Bastion

If you ask me, Supergiant Games' Bastion was one of the best games to come out in the last few years. So, a new game from that indie dev studio is great news.


The glimpses of gameplay make it seem like Transistor shares some of Bastion's DNA, but the visuals are more Akira/Blade Runner than SNES retro-toon RPG. It looks cool and sounds great. Here's what Supergiant is saying about the game:


In Transistor, players assume the role of a young woman who gains control of a powerful weapon after a mysterious group of assailants nearly kills her with it. Now she must fight from street to street against forces that will stop at nothing to recover the weapon. During the course of the adventure, players will piece together the Transistor's mysteries as they pursue its former owners.


We expect Transistor to be released in early 2014. We have not yet decided on which platform or platforms the game will be available for.


Transistor will be playable at PAX East. Can't wait to learn more.


The Folks Behind Bastion Are Making A Sci-Fi RPG. And It Looks Incredible. The Folks Behind Bastion Are Making A Sci-Fi RPG. And It Looks Incredible. The Folks Behind Bastion Are Making A Sci-Fi RPG. And It Looks Incredible. The Folks Behind Bastion Are Making A Sci-Fi RPG. And It Looks Incredible.


First Look at Our Next Game: Transistor [Supergiant Games]


To the Moon


To the Moon, a lovely and emotionally evocative indie adventure game released in 2011, is getting a sequel... sorta.


The game's called A Bird Story, and it's a short adventure that will be out this summer. Creator Kan Gao likes to think of it as a bridge between the first and second To the Moons.


"It might be good to think of it more as a standalone game / story though, since all the characters are new (all 2 of them, counting the bird)," Gao told me in an e-mail last night. "I'm also a bit afraid that people'd think less of it since it's kind of a prequel to the 2nd 'full episode.' It's its own story, and although it's just about 30 minutes or so, I think of it as just as important as the 2nd ep."


Let's call it... To the Moon 1.5.


Steam Community Items

There's Officially A Legend Of Grimrock Sequel On The Way


Petri Häkkinen, co-founder of Almost Human Games confirmed in a blog post earlier today, that Legend Of Grimrock, the dungeon crawler game that Mike Fahey loved so much is getting a sequel.


The project initially started as a DLC or an expansion for the first game, but with an engine update on the way they've decided to expand the content they were working with into what will apparently be a fully-fledged sequel.


Petri also hinted that they will update their blog much more often in the future, so those who loved Legend Of Grimrock should keep an eye out.


LIMBO

Ingenious puzzles and a chilling black-and-white aesthetic helped make 2011's Limbo a critically acclaimed hit. Now, the guy who crafted much of that indie success' gameplay has something new coming out, a stripped-down platformer called 140 that's exploding with rainbow hues.


The stark minimalism of Limbo is in evidence here but Jeppe Carlsen's new game also adds a rhythm element that seems to be a key part of the game's mechanics, too. 140 is due out for PC sometime soon.


Limbo puzzle designer's pet project, 140, is a polychromatic, pulsing platformer [Indie Games]


Fallout: A Post Nuclear Role Playing Game

This Fallout And Hotline Miami Mash Up Needs To Happen


Here's a scene from Fallout: New Vegas re-done Hotline Miami style. I wonder how a game like this would work? How would VATS come into the picture, if at all? Well, as long as I get to kill Super Mutants I guess!


Props to the artist, Reddit user Sliferjam.


Click the image up top for full size.


Via the Hotline Miami Twitter.


Hotline Miami

Hotline Miami is one of the most vicious, violent games in recent memory. This video by PulpitPower explores what would happen if we put Hotline Miami's savage protagonist in some old-school games (and a couple of newer ones, too!) The results are about as horrifying as you'd expect.


The worst part is, watching this, you think to yourself—hey, sure he's bashing Link's head in. But, I bet it would feel good to play!


Damn the ways you've made us all complicit, Hotline Miami. Damn the ways.


Wreck it Richard (Hotline Miami VS. Your Childhood) [PulpitPower]


Terraria

It was, quietly, one of the biggest PC games of 2011 (and 2012), so it's little surprise that Terraria is heading to consoles.


This clip shows some of the new features coming to the console. Features that, incidentally, weren't originally planned to be coming to the PC version, which has been "finished" for some time now. That said, the game's creator is currently playing the tease...


Terraria will be out on Xbox Live and PSN in a month or two.


