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A new platformer adventure takes to the skies with Owlboy

A new platformer adventure takes to the skies with Owlboy

Fly and explore a brand new world in the clouds!

Being a mute, Otus struggles living up to the expectations of owl-hood. Things spiral from bad to worse with the sudden appearance of sky pirates. What follows is a journey through monster infested ruins, with unexpected encounters, well kept secrets, and burdens no one should have to bear.

Features:

  • A love letter to pixel art, Owlboy is a story-driven action adventure with a unique mix of flight and platforming.
  • Recruit Otus’s friends as gunners to fight for you, each with unique abilities and stories.
  • Large dungeons with big and challenging boss battles.
  • An adventure 10 years in the making!

If you would like to purchase the digital version of the game, please visit https://www.nintendo.com/games/detail/owlboy-switch.

Game Rated:

Fantasy Violence

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F2P Let It Die exceeds 4 million downloads since launch

The devs behind Grasshopper Manufacture’s Let It Die took to Twitter and announced the free-to-play title exceeded 4 million downloads since being published back in December 2016. 

While this milestone isn’t indicative of data on sales (the PlayStation 4 game supports itself, it shows a continued interest players have for the free-to-play title. 

Let It Die surpassed 3 million downloads in May 2017, roughly 5 months after being launched.  

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Make War Not Love 5

The annual celebration of Sega’s great strategy games and studios returns for it’s 5th year! Play, compete and win prizes for everyone involved. Plus, have some fun and a chance to foster a bit of friendly rivalry/comradery among the different Sega game communities! Find out more here.

MWNL5 Sale – runs from 10am pacific on the 12th Feb – 10am pacific on the 19th Feb
MWNL5 Event – runs from 1am pacific on the 14th Feb – 1am pacific on the 19th Feb

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Designing drama into the turn-based combat of Divinity: Original Sin 2

There’s a special kind of anarchy in the fights you experience in Divinity: Original Sin II.

This computer RPG, released last year by Larian Studios, encapsulates the freeform promise of the genre, allowing you to tackle its quests and face its world’s threats in wildly varying ways. Nowhere is that principle better expressed than when you’re in combat. In any fight, half the battlefield can end up on fire and the other drenched in acid. The air might be thick with electrified clouds, and summoned characters and resurrected corpses wander free. 

Victory often feels as if it’s plucked from the jaws of death – or from chaos – and yet DOS2’s combat design is founded on establishing predictability for players, so they can make and execute plans, tight pacing, and also a sense of a story within the battle. As systems designer Nick Pechenin says, “Fights are basically performances, and you want some kind of plot in them.”

The trouble with armor

DOS2’s combat design is a close evolution from 2014’s Divinity: Original Sin, but Larian Studios knew the original had some issues. The team liked the depth of its combat, but felt that it tipped the balance too far towards chaos. The problem was with its armor system.

“We see the best tactics when the player realizes a fight that’s going OK goes for the worst.”

Armor had the chance of blocking status effects, meaning that if you planned to knock a bunch of enemies out with a stun attack, you didn’t know for sure it’d work in every case. “The good part about this was that every encounter felt different, so when you started a fight it felt fresh. Things went wrong and right in very different ways,” says Pechenin. “But at the same time it really prevented long-term planning, because you didn’t know how many people you’d stun, so you couldn’t predict what you’d do next turn, and because of this you just wouldn’t think about the next turn.”

So one of the big changes to DOS2’s combat design was to its armor system. Rather than absorbing a proportion of incoming damage, armor completely negates it. There are two armor types: physical and magic, which negates any magical attack, including negative status effects. But as these values take damage they’re whittled down, and once gone, the character is left open to losing HP and vulnerable to status effects.

So far, so deterministic, but Larian wanted attacks to retain a ‘spicy’ feeling. The solution was a small variability in incoming damage which may entirely knock armor out, or it may not. “So there’s still some RNG there and you don’t know exactly how things will turn out, but you have a high chance that things will go as you want them to,” says Pechenin. “But at other times the game will throw a curve ball at you and make you scramble to find a new plan.”

Pacing a battle

The next challenge was to set the pacing of battles. Larian wanted each to last an ideal number of turns. They wanted the time it took to destroy the armor on an enemy to feel good, as well as the number of turns that it’d take to stun an enemy, to destroy the armor on a player character, or to kill them. 

