A Tim Schafer Designed “Game of Thrones” Style Strategy Game? Yes, Please Posted by Matt Byrd (05/30/2013 @ 9:12 pm)
After Tim Schafer was done with one of the most successful Kickstarter campaigns of all time for his studio Double Fine’s entrant into the adventure genre Schafer once helped perfect, many expected to not hear from the company until “Broken Age” was completed. It’s somewhat of a surprise then to hear today that Schafer and co. are already working on another Kickstarter title before “Broken Age” even has a confirmed release date. While it’s initially troubling to think of Double Fine’s new offering “Massive Chalice” as a reason for them to reach into your pockets again, once you actually begin read about the game, you may take up that internet joke and start willingly throwing money at your screen. Described as a turn based tactical RPG that sees you command generations of heroes and try to repel demon hordes from a vast and intricate fantasy land ruled by factions, “Massive Chalice” cites its inspirations as games like “Fire Emblem,” “Final Fantasy Tactics,” and “X-Com,” but also mentions the influences of TV shows like “Game of Thrones.” Collectively, of course, those are known as some of the best things ever.
In, fact, much of “Massive Chalice” reads like a best of. You’ve got the feuding factions of “Game of Thrones,” the permadeath system of “Fire Emblem,” the tactical map design from the “Total War” series, and the combat style of “XCOM” all blended together and topped with that unique dialogue and general feel that Schafer studios usually provide. It’s that last part that really matters, as if this was Peter Molyneux preaching a game where you control a faction over generations in a multi-faceted, kingdom consuming war involving mysticism and a variety of in-depth strategy elements, it’d be easy to dismiss it as all hype. However, Schafer (and for that matter project lead Brad Muir), have a history of always delivering an experience that may not be perfect, but is noteworthy and unlike anything else regardless of where it draws inspiration. By the project’s own admission, “Massive Chalice” is unlike anything the studio has ever attempted. Whenever one of the most creatively exciting developers out there decide to step out of their comfort zone, that’s a cause to take notice of, and one that may easily be worth the $20 backing price. Posted in: News Tags: 2013 in video games, best games on Kickstarter, best PC Games, Broken Age, Double Fine Studios, Excited for Massive Chalice, exciting indie games, Exciting Upcoming Video Games, Fire Emblem, Game of Thrones, Game of Thrones Strategy Game, gaming blogs, gaming news, gaming updates, Kickstarter, Kickstarter Games, Massive Chalice, Massive Chalice News, Massive Chalice Reaction, most anticipated games of 2013, must have PC Games, new games, New Video Games, Tim Schafer, Turned Based Strategy, upcoming indie games, Video Game Blogs, Video game news, video game updates, Video Games, video gaming
Bethesda and Dishonored Give Me an Excuse to Run This Lena Headey Picture Posted by Matt Byrd (08/03/2012 @ 7:11 pm)
You know, as much as I love Bethesda, they don’t exactly have an astounding history of success with original titles. If you look at their history as a developer, you’ll of course notice their standout titles (“Fallout 3” and the “Elder Scrolls” series) are both of unquestionably great caliber, but only one of which is a true independent property. After that, you’ll see that Bethesda mostly spends their time as a publisher of titles that include “Brink,” “Call of Cthulu: Dark Corners of the Earth,” “Rouge Warrior,” and “Rage” (which John Carmack recently apologized for). All of those titles share one thing in common. None of them were really, truly great, but they all featured at least one aspect or element that made them stand out. See that’s the real magic behind Bethesda. Even when everything doesn’t come together as it should, they always manage to attach themselves to titles that never really feel like they are phoning it in. Hell, they even published a “Pirates of the Caribbean” game that wasn’t a complete hack job, and Disney and Johnny Depp have been phoning that franchise in since “Pirates of the Caribbean 2.” It’s such a consistent enough history of exceptional effort that it makes gamers everywhere stand up and take notice when the Maryland based developer starts a new project. Apparently, gamers aren’t the only ones taking notice as some A-list Hollywood celebrities have jumped at the chance to sign on for Bethesda’s next title “Dishonored.” It was recently announced that Susan Sarandon (“Thelma and Louise”, “Rocky Horror Picture Show”), Chloe Grace Moretz (“500 Days of Summer”, “Kick-Ass”), and Carrie Fisher (Princess Leia…duh), will join previously announced actors Brad Dourif (“Deadwood”, “Childs Play”), Michael Madsen (“Reservoir Dogs”, “Kill Bill Vol. 2”), Lena Heady (“300”, “Game of Thrones”), and “Mad Men’s” John Slattery as voice actors for the new title. That’s clearly one hell of a cast assembled so far. What’s got them so excited? Well “Dishonored” is described as a “Steampunk, stealth first person role playing video game” that follows an Empress’s bodyguard, turned assassin who becomes framed for the Empress’s murder and must prove his innocence and find the real killers. “Dishonored” is supposed to support a revolutionary stealth