Posted on Leave a comment

Swipe the Knee: Game of Thrones Reigns on the way?

The developers of Reigns & Reigns: Her Majesty could be bringing us a Game of Thrones-inspired sequel/spin-off/license game in the near future.

Our eagle eyed brethren over at Pocket Gamer spotted a tweet from the official Reigns account yesterday afternoon that was nothing but an image – a map of Westeros (as imagined by the TV Show), rendered in the familiar art style of Nerial’s innovative narrative game.

There’s really nothing else to say without needless speculation, although PG noted we’re approaching the 1 year anniversary of Reigns: Her Majesty’s release date.

What do you guys think? Would you get behind a Games of Thrones skinned reigns? Do we think this is officially licensed or perhaps just inspired? Answers on a post-card!

Posted on Leave a comment

Video: How the nemesis system in Shadow of War was designed

In this GDC 2018 talk, Monolith Productions’ Chris Hoge describes philosophies and features implemented in the design of both Middle-earth: Shadow of War and its predecessor, Middle-earth: Shadow of Mordor to give players an antagonistic relationship with their enemies.

Hoge discusses how Middle-earth: Shadow of War expanded on the the nemesis system, used to create long-term relationships between the player and procedurally created orc characters. The design intention was to create orcs that the player loved to hate, and orcs players hated to love.

He also highlights the techniques for making orcs more memorable, designing exceptional moments, and keeping the player-orc relationships going.

It’s an informative 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 UBM Americas.

Posted on Leave a comment

Zynga to develop a Star Wars mobile game following Disney partnership

Newsbrief: Zynga announced today that it has struck a multi-year deal with Disney to develop an unannounced mobile game based in the Star Wars universe. 

As part of the non-exclusive licensing deal, Zynga will take over live operations for the mobile game Star Wars: Commander, which was published by Disney back in 2014. 

VentureBeat reports that Zynga’s NaturalMotion studio in the United Kingdom will develop future free-to-play Star Wars titles, with the possibility for a second to be considered. 

This isn’t the first instance of Disney bringing the Star Wars franchise into video games, but it isn’t clear yet if the deal with Zynga will affect EA, as the studio partnered with Disney to develop Star Wars: Galaxy of Heroes in 2015. 

Posted on Leave a comment

Scammers are still trying to snag free games from indie devs

“I have the benefit of working for a lot of different indie devs, so I notice patterns that a developer who’s only putting out their one game wouldn’t seeAU.”

– Emily Morganti speaking to Kotaku about key scammers trying to take advantage of independent developers.

Before a game is launched, it’s likely that a strange email address requesting a free copy for review purposes will show up in the inbox of an unsuspecting indie dev.

Key scammers utilize this method constantly, and it’s no secret that it’s an issue within the industry. 

In a recent interview with Kotaku, Emily Morganti, who handles PR for adventure games, discusses how key scammers continue to be a problem for indie devs trying to market their titles without being conned.

Morganti explains the subtleties that lie in every odd request, which takes the form of misleading email addresses and copy that seems off.  

“Some of these people email about every game that comes out, using the same copy-and-paste email. Some people do a blanket request for multiple games on the same day—so multiple developers are getting the exact same email about how excited someone is to stream their game,” she explains.

“There was one guy a few years ago with a long sob story about how he’d lost his job and had a big tax bill to pay and couldn’t afford games but a free copy of [insert game name here] would make his life complete.”

Despite sharing a few similarities, every scammer works differently when it comes to execution. The last notable scammer Morganti encountered made waves, as he reached out to many devs for free codes.

Going by the name Dmitry Tseptsov, he sent several emails to Morganti asking for codes, explaining that he operated a coffee shop in Ukraine where he’d give out video games as prizes for trivia. Unsurprisingly, the request turned out to be a ploy for free codes despite the cafe being a legitimate business. 

Morganti admits that its becoming difficult to parse which review requests are honest and which ones are malicious. She recalls an instance where an editor for a publication reached out for a code the same time a scammer (who was impersonating the editor) did as well.

