The first three seasons, an anthology, and a mini-series starring the blade-wielding icon Michonne are available for the first time in one package. The Walking Dead is a journey into the heart of what it means to be human in a world that has lost its humanity.
Video: How Sunless Sea devs found success through open production
Even if a small studio has a number of titles under their belt, it doesn’t always mean it’s doing well financially. At the cusp of bankruptcy, it was time to look at alternative ways of producing games. “Money is always available from somewhere,” notes former Failbetter Games staffer Alexis Kennedy.
In this GDC 2016 session, Kennedy goes over how the company used open publishing techniques to steer themselves away from bankruptcy and toward being financially stable with their game, Sunless Sea.
The talk discusses how Kennedy incorporated a “bundle of techniques” (which he dubbed as “open production”) used by other successful indie studios during the development of Sunless Sea, going over topics like Kickstarter and interacting early with the community to establish a collaborative relationship.
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.
Video Game Deep Cuts: A Warframe In The Arizona Sunshine
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 curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend.
This week’s highlights include why Warframe is a (somewhat more) ethical approach to free-to-play, bringing Arizona Sunshine to PlayStation VR, and lots more.
Well, it’s the New Year, and there’s a LOAD of stuff going on already. Regarding GDC 2018 announcements, we had a bunch of announcements this week, including the Independent Games Festival finalists for 2018, and more Vision Track talks – Supercell’s CEO & the brilliant Frank Lantz – as well as the Game Developers Choice Awards nominees – a plethora of standout games being honored by their peers here.
And we’ve got quite a few more things to come – look out for a Classic Postmortem announce that I’m personally tickled by, next week, and a bunch of other neatness besides – our talk line-up is really swelling in size. And while you’re waiting for the show, why not check out a bunch of neat links about vidya games?
Until next time… – Simon, curator.]
——————
2017 In Interactive Fiction(Emily Short / Interactive Storytelling – ARTICLE) “Traditionally I try to do some kind of year-in-review post about trends in IF for the year. There’s always the risk that I’ll be leaving out a lot when I do this. That’s especially true this year, when I’ve had an especially demanding work and travel schedule, and haven’t played nearly all the games I should have played. But with apologies for many omissions, here are a couple of items I noticed.”
Top ten games of 2017(Tom Chick / Quarter To Three – ARTICLE) “This is the first year that none of my ten favorite games were popular AAA titles from larger publishers (with the possible exception of my #9 pick). I liked plenty of popular AAA titles from larger publishers! Destiny 2, Mass Effect: Andromeda, Warhammer II, Middle Earth: Shadow of War, Horizon: Zero Dawn, and Wolfenstein II, for instance. But there were at least ten games I liked better. [SIMON’S NOTE: You haven’t seen a Top 10 like this anywhere else!]”
Game Design Deep Dive: Bringing Arizona Sunshine to the PSVR Aim(Trevor Blom / Gamasutra – ARTICLE) “The core mechanic in Arizona Sunshine is shooting zombies, so it is the most important thing for us to get absolutely right. Needless to say, we got really excited once we heard about the Aim controller and that the launch for this peripheral was close to our intended launch date of the Playstation port.”
We Made Our Own Myths in 2017’s Photo Modes(Dia Lacina / Waypoint – ARTICLE) “As I watched my friends and colleagues stress over their end of the year lists, I immediately opted out. Because amidst all the great games this year, what mattered most to me was clear—this was the Year of the Photo Mode. [SIMON’S NOTE: Waypoint’s Pantheon Of Games series has a whole bunch more ‘best of’ and ‘2017’s trends’ articles that are well worth checking out.]”
Developers Share Their Favorite Games Of 2017(Thomas Faust / IndieGames.com – ARTICLE) “2017 has been a banner year for videogames, with many successful and important titles getting released throughout the year. Instead of presenting you our favorite 2017 games, we asked developers which titles resonated with them instead. [SIMON’S NOTE: I noticed last week that IndieGames.com turned 10 years old (!!) just after Xmas. I originally asked Wee Tim Boon to host and pay for his independent gaming blog on the UBM/Gamasutra URL and servers back in 2007. Happy anniversary!]
