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Daily Deal – Worlds Adrift, 25% Off

We wanted to give you a heads up about some exciting language options coming to Steam.

Starting today, we are adding two new languages (Vietnamese and Latin American Spanish) to the list of 26 languages officially supported by Steam. This means the Steam desktop client, the Steam store, and the Steam Community, are all translated to make it easier for Vietnamese or Latin American Spanish speakers to interact with Steam, find games, and chat with friends. It also means that game developers can now provide translations of their game in those languages through Steam.

Why Vietnamese?

Vietnamese is the sole national language of the country Vietnam, but is also widely used in other countries, including the United States, Australia, and France. There are over 75 million Vietnamese speakers worldwide. In November of 2017, we added Steam support for the national currency of Vietnam, the Vietnamese Dong, along with a number of payment methods that make it easier for players in Vietnam to make purchases on Steam. While supporting payments methods and currencies is important for making Steam accessible to global audiences, we realized our mistake in not also supporting the national language too so that players can more easily find their way around Steam and be able to get games in their native language, when available.

Why Latin American Spanish?

In the past, Steam has only supported a single definition of Spanish-language. But our customers and game developers have been reminding us of the stylistic differences among Spanish spoken in different locales, and requested that Steam support that difference. As a result, we now have a definition of both Castilian (European) Spanish and Latin American (LatAm) Spanish, translating the Steam desktop client, store, and community into both variants of Spanish.

As a practical example, this is how we already treat Portuguese and Brazilian Portuguese, where customers can choose one, the other, or both for their language preferences, and game developers can indicate whichever variants their game supports.

Changing Your Language Preferences in Steam

Whether your native language is Vietnamese, Castilian Spanish, or any of the 26 other languages supported by Steam, you can specify your language preferences in the Steam desktop client by clicking “Steam>settings>interface”.

Additionally, you can specify more than one language within the Steam store to help you find more games available in languages you may speak. For example, you may want to run Steam in Vietnamese, but you also speak English and want to make sure you can find games that are available with English language audio. You can visit your store preferences to select multiple languages for games that you wish to discover in the Steam store.

FAQ for Game Developers

Language support can be pretty important for the enjoyment of games. If you are making a game on Steam, here are some questions we thought you might have and some answers. Of course if you have additional question, please let us know through the Steamworks contact form.

Q: What do I need to do if my game already supports Spanish?
A: If you want to add another language support option, you can provide Spanish support in both Castilian and Latin American varieties. If you don’t plan to add additional support, that’s OK: Steam will assume that your existing Spanish language content is Castilian and automatically provide that content to customers that have indicated either Castilian or Latin American Spanish. If your existing translation is actually Latin American Spanish, you can update your definition within Steamworks by visiting your app landing page and clicking “Edit Steamworks Settings” and selecting “Depots” from the “SteamPipe” drop-down.

For more information on translating your game into different languages, and a list of supported languages, please see https://partner.steamgames.com/doc/store/localization

Q: What if my game doesn’t support Spanish at all?
A: That’s okay, and you don’t need to make any changes. But just so you know: nearly 2 million of our 45 million daily active users view the store in Spanish, and platform revenue in Latin America increased 35% over the previous year… so now might be a good time to consider adding support!

Q: What’s the difference, anyway? Why does this matter?
A: There are some substantial differences in vocabulary and colloquial choices between these two varieties of Spanish. By supporting the difference on the Steam store and UI, we can make it more welcoming and easy to use. By supporting the difference in your game, you can provide the best possible experience to any customers who want to play your game in Spanish. Historically, customer improvements to localization and regional support have helped grow the overall pie of platform opportunity for developers, and we think this will be one more improvement for people who play and make PC games.

Q: Do I get any benefit if my game supports additional languages on Steam?
A: Definitely! In addition to making your game more accessible to more customers, language preference is one of the things the store takes into account when making recommendations. That means a customer is more likely to see your game in the store if it supports the language preferences the customer selected. For example, Vietnamese is the fifth most spoken language in the United States, at around 1.5 million speakers.

Q: Where can I learn more about adding language support?
A: We’re so glad you asked! The documentation here provides a rundown on localization, and some best practices and advice. https://partner.steamgames.com/doc/store/localization

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The Best Games like XCOM on Android & iOS

XCOM: Enemy Unknown won multiple game-of-the-year awards in 2012 for its turn-based tactical gameplay centered on a squad of combatants. The expansion, XCOM: Enemy Within, was similarly well received upon its release in 2013 and brought the franchise to the mobile market on both the iOS and Android platforms in 2014. The success of these XCOM games inspired many game developers to try their hand at the genre. In 2015 we got Deathwatch: Tyranid Invasion, set in the Warhammer 40K universe, and one of my personal favorites Templar Battleforce. Last year brought us Pocket Tactic’s RPG game-of-the-year Demon’s Rise 2 and tactics game-of-the-year Invisible, Inc. All of these games feature tactical turn-based action that can be favorably compared to the XCOM games.

Below is collection of great games that evoke that tactical gameplay that XCOM fans know and love. Some we’ve reviewed, many we haven’t. We’ve put some emphasis on games released in the last couple of years, but also aimed for a good cross-section of options out there. Naturally I can’t include every title with gameplay similar to XCOM and would love to see other options called out in the comments below.

