Tagged With features
Earlier this week, Techland announced that its new zombie-killing adventure Dying Light will have "50+ hours of gameplay". Some might considering this good news. I don't -- at least at face value.
Carbide Studios' massively multiplayer online science fiction role-playing game launches a week from today, with early start kicking off on Saturday at 12.01am Pacific (5.01pm AEST). That makes this final features trailer the big pre-launch push for WildStar -- if you don't see something you like here, just keep on playing whatever you were playing.
“You have to make games for someone you love,” says William, “because that way you can imagine who you're making it for.
“You can imagine the smiles the game will bring to their face; you can imagine the good times that people you care about can have with your game.”
William Ho, Design Director at United Front Games, is making LittleBigPlanet Karting for someone he loves.
“My name is Paul, I’m mostly into really, really hard movements. Movements that have never been done before, and may have been deemed impossible in the past.
“My goal... in my mind, is to make every movement perfect. I want every movement to feel really, really easy. And when I can do that? That’s the best satisfaction for me.”
When Nike slapped their logo all over their trademark “Just Do It”, they probably meant for it to be an encouraging statement. It wasn’t so much a command as much as it was a “You Can Do It Too!” Yes, that’s right, you -- the chubby one with asthma -- you can run that marathon and break a record! Just wobble your way down that hill in these ergonomic orthopaedic Nike-approved running shoes and you can win! Just do it!
Game journalists like to think they know a lot about video games. For the most part, they do! Some writers have encyclopedic knowledge of the most obscure games: games are their love, the stirrer of their loins, the honey to their bunny. But how much do they know about making games? If this game journalist is anything to go by, the answer rhymes with “schmuck schmall”.
It arrived on my desk almost three years ago. Sealed in shrink-wrap, protected by packing peanuts, boxed in brown cardboard, it was never meant to be played. No writer in the building wanted to go near it, no reviewer wanted to play it. As I was about to put it in the communal freebie box, the figurative fly swat of the universe came down on my brain to stop me. I put the game in my bag and took it home.
I felt dumb. I stood in a room full of game developers -- a mix of students, amateurs, indies, and professionals -- as they worked their way through this year’s Global Game Jam. Ideas were flying everywhere, chunks of code ran their way across screens, gorgeous pieces of art and animation came to life -- my goodness, these people were talented. And in the middle of it all I stood with my notepad and pen, feeling dumb. Well, I’m about to put an end to that.
Imagine planting a seed that grows into a bush you could then use as a form of cover in the midst of battle. Or a world in which guns must be plugged into electrical outlets. What if you could use the pause button as a weapon? These are the things parody tweeter Peter Molydeux has been thinking about the past two years.
Ten years ago Alex Hutchinson walked into Torus Games in Melbourne with little idea of what he was doing. Today he is the creative director of Ubisoft Montreal and Assassin’s Creed III. This is the story of how one man learned to make games in Melbourne, mastered it at Maxis, and is now steering a behemoth in Montreal.
The doors close, the lights dim, and as the television screens light up the room goes silent. To the left of the audience is a table with trays of cupcakes decorated with an 18th-century American flag; to the right stands the creative director of Assassin’s Creed III, discreet, not drawing any attention to himself. At the front of the room is the first Assassin’s Creed III gameplay footage to ever be shown outside of Ubisoft. The director is nervous, the audience is focused, the cupcakes are delicious.
The world of Fan Fiction is a curious one -- an intimidating mass of yaoi, wish fulfilment and sprawling non-canonical fandom. But the reasons for writing Fan Fiction are as extensive as the reasons for writing fiction itself. In this feature, we explore the curious world of fan fiction -- from the beautiful to the bizarre.
When you’re 14 years old and set out to make a game, you don’t anticipate it will take 16 years to complete. Nor do you imagine the hero of your RPG to be a balding, tubby knight based on your father. Adam Rippon certainly didn’t expect any of this, and his game, Dragon Fantasy, is all the better for it.
It was only a few days ago that SeeThrough Studios released their first game, Flatland: Fallen Angle. Now their Paymate account -- the service they were using to collect money from buyers -- has been closed and they don't know why.
Why is Castlevania so fun? The older entries in its series still hold up today, even though there are games out there with more interesting stories and scripted events. The answer is because it has creative, elegant design. What does it mean to say it’s well designed? By reading its individual elements, we can find out.
In 2004 billions of files were uploaded onto the internet, destined to be forgotten. As these files drowned under each other, one small game created by a Japanese office worker crawled out from the swirling pool of images, text, music, and cat memes to become something of a phenomenon. The game was Cave Story, and this is the Cave Story story.