Terraria [GameSpot]


Mass Effect (2007)

The Video Games That Showed Up When I Least Expected Them A controller gets put down. A disc gets shelved next to dozens of others just like it. But, sometimes, the game lingers. It creeps into your sleep and live on in the backs of your eyelids, demanding ever more from you.


Here's an example: the one night that the crazy nocturnal zombies from Alan Wake showed up in my head. I was me in my dream, and not the overwrought author that's starred in two games.


I hadn't played an Alan Wake game in more than eight months. But a nightmare I had about a month ago threw me into a world straight out of Remedy's psychological horror thriller. I wasn't wielding a flashlight and automatic weapons like the writer hero of the two games. I was in trouble, prey for powerful enemies without any special video game abilities.


I don't know why some games stick around my subconscious more than others. Long after I've left them behind, they pop up when I least expect. I'm not talking about the warm fuzzies I get when remembering favorites like Phantasy Star on the Sega Master System, Shadow of the Colossus or Gravity Rush. Rather, these are straight-up ambushes from the chemicals in my brain, sneak attacks that I can't predict.


Back to that Alan Wake dream. I was on the run, inside my own clumsy body after looking back at the shadow-engulfed people that were chasing me—I can remember in horrifying detail the way that a slimy darkness snaked up their legs and over their bodies. I remember feeling utterly fucking helpless. And somewhere in the churn of my thoughts, I also remember some more conscious part of my brain thinking: "Didn't I beat this game already? And the other one after it? Why am I in here?!"


The feeling of being in a gameworld—without the power to control an outcome—can be a terrifying one.

Worst was how it ended. The Dark Presence—an evil force that possesses people in the Alan Wake titles—crawling up my feet, locking first my ankles, then my knees into place. I couldn't "see" what happened next but I could "feel" it. I lost the battle against the Dark Presence. That never happens in video games, which is probably why I woke up so agitated.


This dream made me wonder about how and why certain games worm their way into my head. It makes sense that Alan Wake would stay lodged in the recesses of my brain, since so much of Remedy's game concerns what happens below conscious thought. But Bastion was more of a surprise. The first few times I fell off the world in Supergiant's acclaimed action RPG, it reminded me of the acute physical sensation of when I'd fall in my dreams: a sense of increasing momentum paradoxically paired with full-body paralysis. But the Bastion-based dream was worse than just falling. This nightmare was filled with Lunkheads, the frog-like creatures that were my most hated enemy from the game. I suspect the real reason Bastion showed up is because the game's final choice is the kind of moment where you have to think about who you want to be in both real and fictional worlds. But dreams are never that clear cut, are they? I didn't have to figure out what I'd do after a cataclysmic tragedy in my Bastion dream; I was only left haunted by giant, disgustingly real versions of some of its antagonists. Lucky me, I guess?


The Video Games That Showed Up When I Least Expected ThemWhat's more surprising are the games that haven't lingered on the edges of my unconscious brain. I loved Papo & Yo and fully expected to have daydreams or sleeping visitations from the PS3 game. But Monster and Quico haven't shown up after I fall asleep at all. Journey's another game, impressionistic as it is, that I figured would be in my dreams. But I haven't had any kind of adventures in the Wanderers' robe since I finished thatgamecompany's masterpiece. Likewise for Silent Hill 3, a game I swore would stay with me forever after scaring the crap out of me years ago, but it never ever showed up in my most meandering thoughts or dreams.


It's tough to figure out any sort of rhyme or reason as to why some games make appearances in my subconscious and others don't. The amount of time spent playing a game doesn't seem to factor into it. Titles that I've spent hours and hours with, like the Mass Effect series, never come to bed with me. The muscle memory that's a physical part of playing games probably isn't any sort of conduit to the part of my brain that brews up dreams. But the feeling of being in a gameworld—recreated in your mind with all its terror, beauty and familiar cues, yet without a button to press or the power to control an outcome—can be a terrifying one. As much as I love games, I'm glad it doesn't happen more often.


Borderlands 2

Tina’s Top Ten Games Of 2012Last year was supposed to be the year I got a beast of a PC set up in my tiny apartment. It didn't end up being that year. 2013 will be, though, PC gods willing.


So even though I missed out on games that looked right up my alley—like Hotline Miami or Natural Selection 2 (which I've actually played a little bit of and loved)—I still found plenty to play that kept me more than happily occupied. These are my favorite games of 2012, in no particular order.



Borderlands 2

Tina’s Top Ten Games Of 2012


The game with psychotic personalities and more weapons than I could ever dream of. I loved the first Borderlands. It was the perfect cooperative game. Borderlands 2 took everything that first title made great—loot and silliness—and added even better writing, better characters, and more creative weapons. And on top of all that, Gearbox has been busting their butts to deliver us timely DLC that keeps on delivering. It's one of the few games that has come out this year that I keep going back to.