It was not easy, since DOS2 features so many variables. Larian’s combat designers never know how many characters the player will be fielding in an encounter, since one or more of them can be off exploring an entirely different part of the map.

The characters who are in the fight will be equipped with very different armor and weapons, which might be very powerful because they’ve explored every inch of the maps, or they might be very weak because they’ve only played through the main campaign. They may be high level for the area, or low. Players might have unlocked many different spells and abilities, or very few. They may not know how to use them well, and they may simply forget to use them. They may have large stocks of consumables such as grenades and potions, or they might be hoarding them. In short, the dynamic range of the potential power a player fields in any given encounter is very wide. 

Larian’s approach to balancing enemies’ armor and HP values was to create a curve to the way HP increases as characters level up, and then to use that a baseline value from which enemies’ stats would be calculated.

“Getting that curve nailed down was quite a challenge, just because of how much extra content we have,” says Pechenin. Some players might have discovered an amazing sword that allows them to one-shot enemies, which effectively reduced the challenge to nothing.

Embracing OP design

But rather than balance out these extremes, Larian embraced them. “Our usual philosophy is for player to be as OP as they want to be,” says Pechenin. But to mitigate the effects of a player finding an amazing sword, they also steepened the HP curve so that in a few hours that sword will be next to useless, returning the character to the baseline – unless they’ve found an excellent replacement.

“For AI it always makes sense to pile on one person and just murder them completely, but for the player it really just sucks, because the damage isn’t spread over their characters. They want to feel threat piling up, not having their characters one-shotted without being able to respond.”

In truth, he admits they went a little far with the steepness, because players complained about their super weapons getting superseded too soon, and so they patched in a slightly gentler curve. “This is completely valid, but in general the curve allowed us to give something very impactful to the player but still present them challenges even after 50-60 hours of playtime.”

And beyond just placing powerful swords around the maps, Larian is also comfortable with players exploiting its complex systems. If a player figures out a way of teleporting lava into a fight and drops it on a troll’s head, that’s a good thing, providing a good player story and fulfilling a lot of the reasons why many people play CRPGs. But as a player, you should have to work for it, whether creatively or effortfully. “And once you’ve used an exploit like this, it shouldn’t be universal, it shouldn’t carry you to the end of the game,” says Pechenin. “That would be no fun, and kind of boring.”

One of the ways Larian discourages exploits – and players favoring certain tactics too much – is in DOS2’s combat design. In Act III of the game, many of the encounters are specifically set up to flummox certain powerful tactics. So, for example, in one fight the player faces enemies with the Fortify ability, which prevents them from being teleported by the player. If they’ve been playing so far by teleporting enemies into killzones, they’ll need to scramble to come up with a new approach.

Making turn-based fights feel desperate

Still, whether you have a good strategy or not, DOS2’s battles have the knack of making you feel you’re hanging on by your fingernails. “We see the best tactics when the player realizes a fight that’s going OK goes for the worst,” Pechenin says. If you see a chunk wiped off your mage’s physical armor it can often seem if it’s about to become dangerously vulnerable, even if across the party you have suite of fantastic powers that will see you victorious. 

One of the ways the game conjures this feeling is by managing armor and HP values in relation to the number of hits Larian wants it to take for them to be eliminated. So, if they want a player’s character to ideally be killed in five hits, they have enemies’ damage output kill them in 4.5 hits. The character still dies in five hits, but their HP bar will look more depleted and have just a sliver left before they receive the final blow.

“Just seeing this bar being very short will feel a lot more threatening,” says Pechenin. “You don’t know where it’s going to go, and you’ll be pushed to focus on this guy.” 

Moreover, Larian’s careful to ensure DOS2’s AI picks its targets in the right way. They don’t want them to be merciless, always focusing on the weakest player character. “Of course for AI it always makes sense to pile on one person and just murder them completely, but for the player it really just sucks, because the damage isn’t spread over their characters,” says Pechenin. “They want to feel threat piling up, not having their characters one-shotted without being able to respond.” Larian knows that a good fight is not about fighting in the most brutally efficient way but the most dramatic, with pacing that allows players to face threat and then have have a chance to react to it, before the AI mounts the threat.

