1 Temmuz 2014 Salı

Age of Empires Online shuts down after 524M single-player quests and other stats



After more than 524 million single-player quests, 13 million multiplayer quests, 2 million arena matches and 2 billion Empire Points gained, Age of Empires Online will come to an end today.
Those interested in seeing the game's final hours can watch a livestream from the developers on Twitch, which will end around 7 p.m. ET when Age of Empires Online's servers shut down.

The massively multiplayer online strategy game launched for Windows PC in 2011. Developers Robot Entertainment and Gas Powered Games both oversaw the Microsoft Game Studios-published game's development. A post on the game's blog today thanked the developers and Age of Empires Online players.

"The most thanks, though, belong to you, the players of the game," the post reads. "It has been a pleasure and an honor serving you all. Thank you for the time you have spent with us, exploring all these little worlds together and conquering them for the glory of your Alliance and your Empire. Thank you especially for the times you spent with each other, in PVP matches, in co-op quests, and in the forums and the rest of the internet. Thank you for playing."

You can check out some stats for the game posted alongside the farewell post below.
News of the game's closure surfaced last August. Executive producer Kevin Perry announced in early 2013 that the game was entering a "support phase" devoid of active development. Perry said at GDC Europe 2013 that the game's lack of content doomed its freemium revenue model.


In the Pokémon universe, what do humans eat?


The world of Pokémon is one that starts to fall apart, or at least appear unsettling, if you think about it too hard: The entire series of games and anime is built upon humans capturing animals and keeping them cooped up in tiny plastic balls until they're ready to force the creatures to fight each other. And it turns out that the humans' exploitation of Pokémon likely goes further, according to Modern Farmer.

"Simply put, it is a fact that people eat Pokémon," says Modern Farmer. Evidence includes the hunting of Farfetch'd to near-extinction. There's also the fact that the tail of the dim-witted Slowpoke is a rare, highly valued commodity because it is "tasty" and "nutritious." In Pokémon Gold/Pokémon Silver, Team Rocket's practice of cutting off the tails and selling them is frowned upon, but by Pokémon X/Pokémon Y, a restaurant openly serves Azure Bay Slowpoke Tail.

"The menu at Restaurant Le Yeah," writes Modern Farmer, "suggests that Pokémon meat is an ethically questionable luxury, similar to shark fins [in real life]."

Check out Modern Farmer's full piece for more, including the PETA analog and the "farm-to-table conversation" in the Pokémon universe.

Source: Polygon

Evolve takes four E3 2014 Game Critics Awards


Evolve has picked up four E3 2014 Game Critics Awards including Best of Show, the awards organizers announced today. Evolve is a shooting game from Turtle Rock and 2K Games, pitting hunters against a monster in asynchronous arena action.

The awards, chosen by games journalists from 29 publications (including Polygon), also handed No Man's Sky three awards including Best Original Game and Special Commendation for Innovation. Here's the full list...

Best of Show:
Evolve
(Turtle Rock/2K Games for PC, PlayStation 4, Xbox One)


Best Original Game:
No Man's Sky
(Hello Games for PlayStation 4)

Best Console Game:
Evolve
(Turtle Rock/2K Games for PC, PlayStation 4, Xbox One)

Best Handheld/Mobile Game
Super Smash Bros. for 3DS
(Sora/Namco-Bandai/Nintendo for 3DS)

Best PC Game
Tom Clancy's Rainbow Six: Siege
(Ubisoft Montreal/Ubisoft for PC, PlayStation 4, Xbox One)

Best Hardware/Peripheral
Oculus Rift
(Oculus VR)

Best Action Game
Evolve
(Turtle Rock/2K Games for PC, PlayStation 4, Xbox One)

Best Action/Adventure Game
Batman: Arkham Knight
(Rocksteady/WBIE for PC, PlayStation 4, Xbox One)

Best Role Playing Game
Dragon Age: Inquisition
(BioWare/EA for PC, PS3, PS4, Xbox 360, Xbox One)

Best Fighting Game
Super Smash Bros. for Wii U
(Nintendo for Wii U)

Best Racing Game
The Crew
(Ivory Tower/Reflections/Ubisoft for PC, PlayStation 4, Xbox One)

Best Sports Game
NHL 15
(EA Canada/EA Sports for PS3, PlayStation 4, Xbox 360, Xbox One)

Best Strategy Game
Civilization: Beyond Earth
(Firaxis/2K Games for Linux, OSX, OC)

Best Social/Casual/Family Game
Mario Maker
(Nintendo EAD/Nintendo for Wii U)

Best Online Multiplayer
Evolve
(Turtle Rock/2K Games for PC, PlayStation 4, Xbox One)

Best Independent Game
No Man's Sky
(Hello Games for PlayStation 4)

Special Commendation for Innovation
No Man's Sky
(Hello Games for PlayStation 4)

Source: Polygon

Rhode Island's first 38 Studios settlement could gross $4.37M


The Rhode Island Commerce Corporation could earn $4.37 million from a proposed settlement between the RICC, Antonio Afonso, Jr. and the firm Moses Afonso Ryan Ltd. relating to the state's failed $75 million loan guarantee to video game developer 38 Studios.

Governor Lincoln Chaffee announced late last week that the settlement, which would be the state's first in the case, was filed in Rhode Island Superior Court and is awaiting the Court's approval. Moses Afonso Ryan was involved in the initial $75 million loan guarantee's approval.

The settlement would provide the RICC (formerly known as the Rhode Island Economic Development Corporation) a $4.37 million payment, the full amount of the defendants' insurance coverage minus $200,000 earmarked to pay individual defendants' legal fees and $430,000 in defense costs. The original insurance policy was limited to $5 million.

