Showing posts with label News Game PC. Show all posts
Showing posts with label News Game PC. Show all posts
I'm sure you, educated reader, are well-versed in masocore platformers - how some grant an overwhelming sense of accomplishment, some are crude spike bonanzas, and most exist to goad absurd human caricatures into screaming at their webcams - but riddle me this: why is it only retro platformers that people associate with masocore? Is it because the difference between success and failure, between landing on a pixel-wide ledge and falling into a giant meat grinder, can be balanced on such a thin knife-edge? Is it because the platformer is one of the few genres remaining whose arteries have yet to be clogged up with unnecessary storytelling, padding, fluff, and other things that would get in the way of retrying the same segment a hundred times over? Is it because they boil down to so few mechanics that their challenges are completely readable? To answer those questions - sort of - allow me to introduce my first example of a masocore non-platformer: Titan Souls.
The reason I drop 'non-platformer' is that Titan Souls is a little bit tricky to describe succinctly in the same kind of space. For all intents and purposes it's a boss rush, but it feels more like what might have happened if Fumito Ueda had never gotten to a point where he was able to direct Shadow of the Colossus, and instead was forced to realise his vision by the much more modest means of romhacking Link To The Past for a decade or so. You're a tiny pixel fellow who finds himself in a nearly-deserted ancient landscape, and must journey across it in order to find a load of titans, mercilessly slay them, and absorb their power. Perhaps you're saving the world, perhaps you have a selfish motive, perhaps you're just clearing them out so that somebody can start laying the foundations to a shopping complex. Kind of a shame that games don't come with booklets anymore, 'cause this one would benefit from that.
Titan Souls was initially conceived for a game jam under the theme 'You Only Get One', and you can tell that Acid Nerve weren't going to let anybody show them up when it came to adhering to that theme: you only have one arrow, which needs to be hastily retrieved after every shot, and can only take one hit before the titans have to call in the golem cleaners to scrape your pancaked remains off the floor. The titans, too, can only take a single hit, but as you'd expect, guard their weak points more carefully than a gentleman in front of a paintball firing squad. Back in my PAX Aus preview, drunk on my recent victory, I compared it to Dark Souls - as have many others - but in truth, other than the 'definitely not derivative at all, trust us' title, the only thing that makes it Souls-y is the punishing difficulty, which is a bit like saying that a rabid rhinoceros is a viable addition to the Ikea catalogue because it has four sturdy legs.
Right, so it's a masocore one of those, then. Every fight is not a self-contained experience that you're expected to beat on your first try, but a lengthy process involving attempting the fight, being pounded into the ground before you can say “hey, where's my Estus Flask?”, respawning nearby, and repeating the whole thing numerous times until you've devised the perfect sequence of moves that grant you success. Like pulling off a sequence of jumps in I Wanna Be The Guy, it's a process of steady refinement, building muscle memory, and a pinch of pure dumb luck. Everything is so beautifully minimalist in a way that you rarely see outside of platformers, expecting nothing more and nothing less than pure mechanical precision. “Here are your abilities,” says the game, laying down the thumbstick, the roll button, and the shoot button with the reverence of an elderly scholar bringing out their favourite manuscript. “Now master them.” Alright, it's not the most cerebral sort of challenge, but whaddaya want, a skill tree?

