Remember Among The Sleep? It's that game by Krillbrite studio where you play as a two year old who has yet to "develop a full sense of reality, making you weak and susceptible to the horrifying creatures inhabiting your nightmares." If you've forgotten, this is your reminder that This Cool Game Still Exists.
There have been a couple of updates since we initially covered it, including new screenshots and concept art earlier this month, as well as a response to folks who were upset that you could play as a kid last year. Pictured above is concept art, obviously. More screenshots and concept arts at the bottom of this post.
I'm glad that the game has retained some of what we saw in the original trailer, because last year some folks responded negatively to the idea that you could play as a toddler in a video game. Krillbrite responded to some of these concerns last year:
You are the child. At no point in the game is the goal to harm a child. Your goal is naturally quite the opposite: to avoid harm. Our goal as developers is to put adult players in the mind of the child, and let them experience the resulting perspective in a creative way.
Events are not literal. The game mixes an undeveloped sense of reality, with imagination and dreams. Hence, many elements are not necessarily meant to be taken literally. It might seem like metaphors are not yet expected in games.
It's a game for adults. Our target audience is adults, not because Among the Sleep will feature grotesque violence, but because we expect a certain level of intellect from our players.
To me the negative response seems absurd, since the entire premise of the game—playing as a toddler—is exactly what makes it interesting. And look at all these locations we might get to visit!
Either way, Krillbrite is still hard at work on Among The Sleep, though they're working on smaller experimental projects at the same time. We'll keep you posted.
For now, visuals!
Two weeks ago, Redditor fiscal_ asked if anyone knew how to get in touch with Bungie, the creators of Halo. His son, a big Halo fan, had just received a liver transplant, and fiscal_ wanted to cheer him up with some sort of Halo-themed gift.
It worked. Yesterday, fiscal_ came back to the Halo Reddit to show off pictures of his son recovering from the surgery with his brand new Spartan helmet, thanks to the folks at Bungie (and their non-profit branch, the Bungie Foundation).
Just look how happy he is:
For more pictures, check out fiscal_'s gallery.

The King of Iron Fist Tournament will be raging on in 2013, this time with the fiercest weapon of them all: playing cards. Namco Bandai Games has just announced Tekken Card Tournament, a mobile/real world card game that is set to launch "in the next few weeks." Tekken and card gaming: a match made in... somewhere weird.
Unrolling in two different stages, Tekken Card Tournament will start as a free-to-play mobile and browser game which pits the players against each other in vicious (card) fights, a veritable flurry of (card) punches and (card) kicks causing grievous bodily (card) harm.
To play, you use a custom deck featuring a mix of Focus, Strike, and Block cards (at least some of which are named after classic Tekken moves. Dynamite Heel please?). There's also something called the "fusion system" that allows for unique card combinations. Then, later this year, players will be able to purchase real life booster packs that can then be played in person or scanned into the game for new characters and upgrades, and are even equipped with Augmented-Reality capabilities. Imagine, a little Mokujin just dancing around your desk. Dance, Mokujin, dance. With 190 proposed cards, you can stack your Tekken Card Tournament deck higher than Paul Phoenix's Kid 'n Play 'do.
"Do you remember the Atari? Oh man, I remember the Atari!" These are words that you've doubtless heard from people over the age of 30. For some, Pong and Atari were their first and last brush with gaming, and you'll be hard-pressed to find one among them that doesn't recall those days with fond memories.
In the video above everyone from Fox to Canadian television waxes nostalgic about the beloved Atari. See guys? There's hope for everyone. Now if only we could harness that nostalgia for good...
It's become a tradition in Hidden Chronicles that players are introduced to a new set of themed quests when Zynga releases most new games, and CoasterVille is no exception. While you may have plenty of quests already on your plate in Hidden Chronicles, if you scroll through your list long enough, you'll eventually find the four CoasterVille quests that will be available to complete in Hidden Chronicles for a limited time. We're here with a guide to get you started on these quests, so let's go!
CoasterVille: 1 of 4
• Gather 2 Park Tickets
• Reach Level 5 in CoasterVille
The two Park Tickets are earned by posting a general news item to your wall. As for leveling up in CoasterVille, if you've already passed Level 5 in the game, you'll likely need to hit the button to head into CoasterVille from within Hidden Chronicles to make your progress sync. You'll receive 130 coins, 125 XP and two Target Hints for completing this quest.
CoasterVille: 2 of 4
• Reach Level 7 in CoasterVille
• Play 3 Scenes
The three scenes can be the same scene three times or three different scenes, so play scenes that you also need to complete other quests and finish two things at once. Finishing this second quest gives you two energy, 260 coins and 125 XP.