Sleeping Dogs

Tina’s Top Ten Games Of 2012


Virtual tourism at its best. Exploring the open world of Hong Kong was not only gorgeous, but it was also full of life that gave a real depth to the game. The story kept me compelled, driving (and perhaps more so, hijacking other cars to drive) felt wonderful, and the hand-to-hand combat is some of the best I've experienced.



The Walking Dead

Tina’s Top Ten Games Of 2012


I've talked this one to death, especially considering it's my personal nomination for Game of the Year. Suffice it to say that it was the most emotional game I played through this year, with some really powerful characters and, more importantly, relationships. This game can teach you something about yourself.



Mark of the Ninja

Tina’s Top Ten Games Of 2012


I only go half-stealthy in most stealth games. Mainly because most stealth games let you get away with doing so. But Mark of the Ninja's practically perfect design puts stealth at the forefront, making it not only manageable and comfortable to play stealthily throughout the entire game, but also incredibly fun to a degree that feels rewarding.



Journey

Tina’s Top Ten Games Of 2012


Journey is an adorable game. It makes you want to reach out to someone, help them and rely on them for help. Journey teaches you that you don't need words to communicate with people, and that encouraged people to work together to survive. And that ending? That ending was almost unbearably heartwarming. Even if it was somewhat somber for me, when I'd lost my companion just when we'd reached safety after everything we had been through together. In a way I almost preferred that ending, because it reinforced what Journey showed me: that cooperation is a beautiful thing.



Fez

Tina’s Top Ten Games Of 2012


I'm a puzzle person. Fez is an all at once a smart and terribly confusing puzzle game. So much so that the Internet had to come together to compare notes to solve some of the game's tougher puzzles. And beyond that, there were even more secrets to uncover. A challenging puzzle game would normally be enough for me. But the bright and pretty colors and an adorably pudgy Fez made this puzzle game an absolute joy to play through, too.



Halo 4

Tina’s Top Ten Games Of 2012


Being a dedicated fan of Bungie's Halo, I was a little nervous for Halo 4, the first title to be developed instead by 343. But the second I hopped in and started killing the Covies with my battle rifle, I felt at ease. And then 343 pulled a fast one on me and turned the singleplayer story into something of a romance, and a personal story of what it takes to be Master Chief. Even after the campaign is over—and after you've played it through on multiple difficulty levels, cause c'mon—there's plenty of fun times to be had in multiplayer. I must have played thousands of rounds of Flood and Oddball and straight Team Slayer.



Far Cry 3

Tina’s Top Ten Games Of 2012


It took me a while to finally find the time to get around to playing this one, but once I sunk a few hours in I was hooked. I love driving around the island, pulling over quickly because I spotted a tiger whose skin I really need before continuing on to my mission. I even love scaling those radio towers, including the more frustrating ones that took me a few day/night cycles to complete. But my favorite parts of Far Cry 3—something I wish the game had more of—were the trippy scenes Jason experienced after lots of drug and whatever liquid taking. Scenery morphed, he battled weird enemies, and he faced his fears. I wasn't too sold on the strength of the storyline otherwise. Some average tourist all of a sudden turning into a badass assassin and being welcomed into tribes of warriors who inexplicably can't do anything on their own? Well thank god Jason came along, eh? It felt a little too unbelievable. But I accepted the storyline. Because the game—or perhaps really my skills with using the tools and tatau given to me that helped me wipe out entire camps of soldiers—convinced me just fine otherwise.



Jumping Finn Turbo

Tina’s Top Ten Games Of 2012


Here's my "wtf" entry. Jumping Finn Turbo is an iOS game. I rarely love mobile games. I enjoy some, but I'll toss them aside almost as easily as I pick them up. Super Hexagon is one that came close, but nothing kept my attention like Jumping Finn Turbo. Maybe it's the Adventure Time hook that got me. Or maybe it was the competition to beat high scores (try to beat mine!) and reach the actual "end" of the game. Ultimately? I think it was how simple and yet addictive the game was. Addictive because you knew if you pushed on just a little farther, you could unlock that next ability. Get to that next level that once felt so far away but is now in your reachable grasp. And yet, like most mobile games that come my way, I don't play this one anymore. But I played it longer than most others.



