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Sony brings PS2 titles to PS Now streaming service

Sony has added a batch of PlayStation 2 classics to its PlayStation Now streaming service, meaning the platform’s growing library now spans three console generations. 

The list of PS2 titles added includes the likes of Ape Escape 2, Dark Cloud 2, and Hot Shots Tennis, all of which  run in HD and feature trophy support.

Given Sony said this is the “first batch” of PS2 releases to hit the platform, it’s safe to assume more vintage efforts are on the way. 

The PS Now roster now contains close to 650 games, including PS3 and PS4 releases like The Last of Us, Uncharted 3, Until Dawn, and Killzone Shadow Fall

The on-demand service grants subscribers unlimited access to that library, and lets users stream games through their PS4 or Windows PC.

Those looking to take PS Now for a whirl can make use of a free seven-day trial, but after that it’ll set you back $19.99 per month, or $44.99 every three months.

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Too cool for Hyrule: May My Nintendo rewards

Too cool for Hyrule: May My Nintendo rewards

May is a special month for Legend of Zelda™ fans! The Hyrule Warriors: Definitive Edition game for the Nintendo Switch™ system launches on May 18th. The ultimate version of Hyrule Warriors brings the Legend of Zelda™ series to life in new ways, as players take controls of their favorite Legend of Zelda characters in the battle for Hyrule. You can choose from 29 playable heroes and villains, including fan favorites like Link, Zelda, Impa, Skull Kid, Young Link, and Lana.

Which one are you most excited to play as? Hyrule Warrior Definitive Edition Printable

To celebrate the game’s launch, My Nintendo is offering a Legend of Zelda: Majora’s Mask: Dire Moon Nintendo 3DS™ HOME Menu theme. You can redeem your points up to five times to receive up to five codes for the theme. You can write the code on the back of this Legend of Zelda character printable to share it or simply send cards to other Legend of Zelda fans!

Majora's Mask 3DS theme Zelda Printable

Don’t forget to redeem your reward points for a May calendar featuring the Hyrule Warriors: Definitive Edition game.

May Legend of Zelda calendar

We’re also offering discounts on select Legend of Zelda series games, including a 30% discount on the Legend of Zelda: Majora’s Mask 3D and The Legend of Zelda: Twilight Princess HD games. You can take your Legend of Zelda experience to the next level with Prima Games eGuides for the Legend of Zelda: Majora’s Mask 3D game and the Legend of Zelda: Twilight Princess HD game. Get details on in-game characters, background, and more!

You can also redeem your points to receive a 30% discount on the Ever Oasis™ game. This action-adventure RPG comes from Koichi Ishii, creator of the Mana series and producer at GREZZO, the studio that rebuilt multiple Legend of Zelda games for the Nintendo 3DS™ family of systems! For those who are looking for a classic hack-and-slash gaming experience, we’re offering a 40% discount on the Ninja Gaiden game.

Ever Oasis Ninja Gaiden

Enjoy the month of May with these great discounts on select Legend of Zelda series games and more!

Stay tuned for more discount offers! You can redeem your points and get great deals on great select games from the Legend of Zelda series and more.

Game Shown:

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The Forest departs Early Access after 4 years and readies for VR launch

Newsbrief: After roughly four years in Early Access, Endnight Games has launched the 1.0 version of its horror survival game The Forest on Steam.

The Forest first popped up on Steam’s Early Access program in 2014, debuting around the same time as other survival games like DayZ and Rust. Now four years later the team has announced that the game is leaving Early Access and will be receiving its first major update later this month: a VR mode. 

The entirety of the game will be playable in that VR mode, the team notes, with the usual on-screen converted into an in-game smartwatch display. Additionally, the VR release will be free to all owners of The Forest.

“It’s been a crazy ride, made possible only by the players who have supported us for the last four years. To the team here it feels like a game we all made together, us and the community. Your input suggestions and feedback has been invaluable to us,” reads the announcement.