Let's just get straight to the boss fights, because that's exactly what the game does. The titans of Titan Souls are a lot less titan-like than one would expect from the word 'titan' - including, among other things, a perpetually pogo-ing psychedelic mushroom, a yeti with an exposed bum and the unofficial king of the mimic chests - but since the game uses these liberties to make sure that every fight is a unique, memorable experience, I think we can avoid any needless pedantry. What's nice about the boss designs is that they aren't just a series of instant-kill hazards dressed up in progressively more extravagant skins; most have an interesting gimmick of sorts, be it the ability to swallow your arrow or make parts of the arena permanently unusable, that force you to play differently in some capacity beyond just trying to find the angle that'll let you make the lethal shot. Still, I can't help feeling that there are a few cop-outs, only remarkable at all because they live in the realm of one-hit kills and ridiculous aggression. How many games are going to make me fight a giant floating pair of hands with all the dexterity of a pair of smelting gloves? At least Master Hand and Crazy Hand have a bit of a flair for the dramatic. Some titans have such tiny windows of vulnerability that success feels more like a massive stroke of luck than any evolution of your own skill, while other titans, especially the final boss, are so obtuse that each fight with them is less of a desperate struggle and more of a textbook demonstration of the scientific method. What happens if I shoot here? What about here? What if I drag my arrow over here? Oh no, my investigations were cut short by my own expiration. Well, anyway, back to work.
I suppose it's an inevitable product of making every titan die in one hit that some of them boil down to needlessly unintuitive puzzle fights, but even taking that out of the equation, it's still not a system I see having much of a future. Not because it makes the fights too easy - it most certainly doesn't, not with every single boss jumping around, blocking zealously or otherwise protecting itself - but because it gives them a very peculiar flow that I'm not sure I like. Health bars aren't just a means of dragging out a fight you've already basically won: they force you to demonstrate consistency, avoid mistakes. They give a tangible sense of strength to a foe, directly communicating the size of the obstacle you need to overcome, transforming them into something solid that you have to wear down. We've all had that one sweat-inducing moment in Dark Souls (look, I just like using it as an example) where the boss's remaining health bar is thinner than a coat of paint but one wrong move could put you back at square one. All that effort, all that tension, builds up to the point where landing the killing blow douses you in pure, unfiltered relief. In Titan Souls' fights there's no such tension, no sense of closing in on success or reaching a suitable culmination; the winning run isn't so much an epic clash with a titan as an anticlimactic scuffle behind the bike sheds, over before you've invested anything in it. Success is still pretty satisfying, don't get me wrong, but it all arrives very abruptly, and despite the game's weirdly creative use of the rumble function when you tear out a titan's soul, not with a whole lot of fanfare. I'm not asking for a level-up or the morph ball or anything like that, but when your only reward for succeeding is being closer to finishing the game - without anything new to see or do - it all seems rather meaningless.

Incidentally, have you ever wondered how popular masocore games get away with intentional trial-and-error gameplay when any other game trying the same would be lynched by a mob of sleep-deprived game journos? It's because they punish failure so leniently: you get as many tries as you like, you lose no resources or lives, your death isn't drawn out, and restarting is often little more than a single button-press away - a button that you will probably find yourself reflexively reaching for the moment things even begin to look vaguely pear-shaped. Alas, Titan Souls doesn't quite reach that ideal. So much of the game consists of you entering a fight, dying within a second or so, respawning at a nearby checkpoint and navigating your way back to the arena you were just in, which after the tenth attempt starts to get a little bit tiresome. Dark Souls had a similar problem - sorry, but it's actually relevant here, I promise - in the sense that the amount of time you spent actually fighting a boss paled in comparison to the amount of time you'd spend mindlessly retreading the same route to get to them in the first place. So why is it so much more wearisome here? Was it simply more tolerable in Dark Souls because it felt as if you were actually doing something productive on the way - even if it was just keeping your hand in practising your parrying - rather than just traversing space with no inherent purpose?
That's what gets me about Titan Souls' world: it exists, and it's not particularly troublesome to navigate, but I'm not really sure why it's there. There's a fairly weak puzzle in one area and a hidden shortcut in a dusty corner, but apart from that the game might as well be taking place in a series of featureless office corridors for all the function the setting serves. You could argue that it's a peaceful, contemplative interlude juxtaposed with the blood-pumping clamour of the battles, as in Shadow of the Colossus, but despite the stylish pixel art and ambient music, the overworld feels dead and empty - not in a 'desolate land full of ancient beasts' sort of way so much as a 'we sucked all traces of life out of this stock fantasy land with an enormous vacuum hose' sort of way. It's too small to facilitate actual exploration, yet too large to prevent most of the space from feeling like anything but the video game equivalent of the stuff you find in bean bag chairs.