The trouble with armor (redux)

Balancing DOS2 was a major challenge, one which has continued after its release in September of last year. The process has led to various surprising observations about the way players approach kitting out their party. Pechenin says that, overwhelmingly and regardless of skill, players buy skillbooks over any other item from shops. Then they’ll invest in upgrading their weapons. But even good players tend to skip buying armor.

That’s particularly true when they’ve experienced a period of being overpowered, and it’s only countered when they’ve felt threatened across several successive battles, after which they tend to blame the game for having a difficulty spike. But it was their gear that was the issue.

Armor continues to pose problems in combat itself. To put it simply, players hate to hit armor. Pechenin says that if, for example, you have two enemies next to each other, one with 100 HP and the other with 50 HP and 50 armor, the player will almost always go for the unarmored enemy first. “Just for the pure psychological joy of digging into HP,” says Pechenin.

But it’s the wrong choice: since armor blocks such status effects as stuns, it’s more tactically sound to clear it before hitting HP. ”It’s kind of counterintuitive; as a systems designer you don’t always think about this stuff.”

To help counter this, Larian tried to make hits look good to the eye. “It’s not a trivial matter, because when you hit something you want their bar to go down in a very visible manner, a good chunk of it gone,” Pechenin concludes. 

“This kind of pacing is separate from challenge; it’s hard to nail down, especially in a game where you can have four party members with wildly varying power levels. At the end I think we got something close to feeling good.”

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Splatoon 2 Starter Edition launches March 16; Pearl and Marina “Off the Hook” amiibo coming later this year

Splatoon 2 Starter Edition launches March 16; Pearl and Marina “Off the Hook” amiibo coming later this year

Fans who don’t yet own the Splatoon 2 game are in for a splat-acular treat. On March 16, the Splatoon 2 Starter Edition will launch in stores. The special bundle of the hit Nintendo Switch game includes the full game, a 100-page Splatoon 2 strategy guide to equip you with skills to climb the competitive ranks and two sheets of Splatoon stickers, all at a suggested retail price of only $59.99. That’s the same price as the stand-alone game, so this new Starter Edition adds even more value.

Splatoon 2 launched exclusively for Nintendo Switch last summer and, so far, has sold more than 4.9 million units worldwide. The action-filled game pits teams of Inklings against each other in a variety of fun and messy modes. Since launch, Nintendo has consistently rolled out new content for the game, including recurring fan-favorite competitions called Splatfests, a new battle mode, as well as new gear and stages, like the just-announced Dark Tetra Dualies weapon and basketball-arena-themed Goby Arena stage.

In addition to this amaz-ink news, Pearl and Marina, two of the most popular new characters in Splatoon 2, are getting their own amiibo figures. This talented duo forms the group “Off the Hook,” and has been burning up the Inkling music charts. Fans love them for their unique futuristic sound, but they’re also making quite the name for themselves as the broadcasters of Inkopolis News and Splatfest events! The amiibo figures will launch in stores exclusively as part of a 2-pack set later this year.

For more information about Splatoon 2, visit https://splatoon.nintendo.com/.

Game Rated:

Cartoon Violence

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Video: The ten principles for better level design

One of the fundamentals of good level design ensures that the player has fun when navigating a space. That is, according to one of the ten principles Dan Taylor lays out. 

Level designers are often tasked with constructing an environment that’s engaging to a player without giving them too much or too little information. What steps can they take to make sure their levels are intuitive and well thought out? 

In this 2013 GDC session, Square Enix Montreal’s Dan Taylor provides a Ramsian-style breakdown of how to create well designed levels, which distills the art and science of level design down to a set of fundamental principles for innovation and engagement.  

Level designers may appreciate that they can now watch the talk completely free via 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.

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Nintendo uncertain about future of the 3DS after Switch’s success

During an analyst Q&A with Nintendo earlier this week, the company expressed uncertainty over the future of the Nintendo 3DS after a successful launch of the Switch. The Switch continues to be a platform where indie developers go to release and port their games, most likely contributing to that achievement. 

President of Nintendo Tatsumi Kimishima said that the 3DS is still profitable and the company hopes “consumers will embrace it together with Nintendo Switch. But as for what transpires in the future, that is uncharted territory.”

