What? It is.
There's a special type of anxiety that arises when you have to solve one of Ron Gilbert's puzzles in front of him. This is the guy who made Maniac Mansion and The Secret of Monkey Island, for gosh's sake. And here I am, poking and prodding at a new puzzle he made, stuck but not wanting to ask for help.
On Wednesday, I visited Double Fine to play through the PAX build of Gilbert's new adventure game The Cave. As I played, I found myself stuck on the first major puzzle. I switched between my three characters, poking and prodding at objects in the environment, trying to figure out the best way to remove a fire-breathing monster from my path. As minutes passed and I made slow progress towards an eventual solution, I began to suspect that The Cave is going to be a larger, more finely wrought game than I may have thought.
Eventually Gilbert chimed in and helped me solve the puzzle. And thank God, really.
Okay, let's bullet-point this sucker. Some of this stuff is already known, and then I'll get to the new stuff I played.
I was impressed with the depth of the first major puzzle in The Cave, and have a feeling that this game is going to be bigger size-wise than I'd anticipated it would be. Particularly given the fact that there will be seven large, distinct puzzle areas, not all of which will accessible on a first playthrough. Gilbert's Cave appears to run deeper than I thought.
Man, it's really hard to say that with a straight face.
Hey, okay, here are some screenshots!
The studio responsible for the multiplayer component of Spec Ops: The Line, whose lead designer called it a "cancerous growth" foisted upon the game by publisher 2K Games, defended its work in a statement today.
In a feature published earlier this week by Polygon, Cory Davis, formerly of Spec Ops developer Yager, ripped the multiplayer as inessential to the story the studio was trying to tell. "2K was relentless in making sure that it happened—even at the detriment of the overall project and the perception of the game," he said.
Darkside Game Studios, the developer responsible for Spec Ops' multiplayer, said this today:
There are a lot of positive topics covered in the recent Polygon article about Spec Ops: The Line. However, one clarification needs to be made about the multiplayer mode: Darkside Game Studios was brought onto Spec Ops towards the tail end of the project and revamped the entire multiplayer design. The deadline was tight, the demands were high, and Darkside did a great job according to focus tests, reviewers and players. Cory Davis himself followed up on his Twitter account: "Darkside Games did a great job with the time / resources they were given. They finalized and shipped a historically troubled Multiplayer." His concerns originated prior to Darkside's involvement and stemmed from his opinion that the game should contain no multiplayer at all. Fortunately, for the core fans of Spec Ops multiplayer, this was an outlying opinion.
Davis in earlier tweets said his statement about Spec Ops' multiplayer "is not directed at Darkside Game Studios. MP passed to multiple studios, was troubled throughout," and that his comments "are in no way representative of my overall feelings for 2K as a publisher." Davis also noted that he no longer works at Yager.
Davis, to Polygon had said, "The multiplayer game's tone is entirely different, the game mechanics were raped to make it happen, and it was a waste of money. No one is playing it, and I don't even feel like it's part of the overall package - it's another game rammed onto the disk like a cancerous growth."
2K Games, the publisher, has had no comment on Davis' remarks.
Oh my beloved Nariko, I shall not let any of those unworthy ruffians touch an oddly-rendered hair on your beauteous head when you make your grande return in PlayStation All-Stars Battle Royale.
Who's that behind you? Sir Daniel Fortesque from MediEvil? No one invited you, Dan. Piss off.
Now where were we, Nariko? Still carrying around that Heavenly Sword? How's your sister doing? Tell her I said "hey".
Man, I really missed hanging out with you, Nariko. Did you miss me too? What's that video there? DAMMIT DAN, I SAID PISS OFF!
Nariko, *sigh* Dan, InFamous' Evil Cole and Metal Gear's Raiden are all playable on the show floor at PAX.
Don't you touch my Nariko, Kirk Hamilton. I've seen how you look at her. Why don't you keep Dan company instead?
PlayStation All Stars Battle Royale: Heavenly Sword's Nariko And MediEvil's Sir Daniel Fortesque Step Up [PlayStation Blog Europe]
In the realm of Diablo clones there are few games I enjoy quite as much as Diablo itself. The Sacred series is right up there, and today we're getting our first look at Sacred 3.
The world of Ancaria is far from perfect but I love it, from the brutal difficulty of the first game to the general glitchiness of the second. In this third installment, announced way back in 2010, the powerful Heart of Ancaria is up for grabs, and the player must stop the CW teen drama-named Zane Ashen, ruler of the corrupt Ashen Empire, from getting his hands on it. Oh that Zane. He's so...you know.
Up to four friends will be able to team up in the fight against Zane, competing and cooperating at the same time. It's one of the joys of Sacred — you want your companions to succeed; you just want to succeed more.
Sacred 3 is under development at Germany's Keen Games, the folks behind Legend of Kay and Anno 1701. It's planned for release in 2013 for the PC, PlayStation 3 and Xbox 360. I shall be there when it arrives, ready to kick Zane's Ashen ass.
Torchlight II hits PC and Mac on September 20. Have a trailer! [UPDATE]
The game will ship on Mac later. And, a Runic developer wants to squash a rumor and confirms to Kotaku that all of the game's dungeons and the overworld will be randomized.
