| |
| XONE - WRC 7 |
|
Posted by: xSicKxBot - 10-01-2017, 06:13 AM - Forum: New Game Releases
- No Replies
|
 |
WRC 7
Play as the best drivers in the Championship and experience the competition through its 13 official events. Take part in the famous Super Special Stages and race in the key locations from the real WRC rallies. Publisher: Bigben Interactive Release Date: Sep 15, 2017
|
|
|
| XONE - Forza Motorsport 7 |
|
Posted by: xSicKxBot - 10-01-2017, 06:13 AM - Forum: New Game Releases
- No Replies
|
 |
Forza Motorsport 7
Experience the thrill of motorsport at the limit. Enjoy graphics at 60fps and native 4K resolution in HDR. Collect and race more than 700 cars, including the largest collection of Ferraris, Porsches, and Lamborghinis ever. Challenge yourself across 30 famous destinations and 200 ribbons, where race conditions change every time you return to the track. [Microsoft] Publisher: Microsoft Game Studios Release Date: Sep 29, 2017
|
|
|
| PSVita - Hakuoki: Kyoto Winds |
|
Posted by: xSicKxBot - 10-01-2017, 06:13 AM - Forum: New Game Releases
- No Replies
|
 |
Hakuoki: Kyoto Winds
The remastered telling of the visual novel Hakuoki focuses on the story set in Kyoto. The young Chizuru, determined to find her father, will romance the famous samurai of Shinsengumi through a series of engaging stories in this historical fantasy adventure. Publisher: Idea Factory Release Date: May 16, 2017
|
|
|
| PSVita - Utawarerumono: Mask of Deception |
|
Posted by: xSicKxBot - 10-01-2017, 06:13 AM - Forum: New Game Releases
- No Replies
|
 |
Utawarerumono: Mask of Deception
Utawarerumono: Mask of Deception is a grand tale that will enchant the hearts and minds of players as it takes them on an incredible journey. With a beautiful visual novel story experience, intriguing characters, fast-paced SRPG combat, world-class soundtrack, and more, the game is the perfect escape for adventure gamers!
Mask of Deception begins atop a snowy mountain where the protagonist awakens in an unfamiliar wilderness, surrounded by deadly creatures, with nothing but a hospital gown and a splitting headache. However, hes rescued by a beautiful girl named Kuon, who sports both adorable animal ears and a beastlike tail. Finding that the hapless man has no memory of anything, Kuon decides to take the amnesiac into her care, naming him Haku. As their journey takes them across the land, Haku will encounter colorful characters, build deep relationships, battle ruthless enemies, and find himself inexorably dragged into the political machinations of the mighty nation of Yamato. Publisher: Sega Release Date: May 23, 2017
|
|
|
| PS4 - Hob |
|
Posted by: xSicKxBot - 09-30-2017, 11:05 PM - Forum: New Game Releases
- No Replies
|
 |
Hob
Transform the world of Hob! Welcome to a new action-adventure from Runic Games, the award-winning studio behind Torchlight I and II. It?s your chance. Make it home. Publisher: Runic Games Release Date: Sep 26, 2017
|
|
|
| PS4 - Danganronpa V3: Killing Harmony |
|
Posted by: xSicKxBot - 09-30-2017, 11:05 PM - Forum: New Game Releases
- No Replies
|
 |
Danganronpa V3: Killing Harmony
Welcome to a new world of Danganronpa, and prepare yourself for the biggest, most exhilarating episode yet. Set in a psycho-cool environment, a new cast of 16 characters find themselves kidnapped and imprisoned in a school. Inside, some will kill, some will die, and some will be punished. Reimagine what you thought high-stakes, fast-paced investigation was as you investigate twisted murder cases and condemn your new friends to death.
KEY FEATURES:
* A New Danganronpa Begins - Forget what you thought you knew about Danganronpa and join a completely new cast of Ultimates for a brand-new beginning.
* Murder Mysteries - In a world where everyone is trying to survive, nobodys motivations are quite what they seem. Use your skills to solve each new murder or meet a gruesome end.
* Lie, Panic, Debate! - The world is shaped by our perception of it. Fast-paced trial scenes will require lies, quick wits, and logic to guide your classmates to the right conclusions.