Nintendo director Jo Shiota noted up that the Switch may seem to be similar to a handheld game system, but the technology is very different (citing power consumption and performance). “Regarding development, we have not yet decided which direction to steer towards, but we have a variety of possibilities under consideration,” he explained. 

The 3DS saw a bump in sales over this past holiday season, but that doesn’t seem to be enough for Nintendo to say with certainty what their plans for the handheld console are. 

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The hands-free development of Dig Dog

– Developer of Dig Dog Rusty Moyher on the process of coding by voice.

In an interview with Ars Technica published earlier today, game developer Rusty Moyher shared how he programmed and created art assets for Dig Dog using his voice and an interesting alternative to a hands-on mouse. 

After being diagnosed with Repetitive Strain Injury (RSI) five years ago, Moyher needed to find an alternative to traditional keyboard and mouse development.

Relief came in the form of taking full breaks from typing and using a mouse, but that wouldn’t be good enough. “I still want to make games,” he admitted. “It’s hard to imagine any career or job that doesn’t involve computers.”

In the pursuit of proving that video games could be developed without using his hands, Moyher found a video by developer Travis Rudd which broke down how he customized the voice recognition software Dragon NaturallySpeaking to write code in Python using only his voice.

Despite warnings from various forums about the limitations of coding using Dragon, Moyher decided to give it a try. “The commands you come up with, basically in a made-up language, are all built to be quickly and easily recognized by Dragon,” Moyher explains, saying he recommended “short, tight words or phrases that can be executed quickly.”

Coding using this method meant creating an entirely new vocabulary. “I needed to build a vocabulary that was suited for what I was doing that I was familiar with,” he said. “The process of coding by voice is, I have to do programming tasks, like normal, and come up with commands and modify the system. On top of that, all at once, I also have to remember these [shortcut terms].”

With the programming taken care of, Moyher needed to figure out how to create art assets for Dig Dug without needing to use a mouse. The full interview at Ars Technica goes into how he did just that. 

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$8M in funds raised for mobile AR company 8th Wall

Software company 8th Wall announced earlier this week that it has raised $8 million in Series A funding for accelerating development of the company’s augmented reality developer platform. 

8th Wall is known for launching an AR platform accessible on both iOS and Android devices, with the ability to integrate seamlessly with ARKit and ARCore.

The company plans on giving AR developers tools that will allow them to quickly bring mobile AR applications to market and increase the number of users who have access to their products, which is accomplished by integrating the platform into existing development workflows (such as Unity).

An early release of the platform is available which includes computer vision algorithms for 6DoF tracking, lighting estimation and surface detection, camera overlays and deformable surface meshes.

Developers can sign up and download the early release of 8th Wall platform tools today from 8th Wall’s website.

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Nexon closes 2017 with record Q4 revenue

Nexon has closed out its 2017 fiscal year with both revenue and profit showing an increase over 2016’s numbers. 

The Japan-based company reported ¥235 billion (~$2.2 billion) in revenue for the full year ending December 31, 2017, a 28.3 percent increase from the revenue reported in 2016.

Likewise, operating income rose in 2017. This year, Nexon reported ¥90.5 billion (~$831.7 million) in operating income, a 122.6 percent year-over-year increase from the ¥40.7 billion of 2016. 

Nexon says that relatively stable economies within its countries of operation helped drive the company’s progress within the past year, though some fourth-quarter exchange rate fluctuation caused some of its income to decrease and costs to rise outside of Japan. 

Looking at just the fourth quarter alone, Nexon reported ¥52.7 billion (~$484.3 million) in revenue, a 22 percent increase from last year’s numbers.

Between that and a 61 percent year-over-year increase in operating income, Nexon says it had its best Q4 to date and that strong quarterly revenue was driven in no small part by the popularity of Dungeon&Fighter in China.

China led Nexon’s overall fourth-quarter revenue gain, followed by Korea, Japan, North America, and Europe. China’s ¥22.8 billion (~$209.5 million) revenue made up 43 percent of the company’s overall revenue for the quarter. 

Nexon noted that its growth in the North American market was largely boosted by its acquisition of Pixelberry Studios in late November. That region saw a 53 percent rise in revenue year-over-year, coming in at ¥3.2 million (~$29,400) for the fourth quarter.