Torchlight II hits PC and Mac on September 20. Have a trailer! [UPDATE]
The game will ship on Mac later. And, a Runic developer wants to squash a rumor and confirms to Kotaku that all of the game's dungeons and the overworld will be randomized.
It's no secret that The Secret World has been facing some troubled times. Developer Funcom laid off half their staff earlier this month, which would seem to make the promised monthly content updates more challenging to release on time.
However, in his August, 2012 State of the Game announcement, Ragnar Tørnquist, the game's creative director and senior producer, reassured fans that the content is still flowing, and the team is still dedicated to the project. He also took a few digs at other recent big-name MMO announcements and launches, emphasizing that The Secret World remains, in many ways, unique: "We're not going to play it safe. We won't be introducing classes or levels, elves or centaurs, and regardless of the competition, we won't back down from our original vision. We're going to keep doing what we're good at."
So what remains on deck in The Secret World? Tørnquist promised that even though Issue #2 of content updates has been delayed by two weeks, that Issue #3 is still on track to release on time. Details about Issue #3 remain scant, but it is promised to tie-in with Halloween and have cats in. As for the rest of what's on the horizon:
So what's ahead in upcoming issues? There's a ten-person raid in New York scheduled for October, and it's not like any raid you've ever played before. We have a bunch of auxiliary weapons on the way, and more character customisation improvements. We have a huge and exciting new feature pencilled in for Christmas, which ties into the achievement system and gives a lot more meaning to the usual 'Kill 1,000 Vampires' goals. (After all, who hasn't wondered what it would be like to have some vampiric abilities to play around with?) We're creating intermediary decks with brand new clothing rewards; we have a ton of new missions and storylines in development; and we have a huge new adventure zone scheduled for next spring, bringing players back to Tokyo's Ground Zero, to face brand new threats, meet new characters, play new missions and explore an intriguing urban environment unlike anything you've ever seen in an MMO.
State of The Game - August 2012 [Funcom]
Hey, Kotaku readers, every so often I like to check in with all of you and find out how you think we're doing. This time, I thought we'd use our nifty, new Live Q&A system to answer your best questions about what's going on with Kotaku, why we're doing this or that, what we can do in the future, and so on.
So, fire away.
Be sure to submit your question in the form below. Thanks!
(P.S. I'm the one on the left.)
After one day of poking around Steam Greenlight, I feel like I have seen this all before. And then I realize: in a way, Steam's suddenly going all Kickstarter. It's a big new platform that the little guys—and not-so-little-guys—can use to get their project in front of millions. And it's a bit of a mess.
Greenlight is at once a brilliant idea and a nightmare of execution, an enormous haystack in which perhaps, if we are lucky, some needles are hiding. At the moment, Steam informs me there are 579 games awaiting my rating. Yesterday there were somewhere in the order of 260. At this rate, even millions of Steam users won't be able to comb through the Greenlight slush pile with any efficiency.
While anything that exposes more unknown, indie games to a wider audience is a great idea, there are already some flaws in Greenlight's implementation that make it difficult to work with.
So while flicking randomly through 20 pages of potential PC games, what can the discerning user find?
Well, some games look downright lovely. The art in Fly'n and Incredipede both look beautiful, painted in colors and bold lines.
Then there are the titles. Escape Goat is the name that made me giggle most, though A Hat In Time also caught my attention, and made me look more closely at their listings. (Though, of course, names can also draw negative attention; Voxel Elephant Murder Simulator struck me for all the wrong reasons.)
Steam Greenlight readily highlights the challenges of curation—it's hard to separate the good from the bad, in an overwhelming world. Some games in the mix look like they could be promising PC indie titles, if they're ever finished. Some are clearly finished or almost-finished works by developers who know what they're doing. Others are clones of popular ideas (Minecraft in particular seems to be inspirational), or straight-up trolling.
Steam has just become like the wide-open mobile market in one key way: unless you already know exactly what you're looking for, it can be quite a challenge to find. Hopefully, the system will see some enhancements soon.
It's August 31, not October 2, but somehow, some way, gamers in Poland have gotten their hands on some retail copies of Resident Evil 6—or are extremely awesome at PhotoShop.
A writer on the Polish gaming site NeoGeo reports that they were able to purchase copies of the October-scheduled game now.
Google translate sorta clarifies this from NeoGeo: "How did the game in stores? Seller did not want to reveal his secret." Cue speculation of 1) stolen goods, 2) early shipments that had embargo dates the seller was ignoring, 3) elaborate software piracy, or 4) possession of a time machine.
Who says Europe always gets the good games last, huh?
More images of a retail RE6 in action at the link below. For the record, all we've got at Kotaku is a preview disc that has two chapters apiece of the game's three main campaigns on a disc that doesn't run in a retail 360. Curious detail: those chapters, which feel polished, are all in a file that was dated back to June. Also, they're pretty good.
I've asked Capcom for comment.
Resident Evil 6 już gnije na półkach sklepowych (i to polskich) [NeoGeo, via NeoGAF (no relation!)]