According to The Associated Press, a hearing on the matter is scheduled for July 7.
"The proposed settlement is a step in the right direction, and I hope this is the beginning of a positive resolution to the 38 Studios saga," Governor Chafee said.

In the proposed settlement, the defendants do not acknowledge liability of wrongdoing and maintain their position that they have committed no wrongdoing.
"The settlement agreement states that the RICC and the settling defendants are mindful of the inherent uncertainty of litigation, and the financial costs associated with the ongoing prosecution and/or defense of same," the Governor's statement reads.

The RICC backed a $75 million loan guarantee for 38 Studios in 2010, but the Kingdoms of Amalur: Reckoning developer declared bankruptcy in 2012. The state filed suit against members of 38 Studios and the RICC in late 2012, claiming that it was not fully made aware of the loan guarantee's risks. Since the studio's bankruptcy, lawmakers have debated the merits of repaying or defaulting on the debt incurred.

You can follow along with the continuing developments between former members of 38 Studios, the RICC and Rhode Island in Polygon's StoryStream.

Source: Polygon
 

'Tomb Raider: The Ten Thousand Immortals' novel continues reboot's story Oct. 20


The sequel to 2013's Tomb Raider won't be out until late 2015, but this fall, the original game's story will continue in a novel called Tomb Raider: The Ten Thousand Immortals, publisher BradyGames announced recently.

Tomb Raider: The Ten Thousand Immortals will pick up Lara Croft's tale immediately following her harrowing adventure on Yamatai in Crystal Dynamics' well-received reboot of the Tomb Raider franchise. Croft's best friend, Sam, is dying from a toxic overdose of some kind, and it's up to her to save his life. She hears of an ancient artifact that, legend has it, could heal her friend — and explain the supernatural nature of Yamatai. Croft sets out on a globe-spanning race against time, as well as a shadowy organization that will stop at nothing to find the relic first.

According to Brady Games, authors Dan Abnett and Nik Vincent wrote the novel's story in conjunction with Crystal Dynamics, and the book will become part of the current Tomb Raider canon. Tomb Raider: The Ten Thousand Immortals is scheduled to be available Oct. 20; you can pre-order the book from Amazon, Barnes and Noble, Books-A-Million and others.

Crystal Dynamics announced its own sequel to Tomb Raider during E3 2014. Called Rise of the Tomb Raider, the action game is set for release in holiday 2015 on PlayStation 4, Windows PC and Xbox One.

Source: Polygon

Pokémon now has a dedicated iTunes channel for cartoons, music and apps


Pokémon fans now have access to a one-stop channel on iTunes for all things related to the franchise, The Pokémon Company International announced this morning.

Available now, iTunes.com/Pokémon features official Pokemon content including episodes of the cartoon TV show, Pokémon-related apps like the Pokémon TV and Pokédex apps, and a listing of soundtracks from the Pokémon games. Content available through the Pokémon channel is also playable across all iOS devices.

To kick off the launch of iTunes.com/Pokémon, the four-part cartoon special Pokémon Origins as well as episodes from the latest series, Pokémon the Series: XY, are available today. New episodes of XY will be added to the store on a weekly basis.

The Pokémon Company also recently announced that the series is getting its own orchestral concert tour. For more details on who The Pokémon Company is, check out our recent in-depth look at the corporation.

Source: Polygon

Atari turns Asteroids into Hashteroids for Denny's



Two weeks ago, Atari Interactive revealed its plan for emerging from Chapter 11 bankruptcy as an "interactive entertainment production company." Today it announced its first product under that new model: three "remixed" video games for the diner chain Denny's.
Hashteroids. Take-Out. Centi-Pup.

The three are spinoffs of the Asteroids, Breakout and Centipede franchises that Atari Interactive, which has gone through a litany of ownership changes and reorganizations over the past 30 years, still controls. The games will be featured not on their own but in the mobile app that Denny's itself publishes.

Atari released the following descriptions of the three games in a news release this morning.
Hashteroids — You're aboard the SS Denny's Condiment Transport ship and the mission is clear: deliver 40 tons of condiments to the 4th planet in sector 7d.
Centipup — Once upon a time, a young boy named Danny came across a bottle of syrup and with just a slight squeeze the bottle's sticky contents had the power to turn anyone or anything into a fried egg.
Take-out — A wall made entirely of delicious Denny's breakfast items appears blocking all the take-out orders from their rightful owners. The only way to feed customers is to break down that wall!
"Transforming our classic and beloved games into a retro, remixed promotion will be a natural way to expose our brand to a new generation and resonate with our long-time fans in a fun and unique way," Fred Chesnais, the chief executive officer of Atari, Inc., said in a prepared statement.

In an interview with Polygon last week, Todd Shallbetter, the chief operating officer for Atari, outlined a licensing strategy that involved taking familiar Atari-owned titles to real-money gambling and social casinos in Europe. Atari is contemplating and other broader ventures including online television, wearable devices or even making its own branded smart devices.

Atari, with offices in New York and Paris, has about 15 employees.

Source: Polygon

It took 18 days for a game about off-road trucking to sell 100K copies


Sales of Spintires, the off-road truck simulator from U.K.-based Oovee Game Studios, reached the milestone of 100,000 copies within the game's first 18 days on the market, the company announced today.

That figure includes digital sales — downloadable copies of Spintires are sold on Steam, Desura, the Humble Store, Green Man Gaming and more — as well as boxed retail copies, which are available in Europe from publisher IMGN.pro. Spintires was released June 12 digitally and June 13 at retail on Windows PC, and Oovee and IMGN.pro sold 100,000 copies by June 30.