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Oculus opens orders for its $200 standalone VR headset: Oculus Go

Oculus has opened up orders for its first standalone VR headset Oculus Go, which retails at $199 USD for 32 GB of storage or $249 USD for 64 GB.

According to a press release, the standalone headset features built-in spatial audio and an integrated microphone, while things like headset weight, support straps, and facial interface have all been optimized for comfort. 

Oculus Go launch with several apps and games including an updated Oculus Rooms, originally released for the Gear VR, which features customizable environments, more life-like avatars,  tabletop games from Hasbro, and the ability to watch full-length movies from the Oculus Store.

Orders, including bulk orders, are open now and, as Facebook CEO Mark Zuckerberg revealed at the F8 developer conference earlier today, start shipping today. Interested developers can visit Oculus’ business site for more information. 
 

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Blog: Looking back at the trailblazing Atari RPG, Dragonstomper

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.


[This is an excerpt from ‘21 Unexpected Games to Love For The Atari VCS’, available for two more days in the current game eBook Storybundle, which covers a number of classic VCS games that, untethered from nostalgia, may still be of interest to a player who didn’t grow up with the system. The game covered here is not only, amazingly, a full RPG for the VCS, released in 1982, but it’s got some modern features! For comparison, Ultima I was released in 1981.]

Dragonstomper

1 player, joystick. About 25K in size.

Created by Stephen Landrum. Published by Starpath in 1982 for the Supercharger add-on.

Accessibility: 3/5

In a sentence: Supercharger owners in 1982 could play this remarkable RPG, a journey with three major phases, an overworld to explore, a final monster encounter with multiple ways to beat it, and randomized items.

The Supercharger

A company called Arcadia, which later changed their name to Starpath, produced an unusual peripheral for the VCS called the Supercharger. Operating on the same principles as the popular Datasette tape drive for 8-bit Commodore machines, it allowed the distribution of VCS games on ordinary audio cassette tape. The Supercharger had a quantity of RAM for loading games from tape (the user would have to supply an ordinary tape player for that), which after loading would be visible to the VCS’ process as if it were ROM. Not only was the Supercharger’s 6K of RAM much larger than most VCS games by itself, but games could also be made “multiload,” carrying over state and variables from previous program segments on the tape into new ones.

This scheme allowed for games of much greater complexity than the standard VCS software. Some Starpath games rivaled computer games from the time for complexity. All that RAM also made the Supercharger a pricey add-on, at $70. Not a huge number of games were made for it, but a few are something special.

The Game

It really doesn’t take a lot of program space to make a RPG.

What is an RPG anyway? You have a character, with some kind of statistics, who explores an area, solves puzzles, interacts with NPCs and fights opponents. Some of these aspects may be missing depending on the system, scenario and style of play, but back in the early 80s most games tended to hew fairly close to the template established by D&D.

At the core of these kinds of RPGs is a conflict resolution system. The system decides how hard a thing is numerically, generates a random number, and compares them. Simple random numbers can be generated with just a few instructions, difficulty can be determined with a look-up table of the threats the player could face, and the compare then branch instruction is a simple four or five bytes after that. It’s all simple arithmetic, which computers are great with. This persists even with modern CRPGs; a 3D engine might require matrix transformations and Z-ordering and normal mapping, but the procedural underpinnings of the gameplay will rarely be more complex than what Dragonstomper did back in 1982.

I’ve noticed two particular kinds of games for the Supercharger. Those that use the expanded space for better graphics, and those that use it for greater complexity. In the former category there’s the excellent “The Official Frogger,” which performs the trick of actually being better than the great Parker Bros. adaptation, which was good enough to make it one of the best-selling games for the console. In the latter, well, there’s Dragonstomper. No one could claim that it has excellent graphics, but it’s the use to which they are put that makes the game.