* New Mini Games - Between the madness of murdered peers and deadly trials, enjoy an abundance of brand-new mini games. Publisher: NIS America Release Date: Sep 26, 2017
|
|
|
| News - Q& A: Jenn Sandercock on moving beyond nostalgia in adventure games |
|
Posted by: xSicKxBot - 09-30-2017, 04:30 PM - Forum: Lounge
- No Replies
|
 |
Q& A: Jenn Sandercock on moving beyond nostalgia in adventure games
 Terrible Toybox’s pixellated paranormal point-and-click adventure game Thimbleweed Park, released earlier this year, unfolds like a comedic X-Files; as always, it begins with a dead body.
The game has the look at feel of a classic Lucasarts adventure, and it also has the pedigree: among its creators are Ron Gilbert and Gary Winnick, who brought us classics like Maniac Mansion and Zack McKracken and the Monkey Island series. But Terrible Toybox also features indie devs like Jenn Sandercock. “Our team isn’t just Lucasfilm alumni, there’s people like me on the team who are relatively newer to the industry,” she says.
I talked to Sandercock about what made Thimbleweed stand out from the crowd in an indie field saturated by nostalgia.
What makes us different to many games that are “inspired by” or “in homage” to classic games is that our core team is made up of people who actually created those classic games. So they know all the things that they learnt previously and have had time to think about ways to fix any issues they perceived in the way they used to make games. Also, I’m sure having fans come up to them over the years saying things like: “I loved X, but that one puzzle was so frustrating” helps a lot.
“Many old games were frustrating because of design mistakes, not the actual core gameplay mechanics. We can make a new adventure game using the old mechanics in a way that doesn’t feel frustrating.”
What I and the others bring to the team is a fresh perspective. I grew up playing adventure games and loved them a lot (it’s why I got into the industry). Based on that experience there were a number of pet peeves that I wanted to “fix”. For example, in Thimbleweed Park at the edge of the screen the cursor changes to show an arrow if there’s another area you can explore at the side of the screen, whether that’s via side scrolling or going to a new room. And that’s because there was one game where I got stuck because I didn’t even realize there was another room I could explore.
Other little things that we’ve included are: dynamic lighting, fast walking, full voice acting, casual mode, a hint-line system, following your cursor around. None of those things seem very big when taken by themselves, but when you put it together it modernizes the game and makes it easy for people to jump in and play regardless of whether they are veteran point-and-click adventure gamers or new to the genre.

It can be slightly frustrating to me sometimes when Thimbleweed Park is dismissed as simply a throwback game that only hard-core point-and-click adventure gamers will love. First person shooters have tweaked their gameplay quite a lot over the years, but a lot of the core gameplay is pretty much the same. It feels frustrating that for adventure games people don’t separate out content or implementation issues from the core gameplay mechanics.
Many of the old games were frustrating, but in my opinion that wasn’t because of the actual core gameplay mechanics, it was because of game design mistakes. So if we use our knowledge from over the years, we can make a new adventure game using the old mechanics, but that doesn’t feel frustrating.

“Thimbleweed Park was somewhat an experiment to try and work out what it was that made those games charming, since we weren’t sure what component it was. We kept many of the same mechanics, and modernized where we thought it was necessary or improved the game. “
For us, Thimbleweed Park was somewhat an experiment to try and work out what it was that made those games charming since we weren’t sure what component it was.
So we kept many of the same mechanics, modernized where we thought it was necessary or improved the game. Of course, I’m a little biased, but I think we really did manage to capture a bit of the charm. I feel that we’ve made point-and-click adventure games accessible to people who’ve never played them before as well as people who never stopped playing them.
Developing a game is difficult, and it’s hard to find time to put in all the features we want. For example, I really wanted to put in some sort of hint system, since I don’t like walkthroughs that spoil the game. However, during development we ran out of time to work out how to integrate a hint system into the fiction of the game and not make it too jarring to players.
After release, Meghann O’Neill wrote an incremental hint system that reminded me of the old UHS (Universal Hint System) style hints. We liked it so much that I worked with Meghann to put it into the game as a phone number that you can call within the game, a hint line. In hindsight, it feels like an obvious way to implement hints, since the game is set in 1987 when adventure games did have hint lines where you could call and talk to a real person to find out what to do next. But during development, we just couldn’t have taken the time to work on this. So it feels great that now anyone who’s downloaded it can get this update for free. You couldn’t do that for games on physical disks back in the day.

“When we were designing puzzles, we always came at it from a story perspective first. By integrating the puzzle solving with the narrative, it means that players themselves progress the story.”