Xenowar

Developer: Grinning Lizard
Platforms: Android
Price: $1.99

xenowar

Xenowar is a brilliant distillation of the razor-sharp tactical challenges of XCOM, though it does sacrifice some scale and endgame satisfaction in favor of presenting a clean-cut intense series of battles. In particular, the GEO mode is a smart compromise between a full-fledged life-consuming, planet-saving, alien-cleansing XCOM campaign and a single strategic arc that a dedicated gamer can accomplish in just a few sittings. It takes a lot of presence of mind to create games like this, which understand what’s great and reiterate it without becoming derivative or redundant in the process. Oh, and it’s open-source to boot.

Strike Team Hydra (Review)

Developer: Wave Light Games
Platforms:  iOS | Android
Price: $7.99, $6.49

strike team hydra

Hydra’s best point is how creative and wide its customization options are, both in terms of squad composition and difficulty level. The plotting and theme are boilerplate, but in terms of mechanics, stats and abilities, the game is brimming with possibilities. Psionics and physics add some flair and unusual effects to the classes, and the enemies are weird bio-machine hybrids. All this wouldn’t matter a whit if the game’s buffet of options was paired with anything but an equally rich campaign. Here, Strike Team Hydra delivers again, ratcheting up the scenarios, objectives and enemy types just as generously as it doled out strategic tools. It strikes a great balance between question and answer; risk and reward; problem and solution.

Frozen Synapse

Developer: Mode 7
Platforms:  iOS | Android
Price: $9.99, $4.31

Frozen Synapse

Along with the top-down isometric perspective, Frozen Synapse made one other amazing change to the standard tactical shooter formula. Each side takes turns planning their actions in secrecy, mapping out the steps their units will take, the shots they will fire. Then the game will resolve everyone’s programmed actions creating a ‘simultaneous’ turn that was nonetheless meticulously choreographed by those tacticians. One good idea, perfectly rendered, is enough to make a good game. Frozen Synapse fulfills this crystal-clear ideal.

Templar Battleforce (Review)

Developer: Trese Brothers
Platforms:  iOS | Android
Price: $9.99

templar battleforce

Space marines versus xenomorphs, loosely derived from the Ur-horrors of Alien. Templar Battleforce owes some thematic debts to Warhammer and others, but its rapid-fire pacing and generous respect system are wonderful tools for experimentation and strategy. There’s some light characterization and world-building, sure, but in lieu of story one has to respect Templar Battleforce’s varied scenarios and equally creative squads allow divergent thinking. To a man with a hammer, everything is a nail, but to a commander with endlessly variable squads, the mutating threat can be met with an equally sundry…battleforce.

Aliens versus Humans

Developer: Leisurerules Inc.
Platforms:  iOS | Android
Price: $2.99

Aliens versus Humans

We’ll start with an option that predates Enemy Within on mobile. Aliens versus Humans is an old game. So old that if you buy it for iOS you’ll get the warning about it slowing down your device since the developer hasn’t updated the game to Apple’s standards. That warning is often meaningless and misleading and you should go ahead and ignore it in this case. 

Aliens versus Humans is effectively a clone of the very first XCOM game from back in 1994.It features base management, research, manufacturing, and of course tactical combat against alien enemies. The graphics are retro and nothing to get excited about, but the gameplay is solid, combat is challenging, and there’s a whole lot of content for a couple bucks. You can bring a huge squad to battle which allows for more options to face threats than games that top out with a team of four or so. It also lets you play the attrition game to grind out victories. So while Aliens versus Humans is over three-years-old at this point, it is well worth considering if you’re looking for XCOM-like action.

Legions of Steel

Developer: Slitherine
Platforms: iOS | Android
Price: $9.99

xomc like LOS

The universe is under threat from the Empire of the Machines and an alliance between the League of Aliens and United Nations of Earth (U.N.E.) is all that stands in their way. Legions of Steel takes this war to the Machines’ underground production facilities. You direct squads of commandos through the machine’s dark metallic underworld.

As with XCOM games, there’s a lot of tactical decision making in Legions of Steel. You can make use of movement stances, strafing, covering fire to take things out on your opponent’s turn, firing options like auto-fire and suppressing fire, and ambush tactics. There are also a ton of different weapons with which to equip your squad to fit any strategy and I particularly like that you can shoot no matter how far you’ve moved, with modifiers of course. There are two different campaigns in Legions of Steel and the story is told through attractive comic-book panels between missions. There’s also a “Skirmish” mode for quick fights and asynchronous multiplayer if you prefer a human opponent.

Alien Star Menace

Developer: The Animal Farm Creations
Platforms:  iOS | Android
Price: Free

xcom like ASM

The first of a couple free options in this article is a little game called Alien Star Menace. Aliens have attacked the starship Paladin and it’s up to you to save the day. Alien Star Menace is light-hearted and looks pretty basic at first glance but it actually packs a good tactical punch. You pick a five-person squad from a variety of special units with different pros and cons and take them into missions on different levels of the Paladin.