CoasterVille: 3 of 4
• Reach Level 10 in CoasterVille
• Play 3 Games of FastFind with Friends
Simply head your friends' Estates and click on the clock in the corner to play FastFind. Do this with two friends to finish this quest. You'll receive five Target Hints, some XP and coins for completing this third quest.
CoasterVille: 4 of 4
• Hide 3 Secret Packages
• Reach Level 15 in CoasterVille
To hide packages, just visit friends and follow the prompts when you arrive. After you complete this final quest in the CoasterVille cross-promotion, you'll receive 900 coins, 325 XP and a Ferris Wheel for your Estate. The Ferris Wheel is worth 450 Estate Points, but it's also a pretty massive item. Still, it was free, so we can't complain.
These quests will only be available for eight days, so if you're having trouble increasing your level in CoasterVille, make sure to check out our cheats and tips guide, and add yourself to our Add Me page to make more progress with new friends! Good luck!
Play Hidden Chronicles on Zynga.com now >
Play CoasterVille on Zynga.com now >
Have you already reached Level 15 in CoasterVille, or are you just starting in Zynga's theme park game? Do you think you'll be able to complete these quests before they expire? Sound off in the Games.com comments!
Republished with permission from:
Brandy Shaul is an editor at Games.com
If you've hung around YouTube or tech-oriented sites long enough, chances are you've stumbled across an unboxing video. These are exactly what they sound like: videos where someone removes the packaging from a new product.
Right now, if you type in 'unboxing' on the YouTube search bar, it autofills in iPhone, iPad, Wii U, Playstation Vita, and Black Ops II unboxings. You'd think watching an unboxing of these things would be boring, but no, unboxing videos are hugely popular. Heck, we've done some unboxing videos too. Why not? People love 'em.
When you dissect the unboxing video though, as The Dublin Review does, what you find makes it difficult to look at unboxing videos the same.
Obviously, there is something hugely consumerist about unboxing videos, and that's easy to feel guilty about. But the unboxing is also documentation of the very last moments of anticipation, the last moment where the gadget or game exists on this realm of possibility—when you unconsciously think, I've been waiting so long for this; this thing could be amazing.
Except it's typically not as amazing as you've conceptualized in your head (or as marketing says it'll be.) So in that sense, the unboxing video documents the last moment before "the slow, inevitable decline into disappointment and neglect."
The Dublin Review also notes that by having unboxers be mostly behind the camera, the thing becomes an unmediated experience—so "it's like one of those first-person-shooter games in which all the player sees of his or her onscreen incarnation is a pair of hands gripping a weapon." There is a sense of voyeurism in that, which is inherently creepy.
And then, riffing off how some videos use the word 'ceremony' in them, they say that unboxing videos are a bit like "rituals without gods—unless, of course, the object itself is a god."
The implications of that idea are unsettling when you think about it. The Dublin Review has more in-depth thoughts about the subject here; it's worth a read.
It's strange to think about how much of what we purchase hinges on hype, anticipation and exciment, and not what comes afterward during ownership. Sure, some people watch unboxing videos to inform themselves on what is packaged with a potential purchase. But there are also people who watch unboxing videos despite lack of interest in the product, like they're living vicariously through the unboxing video.
Weird.
Image Credit: Shutterstock
Every Man His Own Shopping Channel [The Dublin Review]
The Dead Space sci-fi horror games have nothing to do with the Mass Effect sci-fi shooter/adventure games, other than that they're published by the same giant corporation, EA. But now they're ever-so-slightly crossing over.
EA is letting people who have a Mass Effect 3 save file unlock special Mass Effect N7 armor in next month's Dead Space 3. We're checking with EA about whether the unlock works across platforms, if, say, you played ME3 on PC and will play DS3 on PS3.
UPDATE: An EA rep confirms that this is platform-specific. You'd have to be playing Dead Space 3 on the same console (Xbox 360 or PS3) as you played Mass Effect 3.
Mass Effect armor is also unlockable in Final Fantasy XIII-2. Everybody's wearing it!
Dead Space 3 - Mass Effect N7 Armor [YouTube]
You're running out of ammo, the last medikit you saw was three towns behind, and that nice guy shooting at you just got a sniper to help him out.
Without divine intervention and after that nice guy gets a lucky shot (and why wouldn't he?), you (or what's left of you) are probably headed to the nearest respawn point. And just like that, within the game, Pum! Your character appears out of nowhere.
Save points are a bit different. Usually, in games that allow you to save at any moment (ie: Deus Ex: Human Revolution—and I'm glad it lets us!), you just reappear in the same exact spot with the same exact gear you had.
Other games save when a big boss battle is coming up or when you choose to save (e.g. Serious Sam 3 BFE), and you just reappear on the point where you saved.