When we were designing puzzles, we always came at it from a story perspective first. We knew what we wanted to accomplish and then we’d work out how someone in the real world might solve that puzzle and try to see if that makes sense within our game world. By integrating the puzzle solving with the narrative, it means that players themselves progress the story. It’s kind of like the show, don’t tell method, but is “do, don’t tell” instead. Players feel a lot more ownership when they get to play a real part in the story themselves.
I feel that many contemporary adventure games have moved away from puzzle solving and have concentrated on the narrative/story part of the game. I was a little late to get around to “finishing” it, but I loved playing the Witness. Games like that and the Professor Layton series feel like their core puzzle solving mechanics are very separated from the underlying narrative that goes through the game. Although I love the puzzles, they’re what I solve to get a cutscene, rather than advancing the narrative by my puzzle solving. Other adventure games these days have very little in the way of traditional puzzles at all, such as Gone Home and Firewatch.
I think that this evolution of adventure games is great. It’s wonderful to see people taking the genre in different directions. However, I believe that rather than us deciding there is only one “good” way to do an adventure game, these different approaches are simply adding to the breadth of types of adventure games that are possible.
|
|
|
| News - Have a look at Nintendo’s early prototype for Yoshi |
|
Posted by: xSicKxBot - 09-30-2017, 04:30 PM - Forum: Lounge
- No Replies
|
 |
Have a look at Nintendo’s early prototype for Yoshi
 Nine years after introducing the world to Mario (under the guise of “Jumpman”) in Donkey Kong, Nintendo created a companion for him: Super Mario World’s Yoshi. But where did Yoshi come from?
According to excerpts translated by Kotaku of a new Nintendo [Japanese] interview with devs who worked on Super Mario World and Yoshi’s Island, Yoshi was inspired by an image of Mario riding a horse that Mario creator Shigeru Miyamoto drew in the ’80s.
(The interview also included a screenshot [excerpted below] of a prototype Yoshi sprite, dated November of 1989, in which the iconic dinosaur looks more like a sad turtle.)
“When we were making [Super Mario Bros. 3], he drew a picture of Mario riding a horse and had put it up on wall next to where he sits. When I saw that, I thought, ‘I guess he wants Mario to ride something,'” Super Mario World director (and fellow Nintendo vet) Takashi Tezuka reportedly said. “So, when we were making Super Mario World, we had this ‘dinosaur land’ concept, and I had [Shigefumi] Hino draw reptile type art.”
However, it sounds like one of Hino’s first attempts came out looking more like a crocodile than everyone was comfortable with. Tezuka reportedly felt that was maybe a little too reptile-y, and sketched a cuter dinosaur-like creature that became the basis for the Yoshi that appeared in Super Mario World.
And of course, according to a company character guide published in ’93 and publicized by Console Wars author Blake Harris in 2014, Yoshi’s full name isn’t Yoshi: it’s T. Yoshisaur Munchakoopas.

|
|
|
| Xbox Wire - Cuphead Available Today For Xbox One, Windows 10, Steam, and GOG |
|
Posted by: xSicKxBot - 09-30-2017, 04:30 PM - Forum: Xbox Discussion
- No Replies
|
 |
Cuphead Available Today For Xbox One, Windows 10, Steam, and GOG
Hello dear friends,
The day is finally here and Cuphead has arrived! You can get the all-cartoon magical wondergame on Xbox One and Windows 10 as an Xbox Play Anywhere title (buy once to play on both console and PC), or you can find it on Steam and GOG — whichever you’d prefer! We are a mixed bag of emotions to be able to bring you something we only dreamt of creating since we were kids.
Cuphead is a side-scrolling action platformer with a heavy focus on boss battles. Traverse the interactive overworlds to help Cuphead and Mugman repay their debt to the devil on a bet they shouldn’t have made. This game was hand crafted using painstaking methods straight from the golden age of animation to capture the aesthetic of classic Disney and Fleischer Studios cartoons.
Each and every single frame of animation was drawn on paper with pencil, then inked on paper. The backgrounds are all original watercolor paintings and the custom jazz soundtrack is the cherry on the cake! We were heavily inspired by retro games from the late 1980s – early 1990s, so expect a fair challenge and relish in the victories you’ll make! Enjoy in single-player mode or local co-operative play.
Above all, we hope you simply have fun with Cuphead!
|
|
|
|