What else? A few things to note, I suppose. Even with the rather unnecessary overworld padding it out, Titan Souls is not a particularly lengthy game. Depending on how quick-fingered and stubborn you are, it'll probably cave in after two to three hours, which is - if you're the sort to measure your satisfaction by how long you're distracted from your own inevitable decay - a bit of a poke in the eye. The game does its best with secret bosses, extra unlockable modes and such, but unless you're playing the game for bragging rights, chances are they're not worth bothering with. Oh yes, and there's no mouse aiming in the game, so if you don't own a controller you might as well throw any hope of ever succeeding right out the window - although given the kind of achievement arms-race this kind of game tends to inspire, I'm sure somebody will have beaten it with a Sega Activator they found in a dumpster before April is over.
When all's said, done, and thoroughly nitpicked, Titan Souls still achieves what it wants to achieve: it's creative, elegantly simple, very pretty, and of course, nail-rippingly hard. If you just want a brick wall to beat your head against for a while, and you're tired of jumping titchy mascots through rooms full of spikes, then it's a damn fine alternative, but it just feels so much less rewarding than it ought to be. Ordinarily success would be its own reward, but when it arrives so suddenly, so opportunistically and virtually without context, it can't help but feel meaningless. Things are so much better when the masocore core shines through; when it's just you, the boss, the tight controls, and your fiftieth sweaty-palmed attempt that day.
So that's Titan Souls: more fun to lose than to win.

Don't Starve Together, the multiplayer expansion of Klei's sandbox survival game Don't Starve, now includes the vast majority of content added by the Reign of Giants DLC that was released for the original game last year. The new content, minus a few bits and pieces, will be added via the update released today, and it's entirely free.

The update adds two new playable characters, Wigfrid, a stage actress who excels in battle and only eats meat, and Webber, a young boy who lives inside the carcass of a spider who tried to eat him. There are also two new seasons, Spring and Summer, two new biomes, and of course the giants. The update makes some mechanical changes to the game too, in addition to the new content.

Adapting the Reign of Giants material for Don't Starve Together necessitated a few changes: Fire now spreads more slowly, the Ice Flingomatic has an emergency mode instead of being completely turned off, Giants are "generally more present in the world," and Thermal Stone colors are now based on their temperature relative to the ambient temperature of the world—a vital change, I'm sure.

The one bit of less-than-good news is that existing saves should work with the update, but accessing the new content will require a new game. Which will come as a blow if you're several hundred days deep and presiding over your own private army of pig men. Full details are available on Steam.






“Assassin’s Creed Chronicles: China” is the first in a trilogy of side-scrolling games. It’s out for Xbox One, PlayStation 4 and Windows PC. Credit: Ubisoft Entertainment
New video games this week:
“Assassin’s Creed Chronicles: China.” The first in a planned trilogy of single-player, side-scrolling adventures in the “Assassin’s Creed” universe, this one takes place in 1500s China as players take on the role of Shao Jun, the last assassin of the Chinese Brotherhood. Rated M for Mature. $10. Downloadable for Xbox One, PlayStation 4 and Windows PCs.
“Shovel Knight.” This game, which received accolades last year for its retro, 8-bit style graphics and deep gameplay makes the move to Sony’s game systems with the addition of “God of War” star Kratos. $15. For PlayStation 3, PS4 and PlayStation Vita. Rated E for Everyone.
Also out this week: “Bloodbath Kavkaz” (PC), “Crystal Rift” (PC), “Convoy” (PC), “Highlands” (PC), “Wild Frontera” (PC), “We Are Doomed” (PC), “Cube Creator 3D” (Nintendo 3DS), “Will Fight For Food” (PC), “Hypt” (PC), “Commander Cool 2” (PC), “Dungeons 2” (PC), “Dragon: A Game About a Dragon” (PC).

Brace Yourself Games have announced that in addition to Danny Baranowsky's soundtrack, Crypt of the NecroDancer players can unlock two more soundtrack remixes and new characters via newgame+ and newgame++.

Finish the game once and you'll get a new soundtrack from A_Rival, the producer from the EDM trio Super Square, who ignites dance floors with hardcore, club-rocking tracks infused with a nerd-inspired retro feel. His solo work draws inspiration from big names such as Feed Me, Will Sparks and Deadmau5.

Finish twice and get FamilyJules7X's soundtrack. FamilyJules7x, or Jules Conroy, is a metal guitarist and arranger from Massachusetts. He has covered almost 500 video game songs on the guitar for his YouTube channel FamilyJules7x after doing weekly cover videos for three years.

After a year in Steam Early Access, Crypt of the NecroDancer will launch the full version on April 23, 2015.


It's time to get mathematical, folks! Adventure Time is coming to the Xbox One, Xbox 360, and PC with a new game this November. Cartoon Network and publisher Little Orbit announced today that players will get a chance to check out the land of Ooo in "Adventure Time: Finn and Jake Investigations" when it releases to all three platforms later this year.