"The success of Spintires has been prolific! I am very proud that my company and my team have fulfilled the wishes of many — by producing a game for the off-roading genre. Clearly this muddy adventure was a good choice and we will endeavor to improve the platform with free updates and DLC," said Zane Saxton, Oovee's managing director, in a press release today.

According to a developer Q-and-A posted on Reddit last week, Oovee's list of planned updates to Spintires includes the addition of environments and vehicles, as well as different weather conditions. For more, check out our Overview video below.


Source: Polygon

Guacamelee Super Turbo Championship Edition gameplay video - Get Intenso!



Guacamelee Super Turbo Championship Edition is a beefy package, pulling in DrinkBox Studios' original metroidvania platformer and its respective downloadable additions into one bundle. On top of that, it layers on two new areas, complete with a new, three-headed Mariachi boss, and a new "Intenso" mechanic, which temporarily turns your luchador into, essentially, the Hulk. For a glimpse of this mechanic and the new Canal of Flowers level, check out the gameplay video posted above.

Source: Polygon
 

The Witcher: Battle Arena delivers a multiplayer warzone with this new mobile MOBA [corrected]


"Our reputation is at stake," says Tadeusz Zieliński, the man at the helm of a new take on The Witcher franchise.

Zieliński, creative analyst at CD Projekt Red, Polish studio Fuero Games, to bring the role-playing series to uncharted territory. The narrative-driven single-player game will become a multiplayer online battle arena release for iOS and Android devices later this year.

Called The Witcher: Battle Arena, players can take on the role of characters from the Witcher franchise, including Saskia, Eithne, Zoltan, Iorveth, Philippa and The Witcher himself.


The_witcher_battle_arena_eithne_dagger_of_thorns_logo

But Zieliński is keenly aware the team faces the pressure of presenting their case to a skeptical audience who inevitably will consider this a cash-in on the success of other popular arena games. But for the game's developers, Battle Arena is the result of the same uncompromising principles that are at the foundation of CD Projekt Red  a studio that has brutishly fought off digital rights management technology and similar questionable development trends.

The game's philosophy is "free is fair,"  Zieliński tells us. And with that in mind, Battle Arena will launch as a free title. "This is a free game," says Zieliński. "Not free-to-play. Everything is unlock able with gameplay and there's no pay to win."

Likewise, there's no enforced waiting  a controversial system featured in the resource-farming mechanics for the recent Dungeon Keeper reboot, among others, which creates a time gate that players can only bypass by purchasing in-game currency with real-world money. The team is also offering an AI-based offline mode to players, in response to difficulties found in always-online releases.


The_witcher_battle_arena_saskia_dragonsoul_logo

"We don't want to fight with League of Legends or DotA," he tells us. "This was designed with mobile gaming in mind, and to be honest it's not easy to transfer MOBA to mobile. I dare you to name three MOBA games on mobile. But mobile is the direction we wanted to go because they're finally powerful enough to let us do everything we want on that small screen."

Unlike League of Legends, matches in Battle Arena are short and last at a maximum 10 minutes, which the studio is calling a respectable length for the quick-burst mentality of mobile gamers. The map shown to us, a conquest mode, tasks the two opposing teams of three players with taking over three control points using a maximum of three abilities picked from a minimalist and mobile sized skill tree after leveling.

Unlike your typical MOBA, Battle Arena is centred around losing points. Each side starts with a 500 point total which slowly gets widdled away as control points are won and lost. The first team to reach zero loses, naturally.


But while Fuero Games' current focus is on mobile development, Zieliński tells us that the games' Unity-based game engine means there's a chance it could also come to PC.
In fact, the game includes few features that are more typical to strategy-centric PC MOBAs than those of the watered-down mobile gaming ilk. The studio has also introduced a mini-map in the top corner, the ability to lock or unlock their camera and access to a basic weapons locker where they can purchase upgrades using in-game points.


The_witcher_battle_arena_eithne_wall_of_thorns_logo

While this MOBA is condensed for the mobile gaming platform, the result is a game with the potential for deeper strategy based on Zieliński's decision to adopt mechanics that will make those familiar with the genre feel more at home. Battle Arena is in essence an example of how to compress the mechanics at the core of traditional MOBAs. Like the best games in the genre, it encourages skill.
 
Correction: The quotes in this story were initially attributed to Fuero Games' Stanislaw Fiedor. While Fiedor was present in the interview, the quotes were actually from CD Projekt Red's Tadeusz Zieliński. The story has been corrected to reflect that. We apologize for the error.

Source: Polygon

Crimsonland coming to PS4 on July 15


10tons Ltd's dual-stick top-down shooter Crimsonland is coming to PlayStation 4 on July 15, the developer announced in a post on the PlayStation Blog.

According to the post by PR coordinator Jaakko Maaniemi, the PS4 version of Crimsonland is an update to the original, which launched for PC in 2003. Players control a Trooper who must face off against aliens, zombies, giant spiders and other creatures with nothing but a gun as they run at you in hordes. Players can collect power-ups that will empty the screen of enemies but will cause the next horde to be larger.

"Crimsonland is also the game 10tons was founded on all the way back in 2003," he wrote. "It started as a student project, but soon reached a level of success that a company was needed to support it. The PS4 version at hand is still largely the same game. Sure, the graphics have been replaced with new HD assets, content has been added and design tweaks made, but the immensely satisfying gameplay remains intact."