The Darkness II

Tina’s Top Ten Games Of 2012


Remember: this game came out in 2012! I'm a blood and gore kind of girl. The more guts I get to spill the merrier, I say. The Darkness II fed into my taste perfectly, and supplied me with two extra arms to multiply the effect. I absolutely loved multitasking between ripping enemy spines out and shooting other people in the head. I've killed a lot of virtual bad guys in my time, but rarely have I done so with such eviscerating enthusiasm as The Darkness II allows.


The Walking Dead

Kirk's Top 10 11 Games Of 2012I played more games in 2012 than any other year of my life. It was a weird—but thoroughly wonderful—year, and one that upset a lot of my expectations. Games I'd assumed would be amazing fell short of the mark, while others came out of nowhere to become fast favorites.


This being a time well-suited for retrospection, I thought it'd be a good idea to write down my ten eleven favorite games of the year. (I tried to keep it to ten, I really did.)


Here they are, in no particular order.



Kirk's Top 10 11 Games Of 2012


Thirty Flights of Loving

Usually when people talk about Blendo's Thirty Flights of Loving, they talk about its brevity. What's most striking about this game's brief run-time isn't just that it's short, it's how much it manages to do in such a short time. By cleverly using hints, allusion, tropes and subverted clichés, Thirty Flights packs more drama and intrigue into 15 minutes than many games manage in 15 hours. It was one of the most memorable things I played all year, and something I'll be recommending to friends for years to come. (PC only)



Kirk's Top 10 11 Games Of 2012


Max Payne 3

For some reason, I feel this underlying sense of disappointment whenever people talk about Max Payne 3. And yet all these months later, I still find myself playing it, and I have to say: This game was baller. It wasn't just that it had better graphics than anything else that came out this year (on PC, anyway). It wasn't just the ridiculously good soundtrack. It was the way it played, the overwhelming sense of kinetic, chaotic danger. A sequence set in a cubicle-filled office was the most brutal and exhilarating action sequence I played all year. It has its share of problems, sure: Some difficulty-spikes made me want to throw my TV out a window, and at times it felt like more of a movie than a game. Considering how gritty and self-serious it all was, it sure could be ridiculous. But even if it lacked the charm of past Max Payne games, Max Payne 3 more than made up for it with satisfying, stylish, bloody-minded action. (Xbox, PS3, PC)



Kirk's Top 10 11 Games Of 2012


The Walking Dead

For a time, somewhere immediately after I completed the devastating, masterful third episode of Telltale's The Walking Dead, I was convinced it was the best thing I played all year. After completing the game and taking some time to really look it over, I have to say that there were enough technical niggles, rough edges, bugs and reported save-game errors that I came away a bit frustrated with it. All the same, seeing a mainstream game this well-written, a game that treats its characters with this level of care, felt like a watershed occurrence. Sure, there have been other great adventure games in the past, but never one that felt so confidently of-the-moment. With every accolade, game critics and players are making a statement: We want good stories in our games, thank you very much. May The Walking Dead pave the way for countless more games like it. (Xbox, PS3, PC, iOS)



Kirk's Top 10 11 Games Of 2012


Hotline Miami

Violent, crazed, self-aware and painfully cool, Hotline Miami was one of the most maddening, involving games I played this fall. The soundtrack was so good it hurt. The story was as disgusting and uncomfortable as anything I've ever played. The action was peerless. I can't remember where I first saw this, but Hotline Miami is best described as a series of rehearsals before a final performance—again and again you die, until you choreograph your own perfect ballet of death. By the time you leave each blood-soaked floor, you'll be intimately familiar with every nook and cranny. An exacting, meticulous, brilliantly brutal game. (PC only, coming soon to Mac)



Kirk's Top 10 11 Games Of 2012


Gravity Rush

I didn't know what to expect going in to Gravity Rush. I'd heard good things, liked what little I'd seen of in trailers, but really had no deeper notion of it. It didn't take me long to fall for it, and when I fell, I fell hard. Appropriate, since this superhero game isn't about flying; it's about falling. And it's a superhero game in the best sense: It showed me a world that was as mysterious as it was fantastical, loaded with unanswered questions and improbable vistas, and let me explore it as an instantly likable character. Best of all, the gravity-manipulation controls actually took me a while to get used to; they felt genuinely, at times startlingly new. The game had its problems—notably, the combat was frustrating and several sections from the halfway point onward could be a real slog—but when it was firing on all cylinders, Gravity Rush was a dizzy joy. (PS Vita)