Saving a game and respawning is something that happens outside of the world of the game; the player is conscious of this, but the character is not, thus breaking the fourth wall. But there are exceptions to this rule, and Borderlands is one of them. So, how could one imagine a respawn point working?

In Borderlands, there are New-U stations that "store the character DNA against the possibility of accidental death or dismemberment" and can "digistruct" an entirely new body to replace the recently deceased one, a hand-wavey way to explain how the game save works.
We're going to discuss a bit of physics in this article, but thinking about an action game, being completely faithful to the laws of physics would be a bit boring. For example, if you die, you die, and that's the end, as long as our knowledge of the laws of physics goes!
New-U stations save the game when the character walks within range of it. We will get into the physics of the matter (if you pardon the pun), but just the idea of explaining why a character can reappear is interesting. There's even a tunnel when you're being brought back and an associated cost of 7% of your character's funds! It can be a lot from the player's perspective, but that's just pocket change considering you are actually "reconstructing" a character.
In a nutshell, New-U stations use solid light to digistruct a person, weapons from holsters, even cars. Therefore, the DNA explanation mentioned above is not sufficient. When you are reconstructed from a New-U station, the character returns with all its weapons, ammunition, clothes, etc. So if the New-U station stored only DNA, it would be a bit hard to reconstruct stuff that doesn't have DNA to begin with—think back-in-time-terminator-naked style. There's also the use of another term, "solid light," that is an actual scientific term, but again applied in a science fiction way, in a sense of light transforming into matter.
So how would a more physics-based "reconstruction" work?

Lawrence Krauss (a fantastic physicist and writer) did some calculations on a similar problem, the transporter from Star Trek. There are other issues that Krauss discusses, but the physics of acquiring the data from the object and reconstructing it would be similar. Krauss even goes into a deeper philosophical question: are human beings only the sum of their atoms? Is there something else that makes us human, besides matter? It's a very interesting question, but one that we will not delve into. So we're going to stick with physics questions: how much information would one need to store in order to recreate a human being? How do you acquire this information? And how much energy is needed to do so?
The average human body is composed of 1x1028 atoms.
To be able to reconstruct it from a stored pattern, first this pattern must be stored, of course. But how would one go about doing that? The scanner would have to acquire the position and momentum of all atoms, without displacing them. It would need to determine the type of atom that you're scanning, too. It also would have to do it very quickly, taking into account that the character probably wouldn't be standing still. And here quantum mechanics shows to start spoiling the fun, with its pesky Heisenberg principle.
The Heisenberg principle states that, independent of the measure apparatus or future technologies, there are certain combinations of measures that are impossible to be made with arbitrary precision.
For example, it is possible to determine very precisely the position of a subatomic particle—like an electron—but not the momentum at the same time, and vice versa, or the state that the particle is, but not how long the particle will stay in that state.
So for our "scanner beam" to be able to selectively "lock" on a particular atom (which would be a feat on its own) and acquire its information, would disturb that same atom from its present state, somewhat irreversibly. It gets even worse, since, if we need to increase the precision of the beam to get a higher resolution, more energy would be needed, and the more that poor atom would be disturbed. And all that would be done within seconds!
To keep going, let's now assume that this scanner beam works. How much space would be needed to store all this information?

We would need to store not only the position and velocity of each atom, but also its energetic state, whether it's making a bond with other atoms, the vibrational and rotational states, etc.
In physics, each of these pieces of information is called a degree of freedom, and a system is determined if all the degrees of freedom can be defined.
Let's say that we can store all the degrees of freedom of all the atoms. Let's take an educated guess and say that all the degrees of freedom of one atom can be described by 5kB. While we're at it, let's also take into account the weapons and stuff that you carry on that giant backpack, and say that we need to store 1x1029 atoms.
That would give us 5 x 1029 kilobytes, or 50000 yottabytes of information to be stored (and retrieved!) in a few seconds.
Given the world's current supply of hard drives, we couldn't get a single yottabyte. There are some recent calculations (using the Bekenstein limit) that estimate the information needed to describe a human being to be around 1x1044 bytes, considering the maximum amount of information given using a finite amount of energy in a finite region of space, which happens to be larger than our previous estimate.
You died, fini, caput, so the New-U station needs to reconstruct you. We got a nice blueprint of 50000 yottabytes with all your information.
First problem: we need the atoms! It shouldn't be a big deal for the more common ones, like oxygen (65%, in mass), carbon (18% in mass) and hydrogen (10% in mass).
Things start to get a bit more problematic with the rare earth ones, even uranium and beryllium, so each New-U station would have to have an "atoms stock" to be able to reconstruct a character. And remember, there's also all the weapons… It seems that the weapons are recreated from scratch when the character is recreated, but dematerialized to "hard light" when the character is not using it.