Here's a description of what players can expect when the game hits their consoles:

Adventure Time: Finn and Jake Investigations is an all-new, real-time, fully 3D action-oriented twist on the classic story-driven graphic adventure game. Finn and Jake decide to carry on the profession of Finn's foster parents, who were Professional Investigators. Confronted with mysterious Land of Ooo disappearances and strange events, players will interrogate colorful inhabitants, dispatch evil doers in fast-paced combat, solve mind-bending puzzles, explore new and familiar locations, and genuinely feel as if they have stepped into their own personal episode of Adventure Time.

If you're a fan of the hit Cartoon Network series, this looks like a fun romp through the world of Adventure Time. As mentioned above, the game is expected to launch this fall on Xbox One, Xbox 360, and PC.

What do you want from a Mortal Kombat game? Chances are you’ll start with something about violence—guts, shattered bones, gonads destroyed like stepped-on grapes. Lower on your list you might mention balanced fighting. A story—something about elder gods and damnation—is probably a final afterthought, like cistern blocks on a shopping list.

Mortal Kombat X delivers all these. It has horrendous, hilarious fatalities which draw gasps then revolted laughter; the most enjoyable, immediate fighting of any Mortal Kombat game; and, quite surprisingly, an actual story.

Admittedly, it’s more gore than Gore Vidal: QTEs of cartoon fistfights and X-rays of exploding testicles illustrate a world where blind swordsmen and fallen Hollywood idols lead military incursions. However, unlike any previous game in the series, it adds marrow to Mortal Kombat’s narrative skeleton. Taking place over 25 years, it fleshes out the histories of notable characters by introducing us to their children (all of whom inherit the fisticuffs gene). It’s batshit, obviously, but so lovingly executed that I was swept along regardless.

The story would be irrelevant if the fighting was rubbish. Mortal Kombat has always felt brutish compared to the elegant flow of Street Fighter 4. It's about heavy-fisted, filthy pub-fu, with a focus not just on defeating your opponent, but destroying them utterly. This is the most elegant incarnation yet. The returning super meter—borrowed from Street Fighter—adds complexity, allowing you to interrupt an opponent’s combo by using up two bars of the meter and create openings for a counterattack. X-ray moves function like traumatic ultra combos, diverting a fight with damaging and humiliating specials. I quickly found myself experimenting with Ex variations of familiar moves, tagging them onto the end of combos for increased damage. Fighting is the only thing this game takes seriously: startup frames are even shown in the menus, making Mortal Kombat X accessible, but still rich with tactical options.
It’s batshit, obviously, but so lovingly executed that I was swept along regardless.
Each fighter has three variations, similar to Mortal Kombat: Deadly Alliance but without the option to switch during play. Let’s use Scorpion as an example, because fire ninjas. Inferno tricks him out with demonic minions, useful for zoning and gnawing ankles; Hellfire is an offensive build utilising fireballs and flame attacks; and Ninjutsu is his classic move set with added swords. Core specials are the same throughout—it would be monstrous to rob you of that iconic spear—but the stances add a strategic thrust to every encounter: think roshambo, except the loser gets their ribcage made into a glockenspiel.

Be prepared for minor changes to your favourite characters, though. After five minutes spent trying to summon hellfire, worried I was messing up the combo, I discovered it wasn’t in the build I’d chosen. This might frustrate some, but it made me experiment with every variation.

It looks as lovely as a game featuring sliced tongues and smashed brains can. The x-ray moves are a highlight, full of detailed splintering spines and skulls which crack like own-brand Easter eggs. Backgrounds are great, too. Like Injustice, they incorporate contextual attacks, but Mortal Kombat is better because it lets me throw old ladies at my enemies. However, there are notable PC-specific problems. Screen tear is apparent even on high-end machines even with vsync seemingly activated. In fact, unlike Mortal Kombat 9 (or whatever it wasn’t called), there’s no option to disable vsync in the menus—you’ll have dig into appdata or tinker with your graphics card. While it runs at a buttery 60fps during fights, cutscenes and x-ray moves drop to 30fps. More worryingly, I had trouble making it playable on a machine which met minimum specs; only when I switched to a meatier PC could I enjoy the game to its fullest. They’re notable problems with an otherwise excellent game, and it makes the PC version feel under-optimised.
Avalanche Studios are working on two new games, "Mad Max and Just Cause 3" and both of them are scheduled to launch on PlayStation 4, Xbox One and PC. Today, the studio has shared with us new set of Mad Max Screenshots/Artworks which showcases desert environment, cars, enemies and many more things.
Mad Max is scheduled to launch on September 9, 2015. Players will take on the role of Mad Max, the lone warrior in a savage post-apocalyptic world where cars are the key to survival. In this action-packed, open world, third-person action game, you must fight to stay alive in The Wasteland, using brutal on-ground and vehicular combat against vicious gangs of bandits.
A reluctant hero with an instinct for survival, Max wants nothing more than to leave the madness behind and find solace in the storied "Plains of Silence." Players are challenged with treacherous missions as they scavenge the dangerous landscape for supplies to build the ultimate combat vehicle.