The Shrouded Isle(Errant Signal / YouTube – VIDEO) “The Shrouded Isle is a game about sacrificing people in the name of a dark elder god who probably doesn’t like you. It’s moody and monochromatic and maybe a little sacrilegious. Also you can steal cookies from people you’re torturing, so that’s a plus.”
How the Endless series reimagined the 4X strategy genre(Robert Zak / PC Gamer – ARTICLE) “But between 2012 and 2017, a trifecta of games from an upstart French developer shook up this 4X hegemony. Amplitude Studios’ Endless Space (2012), Endless Legend (2014) and Endless Space 2 (2017) reinterpreted the 4X playbook, working within its strict rulesets to push the genre further than it had ever gone before.”
How Warframe built an ethical free-to-play economy(Ben Kuchera / Polygon – ARTICLE) “While Digital Extremes won’t talk about the conversion rate of free to paid players or how large the audience is, outside of noting the daily active players of 2017 was double what it was in 2016, they will talk about how they got here by crafting one of the few non-abusive free-to-play systems in the industry.”
Q&A: Applying cubism and minimalism to game design in AER: Memories of Old(Gamasutra staff / Gamasutra – ARTICLE / VIDEO) “Of everything we streamed last year, AER: Memories of Old was one of the most visually striking and emotionally calming games we encountered. We had a lot of questions about how AER’s small indie team figured out such a strong flying mechanic, so we invited game director Robin Hjelte to join us on the Gamasutra Twitch channel for a conversation about the game’s design.”
Observer(Critique Quest / YouTube – VIDEO) “[SIMON’S NOTE: An excellent YouTube longform criticism channel that I wasn’t previously aware of.]”
What goes into creating a memorable soundtrack?(Sammy Maine / PC Gamer – ARTICLE) “Whether you’re switching radio stations in GTA or trekking across epic mountains in The Elder Scrolls as a choir serenades you, music and games often go hand in hand. A soundtrack can make or break a game’s success, even more so when it’s emotionally and narratively driven.”
The Mysteries of 2017(Ethan Johnson / The History Of How We Play – ARTICLE) “Instead of how I did my post last year, stating rather matter-of-factly the things that I’ve heard, I am going to pose each bit of information as a question which will give some background on the question itself. [SIMON’S NOTE: This is a really good DEEP game history blog!]”
Deus Ex to Dishonored (Harvey Smith) – Noclip Sessions(Noclip / YouTube – VIDEO) “We sit down with celebrated immersive sim designer Harvey Smith to talk about game design, maturing as a developer, life abroad and the long shadow of his early work.”
Eurogamer readers’ top 50 games of 2017(Eurogamer staff / Eurogamer – ARTICLE) “Happy New Year, everyone! We have high hopes for 2018, and happily it’s starting well with this, a list of the top 50 games of 2017 as decided by you. Thank you so much for all of your votes. Now, enjoy!”
Exposition Demolition: Just let us start playing the game(John Walker / RockPaperShotgun – ARTICLE) “A challenge to game developers: let the first thing the player sees on starting a new game be the game itself. Let the player be immediately in control. And let them keep that control at least until it has at least become familiar.”
Tone Control Episode 17: Charles Webb(Steve Gaynor / Idle Thumbs – PODCAST) “Charles Webb, self-styled “Senior Black Writer” at Hangar 13, joined the Mafia III team after a long and winding path that included writing narrative-driven cell phone games in the early 2000’s (!), a stint at Microsoft, a bit of professional film criticism, and more. Join us on the journey that led Charles to help bring one of the most fascinating game characters in recent years to life.”
The 12 Best Video Games Of 2017(Kirk Hamilton / Kotaku – ARTICLE) “We downloaded, we installed, we played. We nominated, we debated, we decided. Here, in alphabetical order, are Kotaku’s top 12 video games of 2017.”
Three Statistical Tests Every Game Developer Should Know(Elan Ruskin / GDC / YouTube – VIDEO) “In this 2016 GDC session, Insomniac Games’ Elan Ruskin gives a how-to on statistics for answering questions like “does this new camera control scheme make players happier?”, “how many players do I need to test this design change on to prove whether it works better?” and “does the framerate really get faster when I do this thing or is it just a fluke of measurement?”