Crimsonland includes 30 different weapons to collect as well as 55 perks — the ability to reload faster and shoot poisonous bullets, for example — and 60 campaign missions across three difficulty settings. Players can also test their mettle in five survival gameplay modes and keep track of each other's scores on leaderboards that track single-player and local co-op with up to four players.
Crimsonland also passed through Steam Greenlight last fall.

Source: Polygon
 

Grand Theft Auto's latest update honors America, truck yeah


Not only is it on time for Independence Day, it's on time for another grand ironic celebration of patriotism — the United States' World Cup match with Belgium this afternoon. The latest update to Grand Theft Auto Online lets players cloak themselves in Old Glory, fire a musket and, most importantly, drive a monster truck.

The Liberator (pictured) joins the Sovereign motorcycle as new vehicles, and now a musket and firework rocket launcher are available at Ammu-Nation, where GTAers have stocked up on firearms and jingoism since 2001.

But wait, there's more. Pleasure Pier gets two new rides, the Ferris Whale and Leviathan roller coaster. Seven new properties are also available for purchase. For costumes, a variety of shirts and masks are available, in addition to a "backwoods mullet" hairstyle.

All of this stuff is going to be available until mid-July (a specific expiration date will be announced soon.) It will be installed with version update 1.15, which also delivers the ability to accept a Job invitation, continue playing in Freemode, and then join the Job lobby once it fills up, reducing time spent idle.

 

Futebol Arte: World Cup Tribute EP remixes seven soccer songs from video games for free


In honor of the ongoing World Cup, Croatian director Ivan Hakštok assembled seven remixes from seven artists from seven soccer games and released them for free in the 30-minute-long Futebol Arte: World Cup Tribute EP.

The following artists, games and songs are available on the Futebol Arte: World Cup Tribute EP:
  • Eino Keskitalo - "Playing in the Park" from Tehkan World Cup
  • Chernabogue - "Ball of Steel" from Mario Strikers Charged
  • Ivan Hakštok, streifig - "Looking Towards the Future" from Pro Evolution Soccer 3 (World Soccer Winning Eleven 7 International)
  • jnWake, Ivan Hakštok - "Hope Never Walks Alone" from Mega Man Soccer
  • Ivan Hakštok - "Spotlights (Time to Shine)" Battle Soccer 2
  • Mak Eightman - "The Champion" from Kunio Kun no Nekketsu Soccer League
  • Brandon Strader - "Legendary" from Inazuma Eleven!
"This album features seven tracks and seven artists, maybe not enough to fit a football team of eleven players, but enough to rock," Hakštok wrote on the EP's official site. "I'll also add that I had no idea that the titles of the songs would make it so easy for me to put them in an order which describes a road to the top of the world: from playing around in the park to achieving a legendary status. I hope you enjoy it!"

You can listen to a preview of the EP in the YouTube video below and download Futebol Arte: World Cup Tribute EP for free at OverClocked Remix.


Source: Polygon
 

The Long Dark is about self-reliance in a hard country. It is a game about Canada


Crystalline, bone-crunching chill is at the heart of The Long Dark, an artsy survival simulation set in the unforgiving winter of a Canadian wilderness.

It is not so much an adventure in surviving hostile entities, like zombies, but in surviving an absence of the things we take for granted: food, shelter, warmth.

The Long Dark is also about Canada and its endlessness, how much of the country remains devoid of human activity and technological comforts. It isn't just about being outdoors; it is about being on the outside, a common theme in Canadian fiction.

It is a post-apocalyptic game in which the lovely wintry wilderness looks much the same as it does now. The forests do not care if the grid fries itself to death. Snow settles in the branches of firs, regardless of whether or not faraway traffic lights are working.

As a human lost in the woods, all communications frozen by a geomagnetic event, the red tooth of nature takes on an especially savage aspect, as you wander among the trees and logs in search of a way to stay alive, to push back the cold. The apocalypse is shorthand for 'no one is coming to save you.'

The game is not interested in the corruption of man-made civilization, but in the desolation of things barely touched by human hand. It's about how, when all the stuff has gone, nature interfaces with humankind. It is dark and very beautiful.

"We live on Vancouver Island," said Raphael van Lierop, creative director at developer Hinterland Studio. "We're surrounded by this beautiful natural environment all the time. That was really an inspiration for the environment in the game. Yes, the mechanics are really unforgiving and it is really about survival, but you have this sense of the natural beauty and you want to spend time there."

The Long Dark begins with a flight crashing in the wilderness, and the emerging realization that faraway civilization has been crippled. The good news is, you're away from the cities, where things are bound to be getting ugly. The bad news is, you're way from the city, where wildness reigns.
Van Lierop, whose previous experience includes stints on AAA projects at Ubisoft Montreal and Relic, said that the game is inspired both by his rural Canadian surroundings and by literary explorations of apocalypse, like Cormac McCarthy's The Road.

Just like any other survival game, you explore the world, seeking out useful things. All the time, your health is fading. Cold, hunger and injuries are all fatal. You survive by observing the world around you, not by hanging off statistical UI menus. It is a scary game that does not need to rely on the Slender Man or grotesques. Cold, hunger, thirst and wolves do plenty of damage.

"The information that you need to succeed is embedded in the world itself," he explained. "A small detail, like the breath vapor on the screen, that changes in opacity and intensity based on how cold it is outside and what your activity level is. You can hear the tone of the wind might change, and you'll see the wind, the snow will start to pick up. And you'll realize, 'OK, the weather's changing now, maybe a storm is coming. I better take shelter.' This is about man versus nature and trying to just survive against the elements."