The game begins with you in the middle of a sparsely-populated field. On the negative side, the field is mostly empty space with some interesting locations scattered around. On the positive, the field scrolls smoothly, in any direction. All the contents of the field are sprites, you see, or “players, missiles and a ball” in VCS lingo, so they can go wherever the programmer wants them to go. They simulate a map roughly 16 times the size of the screen. Some of the things are just terrain, like trees, swamps, grasses and a big pit. The random encounters generated depend on where your character currently is, so if you’re looking to fight spiders, look in the plains, whereas you’re more likely to find monkeys in the trees.

Fights are, unusually for VCS RPGs, entirely numbers-based. There is no action component to them. Instead, on your turn, you pick from a menu of options: Move (that is, escape), Fight (attack the enemy), Use (an item) or Status, which doesn’t consume a turn and is the only way to check how much health (or “Strength”) you have. Interestingly, it’s possible to encounter enemies in multiples, which is one of those little unexpected touches that Dragonstomper abounds with. You can also call up the menu outside of battle, by pressing the joystick button, in case you want to check status or use an item at another time.

Some other locations include castles, churches or huts. Some you can just walk into, but others require that you have a key to unlock them, obtained from fighting random monsters. When you walk into such a place on the map, the action menu again appears at the bottom of the screen for your response. Thankfully, you don’t have to memorize a complicated set of controls for this game; the menu reminds you what each direction does! It’s perhaps the best way to condense the controls of an old-school CRPG into a controller with a single button that’s possible. You don’t have to fuddle with the Difficulty or Color/B&W Switches, or plug in a second controller, or anything. The game plays just about as smoothly as possible, which is amazing all by itself.

To unlock one of these places, you walk into it, select Use from the action menu, then go through the list of carried items (press Down to page through it) until you find a Key, which is consumed in its use. Fortunately, you can carry more than one of each item.

In some locked locations are monsters to fight, and when defeated they may leave you another item. There’s a good variety of these items, and some of their functions are mixed up each game. Some experimentation will help you figure out what is used for what on this play. Most of the items will tell you that they make you feel “weird,” but check your statistics (Down from the action menu) before and after using and note any differences. As I said before “Strength” in the Status screen is actually your hit points. When you get hit in battle it decreases, and the game ends when it reaches 0. You heal slowly over time, but the chance of random monster attacks makes relying on that risky. “Dexterity” there appears to be your general combat strength. It can be decreased and increased too, but the ways that’s done are more obscure.

Your primary goals in this overworld are:

  • To build up money and items you can sell. Your success in the dragon’s cave, the final third of the game, depends on how far you build your character up in this portion, and that mostly means collecting money.
  • To keep your Strength and Dexterity up, and to build up their maximums.
  • To find a way to get by the Guard to the town that’s part two of your quest, and ultimately the way to the dragon’s cave.

After the overworld you have to find your way past a guard into a village, and from there get through the Dragon’s Cave, but a lot of the fun of this kind of game is figuring out how the game works for yourself, so I’ll leave that for the Notes section.

Let’s note the number of interesting features Dragonstomper has:

  • Two large scrolling areas, an open overworld and the dragon’s cave.
  • A complete menu system navigated with one joystick and its single action button.
  • A full inventory system, with items that can be used or dropped.
  • Some item functions are randomly determined from game to game.
  • Hirelings that can be brought on to help with the final battle.
  • Hidden traps, and ways to detect those traps.
  • A good variety of opponents in the overworld, generated based on the terrain the player is traversing.
  • Locked doors and chests, and randomly-found keys to open them with.
  • Players can either beat up the guard blocking the way to town, or find another way past him.
  • Players can defeat the dragon at the end in a variety of ways, including destroying the amulet that makes it evil and resolving the encounter peacefully.

It’s ahead of its time in so many ways. Ultima I, the beginning of the long-running series that inspired a large portion of the CRPG industry, was released just the year before. The idea that a CRPG could support multiple solutions to major obstacles itself is an idea that doesn’t seem to have really taken hold elsewhere until Wasteland, several years later.