Tabletop games are exploding on Kickstarter, video games are flat(Charlie Hall / Polygon – ARTICLE) “Crowdfunding for games was up overall on Kickstarter last year, with a massive increase of nearly 30 percent. But that boost was entirely due the success of tabletop games. Video games remained relatively flat. [SIMON’S NOTE: I got some additional stats & posted ’em on Twitter – as I noted, ‘Percentage of successful video game projects (21%) vs. table top projects (61%) is particularly interesting. (Though many board/card game projects have low goals to fund physical printing minimums, since the game’s already designed.)’]”
Where next for the video game power fantasy?(Simon Parkin / Gamasutra – ARTICLE) “Forced to recount the litany of sins that we have committed in the virtual world to a priest, the average video game player might not exit the confessional booth for some time. It’s not just the body-count, which, for even the mildest-mannered of players, is of genocidal proportions.”
5 Classic Video Game Weaknesses, Psychoanalyzed(Merritt K / Dorkly – ARTICLE) “As long as there have been video games, there have been protagonists. And yet, these heroes cannot stand alone: without the obstacles which define them, they are little more than collections of pixels, imbued with neither bravery nor resolve. Much as New York is herself a player in classic film, the hurdles faced by our friends Mario, the Toad, and Donkey Kong are characters themselves, tailored to test our heroes’ specific skills.”
——————
[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 vgdeepcuts@simoncarless.com. 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!]
We know you’re busy and might miss out on all the exciting things we’re talking about on Xbox Wire every week. If you’ve got a few minutes, we can help remedy that. We’ve pared down the past week’s news into one easy-to-digest article for all things Xbox! Or, if you’d rather watch than read, you can feast your eyes on our weekly video show above. Be sure to come back every Friday to find out what’s happening This Week on Xbox!
Preparing Yourself for Xbox One X The Xbox One X is launching next week, ushering in a brand-new era of 4K console gaming. In the video above, Major Nelson shares several great new features that you can take advantage of right now to help you get up and running as quickly as possible with the games, content, and settings you want on Xbox One X. We’re here to break each of those features down… Read more
Getting the Best 4K, HDR Experience with Xbox One S and Xbox One X With Xbox One X officially out in the wild, we imagine many of you are eyeing a fancy new 4K television, like the Samsung QLED 4K TV, to grace your living room. So we’d like to give you a quick overview of how to enable 4K and HDR output settings from your Xbox One X and Xbox One S… Read more
Xbox One X: Explaining 4K, HDR, Supersampling and More As we continue to roll up to the release date of Xbox One X on November 7, you’ve no doubt heard us talking a lot about feature terminology: 4K, High Dynamic Range (HDR), supersampling and others. Just a few weeks ago, Major Nelson sat down with Albert Penello to cover many of your questions about Xbox One Enhanced, what that means, and how game developers look to harness the power of Xbox One X. It’s a great piece and we highly recommend you check it out… Read more
Experience HDR and 4K with the Insects Demo Experience on Xbox One X When you pick up your Xbox One X on November 7, you’ll experience many of the latest cutting-edge technology features that will be focused in gaming for years to come like 4K Ultra HD, High Dynamic Range, or HDR as it’s better known, as well as Spatial Audio. To help showcase these new features to you, even if you may not have the 4K display to run, we developed an interactive demo known as “Insects”… Read more
Star Wars Battlefront II Tips and Tricks Hey, Xbox gamers! The Tips & Tricks team is back with five tips for Star Wars Battlefront II. Star Wars Battlefront II offers an epic multiplayer experience and an engaging single-player campaign, one that follows the events surrounding Inferno Squad as the Empire preps for their next mission: Operation Cinder. In addition to Star Wars Battlefront II’s story-based campaign, you’ll also get to experience expansive multiplayer modes that will have you playing across the galaxy against… Read more
Join Microsoft Store’s Madden NFL 18 Events for a Chance to Go to Minneapolis As football season nears the final weeks of games before the Big Game, visit a Microsoft Store near you to compete in the Madden NFL 18 community series tournament for a chance to win tickets to the Big Game in Minneapolis, or just to watch the competition in action. With events taking place around the country and the grand prize trip up for grabs, there’s never been a better time to jump in and put your skills to the test! Join the… Read more
Soapbox: Why You Should Consider Catching Big Air With Wii’s Excite Truck
Soapbox features enable our individual writers to voice their own opinions on a wide range of topics, opinions that may not necessarily be the voice of the site. In this edition, Dave Letcavage discusses his somewhat recent introduction to the divisive Wii launch gameExcite Truck, and makes a case for why it’s worth adding to your collection if you missed it when it initially left the starting line.