The mission objectives are things like “Kill Everything” and “Reach the Stairs” and the game rewards smart decisions like making good use of choke points and ranged attackers. Missions are very quick and perfect for bite-sized play sessions on your phone, which is often a big plus for gamers these days. Alien Star Menace is also free-to-play with no IAP. There are ads, which can be annoying, but the frequency is very low and I didn’t find them to be overly obtrusive. I’m happy to recommend this one as a free gaming option for XCOM fans.

World of Warriors: Quest

Developer: Mind Candy Ltd.
Platforms:  iOS | Android
Price: Free

xomc like WOW quest

World of Warriors: Quest is a light turn-based tactical game where you play as a team of warriors from across the ages—Roman centurions, Viking berserkers, and stealthy ninjas for example. The characters fill your standard RPG roles. The Roman, Brutus, is a tank and taunts enemies with his attacks to keep their attention. Gunnar, the Viking warrior, is a decent balance of damage and survivability. The ninja is named Kuro and he’s the glass cannon—big area-of-effect damage but very low health. Those are the starting characters but you encounter more as the game goes on.

You choose three warriors to take on a number of quests that lead you across the Wildlands on a mission to discover what the local bad guys are up to. Each quest has several waves of fights and it can be a challenge to keep your team upright and alive so you don’t succumb to attrition. Each warrior has special attacks to make use of and there are also consumables֫ that recover health, enable big attacks, or provide extra movement speed. World of Warriors: Quest is not a particularly deep game, but good for those interested in light squad-based tactics. You also can’t beat the price—this one is free with no IAPs or ads.

The Last Warlock

Developer: Sonic Sloth
Platforms:  iOS | Android
Price: $3.99

[embedded content]

The Last Warlock is a turn-based tactical game with a somewhat unique almost-anything-goes approach. You play as a warlock capable of summoning deadly creatures, casting magical spells, and crafting weapons, armour, and other equipment. You embark on a series of quests to find and defeat enemy warlocks, all vying to discover the secrets of the famed last warlock. To defeat these rivals you must first best their monsters, traps, and puzzles before taking them down.

The Last Warlock provides an extraordinary amount of freedom for a tactical game to decide exactly how to do so. You can go straight for your foe or explore a little and take the road less travelled. This provides a great deal of replay value because you can play the same quest multiple times and use a different strategy. Your squad in this game are the creatures you’ve summoned and you can end up with quite a crew as you grow in power and a quest wears on. The single-player campaign is quite extensive and will provide many hours of play for one premium price. There’s also an asynchronous online option for those looking for multiplayer action.

Star Chindy (2016)

Developer: MAST Games
Platforms:  iOS | Android
Price: $1.99

xcom like starc

Star Chindy mixes in elements of both FTL and XCOM. You warp around the galaxy in your ship, the Star Chindy, in a hunt to take on and take out a big bad alien race that very nearly wiped out earth. You’ll maintain and upgrade your ship, and others you pick up along the way, and decide where to go and what risks are worth taking in your travels.

You’ll take a squad on various away missions and engage the enemy in turn-based tactical warfare. The missions are a good challenge and get better and better as you train up your squad. The space-based combat is less interesting, however. It plays out in real time, rather than being turn based, and your weapons auto-fire on enemy ships in range. Your job is to frantically maneuver your ships to avoid enemy fire. Luckily the fun of the squad combat more than makes up for this and despite this odd dichotomy, Star Chindy is definitely worth a go for fans of XCOM.

Do you know of any more games that would fit the topic of today’s guide? Let us know about them in the comments below!

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Get a cardio workout at home or on the go with Fitness Boxing for Nintendo Switch

Get a cardio workout at home or on the go with Fitness Boxing for Nintendo Switch

It’s time to get off the couch and get moving! In the Fitness Boxing game, a Nintendo Switch exclusive launching on Jan. 4, you can participate in boxing-based workouts while bopping along to instrumental versions of some popular music hits.

While gripping the Nintendo Switch Joy-Con controllers, you will be punching, weaving and squatting using the built-in motion controls to get your whole body moving – no need for additional gym equipment! It’s a great way to burn off some calories after holiday gatherings or work on those fitness New Year’s resolutions you make every year.

Daily training in Fitness Boxing offers both low- and high-intensity options. After selecting from a diverse group of trainers, you can customize their looks with unlockable trainer outfits. The game estimates your approximate body mass index (BMI) and daily calories burned so you can track your progress. As you move toward reaching your goals, you can earn more songs and will also have the opportunity to engage with more challenging training circuits.

With two-player mode, you can team up with a friend or family member to play in tandem or face off in a virtual boxing ring.

Because of the portable power of the Nintendo Switch system, Fitness Boxing can be played at home in TV Mode or on the go using Tabletop mode. For busy moms that might not have time to head to the gym, this game is a great way to get in a quick workout no matter where you are.

For more information about Fitness Boxing, visit https://www.nintendo.com/games/detail/fitness-boxing-switch.


Mild Violence
Suggestive Themes

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Microsoft unveils Project xCloud game streaming technology

Microsoft has pulled back the curtain on its work-in-progress game streaming technology, Project xCloud.

The ‘state-of-the-art’ tech will let users stream games on whatever device they choose, with Microsoft explaining the future of video games is one where players aren’t locked to specific hardware. 