At night, the game becomes more difficult, as temperatures drop and wildlife becomes more active. A player who has failed to take the necessary precautions during daylight will not survive. This is the reality of living in the Canadian wilderness.

"This is what it looks like where I live," said van Lierop. "Ten minutes from my studio, I walk through logging roads and trails that are very much like this game." He said that there is conflict in the game, but that "it's really about the exploration, it's really about learning the environment, it's really about learning how to survive in these hostile conditions."


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Just how Canadian is The Long Dark?

That's the question Polygon asked Hinterland's Raphael van Lierop. Here's what he had to say....
"While the environments are certainly stylized, you can still pick out distinctive qualities of the western Canadian landscape, particularly Vancouver Island, such as rugged mountains, tree-covered hills, rivers, creeks, the coastline. In general, wild expanses punctuated by the rare man-made construction like a highway or railroad. Then small pockets of civilization, or habitation, anyway, carved out, sometimes in harmony with, other times in spite of the terrain."

How does the game capture a sense of being a Canadian?

"We go for the obvious low-hanging fruit: a Canadian protagonist with a very Canadian name, Will Mackenzie. We give him a rugged blue-collar profession like bush pilot, and give him a foot in both worlds: the world of the inhabited city, the world of the pristine wilderness. His story becomes about reconciling past and present, and finding out where he fits into a world that's constantly changing around him. That's a very Canadian experience."

When writing the game how did you seek to insert a flavor of Canada into the environment and the story?

"Beyond the obvious natural characteristics, it comes out in the names of things, snippets of dialog, references to locations real and fictional, the music and the general atmosphere. There is a sense and an awareness of being part of the 'other,' looking in on a world that is in the midst of dramatic change. The attitudes and outlook of certain characters is quite Canadian. Yet, also universal. I believe that will become part of the appeal. A balance of familiarity with a sliver of exoticism. That too is, perhaps, part of the Canadian identity."





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He said that he wanted to make a game about Canada, at least that part of Canada that remains indifferent to the incursions of concrete, tarmac and Tim Hortons. "I've worked on a lot of so-called AAA games in my career, and one of the things that's been so frustrating for me was, when you're making games for an international audience, you really aren't allowed any of the idiosyncrasies or cultural elements that make you who you are.

"I'm Canadian, so I want to make games that have a Canadian angle to them. In a AAA environment it's just not possible to do that. You're selling to the rest of the world and maybe nobody else gives a shit about it. And this is an opportunity for us to say, 'Hey, we've got a Canadian protagonist, the setting is Canadian.'"

Canada has a strong national identity, but it's one that is not easily appreciated by outsiders. It is a multicultural country, a European colonial society made up of strange bedfellows, the French and the British, with the boisterous Americans as next door neighbors. Like the U.S., it has welcomed many waves of immigrants while (recently) beginning to appreciate its vibrant native cultures.

In video game terms, Canada hosts some of the best development teams in the world. Studios in Canada have created or worked on series such as Assassin's Creed, Mass Effect and Need for Speed, in addition to sports franchises like FIFA, and, of course, NHL, as well as smaller productions like Papo & Yo and I Get This Call Every Day. Behind the U.S. and Japan, it is the world's third most prolific producer of hit games. But Canadianness is rarely something that games seek to portray.

Evan McIntosh is a blogger with GoodGamesWriting and a teacher, based in western Canada. He said that The Long Dark is just the latest fiction from Canada to celebrate the rawness of the country.
"Canadians have an important link to nature," he said. "Our fiction has examined our link to nature for a long time; whether it's battling the harsh conditions in settling the prairies, as seen in Sinclair Ross' The Lamp At Noon, or depictions of the unforgiving tundra, as in Farley Mowat's Walk Well, My Brother, Canadians have mythologized our relationship to nature.
"As a gamer I see fiction that easily translates to compelling gameplay and innovative storytelling. When I see a game like The Long Dark, I can't help but feel this is a Canadian take on something like The Walking Dead, where survival counts first and foremost, and that makes a lot of sense to me, and excites me in terms of the possibilities.

"Ultimately, I think Canada's great contributions to games may become protest works. I'd love to see indie developers use the medium to debate contentious issues such as the [oil] pipelines, the inequalities of First Nations in Canada and Canada's role on the international stage. I think Canadians have amazing stories to tell in a number of languages, and from a number of backgrounds and these stories will continue the trend of depicting diversity, of respect for nature, and of a Canada that's fascinated with the rest of the world."

The Long Dark's focus is on surviving in a harsh climate, with little or no help. "There's just something about living in a country that's so vast and so lightly populated," said Van Lierop. "The majority of the Canadian population is gathered around the U.S. / Canada border with this massive wilderness pressing down on us from above, and that's something that I think you always have in the back of your mind as you're growing up there.

Spartan Values in Design

7raphael_van_lierop_-_creative_directorThe great Canadian wilderness isn't the only part of The Long Dark that is embracing spartan values.
Hinterland has stripped the game of unnecessary user interface panels. "I've worked on a lot of big blockbuster games that were very simple. Now, a lot of independent games are going back to the old-school feeling of a real challenge," said van Lierop (pictured).

"We very deliberately set out to create a game that is not going to hold the player's hand. We aren't giving out tons of tutorials or pop-ups, or telling you exactly how to play the game. We're just giving you the information you need to survive, but you're going to need to learn to interpret that information on your own.

"When you succeed, that is your victory, not the game's victory. That is something you accomplished as a player. It's hard to survive. When you do survive, it should feel like an accomplishment. It's not about giving you a cheap, easy 'achievement unlocked.' It's about that old-school feeling of satisfaction as the player succeeds in understanding the game systems and overcoming the obstacles that we've put there."



