This is Adam, Prince of Eternia, defender of the secrets of Castle Grayskull. Fabulous secret powers were revealed to him the day he held aloft his magic sword and said "By the power of Grayskull, I have the power!" He's kind of a big deal, and he's coming to iPhone and iPad to prove it.
Revealed earlier today via IGN because my friends at Mattel had forsaken me, He-Man: The Most Powerful Game in the Universe is a game that I've been waiting for since the dawn of time. I am not exaggerating (he's exaggerating).
The fine folks at Chillingo are bringing Prince Adam to our phones and pads with this cartoony beat-em up, featuring 27 levels across seven portions of Eternia, unlockable secret powers and Man-E familiar faces. Looking through the screens here we've got Beast Man, Mer-Man, Skeletor and some robots that look an awful lot like the minions of Hordak, though he was mainly a She-Ra villain.
We cannot wait to get our hands on He-Man: The Most Powerful Game in the Universe. Luckily we won't have long to wait—it won't be long before we're ready to tell you what's going on.
I also did not realize that Sean Connery played as Gandalf in The Lord of the Rings: The Fellowship of the Ring. You learn something new from LEGO parody videos every day!
Kudos to Brotherhood Workshop for the hilarious short. And the new perspective.
Head over to the Talk Amongst Yourselves forum for more conversations, off and on-topic.
LEGO The Cranky Cavetroll [YouTube]
Saving the world ain't easy. It takes strategy, preparation, determination and more than a little luck. So don't be thinking you can just fire up XCOM: Enemy Unknown and see alien corpses pile up at your feet. Go in with that attitude and the only corpses you'll see are those of your trusted and highly personalised XCOM soldiers.
Instead, you might want to think about adopting a few of the strategies that got us safely through the game last week. They may not be the best for you, but they worked for us, so they're at least worth considering!
TRY AND KEEP EVERYONE ALIVE
This can't be emphasised enough. As your troops kill aliens and complete missions, they'll level up in rank, unlocking new abilities and perks that become essential later in the game to bringing down more difficult opponents. Let too many of your best men and women die and you'll be stuck with a bunch of rookies, and you don't want that when the really tough guys show up.
You don't need to frantically save your game every turn and keep everyone alive, but you should aim to have at least 10-12 experienced soldiers on-hand at all times.
CAMPING FOR VICTORY
Take extra special care of your snipers, because the abilities they unlock can alter the shape of an entire battle. An experienced sniper with a good rifle and elevated vantage point will dominate, to the extent they'll easily rack up twice the number of kills compared to your more intimate troops. There's even an ability where they can take two shots per turn (everyone else only gets one), and those shots are usually insta-kills. Handy, that.
So always take a sniper. And make sure it's a good one.
MEDIC!
Support classes, with their high range of motion and (eventual) ability to carry more than one medikit, are crucial. Especially for some of the longer story missions. You'll frequently need to regroup and heal your soldiers, and you don't want to be sweating your health as you draw in to the final few encounters. Bring a medic, or better, bring two.
THAT'S WHAT FRIENDS ARE FOR
After playing through part of a campaign on preview code with the default randomly generated names, I (Kirk) started naming my characters after friends and co-workers, and even customizing them to look a bit like my friends. That has caused me to become hugely attached to my characters, but in a good way—even if they die in combat, their sacrifice is always noble and heroic, and I do love to tell the actual people all about their exploits in my game afterwards. (The world will remember Luke and Owen for their selfless deeds.) Twitter can be great fun for this—I suspect that over the coming weeks, more and more people will be hearing of their last-second grenade tosses and snap-shot pistol rescues in 140 characters or less.
PRIORITY RESEARCH
Unless you're racing to finish the story, you'll continually have options as to what to focus your research on. Luke's recommendation: focus on armour and plasma weapons. If you're not rocking Titan Armour and plasma rifles by 2/3 of the way through the game, you'd better have a whole bunch of coffins standing by at XCOM HQ. Indeed, it's not even worth bridging your ballistic weapons with laser gear. Just shoot straight for the more powerful plasma. (Damn, I wish I'd read this one before I spent so much time researching laser weapons. -K)
SAVE OFTEN, BUT NOT TOO OFTEN
It is possible to obsessively save your way through missions, perfecting your strategy and working every encounter to your advantage. And while of course, you should play with whatever style works for you, as you get better at the game, it can be enjoyable to dial back the number if mid-mission saves you allow yourself, and to live with the consequences of your bad decisions a little bit. And remember: It doesn't appear to be possible to game the system by reloading just before a shot until the percentages work out in your favor. Once the game has decided you'll miss a shot, you'll always miss it. Of course, I (Kirk) have only heard that and have never tried it because I WOULD NEVER DO SOMETHING LIKE THAT.
DOG COMPANY
You'll quickly have the space to take six soldiers on a single mission, leaving you with the question: which soldiers to take? While some situations call for certain combinations, for most battles - those taking place outdoors and asking you to do nothing but kill a bunch of aliens - your best bet is one sniper, two support (both packing med kits), two assault and a heavy. The sniper observes and supports, the assaults kick the doors down and do the dirty work, the supports stay behind for mop-up shots and healing and the heavy...can do whatever they want. Which is usually putting a rocket in the middle of a room full of aliens.