system that boasts that no enemy must be killed, and a non-lethal solution is available for any situation. Along with that, the games steampunk open world promises to offer the traditional Bethesda quality open world, where they claim that every NPC is alive and active even if they are not interacting with you. If you’re anything like me, that description got all kinds of hairs on you standing up. Like I said, when Bethesda gets behind something, they don’t do it half-ass. Between that description, that cast, and the development team attached to “Dishonored” (Arkane Studios, who previously worked on the incredible “Dark Messiah of Might and Magic” and “Bioshock 2”, and designer Viktor Antonov who helped design “Half-Life 2’s” City 17), this is starting to look more and more like a sleeper Game of The Year contender in the making, that’s causing all of the stars to align. Posted in: News Tags: Arkane Studios, bethesda, Brad Dourif, Brink, Call of Cthulu, Carrie Fisher, Casts, Chloe Grace Moretz, Dishonored, Game of Thrones, john carmack, John Slattery, Lena Heady, Lena Heady Photos, Michael Madsen, new games, rage, Rogue Warrior, Stealth Games, Steampunk, Video Game Blogs, Video game news, Video Games, Voice Actors
GAME REVIEW: Resonance Posted by Matt Byrd (06/18/2012 @ 10:28 pm)
Once banished to the “back in the day” wing of the video game hall of fame, adventure games have seen an increase in popularity in the last couple of years due to titles ranging from the evolutionary equivalent (“Heavy Rain“) to the pure point and click (the Telltale collection). “Resonance,” from Wadjeteye Games, is part of the latter. Rather than try to update and gentrify the genre for a new audience, though, the developers have gone the route of nostalgia and created an experience that is artistically and fundamentally similar to the original crop of adventure titles that helped popularize the genre in the early 90s. “Resonance” is the story of four people (that you control, anyway) who find their lives intertwined by the search for a brilliant scientist’s prototype for a new electrical device that looks to have caused mass destruction in several major cities across the globe. Their reasons for the pursuit are all different, but it becomes clear very quickly that all of them will need each other, not just for their own benefits, but for the greater good as well. More than any technical aspects like graphics (though the art style is quite good for what it is), the biggest draw of any good adventure title has always been a great story, and that’s why I’m happy to report that “Resonance’s” plot is indeed a great one. It contains all of the twists, turns, and old fashioned intrigue you would expect from such a conspiracy setup, and it constantly manages to move the player and its characters from interesting scenario to interesting scenario with very few lulls. The real driving force of the game’s story is its characters. You control each of them independently and in groups throughout the game, and along the way you really do get a great feel for their unique circumstances and individual motivations behind their journeys. I hate to use the old cop out, but to go into any further detail would ruin the number one reason to play this game. Unfortunately, the quality writing of the overall plot does not extend to the game’s dialogue. While there are clever lines and quips sprinkled here and there, the actual script seems weak and relies mostly on predictable and heavy-handed lines and poorly-timed jokes. A good part of the title is voice acted, but the performances do little to cover for the weak script. It’s not like any of them are horrific, but you will rarely meet a character that doesn’t come across like they’re reading straight from a script. Considering the great narrative the game is working with, the actual conversations that build it should have been stronger. Maybe I’m spoiled by classic adventure tiles like “Grim Fandango” and “Curse of Monkey Island” having some of the best dialogue bits in gaming, but there is still little here that makes itself memorable. Read the rest of this entry » Exploring Terraria Posted by Jeff Morgan (12/10/2011 @ 8:06 pm)
I’ve been in the market for a solid new game for some time now, something to keep me occupied while I wait for Diablo 3 or DotA 2. For whatever reason, I fired up Terraria a few days ago and have really been enjoying the game. I know it’s not new. I bought the game a while ago when it was on a $2.50 sale. I had played with it some, but never really got hooked. I think a big part of my initially cool reaction was the huge barrier to entry on Terraria. The game has a lot of unfamiliar mechanics, a not-so-transparent progression path, not to mention the fact that you’re stepping back in time in terms of graphics. Those same things can be endearing, though. Once I was able to upgrade my pickaxe, I had fun just trying out some different things without any clear goal. While it doesn’t quite have the same creative, open-world feel as Minecraft, it’s pretty close. Terraria also has the added benefit of a robust item progression and much more extensive crafting options. If you’re in the same boat I am, check out Terraria. Be prepared for a frustrating first hour or two, but the game really picks up from there. If I could give you one tip, I’d say find iron ore and upgrade that pickaxe as early as possible. |