Back in the N64 days, I lived for racing games that allowed my vehicle to catch big air and soar through the sky with reckless abandon. The original San Francisco Rush was the catalyst for this mild obsession, while other games such as Freekstyle, Rush 2049 (stunt mode!!), and Hydro Thunder furthered my love for gravity-defying, head-spinning heights. In real life, my equilibrium gets all wacky when I look out the window of a skyscraper or glance over the railing on the second floor of a shopping mall, so it’s no wonder that confronting this quasi-phobia within a virtual world provides me with such a thrill.
Excite Truck, developed by Monster Games and published by Nintendo as a launch game for Wii, follows in the tracks of extreme ’90s arcade racers by delivering an experience centered around blazing fast speeds, simple stunts, and, most importantly, massive air. It’s a game about racing, but it’s also about earning as many points as possible to finish the race with a score high enough to advance. This means you’re gonna have to take big risks if you want to show up the competition – and these ‘big risks’ usually involve launching your vehicle skyward from every dirt, snow or grass-covered incline in sight.
Knowing that, it should go without saying that this game should be right up my alley.
But I didn’t have a Wii at launch; I waited until the summer before the release of Donkey Kong Country Returnsin the summer 2010,to invest in the console. By the time I had an opportunity to purchase Excite Truck, I’d heard so many people say it wasn’t worth my money because it was shallow, and because its sequel, Excitebots: Trick Racing, was a major improvement. So, at some point down the road I bought Excitebots and passed on Excite Truck – that is, until a couple years ago when my curiosity and its affordability convinced me that Excite Truck should at the very least be a part of my Wii collection.
Fast forward to last year, to 2017 to be specific. I was in the mood for something mindless and commitment-free, so I slipped Excite Truck from its cozy spot on the shelf, dusted it off, and gave it an opportunity to rev my engine. It did just that.
Tilting a sideways Wiimote to steer your truck is an intuitive and simple method of control, one that clicked with me right from the start – same as Excitebots. Is it gimmicky? Obviously. Would an analog stick offer greater precision? Absolutely. But the truth is that the motion controls work well enough here that this is the rare occasion where I wouldn’t have it any other way. I’m a lost cause when it comes to steering with the motion controls in Mario Kart Wii, but I have no problems with Excite Truck. It’s an amusing and surprisingly reliable means of interaction, and it only contributes to the game’s arcade-like appeal.
That’s because Excite Truck’s core gameplay is so darn satisfying. The moment-to-moment racing is intense and constantly engaging, and discovering which routes ultimately lead to the best trick opportunities has keeps me compulsively selecting ‘Retry’ at the end of a race even if I’ve earned enough points to move on. There’s something about collecting an S rating – other than unlocking additional difficulty modes – that I find so inexplicably irresistible. It certainly doesn’t hurt that you’re frequently unlocking vehicles, paint jobs and in-game trophies for your stunts and wins. I hate to overuse a word as plain and broad as ‘fun’ but in this case, it’s such an apt descriptor that it feels wrong not to use it. So here it goes: Excite Truck is, simply put, a truckload of fun.
I’ll admit, if I had purchased a copy for its original retail price of $49.99, I might have wound up slightly disappointed. Mainly because it’s somewhat unambitious in terms of modes and options. There’s no less content than an N64 racer such as San Francisco Rush or Beetle Adventure Racing; instead, the main issue is that these modes aren’t all that deep or unique. Excite Race, which is a standard world tour-type mode, has you partaking in the same stunt-laden race type through six re-purposed environments (seven if you count a secret level tucked away deep in the game), while Challenge offers a few ‘smash all opponents’ and ‘drive through the rings’ variants to spice things up. And that’s about the extent of the variety.