DON'T HOARD YOUR POWERS
When you're in combat, don't hoard your abilities, ammo, explosives, or special moves. Use them early and often. Especially on the standard abduction, terror and UFO crash missions; most of them involve only 8-12 enemies, and you'll almost always end up with a bunch of leftover grenades, rockets and medkits. They'll save your ass more than once. Longer story missions are the only times when you'll want to think about pacing yourself, and even then, a live heavy with no rockets is much more useful than a dead heavy with two.
OVERWATCH
The simplest and most effective tip for battles is to use the "Overwatch" ability. Every. Single. Turn. Unless it's a timed mission (of which there are a few), you can afford to move at a snail's pace, because the defence and covering firepower you get from the ability is the most effective way to keep your squad safe. And remember, you really, really need to keep your soldiers safe! (Yes. This. Overwatch is key. -K)
THE MEN WHO STARE AT GOATS
When you first encounter psi training, it would be easy to write it off as a gamble, or a highly-specialised ability that's rarely used. Nope. While more complicated abilities are a little hit and miss, the basic psi attack does nothing but cause damage, and does so with 100% accuracy. This makes it the perfect clean-up weapon for those enemies who are stuck with half their HP left but who are in a position to hurt your troops.
PLAN YOUR FLOORPLAN
While some aspects of the base management are a bit bare-bones, your base's layout can still be easily maximized to your advantage. Leave room to build at least two of everything—laboratory, workshop, power generator, satellite uplink—and remember that vertical and horizontal adjacency give a bonus. Don't dig deeper than you have to at first—use all of your lateral space before spending money expanding downwards. Try to keep ahead of the curve by building labs and workshops before their respective delegates start nagging you to expand.
HOW TO MAKE FRIENDS AND INFLUENCE PEOPLE
You'll lose soldiers in this game, and you'll probably lose council members, too. Don't sweat this. You can afford to lose a lot of them before it's game over, so just focus on keeping the wealthy ones (each nation pays you a different monthly amount, so make note of this) happy. You'll survive if Nigeria pulls out, but if the USA leaves XCOM, you have problems.
DON'T FORGET THE LONG GAME
Related to that last tip, don't forget the long game. It's easy to put all of your money into developing sweet kit for your commando squad, but it's all for naught if your coalition falls apart. Remember to build and deploy satellites, planes, and other resources around the world, and when you're given the option between three abduction sites, pick the one with the highest panic rating, unless they're all high, then pick the wealthiest country. But remember: It sucks to make it 25 hours into the game only to realize that while your squad is nearly unstoppable, you're woefully underprepared to fight the long war necessary to win the game.
RUN FOR YOUR LIFE
Remember, this is a turn-based strategy game in which most missions are without time limits! So when you find yourself in a tight spot, or up against one of the super-tough bad guys near the end of the game, don't be afraid to cut and run. Moving around corners will generally get you out of their sights, and a full-blown retreat can be useful either to get enough space to heal wounded soldiers or, even better, to lure aggressive enemies into a trap. Preferably one full of snipers and heavies with rocket launchers.
Retro City Rampage will be out tomorrow for PlayStation Vita, PS3, Steam and GoG. We already told you that. But what we can't possibly do on our own is identify every gaming in-joke packed into this amazing launch trailer.
So let's do it together. Pick a screen from the trailer. Cap it. Put it in the comments with a note about what it's a reference to. Are you in?
I'll start...
There's a reason most indie games come out digitally. All that printing and packing and shipping costs a whole lot of money. And while the convenience of downloadable titles is nice, sometimes you want a physical memento of a game you really love.
Edmund McMillen knows how you feel. The game-maker's The Binding of Isaac will be getting a spiffy retail release from publishers Merge and Headup Games, complete with the giant Wrath of the Lamb update that funneled in 50% more goodness into the satanic roguelike. This new Most Unholy Edition comes a DRM-free copy of the game, along with a new soundtrack, art book and poster. It's a curious and great development for a game that came out of nowhere and plumbs such disturbing and difficult depths.
For an MMORPG like Guild Wars 2, getting the game launched is just a small fraction of its development. The team needs not only to keep developing new content as time goes by, but also to be able to address bugs, security concerns, and balance in existing content as the game evolves.
So how does it work? ArenaNet's Colin Johanson took to the game's blog to explain that it isn't just one "dev team" working on Guild Wars 2 after launch, but rather eight different sets of folks, each with a singular focus.
The Live Response team handles bugs, feedback, and balance, while Live Security deals with bots, spammers, and account thefts. Commerce tackles the economy and the Black Lion Trading Company. Living World adds content, as does the Holidays and Events team. Yet another group is dedicated to PvP and eSports, building out Guild Wars 2 into a competitive game. One team is working solely on performance and the Mac client. And that leaves "Bonus Teams," who work on mysterious projects that don't fit into the above.
Guild Wars 2 is not alone among MMORPGs in needing massive support for all the years that come after launch. But it's neat to get a quick glimpse into what makes a game go.