“Ultimately, Project xCloud is about providing gamers — whether they prefer console or PC — new choices in when and where they play, while giving mobile-only players access to worlds, characters and  immersive stories they haven’t been able to experience before,” reads a post on the Microsoft blog. 

The company wants to make it easy for developers to bring their content over to Project xCloud, letting creators deploy and scale access to their titles across multiple devices without the need for any additional work. 

To that end, the console maker has already enabled compatibility with existing and future Xbox games by building out custom hardware for its Azure datacenters and creating a tailor-made blade that can host the component parts of multiple Xbox One consoles. 

While a lot of work has already gone into the project, the technology is still in its infancy, and Microsoft is predicting a “multi-year journey” before it’s ready for consumers. 

The first step along that path will be a public trial in 2019, which will complement the internal tests Microsoft is conducting on mobile devices (phones and tablets) right now. 

When it’s finally ready, Microsoft claims Project xCloud will have the capability to make game streaming possible on 4G networks, while also dynamically scaling to push against the outer limits of what’s possible on 5G networks.

“The future of gaming is a world where you are empowered to play the games you want, with the people you want, whenever you want, wherever you are, and on any device of your choosing,” continues the blog. “Our vision for the evolution of gaming is similar to music and movies — entertainment should be available on demand and accessible from any screen.”

You can find out more about the work being done on Project xCloud by checking out the full write-up on the Microsoft blog.

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Epic Games acquires game security and player service outfit Kamu

Epic Games has acquired video game security and player services company Kamu for an undisclosed fee. 

Based in Helsinki, Kamu offers a suite of services focusing on game security, game telemetry, and game management, while its Easy Anti-Cheat system is used by over 100 million PC players around the world.

Epic, meanwhile, is the company behind the Unreal Engine, as well as games including Gears of War, Shadow Complex, and popular battle royale shooter Fortnite

A variety of Kamu’s tools have actually been used to balance out and manage Fortnite’s multiplayer experience, making it fair for players across the board. 

Moving forward, the Kamu team will continue to expand its service line-up, while Epic hopes its new presence in Helsinki will help it recruit technology, engine, and online service developers in Finland.

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Making Insomniac’s Spider-Man do what a spider can

This month, Insomniac Games and Sony released Marvel’s Spider-Man, a fluid, polished, and surprisingly grounded take on the web-slinging hero that’s drawn wide praise and sold millions of copies.

And while it’s easy to credit the wall-crawler’s worldwide fame as a big part of that success, the work Insomniac Games has done polishing every minute of Spider-Man’s adventure is worth remembering as well. 

Recently, we were lucky enough to be joined by Insomniac Games game director Ryan Smith to talk about the development of Marvel’s Spider-Man, and learn more about the process in making Spidey feel like a genuine superhero. 

Whether it’s the incredibly dynamic wall-crawling or building a New York in need of a champion, we wanted to know what Insomniac did to fuel their Spider-Man with great powers, and an even greater responsibility. 

The swing is the thing

Smith’s perspective on Marvel’s Spider-Man starts from the fact that, no matter where the story goes or what villains Spidey squares off with, players will spend most of their time in this game doing one activity: swinging. Spider-Man’s unique traversal system has long been a draw in the various Spider-Man games made over the years, but for Smith and his colleagues, this pendulum-like movement would be the root of all their work. 

Smith starts our conversation by explaining that the pendulum movement came first and foremost. As players hold down the right trigger, Spidey looks for an object nearby to shoot a web at, then swings down, then up to continue his forward movement. Right away, Smith says this flow creates visual and spatial differences that set the game apart from Insomniac’s last open-world title Sunset Overdrive. 

“There’s also a difference in feel in terms of the speed that this character moves, the grand motions you make when you swing,” says Smith. “So you actually look at the city in a very different way: you’re looking at it a little further off in the distance.” 

Insomniac Games’ Sunset Overdrive, released in 2014

Sunset Overdrive, [the player sees] very rapid-fire changes. This one, we had a smoother motion that you’re looking at and you’re looking at bigger picture city changes.”

From there, the gameplay team needed to determine what would happen with each point in the parabolic arc where players could release the rope. “We looked at, on the swing, not just how does it feel to be on the line, but where are those right points to let yourself off the line and how can we make that a little bit of a game mechanic?” explains Smith.

This led to a decision to give players more decisions to make in traversal. Pressing jump at the end of a swing can launch them forward, but choosing to release earlier in the swing can send the player’s vector downward, changing direction toward street level. 

Next, Smith pointed out the importance of “speed cues” in this crafting process. Examples include the motion blur from a straight dive down, or the slow-moving buildings in the distance while players zip through the foreground. 

All the while, these movement systems (which include a handful of non-swinging moves like zip-lines and leaping systems), are fueled by hand-crafted interactions in the Insomniac Engine. To Smith, game physics are useful for collision tests, but when Spidey takes wing, it’s more important that “custom hero states” drive the swinging and moves.

An Empire State of Mind

The open world of Marvel’s Spider-Man might be better described as an open metropolis. It’s a scaled-down version of New York City that mushes together notable landmarks like Wall Street and Trinity Church (which is detailed so finely you can swing by the grave of Alexander Hamilton, as seen below). Unlike a lot of recent open-world adventures, Marvel’s Spider-Man doesn’t confine its hero to specific zones and then shuffle them along into new areas as the story progresses.