"For me, it's about exploring that as a gameplay space. It was very intentional to get away from the typical urban scenario of the apocalypse. We've seen that many times and people have done that really well. We're not going to be able to make The Last of Us better than Naughty Dog, but we can make an experience that's different and reflects on some our ideas or culture identity, hopefully in a way that other people find interesting."

Source: Polygon
 

Underworld Ascension headed to PC from Thief, System Shock studio co-founder


OtherSide Entertainment is resurrecting the Underworld series of dungeon crawling role-playing games with Underworld Ascension, the newly formed studio revealed today.

Paul Neurath, a veteran of games like Ultima Underworld and the former co-founder of System Shock and Thief developer Looking Glass Studios, founded the independent development studio, which acquired the Underworld brand and is looking to hire developers.
“With Underworld Ascension, we are excited to be bringing back the Underworld franchise, making it more vital than ever before," Neurath said.

Developer Blue Sky Productions' Ultima Underworld: The Stygian Abyss was released in 1992. Neurath served as the game's designer, while Richard Garriott directed and Warren Spector produced the RPG. OtherSide's Underworld game is headed to PC at an unannounced date.

"As producer on the original Ultima Underworld games, I'll never forget the first time I saw a working prototype of the game — I felt as if the world had just changed," Warren Spector said. "As the first fully-textured, real-time, first-person game, Underworld paved the way for every other first-person game that followed. If that doesn't qualify as 'changing the world,' I don't know what does!"

Source: Polygon

Escape Dead Island is Deep Silver's forthcoming survival mystery game


There's a lot you can do with an island full of zombies. Deep Silver has used the setting for its survival horror action games, Dead Island and Dead Island Riptide, and it's upcoming Dead Island 2, which will launch in 2015. It has used it for its multiplayer online battle arena game, Dead Island Epidemic. Now the same tropical island swarming with the undead is playing host to Escape Dead Island, a survival game that focuses on stealth and mystery.

Developed by Swedish studio Fatshark, which has worked on titles like War of the Roses, Lead and Gold and Bionic Commando: Rearmed 2, Escape Dead Island is the Dead Island series' foray into a story-driven game. Where previous Dead Island titles focused on the thrill of fearlessly hacking and slashing through hordes of zombies, Escape Dead Island requires players to approach it with more tact and thought.

The game is set after the events of the original Dead Island. The player's character arrives on the island weeks after the initial virus outbreak that turned everyone into zombies. He and his friends are tasked with finding out what happened. The player is not immune to the zombie virus and, at the beginning of the game, is not equipped to fight them, either. This means a lot of the game is spent sneaking around trying to avoid zombies, rather than running into a crowd of them, guns blazing.


In a demo of the game Polygon recently played, the only weapon we had in an early level was a screwdriver. The screwdriver could only take out zombies from behind, which meant we had to be stealthy in our approach. If we were seen, there was no way to fight off the zombies, and our only option was to run. If the character finds himself in a situation where he is surrounded by zombies, he might as well be dead.

This new-found vulnerability means players have to be tactical. As the player progresses through the game and increases their inventory of weapons, they'll be better equipped to handle confrontations, but even then, the lack of immunity to the virus means it's best to go unseen where possible.
The demo we saw also hinted at a supernatural/psychedelic component of the game. The story is told through loops, and players will often be suddenly transported from one part of the island to another with seemingly no explanation. Psychedelic events will happen, and it will be unclear if it's a result of the island itself having supernatural qualities, or if it's all in the character's mind.

A Deep Silver spokesperson told Polygon that players will be on the same page as the game character: they'll be just as confused and they won't know if what they've experienced is real or fever dream. The spokesperson said everything will make sense further into the game.
Escape Dead Island will launch on the PlayStation 3, Windows PC and Xbox 360 this fall. The game will retail for $39.99.


Source: Polygon

Natural Doctrine brings tactical role-playing to North America on Sept. 16


Kadokawa Game Studio's tactical role-playing game Natural Doctrine is coming to North America on Sept. 16 for PlayStation 4, PlayStation 3 and PlayStation Vita, publisher NIS America announced today.

The game will arrive in Europe three days later on Sept. 19, and pre-orders have opened up for the release on the official NIS America store, including a number of limited edition extras on each platform.

The game is available to pre-order for $60 on PS4 systems, $50 on PS3 systems and $40 on PS Vita, while limited editions are available for an extra $20 on each individual console. Bonuses include an art book, poster and an explorer's bag.
The strategy role-playing game sends players into caves to collect Pluton, described as a coveted material. The game's story focuses on a resource war between goblins, trolls, humans, lizardmen and humanoids.

Kadokawa is probably best known as the publisher behind Lollipop ChainsawNatural Doctrine, which launched in Japan earlier this year after a delay, is the company's debut title.

Source: Polygon
 

WWE 2K15's cover stars John Cena — and a new logo

 
The cover of WWE 2K15 features John Cena — and the new logo of the WWE itself.
Cena, who claimed his 15th WWE world championship at Sunday's Money in the Bank pay-per-view event, was revealed as the cover superstar last night on WWE Raw. 2K Sports released the packshot this morning.

The new logo, which will replace the scratched-style logo that has been in use (with modifications) since 1997, will enter use across the entire WWE business in August. It's currently the logo for the new WWE Network, and also was recently used in the logo for Wrestlemania 31.

