The first DLC for Dishonored is, as we know, the Dunwall City Trials. Rather than expanding the story in any meaningful way, this is much more of a mechanical inclusion, a series of tests to apply skills gained from playing the game in its rather beautiful setting. And there’s a new trailer showing it in action. With the most inappropriate, dreadful music imaginable. Take action! Click below!
The first time I heard about Omerta: City of Gangsters, a fellow games journo described it to me as “prohibition era X-COM”. My brain went into overdrive and I trekked across several crowded convention halls, each larger and noisier than the last, in order to sip from this holiest of grails. Flappers, jazz maestros, nickel-a-drink barmen and sharply dressed gangsters combating an alien invasion with nothing more than an old-fashioned, a trumpet and a tommy gun? Sign me up! I had made a grave error. Omerta is X-COM in as much as there is a strategic, personnel and resource management mode paired up with turn-based combat. An updated Gangsters: Organized Crime then? Our first look wasn’t entirely encouraging but will this new combat trailer be more convincing?
I love the development ‘show’ that’s accompanying the GODUS Kickstarter, because it shows the small team caught up in the decision making progress of Peter Molyneux OBE. The most recent diary has an amazing moment: the first time the game is shown running! It should be accompanied by balloons, streamers, Ode to Joy, and a visit from the Queen, but it’s instead turned into a game development jam session. And we all know jam rather can be rather sticky. (more…)
In this very special installment of “Level With Me”, Robert Yang speaks with former celebrity modder / current Valve level designer Adam Foster about his work and process. In Part 2, we cover his work on Portal 2, game architecture, and how to design for players.
Robert Yang: Let’s talk Portal 2. It didn’t have any health-kits or power-ups, so how did you go about guiding players without those breadcrumbs?
Adam Foster: The game often worked best when it kept to the basic structure of the ‘test-chamber’ – walking through a door, GLaDOS says a funny line, you complete the test, GLaDOS says another funny line… It’s that constant, near-ritualised loop which can be subverted now and then, but you have to show the normal routine before the abnormal becomes surprising. (more…)
EDIT: THQ tell Eurogamer that they still hold 40K rights, so Creative Assembly are taking the Fantasy road. Skaven: Total Warhammer!
The distant rumble on the horizon is the sound of gathering forces. Specifically The Creative Assembly and the Games Workshop. Sega has just announced that the former has set up a special development team to work on the latter’s IP. This is like Everest climbing K2. (more…)
Go on, try to guess. Creative Assembly have announced the first playable faction for the forthcoming Total War: Rome II, and we know who it is! Okay, I’ll give you some hints about who you’ll be able to play in Rome II. They liked long straight roads. They conquered enormous stretches of the globe. They were very keen on murdering each other to usurp power, and were master strategists in battle. Can you guess who’s in Rome II? Can you?!?
If I arranged to meet an MMO for a blind date in a crowded café or bar, chances are I’d end up in an awkward situation, smiling and half-nodding at every MMO that walks past in case it’s the one that’s expecting me. “Hi, you must be Forge?” I’d say, before realising I was talking to a bloody panda or high-ranking member of the Illuminati. Then I’d leave without ever meeting the PVP-centred potential love of my life. Thankfully, Forge’s developers have released a video to coincide with its release, hoping that people will pick up on a distinguishing feature or two. Let’s see what we can see.
I don’t actually own any radars, but if I did, I’m pretty sure one of them would be going haywire right now in Europa‘s general direction. I mean, it’s sending off so many rapturously joyous signals. Moon signals. First, it billed itself as somewhat akin to Fallout 3, but – much as I exude passionate (and potentially deadly) affection radiation for Bethesda’s re-invention of Black Isle’s opus – I’m actually really happy to see Europa taking on an identity all its own. The setting, especially, seems to really be moving it in new directions – which is something that I suppose tends to happen when gravity’s not in the equation. Case in point: cars. Watch one tumble off mountains in a distinctly Just-Cause-2-like fashion after the break. And then shift gears entirely to take a long, atmosphere-rich gaze at Jupiter.