2.1/2.2 to 1.6/1.8/2/2.2
* Sand King: Level 15 Talent reduced from +50 Sand Storm DPS to +40
* Slark: Leash distance increased from 350 to 400
* Slark: Shadow Dance movement speed reduced from 30/40/50% to 20/35/50%
* Slark: Level 25 Talent reduced from +100s Essense Shift Duration to +80s
* Spirit Breaker: Greater Bash damage reduced from 12/20/28/36% to 8/16/24/32%

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Dota 2 Update – November 30th, 2018

7.20d:
==

* Melee heroes below 300 base movement speed increased by 5

* Tranquil Boots: Movement speed reduced from +28% to +24%
* Power Treads: Attribute bonus increased from 12 to 14
* Phase Boots: Now has the active again instead of the passive
* Mask of Madness: Movement speed changed from +12% to +25 constant
* Yasha: Movement speed changed from +8% to +25 constant
* Manta Style: Movement speed changed from +8% to +25 constant
* Sange and Yasha: Movement speed changed from +12% to +35 constant
* Yasha and Kaya: Movement speed changed from +12% to +35 constant
* Wraith Band: Recipe cost increased from 220 to 240
* Bracer: Recipe cost increased from 220 to 240
* Null Talisman: Recipe cost increased from 220 to 240

* Axe: Counter Helix damage reduced from 75/110/145/180 to 60/100/140/180
* Axe: Level 15 Talent reduced from +4 Mana Regen to +3
* Brewmaster: Primal Split cooldown increased from 140/120/100 to 140/130/120
* Brewmaster: Level 10 talent reduced from +30 Damage to +20
* Clinkz: Burning Army damage type changed from Pierce to Hero type (50% vs heroes to 100%)
* Clinkz: Burning Army base attack time increased from 1.5/1.35/1.2 to 1.75/1.6/1.45
* Dazzle: Intelligence gain reduced from 3.4 to 3.2
* Dazzle: Bad Juju cooldown reduction reduced from 30/40/50% to 20/35/50%
* Elder Titan: Level 25 Talent changed from Astral Spirit Grants Spell Immunity to +600 Echo Stomp Wake Damage
* Ember Spirit: Base armor increased by 1
* Faceless Void: Time Lock chance reduced from 10/15/20/25% to 10/14/18/22%
* Faceless Void: Level 10 Talent reduced from +20 Damage to +15
* Grimstroke: Ink Swell max damage reduced from 160/240/320/400 to 100/200/300/400
* Grimstroke: Ink Swell max stun duration reduced from 2/2.6/3.2/3.8 to 1.7/2.4/3.1/3.8
* Grimstroke: Soul Bind cooldown increased from 80/65/50 to 90/70/50
* Io: Tether heal/mp transfer rate from 1.2/1.3/1.4/1.5 to 1.05/1.2/1.35/1.5
* Juggernaut: Omnislash now removes debuffs on cast
* Juggernaut: Level 15 Talent reduced from +25 Attack Speed to +20
* Keeper of the Light: Will-o-Wisp now has a 100/125/150 gold bounty
* Keeper of the Light: Will-o-wisp manacost increased from 200/300/400 to 250/350/450
* Lich: Base movement speed reduced from 315 to 310
* Magnus: Empower cleave damage reduced from 30/45/60/75% to 20/38/56/74%
* Magnus: Level 15 Talent reduced from +15 Strength to +12
* Magnus: Level 20 Talent reduced from +12 Armor to +10
* Monkey King: Mischief invulnerability duration reduced from 0.3 to 0.2
* Nature’s Prophet: Agility gain increased from 2.8 to 3.3
* Nature’s Prophet: Wrath of Nature’s max targets increased from 16 to 18
* Phantom Assassin: Phantom Strike attack speed duration reduced from 2.5 to 2.25
* Phantom Assassin: Blur now has a 0.4 second cast point
* Phantom Assassin: Coup de Grace damage reduced from 230/340/450% to 210/330/450%
* Puck: Dream Coil stun duration from 1.5/2.25/3 to 1.8/2.4/3
* Rubick: Telekinesis cooldown increased from 28/26/24/22 to 34/30/26/22
* Rubick: Telekinesis lift duration reduced from 1.1/1.5/1.9/2.3 to 1/1.4/1.8/2.2
* Sand King: Sand Storm cooldown from 40/32/24/16 to 40/34/28/22
* Sand King: Burrow Strike stun duration from 1.9/2/2.1/2.2 to 1.6/1.8/2/2.2
* Sand King: Level 15 Talent reduced from +50 Sand Storm DPS to +40
* Slark: Leash distance increased from 350 to 400
* Slark: Shadow Dance movement speed reduced from 30/40/50% to 20/35/50%
* Slark: Level 25 Talent reduced from +100s Essense Shift Duration to +80s
* Spirit Breaker: Greater Bash damage reduced from 12/20/28/36% to 8/16/24/32%

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Valve creates new rev share tiers to give big sellers a break

The team at Valve announced today that they’re changing up the revenue share rates on the Steam storefront, standardizing a rate of increasing take for devs whose games hit certain sales milestones.

It’s part of a larger series of changes the company is making to its Distribution Agreement, one that seems aimed at giving successful game makers more incentive to keep selling their games on Steam.

The new system starts now (well, October 1st, to be specific) so games that have already sold well probably won’t see their splits change until they hit the milestones like everyone else. Valve’s take will now lock in at 25 percent (rather than the common 30 percent) on any revenues a game generates beyond $10 million, and it will drop to 20 percent on any earnings over $50 million.

“The value of a large network like Steam has many benefits that are contributed to and shared by all the participants,” reads an excerpt of the announcement. “It’s always been apparent that successful games and their large audiences have a material impact on those network effects so making sure Steam recognizes and continues to be an attractive platform for those games is an important goal for all participants in the network.”

In addition, Valve claims to be updating its confidentiality guidelines so that developers can now share sales data at their own discretion, updating some of its messaging around safety for select virtual reality experiences, and adding in some (GDPR-driven) language to deal with privacy and player data.

Curious devs can find more details in the full announcement, and check out the updates themselves by logging into Steamworks.

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Video: A classic postmortem of Another World

Released across more than a dozen platforms since its 1991 debut, Another World (known as Out of This World in Japan) has long been a favorite among critics and players alike for its cinematic and atmospheric presentation.

In this GDC 2011 talk, Ubisoft’s Eric Chahi reveals his process developing the innovative game and building its memorable scenes. 

It was an insightful talk that’s still definitely 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