So far, we only dealt with atomic level problems, considering that only saving the atoms themselves and not its constituents is necessary.
Each atom is composed by some number of nucleons (protons and neutrons) and electrons, and a lot of empty space. Really, a lot: more than 99% of the mass of the atom is at its center, where the nucleons are, but the size of the nucleous is 10000 smaller that the atom itself.
What prevents things falling through other things is the electric field, or the repulsion of the electric field by equal charges. Chemical bonds are formed to minimize the energy, but getting the atoms together can be a bit tricky, exactly because of that electric repulsion.
There are also reactions that need energy to start and keep going, and others liberate energy when the chemical bonds are formed from the free elements. How much energy? We will have to simplify greatly here: some chemical reactions liberate energy, while others absorb it, so it's not only a problem of putting everything together, but also putting or removing the right amount of energy in the right order.
After seeing the enormous amount of information that would need to be scanned and stored, the energy and materials that would be needed and with all the difficulties that physics presents us, it's not like we would see a New-U on the corner anytime soon (or ever), but the possibilities for understanding the science behind the possible processes is very interesting. There are some fundamental physical barriers and others that are more technological. But nonetheless, not breaking the fourth wall is awesome and talking physics about a game is always awesome.
And all this for only 7% of your funds!
Ivan is a computational physicist and postdoctoral fellow at Laval University and science media consultant for Thwacke Consulting. For more follow Thwacke on Twitter and Facebook!
Editor's note: Our guy at Thwacke, a Canadian outfit that advises game developers in all things science, writes to us and says he's got an expert who can explain how the Zerg in StarCraft have a whole lot in common with real insects. More »
Last week Imangi Studios surprised everyone with the stealthy release of the Temple Run 2. Being the finely-honed sequel to one of the most popular mobile games in the world, I can't say I'm surprised by massive reaction.
Today Imangi Studios announced that in just four days—from Thursday's release to Sunday evening—Temple Run 2 was downloaded 20 million times. An impressive number made more so by the fact that the game doesn't launch on Android and the Amazon App Store until later this week. This was all iOS.
And it's not just knee-jerk grab the free game, play it later downloads either. According to Imangi, more than 210 million game sessions have been initiated since launch—that's an average of 11 plays per download—adding up to some 1,775 years' worth of play.
It's current in the number two spot in the iPhone's top grossing list and steadily rising, so folks aren't just playing, they're buying in-game gold and gems as well.
"The response from fans has been overwhelming," says Keith Shepherd, co-founder of Imangi via official announcement. "We are thrilled players want more of the Temple Run universe, and we hope to grow and expand the game over the coming months."
I'm looking forward to seeing how much that download figure jumps once Android gamers get their hands on Temple Run 2.
Project X Zone, a strategy-RPG and crazy collaboration between Namco Bandai, Sega, and Capcom, is coming to North America, Europe, and Australia this summer.
The 3DS game features characters and worlds from all sorts of games, from Darkstalkers to Valkyria Chronicles to Street Fighter. Other franchises making appearances in the nutty game: Tekken, Mega Man, Resident Evil, and many more.
Here's publisher Namco Bandai's press release:
Developed by Banpresto and Monolith Soft, Project X Zone features over 50 characters from 29 historic game franchises by three of Japan's most prolific video game companies. In Project X Zone players will use a team of two characters known as a Pair Unit to explore the world within the game. An additional character known as a Solo Unit can be combined with the Pair Unit to assist in battles with Solo Attacks as well as augment the attacks available for players to execute. Throughout the game, epic battles are waiting to erupt at a moment's notice. Players will have to master an array of screen-busting moves including Solo Attacks, Support Attacks, Cross Hits, and Finishing Moves in order to defeat a multitude of foes.
"Project X Zone is the first title to ever combine such a large cast of characters from a varied list of game franchises into one grand adventure," said Carlson Choi, Vice President of Marketing NAMCO BANDAI Games America Inc. "Developing a cohesive game and storyline to encompass all of these great characters and their battle-styles was a huge challenge that has paid off greatly with the creation of a truly unique and groundbreaking gaming experience."
Project X Zone takes place in a world surrounded by a hidden chaos with shadows and evil lurking beneath the peaceful cover of everyday life. When a rift in time and space suddenly appears, a doorway to various universes is opened allowing both heroes and villains from different worlds to cross paths. Players will be able to take control of a huge selection of paired heroes including favorites such as Jin and Xiaoyu (TEKKEN), Toma and Cyrille (Shining Force™ EXA), to X and Zero (Mega Man® X) and discover the cause of the rift and stop evil from coming through and spreading into their world.
Also worth noting: there will be no English voiceover, according to Destructoid. The Japanese voices will go over English text.
For more impressions of Project X Zone, check out our import preview and our look at the first two hours of the game.