Instead, it keeps the city open, and uses a district system not only to organize its quests and activities, but also unique flavors of gameplay that keep the swinging from becoming stale. 

“Also if things are always consistently—‘I can just press one button and just drive through the whole city,’ then that takes away some of that player engagement and that sense of flow and involvement,” Smith says. He compares three of the game’s districts and their architecture next. “The Financial District has really tall skyscrapers, Hell’s Kitchen is maybe a little bit lower…we looked at real spaces, actually Central Park is a great example.”

To build on Smith’s point, a quick spin through the city of Marvel’s Spider-Man shows the kind of detail he’s talking about. In the Financial District, it’s easier to get a higher altitude and make wide, sweeping swings between skyscrapers over the smaller buildings below. But when heading into Hell’s Kitchen, the player is now caught more in the local grid of the city. When making navigational changes, they either need to follow that grid’s path, or hoof it over the buildings and use more lateral traversal moves to move in the desired direction.

And when it comes to Central Park, it’s a wonder Spider-Man can even swing through there at all. But Smith says getting New York’s biggest natural landmark down was a big priority for Insomniac Games. 

“You actually can swing through Central Park but we looked at those sections of the game that aren’t as natural as swinging off skyscrapers,” says Smith.” And we asked ourselves what feels right? Central Park, its central right? It defines the overall size of the island, it relates very directly to the whole shape and feel of it.”

“We did multiple tests with like a smaller Central Park, a bigger Central Park, and so we wanted to know both that if I’m swinging along side of it, what’s the right size, what’s the right distance where it feels like what’s the right size, what’s the right distance where it feels like ‘Wow, that is a Big Central Park, it feels right.’ But at the same time how can we find those opportunities in the middle to let you swing off the trees or the lamp posts that are in there?” 

If this be Insomniac’s destiny

During our discussion with Smith, one surprising caveat to our conversation was how much of Spider-Man’s feel comes from all the games the company’s produced in the past, along with its proprietary Insomniac Engine. 

Smith points to two specific titles whose DNA can be felt in Marvel’s Spider-Man in particular. The first is Sunset Overdrive, which is where Smith says the company learned about open-world traversal and shaping cities to improve gameplay. The second though, is the Ratchet and Clank series that Insomniac was previously most famous for. 

In particular, Smith discussed how the myriad weapons and gadgets that players touted in Ratchet and Clank drove the gadgets and powers that players pick up during the course of Marvel’s Spider-Man. “That was something where we were able to leverage the experience we had building [Ratchet and Clank] weapons and awesome gadgets in previous games to integrate that into combat.” 

“We knew that was a way that we could have players could express themselves and they’re gonna be still hopefully discovering different ways gadgets combined together and different strategies for taking guys down.”

Smith describes working with the company’s proprietary engine as “part of the Insomniac DNA,” and says using the engine helps his team set audacious goals for the game’s streaming budget and graphics. He adds that it also affords his team the ability to create custom workflows and tools that best fit their workflow. 

 

“We were able to leverage the experience we had building [Ratchet and Clank] weapons and awesome gadgets in previous games to integrate that into combat.”

Unlike the development process for Sunset Overdrive, Smith says that Insomniac Games didn’t rely on internal game jams this time around to prototype dramatic new ideas. But he does say that a lot of the game’s niche features, like a photography mechanic and subway station-based fast travel system, came from a similar instinct of random team members pairing up to implement a unique design idea. 

Per Smith, both systems solved problems that were occupying the design team at other levels. They knew even with a fun traversal system, players would still want to zip around the map, and even though exploring the city was meant to be fun, Smith and his colleagues wanted ways for exploration to feed back into the combat system.

Thanks to team members collaborating together though, both the subway system and the “landmark photo” mechanic were hashed out, letting Insomniac put a Spider-Man-flavored spin on traditional open-world systems. 

“It takes a village,” Smith told us as we closed out a conversation. But if the success of Marvel’s Spider-Man is any indication, it’s helpful when that village has a history, elders, specialists, and a known tool as well. 

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Video Game Deep Cuts: Uri Geller’s Pessimistic Starlink

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 Uri Geller vs. Pokemon, why we need pessimistic games, a look at Ubisoft’s Starlink, & lots more besides.

One fun thing this week is that I’ve started helping out Gamasutra’s editorial staff, by commissioning some ‘straight to the point’ Q&As with smart indies who are being (at least moderately!) successful right now.

So far it’s been Joel Couture & John Harris chatting with the creators of The Universim & the Parkasaurus devs respectively – but there’s lots more to come! And is a good way to highlight games and creators at the same time on VGDC, too.

Until next time…

– Simon, curator.]

——————

Indiana Jones and the Fate of Atlantis (or, Of Movies and Games and Whether the Twain Shall Meet) (Jimmy Maher / The Digital Antiquarian – ARTICLE)
“Perhaps the most interesting aspect of the game arises from the fact that its designers were adapting from the shooting script rather than the finished movie, which they got to see in the Skywalker Ranch theater only when their own project was in the final stages of bug-swatting and polishing.”