Notes

A lot of the challenge of Dragonstomper is in figuring out the rules of the universe. The manual explains almost nothing about the many items there are to find. Complicating matters, some items have a randomized function that changes every game. If you work to discover all this on your own, you’ll get several hours of play time out of Dragonstomper before your first win, and that will usually come after a lucky streak. The rest of these notes are helpful information about how to play the game, all of which could be considered to be spoilers if you’re a purist. You’ve been warned….

First, you are vulnerable to random monster fights even when idle in the countryside. If you want to pause the game, press the button to open the menu.

The primary setting of the game is the countryside, there you build up your character for the rest of the game. You try to gain Strength, maximum Strength (a hidden statistic) and Dexterity there, while saving up money to fund your venture in the Village. When you’re ready, you’ll have to find a way to get past the Guard of the bridge leading to the Village. There, you will sell excess inventory, then buy the items you think you’ll need from the stores there. You can also hire help with which to take on the Dragon. Finally you enter the Dragon’s Cave and survive the traps of the path leading to the Dragon’s Lair, a pit in the ground.

The Churches on the map will heal you if you pay them money. If you pay 200 they’ll heal you completely, or at least by a large amount. If you pay 15, you’ll only get healed for one Strength point. Prayer doesn’t seem to do anything.

There are five kinds of random items you can find in the countryside: Potions, Crosses, Rings, Charms and Staves. When the game begins, their functions are selected from Gain Strength and Gain Max Strength, Gain Dexterity, Lose Half Strength, Lose Dexterity and Reveal Traps. But, although their functions are different each game, the methods by which they appear remain mostly the same. Potions are fairly common, Crosses will sometimes be given to you at a Church, a Charm is sometimes given at a particular Temple, and Rings are random monster drops. Staves are special; the only way they get generated is as random drops from Slimes. All these functions provide the same “feels weird” message, so you’ll have to actually check your status before and after using items to narrow down their functions. Some trial and error is necessary to figure out what is what, but try not to use the stat-losing items more than once. Especially the Dexterity-losing item; if the Dex-gain item ends up being Ring, Charm or (heaven help you) Staff, you’ll be in for a difficult time. None of these items will work in the Dragon’s Cave.

The flashing Castle contains the Paper, which is an important item. On the other hand, the Shield you get from a Temple serves only to give you a one-time boost of 5 Dexterity points when you gain it. Handaxes can be used in battle, and are the only item you gain in the Countryside that can be used in the Dragon’s Cave.

When you get to the Village you’ll have to again figure out what the items do. Fortunately these are the same every game, but you still have to learn their functions that first time. You should at least know this: Vitamins restore all your Strength, Elixirs increase your Dexterity by a small amount, and Medicine cures poisoning. The rest of the items are a bit more obvious; if you want to know more, check the FAQ in the links section. Note that the magic spell scrolls you can buy all have a random chance of not working.

One of the interesting aspects of the game is that there’s multiple solutions to some of your problems. The guard blocking the way into the Village can be overcome in at least three different ways. The final Dragon encounter is fairly memorable; several strategies will work, including one (which the manual hints at) in which you don’t kill the Dragon at all! Try different items in different circumstances and see what you can discover.

Finally, if you happen to die while still in the Countryside, you can press Game Reset to revive your character. You’ll be back to your starting stats and gold and lose all your other items, but the random items will have the same functions.

Links

AtariAge  Manual  Hint Sheet from AtariAge forums, written by shadow460

The CRPG Addict, who aims to write up every CRPG ever published, covered Dragonstomper as game #118.

Hardcore Gaming 101 doesn’t generally review VCS games, but it does have a good page on Dragonstomper.

Dragonstomper has some surprising advocates, including a columnist for Forbes Magazine (Wayback link).

There’s not much on the game in the way of FAQs, but the ever-helpful Wayback Machine has an archive of one. There are some errors in it though; the price to hire a Warrior is known to decrease if you’re low on money, and there is a use (a very nice one!) for the Unlock spell.