Colin Johanson Outlines Guild Wars 2 Live Game Development [Guild Wars 2 official site]
Angry Birds: Star Wars doesn't look half bad! I really like the art style, and if this game adds as many neat new features as Angry Birds Space did a few months ago, it should be really interesting.
Now that the crazy crossover is official, it seems like a good time to remember that almost a year and a half ago, artist Steven Anderson created his own version of Angry Birds: Star Wars. One concept. Two very different approaches.
Whose version of each character do you prefer?
Luke vs. Luke
Chewbacca and Han vs. Chewbacca and Han
Leia vs. Leia
R2D2 and C3PO vs. C3PO and R2D2
Darth Vader vs. Darth Vader
Death Star (not technically a character, of course) vs. Death Star
You can see more right here. Some of them are really neat!
Brought to you by Dan Hobart, the man who cut abridged versions of Chrono Trigger, Secret of Mana, and quite a few other Super Nintendo games, here's all of Final Fantasy VII in five minutes. In case you feel like getting all nostalgic and wistful but you don't have time to play Square's classic RPG all over again. Enjoy!
The battle over whether and how violent media damage the youth of the world who consume them continues apace. Today's study adds fuel to the argument that yes, violent games are bad for kids.
There is a link between increases in physical aggression over time and playing aggressive video games, a team of researchers has found. A team of psychological researchers from Brock University, in Canada, published a paper in the journal Developmental Psychology looking at teenagers' hostile real-world behavior and how many violent video games those teenagers play.
The Telegraph reports that the study asked just under 1500 teenagers at a high school in Ontario, half boys and half girls, to self-report their own aggressive behavior—shoving, kicking, or punching other people—regularly over the course of four years. As the students aged from 9th grade (ages 14-15) to 12th (ages 17-18), "analysis showed that teenagers who played violent video games over a number of years saw steeper rises in their aggression scores during the study."
The analysis did account for some other factors in the teenagers' lives likely to account for increased aggression, including "gender, parental divorce and marijuana use." However, the study leaves open the distinction between correlation and causation. Publicly available materials leave unclear in which direction the link might actually go: do the games cause teenagers to act aggressively, or are teenagers with aggressive dispositions more likely also to play violent games?
Longitudinal studies, like this one, are the best way to discover long-term effects and true connections, and now that high-definition, plausibly-textured gaming has settled in to so many households so comfortably, we will see more of them looking at the effects of Halo and Call of Duty on the children of the world. In the meantime, Telegraph throws out one nugget to avoid blanket condemnation of video games: the teenagers who played non-violent games apparently didn't go around punching or kicking people any more than usual. Seems like they never saw how ticked off Super Hexagon or Angry Birds can make some of the people I know.
Violent video games make teenagers more aggressive, study finds [The Telegraph]
Good news: Warner Bros. Interactive Entertainment chose today to reveal how much their December 4 MOBA/DOTA-style Guardians of Middle-Earth game will cost. (The game is like League of Legends but with Lord of the Rings characters. Got it?)
Not so good news: You'll have to read very closely and will still have to be an excellent guesser to figure out what the game will really cost.
Seriously. Read the following excerpt from WBIE's press release today once through and see if you can figure out what Guardians of Middle-Earth will cost people who want to play the game in full:
The digital versions will be available for $14.99 on PlayStation Network beginning Dec. 4, 2012, and for a purchase price of 1200 Microsoft Points on Xbox LIVE Arcade for Xbox 360 this fall. Post-launch, extensive downloadable content will also be available digitally, and can be purchased via Xbox LIVE Marketplace for Xbox 360 and PlayStation Network individually or as a Season Pass. Guardians of Middle-earth will also be available at select North American retailers for $29.99 for PlayStation®3 system beginning Dec. 4, 2012 and for Xbox 360 this fall. Included with the retail purchase of the game is pre-paid, discounted access to the digital content offered post-launch. Versions of Guardians of Middle-earth for Xbox 360 will include Microsoft Points equal in value to the full game plus the Season Pass of downloadable content, while versions of the title for PlayStation®3 system will include PSN vouchers equal in value to the full game, plus the Season Pass of downloadable content. Digital content will consist of game maps, one bonus gameplay mode and several additional good and evil characters, some of which will be based on key characters in The Hobbit: An Unexpected Journey motion picture, which is set for release on Dec. 14, 2012, directed by Peter Jackson and a production of New Line Cinema and Metro-Goldwyn-Mayer (MGM).
So.. do you think the game is $15? $30? Some other price?
The reason this is probably all so confusing is because MOBA/DOTA-style games are often free and designed to support the sale of lots of additional content, piece by piece, microtransaction by microtransaction. Players pay for alternate characters or other expanded content, and that's where the developers make their money. Judging by the way that big pricing paragraph is written above, we can assume that there will be plenty of extra content to buy for Guardians of Middle-Earth and, if the game is true to its genre, much of it may be fun but not required. You might even be able to enjoy the game for just $15. But, hey, this sure looks like a sign of the times: How much is that game? It depends.