Luckily, I didn’t pay $50 for Excite Truck. I was able to obtain a like-new copy for less than $10. The way I see it, that price renders any value-related concerns irrelevant. I’ve already extracted way more than enough entertainment from this package during the many nights I’ve spent knocking out a few races or dabbling in split-screen mode, and I imagine anyone else with an affinity for balls-to-the-wall racing will feel the same. There’s something about its easy-to-play yet tough-to-master nature that reminds me of an NES game (and, no, it has nothing to do with its Excitebike lineage) that keeps me coming back for more every few weeks when I need to blow off some steam and de-stress. Heck, at this point I think I’ve spent more time with it than Excitebots.
If you still have a Wii or Wii U sitting around, and you want an accessible, high-energy game to spend at least a couple weekends with, I highly recommend Excite Truck. It’s oft overshadowed by its more inventive successor, and that’s understandable, but that doesn’t mean it doesn’t also deserve a reserved parking space in your collection, especially now that it’s so cheap.
Posted by: xSicKxBot - 01-09-2018, 08:45 AM - Forum: Lounge
- No Replies
How devs design the Lego games to appeal to all ages
Creating a game that’s entertaining for all ages is extremely challenging, but there’s one studio that seems to hit the mark every time.
TT Games seems an expert at making experiences for both younger and older players. It accomplishes this by sticking to the studio’s core principles of fun and authenticity, but also through ensuring there’s enough variety in the humor and the stage design.
Lego Marvel Super Heroes 2, the latest in the Lego franchise, is a great example. The game asks players to control a collection of popular Marvel heroes on a mission to defeat an evil time-traveling villain named Kang the Conqueror. Along the way you explore Chronopolis, the central hub world, completing missions, and building and destroying the Lego environments.
Appealing to fans with in-jokes
Like many of the other Lego projects TT Games undertakes, Lego Marvel Super Heroes 2 follows a particular formula to ensure it appeals to as broad an audience as possible.
Arthur Parsons, the head of design at TT Games, says the Lego games stick to two core principles in order to ensure they’re broadly appealing.
“Ultimately, fun is number one. Fun, funny, humorous. Everything has to be enjoyable,” he comments. “But then the second one – and I think this is where we probably manage to appeal to older gamers – is authenticity. And that’s authenticity to whatever the source material is.”
Parsons points to the humor in Lego Marvel Super Heroes 2 to highlight this point. In the game, there’s plenty of slapstick humor for children, but there’s also tons of complex in-jokes and references to appeal to long-term fans. For instance, the game features humorous cameos from minor characters from the Marvel extended universe, like J Jonah Jameson and Giant Man, which may go over the head of those who haven’t seen the Sam Raimi films or read the older comics.
“You have that in-your-face humor,” Parson says. “That sort of ‘someone has a ladder on their shoulder and they’re turning around and someone has to duck out of the way’ slapstick. But then we also go onto another level where we do our best to add humor that’s very relevant to the IP. If people analyse the games, they’ll see the various influences [we draw from].”
The golden rule
The game’s art direction is another factor that contributes to the franchise’s broad appeal.
“Usually in our games, we have a very clear rule of you have environmental art and you have you’ve got Lego. A lot of people very quickly understand that anything made out of Lego is interactive and everything else isn’t,” says Parsons. “It’s really nice because that’s just something that happens naturally when people play.”
This approach ensures that no matter what your age is, you can understand the environment and what options you have available. It’s a subtle bit of direction, but it’s one that’s been implemented in almost all the Lego games, including Lego Marvel Super Heroes 2, to help players navigate the map and find key items within the stage.
Introducing new challenges or distractions
As for the older and more experienced players, most Lego titles are full of additional challenges to cater to people looking for a greater challenge.
In Lego Marvel Super Heroes 2, specifically, you have tons of extra objectives you can complete, such as finding collectibles, locating ‘Easter Eggs’, or finishing additional objectives.
“We put a lot of Lego and interactive Lego into our levels, because we’ll have our core story path, but along the way we like to fill the level with a lot of peripheral content. A lot of the time that is just hidden free play or extra collectibles,” explains Parsons.
“Sometimes it’s just stuff for fun. So it might be some little ride-on vehicle that you can have a lot of fun with, or just some bits and pieces that can be interacted with for fun. It’s creating something where there isn’t that one route start to finish. You want people to have a different experience. It may be that someone goes in and they just really want to go through the story straight through the level. Then there’s some people who really do just enjoy mooching around, exploring every nook and cranny, and seeing what every bit of different Lego does.”