How developers harvest your data to make their games better (Alex Wiltshire / PC Gamer – ARTICLE)
“Barth can see how many players reached every one of the levels in his games, and how many succeeded. He can see how long they took and how many got stuck and never come back. He can see where the difficulty spikes are and do something about them, and he can take what he learns from one game and apply it to the next.”

Years in the Making: The Long Game of Boyfriend Dungeon (Tanya X. Short / Gamasutra Blogs – ARTICLE)
“Overnight successes don’t exist, from what I’ve seen. There’s usually years and years of work behind the scenes and then MAYBE your game blows up, but mostly not. Plenty of people work for years and their game still doesn’t blow up — that’s certainly what happened for our previous games. I guess it’s possible SOME game out there enjoyed overnight success.”

The Mentalist and the Monster: Uri Geller vs. Pokémon (Chris Chapman / YouTube – VIDEO)
“The odd tale of a celebrity, a trading card, a lawsuit, and 20 years of lasting consequences for a beloved franchise.”

Assassin’s Creed Odyssey is big, beautiful, and shallow (Daniel Starkey / Ars Technica – ARTICLE)
“While the series struggled under an accelerated release schedule some years back, Ubisoft’s tentpole franchise is on a more solid pacing again. That means a return to what Assassin’s Creed does best: expounding on and remixing prominent game design ideas and serving them up an aesthetic and conceptual cocktail. Odyssey, much like last year’s Origins, takes ideas from its best contemporaries and reassembles them into a new whole. [SIMON’S NOTE: people generally seem to dig the game – & there are lots of romance FAQs, too.]”

Beneath a Starless Sky: Pillars of Eternity and the Infinity Engine Era of RPGs (David Craddock / Shacknews – ARTICLE)
“But stars come before constellations. In 2003, three producers left Black Isle Studios, publishers and developers of the Infinity Engine quintet, to found Obsidian Entertainment. Their sky was dark and blank, save for those five stars: Baldur’s Gate and its sequel, Planescape: Torment, and two romps through Icewind Dale.”

Thumbs down: how the video games industry is battling Brexit (Marijam Didžgalvytė / The Guardian – ARTICLE)
“Brexit and Wetherspoons, Brexit and fashion, Brexit and bananas … It seems as if so much of our everyday lives will be affected by Brexit – and if you play video games, you can certainly expect changes. The British video games industry adds £5bn to the economy and employs more than 12,000 people, 35% of whom are EU citizens.”

Ubisoft’s ‘Starlink’ Designed For ‘Gamer Kids’ and Their Parents (Brian Crecente / Variety – ARTICLE)
“Ubisoft’s upcoming action-adventure toys-to-life game “Starlink: Battle for Atlas” is the byproduct of creating for one of the many new sorts of audiences blossoming within the video game space. [SIMON’S NOTE: this game still seems kinda ‘under the radar’ – but maybe it’ll get somewhere with that unique approach?]”

How The Universim’s ‘god game’ twist charmed Early Access players (Joel Couture / Gamasutra – ARTICLE)
“Gamasutra spoke with Alex Koshelkov of Crytivo, developers of The Universim, to talk about making living worlds and beings that react to player decisions rather than directly obey them, and the challenges that have come for the game as it moves through Early Access towards full release.”

We Need More Pessimistic Games (Cameron Kunzelman / Waypoint – ARTICLE)
“The vast majority of our games produce heroes; the heroes have stories fit for heroes; the world changes in response to the player’s tectonic actions. Our blockbuster video games are plagued with the optimism of gameplay.”

Call Of Duty: Black Ops 4 devs on balancing Blackout battle royale mode (Matt Cox /RockPaperShotgun – ARTICLE)
“There’s a new Call Of Duty around the corner. Call Of Duty: Black Ops 4 is out on October 12th, so I sat down with Treyarch’s studio design director David Vonderhaar and Jason “Director of Zombies” Blundell to quiz them about the game’s new battle royale mode, Blackout, why they’ve left regenerating health behind, and how they handled no longer making a singleplayer campaign mode.”

Queens of the Phone Age: The Narrative Design of Reigns: Her Majesty (Leigh Alexander / GDC / YouTube – VIDEO)
“In this 2018 GDC talk, writer Leigh Alexander shares her narrative design process around the tricky political tightrope of women’s power, especially when it has to be both violent and funny.”

Occult Space | Cultist Simulator (Sam Zucci / Heterotopias – ARTICLE)
“The real draw of Cultist Simulator is its occult topography. The Mansus—the game’s occult centre—is another name for a feudal unit of land measurement and so expectedly, progress through the Mansus is framed as spatial, as the player moves from The Wood to the White Gate and so on.”

There’s not enough videogames; everyone should be encouraged to make them (or, videogames are just art) (Brendan Keogh / BRKeogh.com – ARTICLE)
“The problem with much of the Indiepocalypse discourse is that it perpetuates the misunderstanding that ‘making videogames’ is first and foremost an economic activity. Of course, for a whole lot of people, making videogames is an economic activity; it’s their job! The thing is, you can make videogames without it being your job.”

The Little Things That Matter A Lot (Ben Brode / YouTube – VIDEO)
“Ben Brode kicks off PAX Dev 2018 with a talk about the little details of game development that can end up having a huge impact on players and developers… Come laugh and hear a few stories from the former Hearthstone game director as he transitions into his new role as chief creative officer of Second Dinner.”