Also try…

The other Supercharger adventure games, one, Sword of Saros, is covered in this book.

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Now Available on Steam – Super Mega Baseball 2

Juicy Realm is Now Available on Steam and is 10% off!*

Juicy Realm is a roguelike game in which players must square off against bizarre fruits all across the world. The line between the animal and the plant world has become blurred, and the food chain has been completely disrupted. Humans, upon making this incredible discovery, have set up outposts along the border of the aggressive plants’ habitat for investigations, defense, and in preparation for what may come. You take the role of a soldier on the front lines charged with confronting this strange new enemy.

*Offer ends May 10 at 10AM Pacific Time

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Techland picks up Call of Juarez publishing rights from Ubisoft

Publishing rights for the Call of Juarez series have transferred ownership, jumping from Ubisoft to the game’s original developer Techland.

While the transfer looks to be a natural result of the years-long publishing agreement signed by the two companies, the Call of Juarez rights notably come to Techland as the company itself is in the early years of making a name for its own publishing branch, Techland Publishing. 

The ownership shift follows the temporary delisting of Call of Juarez: The Cartel and Call of Juarez: Gunslinger from many online marketplaces, an event that generated a fair amount of buzz last month but was ultimately revealed to be because of the then-upcoming publisher switch. While Techland’s current announcement centers around Gunslinger, the developer-turned-publisher notes that information about other games in the series will be released in the future. 

“Developed by Techland, the Call of Juarez series received a great reception and support from a huge community of players. As Techland Publishing moves forward as a leading publisher, we are delighted to welcome Call of Juarez: Gunslinger to our publishing division,” said Techland Publishing CPO Adam Lasoń in a statement. “We would like to thank Ubisoft for its incredible work publishing the Call of Juarez games. We’ll continue the great efforts of Ubisoft and support the fans of the Call of Juarez universe in the same dutiful and passionate way.”

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Report: Tencent could sink $470M into Battlegrounds dev Bluehole

Chinese tech outfit Tencent might be looking to sink more cash into PlayerUnknown’s Battlegrounds developer Bluehole. 

As reported by The Korea Herald, the company wants to purchase a 10 percent stake in Bluehole for around 500 billion won ($468 million). 

Tencent already owns around 1.5 percent of the studio, meaning its overall stake would rise to 11.5 percent.

Any such deal would make Tencent the second-largest Bluehole shareholder, behind company founder and chairman Chang Byung-gyu — who currently holds a 20.6 percent stake.

Bluehole has confirmed it’s looking for investors, although stopped short of naming names. That said, the pair are on good terms, having already joined forces to bring Battlegrounds to China on smartphones and PC

Speaking of the popular battle royale shooter, Battlegrounds has gone from strength-to-strength since the pair linked up in November last year, surpassing 3 million concurrent players on Steam, crossing 30 million players worldwide, and attracting over 3 million players on Xbox One.

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Blog: Designing a vast urban sprawl for (the cancelled) Prey 2

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.


*All ideas mentioned are from my memory and shouldn’t be considered official.
*All names mentioned are internal to be renamed if the game had ever been released.
*All material is considered Pre-Alpha.

Now that Arkane Studio’s version of Prey is out and living its own life, I rummaged through some old notes I had on Human Head Studio‘s Prey 2 world.

What you’ll be looking at are top-down designs from the 3D environments. Areas the player could not reach in the distance are not included. So don’t interpret these layouts as small city islands. Central City on Exodus was a vast urban sprawl surrounding the player.

The planet Exodus was tidal locked, so regions had a fixed amount of light for the whole day. Only the weather conditions changed. Spanning the equator was Central City at the edge of night. The Bowery was one of the many districts found there. Undercity was below the raised Central City, so it was naturally dark surrounded by massive caverns. The Depot was just south at the edge of Central City in the colder night. And Locktown was out in the baking hot sun.

The Bowery’s the entertainment, neon-noir hub the public saw at E3 in 2011. It’s filled with loads of vice and wares. This city layout went through 3-4 different versions.