Focus testing and playtesting
Playtesting and focus testing are key to balancing these aspects and ensuring that a Lego game remains accessible for all ages.
For instance, the team on Lego Marvel Super Heroes 2 team put together a “first playable” build very early on in the development of the game to focus test it with a group, including younger players and experienced gamers. This helped them to see how players respond to certain obstacles, whether they are engaged, and where they might need help.
Parsons gives the example of Doctor Strange’s rune-tracing ability as something that was changed as a result of focus testing. This ability requires players to draw runes by tracing a line around a shape without overlapping.
“That was something we did focus test. And based off of those findings, we actually put something in where if people actually fail a rune-tracing I think three times, the rune fades and then comes back, but it actually goes back to the next level of difficulty,” he recalls. “So as you progress through the game, the runes get more and more difficult, but if it’s something where people actually get blocked it will actually do a slightly easier one. They’ll never notice, hopefully.”
Lego Marvel Super Heroes 2 seems to be well in line with TT Games’ tradition of making games not only suitable for all ages, but enjoyable for them as well. The team accomplished this by identifying areas they could improve throughout development, and by sticking to the core principles they’d developed over years of working on the Lego games.
To end the interview, I asked Parsons for any advice he’d give to a developer trying to make games for the all ages market.
“It’s a bit like asking the Colonel for his special recipe. I think any developer will openly state that the success of their game is down to their people,” he said, with a laugh. “If you’ve got a great development team that really buy into what they’re making, then you can’t help but making something fun and engaging and rewarding. We do look at our games and we do try and have fun while making our games, because that’s how the fun is going to come out. We encourage creativity. We encourage people on our team to add to that mix.”
Posted by: xSicKxBot - 01-09-2018, 08:45 AM - Forum: Lounge
- No Replies
Humble-hosted Jingle Jam raises $5.2 million for charity
The Yogscast and Humble Bundle’s annual Jingle Jam game bundle has raised a total of $5.2 million for charity, bringing the lifetime funds raised by the event to $11 million.
Typically, Humble Bundles allow purchasers to divide and distribute their payment between Humble itself, charity, and game developers. But, in the case of the Jingle Jam, over 50 game developers and publishers donated more than 60 different titles in order for the entire amount raised by the bundle to go straight to charity.
The full bundle was unlocked for a $35 minimum donation and offered players roughly $850 worth of titles for their contribution. Humble saw as many as 148,853 individual bundle sales through its platform during the month-long sale. This year marks the sixth year of the event, with last year’s Jingle Jam raising a total of $2.6 million through 86,589 sales.
The funds are set to go to seven charities that were supported by the event, though donors were also given the option to donate to any of 3,000 other optional charities as well.
Star Wars Battlefront II offers an epic multiplayer experience and an engaging single-player campaign, one that follows the events surrounding Inferno Squad as the Empire preps for their next mission: Operation Cinder. In addition to Star Wars Battlefront II‘s story-based campaign, you’ll also get to experience expansive multiplayer modes that will have you playing across the galaxy against players from all over the world. And with our five tips, you’ll be prepared to take out the Empire, the First Order, or Rebel scum!
For even more strategies and tactics on today’s hottest games, plus plenty of other gaming-related fun, tune in to Tips and Tricks every Tuesday at 3 p.m. PT/6 p.m. ET on Mixer.com/TipsAndTricks!
Turbo Pug DX Has Been Confirmed for Nintendo Switch
If you’ve ever wanted to control a tiny pug as he jumps over boxes, platforms, and spikes whilst collecting little, spinning pug-head tokens, today is the day for you.
The creator of Turbo Pug, a game previously released on Steam with thousands of glowing reviews to its name, has confirmed that Turbo Pug DX will be heading to Nintendo Switch. The game is a casual runner with difficult, random, procedurally generated levels. Players have to keep an eye out for random weather types such as lightning which can give your pug a nasty zap, and you are able to collect new costumes and characters to play as.
Whilst there is no confirmed release date just yet, the Turbo Pug founder went on to say that they are going to do their best for “an ASAP 2018 Switch release.” Hopefully it won’t be too long before we get to see what all the fuss is about.
Are you ready for a new, cheap and cheerful runner to take with you on the go? Share your thoughts in the comments.