Kirk's Top 10 11 Games Of 2012


XCOM: Enemy Unknown

Every year, it seems there's one game that hits me right in my gaming sweet-spot. Last year it was Deus Ex: Human Revolution and this year it was XCOM: Enemy Unknown. I fell entirely under this game's spell, regularly finding myself up at 3 or 4 in the morning, heading out on one more mission before finally going to bed. Here's a story: the early PC press build of the game caused a strange error with my save game, and I lost about ten hours of progress. I had to start over fresh, but I found myself doing so without a complaint. And I wasn't even reviewing the game! I relished the opportunity to play the opening acts again, to use what I'd learned and get everything right. I anticipate I'll be playing it well into the future. It doesn't just belong in my top ten eleven—XCOM: Enemy Unknown was one of my two or three favorite games of the year. (Xbox, PS3, PC)



Kirk's Top 10 11 Games Of 2012


Journey

Just today, I put forth the argument for why this game should be Kotaku's overall game of the year. I also reviewed it back when it came out. I don't have much more to add, so I'll just say that it's a beautiful, remarkably assured game that does what it does so well it's easy to forget just how difficult it must have been to make. It's ThatGameComany's masterpiece. (PS3 only)



Kirk's Top 10 11 Games Of 2012


Far Cry 3

I showed up to Far Cry 3 with a lot of baggage: See, Far Cry 2 is one of my favorite games of all time, and everything I'd seen of Far Cry 3 made me think it would be a less serious, less focused, move video-gamey take on its predecessor. And it was that. It was also awesome. At some point, maybe around the eight- or nine-hour mark, I realized that I didn't want to stop playing. I wanted to keep going, and going, growing my abilities, learning the island, exploring, conquering, and hang-gliding. Sure, the story fell apart for me a bit after the halfway point. And yeah, my adventures wound up making the islands far too safe, devoid of enemies to fight. But as a feat of game design and technical artistry, Far Cry 3 deserves recognition. (For more, see my full review.) It's not just that it does so many things so well—it's that it does them well in the service of being a really fun video game. (Xbox, PS3, PC)



Kirk's Top 10 11 Games Of 2012


Botanicula

No other game this year made me smile as widely or as often as Botanicula. The Michel Gondry-esque art, the wonderful physical comedy, the amazing, handcrafted music and sound effects, and fantastical story won me over completely. So many games concern themselves with mastery and competition; far too few concern themselves with joy. Botanicula was easily the most joyful game of 2012. (PC, Mac)



Kirk's Top 10 11 Games Of 2012


Sleeping Dogs

Sleeping Dogs was one of the very best surprises of 2012, a fine open-world game that proved how oftentimes, GTA-style games can be even more fun without guns. It didn't quite have Rockstar's lavish production values, but United Front's take on the city of Hong Kong sparkled at every turn, and the PC version in particular looked lovely. It conveyed such a remarkable sense of place, perhaps best demonstrated by the fact that you had to drive on the left side of the road. The story was strong too, a surprisingly mature tale that borrowed heavily from Hong Kong cinema. Anyone familiar with undercover cop-stories likely saw every twist and turn coming, but I still enjoyed it all, thanks largely to the top-rate performances. Sleeping Dogs felt like a game that knew its own boundaries: It didn't come with any shoehorned-in multiplayer, and it didn't become overstuffed or fall apart in the third act. It was good all the way to the end, and even beyond: I'm still playing the DLC. Here's hoping Sleeping Dogs merits a sequel. Sleeping Dogs 2: Waking Dogs? I'd play it. (Xbox, PS3, PC)



Kirk's Top 10 11 Games Of 2012


Persona 4 Golden

And now we come to the end, where I'd put the number one game, if these were in order. And while they're not in order, still, Persona 4 Golden kind of deserves to be mentioned last. XCOM may have hit me square in the game-nerve, but I fell even more profoundly into Persona 4 Golden. I ache for this game, you guys. Earlier this year, I had played 60-odd hours of Persona 3, and every time I'd tell someone how much I dug that game, they'd say, "Wait until you play Persona 4." They were right.


Jason and I have already gone into great detail about why we love Persona 4, and if I couldn't capture my feelings in that many thousands of words, I probably should just give up. The town of Inaba and its residents have left an indelible mark on me; I'll never forget this game. (PS Vita, original game is also on PS2)



And that's that. Oh, hmm. There were a few games I didn't get to list here, so honorable mentions go to FTL, Mark of the Ninja, Dyad, Torchlight II, Dishonored, Papo & Yo, Super Hexagon and Sound Shapes.


2012 was a great, often surprising year for games. Here's hoping 2013 is even better.


...

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