Breaking fences, escaping dinosaurs?! Oh my, it’s Parkasaurus‘ developers (John Harris / Gamasutra – ARTICLE)
“Canadian microstudio Washbear’s new simulation, Parkasaurus, recently released on Steam Early Access to general delight from players, since it’s a lighthearted romp into the world of dino management and theme park wonder with a jovial ‘sim’ bent.”

The state of indie dev and why it will not get easier (Cliffski / Cliffski’s Blog – ARTICLE)
“In practice it seems that indie development is still seen as attractive enough that there is another decade or so of new entrants coming in to replace every developer who drops out when their finances run dry. I really cannot see the ‘number of games released on steam this week’ metric dropping a lot in the medium term.”

The future of GOG: mod support, Steam rivalry and problematic tweets (Robert Purchese / Eurogamer – ARTICLE)
“Almost 10 years ago to the day, CD Projekt launched the online digital game store Good Old Games. The operation and scope was small – a handful of people salvaging iconic old PC games for modern operating systems – but the prices, customer service and DRM-free message were right, and slowly the service grew. And grew, and grew. And today things are different.”

The Tragic End Of Telltale Games (Megan Farokhmanesh / The Verge – ARTICLE)
“When employees showed up for work on Friday, September 21st, at Telltale Games, there was nothing to suggest the day would be different than any other. The second episode of The Walking Dead’s final season would ship the following week; developers across multiple teams were busy with plans for in-progress titles. But only hours later, 250 people would find themselves with no job, no severance, and health insurance that would be gone by month’s end — just nine days.”

A Brief History of Speedrunning (Kat Brewster / Read Only Memory – ARTICLE)
“A good speedrun is hypnotising to watch – this goes for ones showcased at GDQ, or the ones which get circulated around the internet for their insane jumps or cutscene skips or lightning fast movement. They’re a dizzying show of hard won skill and palpable effort.”

 

——————

[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 – Super Mega Baseball 2, 40% Off

We wanted to give you a heads up about some exciting language options coming to Steam.

Starting today, we are adding two new languages (Vietnamese and Latin American Spanish) to the list of 26 languages officially supported by Steam. This means the Steam desktop client, the Steam store, and the Steam Community, are all translated to make it easier for Vietnamese or Latin American Spanish speakers to interact with Steam, find games, and chat with friends. It also means that game developers can now provide translations of their game in those languages through Steam.

Why Vietnamese?

Vietnamese is the sole national language of the country Vietnam, but is also widely used in other countries, including the United States, Australia, and France. There are over 75 million Vietnamese speakers worldwide. In November of 2017, we added Steam support for the national currency of Vietnam, the Vietnamese Dong, along with a number of payment methods that make it easier for players in Vietnam to make purchases on Steam. While supporting payments methods and currencies is important for making Steam accessible to global audiences, we realized our mistake in not also supporting the national language too so that players can more easily find their way around Steam and be able to get games in their native language, when available.

Why Latin American Spanish?

In the past, Steam has only supported a single definition of Spanish-language. But our customers and game developers have been reminding us of the stylistic differences among Spanish spoken in different locales, and requested that Steam support that difference. As a result, we now have a definition of both Castilian (European) Spanish and Latin American (LatAm) Spanish, translating the Steam desktop client, store, and community into both variants of Spanish.

As a practical example, this is how we already treat Portuguese and Brazilian Portuguese, where customers can choose one, the other, or both for their language preferences, and game developers can indicate whichever variants their game supports.

Changing Your Language Preferences in Steam

Whether your native language is Vietnamese, Castilian Spanish, or any of the 26 other languages supported by Steam, you can specify your language preferences in the Steam desktop client by clicking “Steam>settings>interface”.

Additionally, you can specify more than one language within the Steam store to help you find more games available in languages you may speak. For example, you may want to run Steam in Vietnamese, but you also speak English and want to make sure you can find games that are available with English language audio. You can visit your store preferences to select multiple languages for games that you wish to discover in the Steam store.

FAQ for Game Developers

Language support can be pretty important for the enjoyment of games. If you are making a game on Steam, here are some questions we thought you might have and some answers. Of course if you have additional question, please let us know through the Steamworks contact form.

Q: What do I need to do if my game already supports Spanish?
A: If you want to add another language support option, you can provide Spanish support in both Castilian and Latin American varieties. If you don’t plan to add additional support, that’s OK: Steam will assume that your existing Spanish language content is Castilian and automatically provide that content to customers that have indicated either Castilian or Latin American Spanish. If your existing translation is actually Latin American Spanish, you can update your definition within Steamworks by visiting your app landing page and clicking “Edit Steamworks Settings” and selecting “Depots” from the “SteamPipe” drop-down.

For more information on translating your game into different languages, and a list of supported languages, please see https://partner.steamgames.com/doc/store/localization

Q: What if my game doesn’t support Spanish at all?
A: That’s okay, and you don’t need to make any changes. But just so you know: nearly 2 million of our 45 million daily active users view the store in Spanish, and platform revenue in Latin America increased 35% over the previous year… so now might be a good time to consider adding support!