“I heard from the editor first and added him to my list for a review copy, and then I heard from the scammer on the day we got keys, and I sent it to him thinking it was the same person,” she says. “A few days after that, the real editor emailed me to ask where his key was, and we pieced it together.”

“I’ve been doing PR since 2006 and always had a policy of sending a key to anyone who asked for one, no matter how small the site, but I’m a lot more suspicious now,” Morganti continues.

“The work involved in vetting people to figure out if they’re legit or not isn’t worth the effort and I think writers from smaller sites and freelancers are paying the price.”

She was speaking as part of a longer discussion around scammers trying to take advantage of independent developers and how it affects smaller contet creators, so be sure to read the entire piece over at Kotaku.

Posted on Leave a comment

Review: One More Button

Mobile puzzle games are a dime a dozen. Many take the path of least resistance, despite the genre being one of the most open to innovation and new concepts. That’s why One More Button stands out despite its simplicity. It takes familiar mechanics and turns them on their head to make for a fun, easy-to-understand, and challenging

One More Button is the sequel to the mobile title No More Buttons, a hand-drawn platform-based puzzler with an intriguing control scheme. It’s more of the same interesting design, and could nearly be called the same game, just an extension of the original. With that said, it’s a great twist on typical ‘move this there, now stand here’ formulate that all-too-often permeates on-the-go puzzlers.

OMB 1

The premise is extremely simple. You play a small yellow creature with one eye looking to reach a level’s end goal. There’s only one problem: There are small bright yellow blocks in your way with lots of different arrows on them. They represent the directions your character can move in. The game doesn’t make this explicitly clear at the beginning, so before you start tapping around trying to figure things out, it can be a bit confusing if you didn’t play the first title.

You’ll notice that there’s no on-screen controls to move your character, and you can’t just tap where you want it to go. That’s because there aren’t any traditional controls. Each maze-like level instead finds you tapping on those yellow blocks with arrows on them, because those are also the controls. Pressing on one of the blocks with a right arrow will move your character right, and so on. It’s an interesting deconstruction of puzzle controls that tie up the very way you control the game as part of each stage as a whole, and it’s a refreshing change of pace because of it.

The goal of each level is obviously to reach the exit the end, marked with a block with a lock on it. This is achieved by pushing around the arrows themselves onto special areas on the map with the outline of where the buttons should go or figuring out how to push the blocks away and into areas where they aren’t blocking your path. It’s quite simple to get accustomed to early on as you’re getting your bearings, but then the game throws quite a few curveballs into the mix to keep you on your toes.

OMB 2

Once you’ve become adept at clearing out paths with its rather unorthodox control scheme, it’s time to tackle special unlockable areas and blocks that require you to flip them around, as you won’t be able to slide them on their designated spaces if they’re pointing in the wrong direction. Luckily, tapping on a button offers precise moves, if a bit frustrating since you’re always going to be searching where the other directional controls are with each puzzle setup. But this setup completely deconstructs the way typical mobile games approach control, which is the most admirable part of the whole thing, and something you’ll come to appreciate as you play.

If you make a mistake, unfortunately, you’ll have to simply restart the entire level. There is no undo button for your last move, so if you find that you’ve pushed a block all the way it can go to the bottom of the screen accidentally, it’s stuck there. It’s prudent to try and remember the moves you’ve made because of this, which can be a bit frustrating in later levels. There’s no real strategic reason to exclude a ‘rewind’ step, so it’s strange that the only option is to erase all progress.

OMB 3

While there are also plenty of levels and mazes to solve, each level isn’t very large, and only takes a few minutes to complete. This isn’t so much a negative, but a hope for longer, more complex mazes in any future content instalments or sequels. Since you’ll have to restart levels several times using the ‘undo’ feature, you’ll be spending plenty of time in each one, anyway.

One More Button is a fun experiment in changing the way players approach and think about puzzle games as well as the way they’re controlled. It’s not absolutely perfect in its execution and could use a bit polish for any future iterations, but it’s a fun diversion for a few minutes at a time while waiting at the doctor’s office or on your commute.