"It is truly an honor and privilege to serve as the WWE 2K15 cover superstar," Cena said in a prepared statement. "I look forward to carrying the flag for WWE 2K15, and introducing the incredible next generation of WWE gaming to the WWE Universe."

WWE 2K15 will be the second wrestling title published by 2K Sports, who picked up the series following the dissolution of THQ. The game launches on Oct. 28 for PlayStation 3, PlayStation 4, Xbox 360 and Xbox One. Polygon discussed the series' new focus and direction with executive producer Mark Little at E3 2014.


Source: Polygon

Nintendo president Satoru Iwata's approval rating is on the rise


Nintendo president Satoru Iwata experienced a rise in his approval rating, a rating determined by Nintendo investors, following his re-election to the board of directors last week, it was revealed.

His approval rating now sits at 80.64 percent, an increase of 3.38 percent from last year's major slump  a 77.26 percent approval rating in 2013. It's worth noting that the Nintendo head received a 90.60 approval rating in 2012 before the company faced major fiscal troubles.

Earlier in the year, Iwata announced he would slash his pay in half following a 30 percent slump in profit over the nine-month fiscal period ending Dec. 31, 2013.

Speaking to reporters at the time, the Nintendo president said he would receive a reduced salary for five months in the wake of the third quarter results. Other Nintendo executives would take a pay cut between 20 and 30 percent. At the time Nintendo's third quart financial results showed an operating loss of just over $15 million following dismal sales of the Wii U.

Source: Polygon

Meet BioWare's first "fully gay" male party member in Dragon Age: Inquisition


The Dragon Age series is getting its first exclusively gay male character, which will also be the first fully gay male party member for BioWare as a whole, series writer David Gaider revealed in a post on the official Dragon Age Inquisition website.

As confirmed on the game's Facebook page, Dorian — who is described as a powerful elemental mage - will be a love interest for male Inquisitors.

"Dorian is gay — he is, in fact, the first fully gay character I've had the opportunity to write," wrote Gaider. "I suppose this aspect of Dorian will make him controversial in some corners, but I was glad to include it. It made writing Dorian a very personal experience for me," he added, referring to his own sexuality, "and I'm hopeful that will make him seem like a fully realised character to fans in the end."

While the company is known for its progressive stance on sexuality in games, BioWare has previously only ever introduced one exclusively gay male non-party member — Mass Effect 3's Steve Cortez. BioWare's early Star Wars endeavour, Knights of the Old Republic, included one gay female party member, Juhani; However, her relationship with female players was minimal.

Read David Gaider's opinion piece for Polygon, A Character Like Me, about the importance of integrating new types of characters in video games.


Source: Polygon

What Grand Theft Auto 5 would look like in real life


Zapruder Pictures, a duo of fan filmmakers out of Madrid, recreated the Grand Theft Auto 5 announcement trailer in their hometown. How close the short comes to replicating the original is impressive, though it's not afraid to bend reality with the help of some well-placed special effects.

Watching the footage, I'm reminded how much I would like to see a Grand Theft Auto set outside the United States. I understand that goes against the franchises' love-hate relationship with our nation, but wouldn't you like GTA: Madrid? Or Shanghai? Or how about a modern GTA set in London? That worked well in 2D!


Source: Polygon

This facial recognition software lets you be Octodad


Earlier this year, the makers of Facerig — software that allows users to manipulate the facial expressions of an on-screen character by mapping it to their own face — reached out to developers asking if they would like to see their licensed characters built in the program. Among the first were the makers of everyone's favorite normal-father-impersonator, Octodad.

Developer Young Horses lent the hero of Octodad: Dadliest Catch to Facerig, and the result is kind of amazing. The Facerig Octodad is the same polycount as the one used in-game, with wide eyes that follow users' movements and a head that tilts on command. Users can also move his facial tentacles into the resemblance of a smile by smiling themselves.

The creators at Facerig are hoping to launch their software, which in its full form will allow users to create any character they want and map them to read facial expressions, in beta this August. The software will launch first in Classic and Pro versions, with a Studio developer-grade edition coming in 2015.

Source: Polygon

Four seconds, four bodies: Watch this amazing Counter-Strike: GO knife takedown


During a livestreamed match of Counter-Strike: Global Offensive this weekend, streamers Jaryd "Summit" Lazar and "Weeds" — and just about everyone else on their team — were surprised to find themselves on the receiving end of a very skilled counter-terrorist player's knife. Allegedly wielded by a 14-year-old player named "Dragunov," the CT makes surprisingly short work of the enemy team.

The vicious knife attack is over in a flash, but the set up — the shocked reactions from a couple ex-pro and veteran Counter-Strike players — and the confused realization of what just happened are worth watching.

Source: Polygon
 

Binding of Isaac: Rebirth is over three times the size of the original


Binding of Isaac: Rebirth, a rebooted version of the 2011 cult indie hit from designer Edmund McMillen, features over three times the amount of levels previously made available in the game's original release, McMillen confirmed on his blog.

In short, Rebirth will be a lot bigger than before. The game will feature over 450 items, which is over double the number of items found in both the original Binding of Isaac and the Wrath of the Lamb expansion. Additionally, Rebirth will include over 50 new enemies, over 15 new bosses, and the introduction of "double trouble" boss fights that force players to fight the two previous chapter bosses at once.

Where the original game featured 150 rooms for each chapter, the updated game has over 500 rooms. These rooms feature a rarity slider, writes McMillen, so certain rooms generate with more rarity than others. The game also includes five new special room types, although McMillen doesn't delve into what they are just yet.