Here’s some scraps from an early version I did.  Various paths and population density provided diversity to different neighborhoods.

The further north you went in this district the more elevated and opulent it became. The northern edge featured glitzy casinos and blood sport arenas. The southern edge featured seedy theaters and questionable gambling.

Solar energy collected on the light side of Exodus beyond Locktown fueled various Energy Hubs throughout Central City. These arched over the sky and were sometimes subject to raids. One of these anchored itself on the eastern edge of the district.

The Bowery was also the main marketplace for Central City. This huge hive of activity was right in the middle of the district.

As with any district, it featured a lot of verticality. Primary streets tracked the player to different points-of-interest while more challenging routes shortcutted across, over, and under the neighborhoods.

More playtesting and ways to improve navigation prompted another version. This in turn spawned Version 3 which was showcased at E3.

This Bowery was like a big block of swiss cheese. Where most games at the time provided some verticality, they relied a lot on moving horizontally across the game to get to new content. In the Bowery, events could be found on platforms layered above and below one another.

You could sprint over local rooftops, still dwarfed in the shadows of larger suspended buildings out of reach above. You could slip underneath the main promenades to avoid detection. Some characters couldn’t be reached unless you had the right gadget or knew the right climbing path to encounter them.

Looking down, here’s some of the larger skybox of buildings and skyroads overlapping the district.

Below is the variety of things you would discover in the Bowery. You had various ways to travel to other locations on the planet. Trains and Taxis were common ways.  Some where unique, though.  You could take an elevator down to the mining zone or you could Portal jump to a larger casino beyond the western edge of the Bowery.  Both of these were “dungeons” you experienced in a more authored and linear way, contrasting the sandbox nature of the city hubs.

The portal jump to the west side Casino…

It should be no surprise Blade Runner inspired several locations throughout the game.  Several could be found in the Bowery…

City Interiors

In addition to the player’s apartment, several medium-sized interiors were spaced around the district including several clubs, a casino, and a marketplace.

Beyond that, a dozen shop types provided items to purchase while other nooks had alien contacts to help you track down info.  Blue labeled locations were managed by the authoritarian Regime.  Those along with city-system outlets could be sabotaged to cause chaos, distraction, and draw out enemies.  Some vendors gave you specific upgrades, some gave you credits for things you found or captured. Some simply let you mingle with the inhabitants, gamble, or drink. 

Later in the project, we were told Prey 2 suddenly had a lot of quality issues. One of the ideas discussed was changing the beginning of the game. One had you start out at the plane crash site from the first Prey. Another one had you working with Tommy sabotaging a location before he appeared to sacrifice himself saving you.

One that I favored was getting the player in as quickly as possible without a series of tutorials. A bombastic James Bond opening.  You play what you saw in Blur’s Cinematic trailer made with Human Head’s direction. The video did a great job at introducing all the core mechanics.  At the time it was a rare trailer showcasing what you could actually do in the game instead of a story cinematic.

Like a classic id Software game, just drop players in and let them figure it out. Similar to Temple Run or one of Uncharted’s running sequences, you quickly chase down a bounty dodging enemies and obstacles. (Of course this idea would need to be playtested!)

A more radical idea I did in the final days was to unravel the Bowery. Neighborhoods were easy to readjust because how they had been built and designed. Below is a comparison image to understand how areas were shifted between version 3 and 4.  This was able to be playtested in less than a week.

The Bowery was no longer a big block of swiss cheese. It was now a ridge of buildings spiraling down to slums. Just beyond the slums was a massive Regime tower looming over the citizens.

Before − players were traveling to points-of-interests right in front or above them and anything far away was only in an unreachable skybox.

Now − this gave players longer vistas to locations they could reach. They were no longer in a box surrounded by other boxes.  This was my favorite layout because it let the Bowery breathe and showcase all the diverse areas the team created.

This post also appears on my website at CuriousConstructs.com where you can find larger versions of these images.