Just days after the release of its first patch, Grand Theft Auto V for PC has been updated once again, resolving more of the issues that have been cropping up for players during its first week of availability.

Among these are continuing problems with appearance changes when transferring GTA Online characters from consoles to PC. Last week's patch included a fix for a problem where your "eyebrows or other facial features could change erroneously," which has the makings of a hilarious (if obnoxious) bug. Today's patch 335.1 addresses a problem where facial features don't save after transferring from Xbox 360 or PS3.

Another fix involves an issue where players would get "stuck in the clouds" (where you wait between online matches) when they voted to quick restart the Humane Labs heist. Given that's a common thing to do after failing a heist--which isn't hard to do if you have even one person make a mistake--and how long GTA Online's load times can be, this was potentially a very frustrating bug, as funny as it may sound.

Also of note in this patch is the addition of a benchmark test in the main menu, as well as a resolution for the Windows Media Player problem. Players that didn't have WMP installed were unable to install GTA V, but following this patch, it's no longer a requirement--instead you'll only need Windows Media Foundation.



Read on for the full list of patch notes, courtesy of Rockstar's support site. If your issue is not addressed, check out our list of workarounds.
Players can no longer purchase more vehicles than their properties can store.
Players can now launch a video card benchmark test from the main menu.
Fixed an issue where facial features would not save correctly when transferring a character from Xbox 360 or PS3 and changing genders while editing the character's appearance.
Fixed an issue where players could become stuck in the clouds when voting to quick restart the Humane Labs Heist.
Fixed an issue where markers in the Rockstar Editor could not be deleted with the mouse.
Fixed various audio recording issues with Rockstar Editor clips.
Fixed an issue where the Yacht would not appear in some recorded Rockstar Editor clips.
Fixed a rare issue where some Rockstar Editor clips could not be opened for editing.
Fixed an issue where the GTA V Launcher would not display the correct amount of time remaining for file downloads.
The Steam overlay has been moved to prevent it from covering up Launcher buttons.
Fixed an issue where the game would not save your settings when restarting in some instances.
Fixed a rare issue where the Steam version of the game would crash right after launching.
Windows Media Player is no longer required to install GTA V. Instead, Windows Media Foundation will be required.
Fixed an issue where the game would show the pause menu without player input.
Fixed an issue where the max frame rate would be incorrectly low in rare cases.

Source : http://www.gamespot.com/
2K Sports has announced that WWE 2K15, the latest edition of the series of WWE video games, will make its debut on Windows PC in a matter of weeks.

The publisher says they took great care to ensure that the PC version of WWE 2K15 will include what made the console games so great, including the popular MyCareer and 2K Showcase modes. In addition to the full game itself, PC gamers who pick up their copy on day one can also expect immediate access to two versions of Sting and two of Hulk Hogan.

The PC version will be based on the Xbox One/PS4 engine, rather than Xbox 360/PS3. All of the DLC that was released for consoles will also make an appearance on PC, where it will be free.

"I grew up playing games on my PC," cover star John Cena said. "Texas Instruments, Commodore 64… I was a huge PC gamer growing up, so this is big. Not only for our fans, but for me personally as well. Fans may not know this, but I was such a huge PC gamer that I bought a living room entertainment system just to play PC games back in the day. So don’t be surprised if you flash forward 50 years and yours truly is sitting in his living room playing computer games!"

WWE 2K15 was first released on Xbox 360, Xbox One, PS3 and PS4 last Fall.

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