Posted on Leave a comment

Don’t be scared by the launch of Luigi’s Mansion for Nintendo 3DS on Oct. 12

Don’t be scared by the launch of Luigi’s Mansion for Nintendo 3DS on Oct. 12

This October, everyone’s favorite video game scaredy-cat Luigi is returning to a haunted mansion he hasn’t visited since 2001. In the Luigi’s Mansion game, a Nintendo 3DS remake of the spooky Nintendo GameCube game, Luigi must enter a sprawling mansion equipped with nothing but his trusty flashlight and Poltergust 3000, a vacuum-like contraption used to capture ghosts, find treasure and solve puzzles.

This is the first time the Nintendo GameCube classic can be played on the go. This updated version of the game includes the same classic adventure, but with some added features perfect for Nintendo’s popular portable systems. Using the bottom touch screen on the Nintendo 3DS family of systems, players can view the mansion map.

In the new Gallery Battle Mode, exclusive to the Nintendo 3DS version of the game, Luigi will have the ability to re-challenge boss ghosts that were defeated in the game.

Luigi’s Mansion will launch for the Nintendo 3DS family of systems at a suggested retail price of $39.99. For more information about the game, visit https://luigismansion.nintendo.com/.


Mild Cartoon Violence

Posted on Leave a comment

Video: How Riot partners with players to positively impact the world

In this GDC 2018 talk, Riot Games’ Jeffrey Burrell and Tash Elliott discuss the extensive research Riot Games has done to understand the underlying social values their players have across the world.

Burrell and Elliot share lessons learned learned and how they applied that information to create meaningful social impact campaigns and long term value for players.

They also go over the importance of having an evidence-based strategy and framework for video game social impact campaigns, and how it can yield more meaningful results than just selecting charities that have the word “game” in their name.

It’s an informative 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 UBM Americas.

Posted on Leave a comment

Amazon removes its 20 percent preorder discount on games

Newsbrief: Two years after the perk was introduced to Amazon Prime members, Amazon has announced that it will be discontinuing its 20 percent preorder discount on physical copies of video games on August 28. 

It’s a pretty big change for Amazon, with the decision coming only a few months after Best Buy shuttered Gamers Club Unlocked, a competing service which also provided a 20 percent discount on games.

The change is essentially a reduction in value for Amazon customers, since there no longer seems to be any guarantee of saving money. The $10 store credit offer is still less than the estimated $12 shaved off from a regularly priced $60 game.

According to the retailer’s updated terms and conditions, Prime members will instead receive store credit as an incentive to preorder video games through Amazon, but only preorders of “select video games” will come with the $10 store credit promotion.

Posted on Leave a comment

Despite millions of downloads, publishers won’t sign the sequel to Velocity 2X

A series of tweets made by FuturLab, the studio behind 2D shoot-em-up game Velocity 2X, details the struggle of trying to find a publisher to sign a sequel despite millions of players having enjoyed the first game.

The studio mentions its already working on “the bells and whistles sequel” to Velocity 2X, titled Velocity Supernova, but notes that the upcoming Switch port is presumably the last hope it can convince publishers to back the sequel. 

The first tweet describes how Velocity 2X was met with success with the PlayStation 4 and Vita versions, which were then released for free through PlayStation Plus. FuturLab tweets this was “great for downloads (well into the millions)” but the presence of a large player-base wasn’t enough for publishers, who “want to see actual unit sales.”

The physical version of Velocity 2X for PS4 and Vita was published by Badland Games, but FuturLab describes it as a “very public disaster”, saying “we will likely never see another dime from it.”

The Steam version, published by Activision’s Sierra label, launched during the same weekend as Windows 10, which introduced a game-breaking bug for Nvidia graphics cards that “took us a year to fix”. As a result, the game did not do well on Steam.

For the Switch version, FuturLab is collaborating with Curve Studios, and while FuturLab admits it could have self-published on the console, it hopes that a success on Switch will convince Curve to sign and publish Velocity Supernova.

Although Curve has not announced a release date for Velocity 2X for the Switch, FuturLab emphasizes that this is “probably your last chance to see a fully deserving sequel happen.”