Q: What’s the difference, anyway? Why does this matter?
A: There are some substantial differences in vocabulary and colloquial choices between these two varieties of Spanish. By supporting the difference on the Steam store and UI, we can make it more welcoming and easy to use. By supporting the difference in your game, you can provide the best possible experience to any customers who want to play your game in Spanish. Historically, customer improvements to localization and regional support have helped grow the overall pie of platform opportunity for developers, and we think this will be one more improvement for people who play and make PC games.

Q: Do I get any benefit if my game supports additional languages on Steam?
A: Definitely! In addition to making your game more accessible to more customers, language preference is one of the things the store takes into account when making recommendations. That means a customer is more likely to see your game in the store if it supports the language preferences the customer selected. For example, Vietnamese is the fifth most spoken language in the United States, at around 1.5 million speakers.

Q: Where can I learn more about adding language support?
A: We’re so glad you asked! The documentation here provides a rundown on localization, and some best practices and advice. https://partner.steamgames.com/doc/store/localization

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Daily Deal – Gorogoa, 45% Off

We wanted to give you a heads up about some exciting language options coming to Steam.

Starting today, we are adding two new languages (Vietnamese and Latin American Spanish) to the list of 26 languages officially supported by Steam. This means the Steam desktop client, the Steam store, and the Steam Community, are all translated to make it easier for Vietnamese or Latin American Spanish speakers to interact with Steam, find games, and chat with friends. It also means that game developers can now provide translations of their game in those languages through Steam.

Why Vietnamese?

Vietnamese is the sole national language of the country Vietnam, but is also widely used in other countries, including the United States, Australia, and France. There are over 75 million Vietnamese speakers worldwide. In November of 2017, we added Steam support for the national currency of Vietnam, the Vietnamese Dong, along with a number of payment methods that make it easier for players in Vietnam to make purchases on Steam. While supporting payments methods and currencies is important for making Steam accessible to global audiences, we realized our mistake in not also supporting the national language too so that players can more easily find their way around Steam and be able to get games in their native language, when available.

Why Latin American Spanish?

In the past, Steam has only supported a single definition of Spanish-language. But our customers and game developers have been reminding us of the stylistic differences among Spanish spoken in different locales, and requested that Steam support that difference. As a result, we now have a definition of both Castilian (European) Spanish and Latin American (LatAm) Spanish, translating the Steam desktop client, store, and community into both variants of Spanish.

As a practical example, this is how we already treat Portuguese and Brazilian Portuguese, where customers can choose one, the other, or both for their language preferences, and game developers can indicate whichever variants their game supports.

Changing Your Language Preferences in Steam

Whether your native language is Vietnamese, Castilian Spanish, or any of the 26 other languages supported by Steam, you can specify your language preferences in the Steam desktop client by clicking “Steam>settings>interface”.

Additionally, you can specify more than one language within the Steam store to help you find more games available in languages you may speak. For example, you may want to run Steam in Vietnamese, but you also speak English and want to make sure you can find games that are available with English language audio. You can visit your store preferences to select multiple languages for games that you wish to discover in the Steam store.

FAQ for Game Developers

Language support can be pretty important for the enjoyment of games. If you are making a game on Steam, here are some questions we thought you might have and some answers. Of course if you have additional question, please let us know through the Steamworks contact form.

Q: What do I need to do if my game already supports Spanish?
A: If you want to add another language support option, you can provide Spanish support in both Castilian and Latin American varieties. If you don’t plan to add additional support, that’s OK: Steam will assume that your existing Spanish language content is Castilian and automatically provide that content to customers that have indicated either Castilian or Latin American Spanish. If your existing translation is actually Latin American Spanish, you can update your definition within Steamworks by visiting your app landing page and clicking “Edit Steamworks Settings” and selecting “Depots” from the “SteamPipe” drop-down.

For more information on translating your game into different languages, and a list of supported languages, please see https://partner.steamgames.com/doc/store/localization

Q: What if my game doesn’t support Spanish at all?
A: That’s okay, and you don’t need to make any changes. But just so you know: nearly 2 million of our 45 million daily active users view the store in Spanish, and platform revenue in Latin America increased 35% over the previous year… so now might be a good time to consider adding support!

Q: What’s the difference, anyway? Why does this matter?
A: There are some substantial differences in vocabulary and colloquial choices between these two varieties of Spanish. By supporting the difference on the Steam store and UI, we can make it more welcoming and easy to use. By supporting the difference in your game, you can provide the best possible experience to any customers who want to play your game in Spanish. Historically, customer improvements to localization and regional support have helped grow the overall pie of platform opportunity for developers, and we think this will be one more improvement for people who play and make PC games.

Q: Do I get any benefit if my game supports additional languages on Steam?
A: Definitely! In addition to making your game more accessible to more customers, language preference is one of the things the store takes into account when making recommendations. That means a customer is more likely to see your game in the store if it supports the language preferences the customer selected. For example, Vietnamese is the fifth most spoken language in the United States, at around 1.5 million speakers.

Q: Where can I learn more about adding language support?
A: We’re so glad you asked! The documentation here provides a rundown on localization, and some best practices and advice. https://partner.steamgames.com/doc/store/localization