The new version of the game, first revealed in 2012, is being "remade from scratch," the developer said at the time. It will also add co-op play, new challenge runs and other new features, all of which are being programmed by Nicalis, of Cave Story and VVVVVV fame.

Those who already own The Binding of Isaac will receive a "Steam loyalty discount" when buying The Binding of Isaac: Rebirth.


Source: Polygon

Dota 2 Live Rewind feature and other Compendium rewards now available


Valve unlocked several Compendium rewards today, in-game perks that unlock for Compendium owners as The International's growing prize pool hits stretch goals, including the Live Rewind feature that allows spectators to pause and rewind a live game. 

"With this update, we're also introducing Live Rewind, allowing you to pause, rewind, and jump around the timeline when spectating any live game," the update reads. "Saw an awesome team fight? Rewind and watch it again and again. Need to grab a drink while your favorite team is playing? Pause the match and resume when you get back."

The Live Rewind feature rolled out was one of several Compendium rewards unlocked today. Newly unlocked rewards include the Mini-Pudge courier, 25 chat emoticons, weather effects and more. Those who purchase a copy will receive all present and future rewards, such as  couriers, immortal items, battle booster, stat tracking and a taunt for the upcoming Techies hero.

Valve launched the official digital program for The International 2014 championships in May. For every sale of the $10 program, which offers fans a way to keep up to date with competitors and matches, $2.50 is contributed to the prize pool. The International's prize pool shot past $10 million earlier this week thanks to Compendium sales. The tournament's finals will run July 18-21 at Key Arena in Seattle.

Source: Polygon

Saints Row style now wearable with a new line of clothing


Video game clothing and apparel maker Insert Coin released its Saints Row-inspired clothing range to its online store over the weekend, it announced today.

Insert Coin unveiled the line in its concept phase in January. The final range features a Professor Genki and Saints Flow t-shirt for $30 each, a Johnny Gat polo tee $42, leggings featuring a Genki print for $42, a Steelport Saints hoodie for $56 and a 3rd Street Saints varsity-style jacket for $77.

A comprehensive Saints Row 4 collection called the National Treasure Edition will launch for PlayStation 3, Windows PC and Xbox 360 July 8. Since its release last year, Saints Row 4 has launched as several special editions, such as the Commander in Chief Edition, Super Dangerous Wub Wub Edition and Game of the Generation Edition. You can read our review of the game and watch it below.

Source: Polygon

Arma 2: Operation Arrowhead update transitions multiplayer from GameSpy matchmaking to Steam


Following the recent termination of GameSpy's hosting services, the latest update rolling out for Arma 2: Operation Arrowhead focuses on the transition of its multiplayer from GameSpy matchmaking to Steam, Bohemia Interactive announced today.

"As you may have heard, GameSpy is discontinuing its services and it was therefore of paramount importance to offer an alternative for the passionate Operation Arrowhead players who have supported our game and our company for so many years," Bohemia's announcement reads.

GameSpy, a service that provided multiplayer functionality like leaderboards and matchmaking for more than 1,000 games, was established in 1997 and acquired by free-to-play mobile game publisher Glu Mobile in August 2012. GameSpy Technology announced in April that it would shutdown hosting services as of May 31.

Those who have previously purchased a retail copy of Arma 2, including its DLC and Operation Arrowhead expansion, can now activate their CD key on Steam as product key. Bohemia implemented a system to help host and connect to servers for those who wish to play games affected by the GameSpy shutdown, but are not updated to work with Steam, including Arma 1, Arma Cold War Assault and Take On Helicopters.

Update 1.63, which is only available through Steam, also introduces numerous fixes and optimizations. The full change is available on the website.

Source: Polygon

Nuclear Throne players can now reach the titular throne


Nuclear Throne mutants can now battle the final boss and reach the Throne with its addition to the game over the weekend, developer Vlambeer's Rami Ismail announced in a blog postadding that the game is now 50 percent complete.

"It's a reminder of an exhausting but amazingly rewarding game production," Ismail wrote regarding the post-apocalyptic "roguelike-like" where mutants battle for dominance. "It's the result of the work of six people that have pushed themselves to the absolute limit of their ability, the feedback and enthusiasm of the community and the support of the tens of thousands of gamers that play the game."

The early version of the Throne took up to seven weeks to design, prototype, iterate and develop, where the developers endlessly discussed its lore "and how it would look and work." Jukio Kallio initially created heavy Castlevania boss music for it, but replaced it with "a track that emphasised the impending resolution for our mutants more than the unexpected mortal peril that they find themselves in." While its final boss designs and behaviours went through many iterations with co-founder Jan Willem Nijman until a range of attacks were settled upon.

For the second half of Nuclear Throne's development, Vlambeer will revisit the content already in the game and expand on the title's lore and its world. The game will then undergo a "period of polish and certification" before officially launching on Windows PC, Mac, Linux followed by a release on PlayStation 3, PlayStation 4 and PlayStation Vita.

"In terms of reaching release-ready, we're about halfway. Nuclear Throne is starting to reach a state known as feature complete — it's the point that denotes that the systems that power the game are now all in place," Ismail wrote. "You can technically walk around, shoot things, collect ammo, mutate, find crowns, uncover secrets, fight bosses, pick up things, find cursed and golden weapons, play co-op and all the other things that you're used to from Nuclear Throne. The next stage is known as content-complete. That's when all the content — the levels, enemies, weapons, mutations, crowns, secrets and so on — are in the game.

Nuclear Throne is currently available on Steam Early Access or through Humble for $12.99. You can find out more about Vlambeer's approach with performative game development and Early Access on the developer's official blog and in our previous coverage.

Source: Polygon