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From: www.gamesradar.com

From: www.gamesradar.com

From: www.gamesradar.com

Conker's Big Reunion Launches Tomorrow, With 10 Free User-Created Games

Added: 22.04.2015 23:00 | 4 views | 0 comments


Episode 1 of Conker's Bad Fur Day DLC for isn't the only Conker game that's coming out that day.

Microsoft has announced that it gave some members of the Project Spark community early access to the Conker assets, and they've already created 10 Conker games. Most of these games, which you can see in the video montage below, will release tomorrow as well.

Some of the user-created games include:

  • Conker Multiplayer Arena, where four players can face off in a free-for-all deathmatch
  • Bad Fur Day Homage, which recreates the first 10 minutes of Conker's Bad Fur Day
  • The Great Mighty Poo, which recreates a memorable boss fight from the original game

Conker's Big Reunion episode 1, as Team Dakota is calling it, was made with the same Project Spark tools that are available to players, and is meant to play like what you’d expect from a Conker game, an action-platformer with a dirty sense of humor. If you want to make your own Conker content, you can purchase the Conker Mega Pack, which includes the Conker Creation Pack (containing more than 350 Conker assets), Conker’s Big Reunion, and Champions Quest Episode 1 for $10.


From: www.gamespot.com

6 fangames shot down by cease and desist letters

Added: 22.04.2015 22:00 | 21 views | 0 comments


Being part of a creatively-driven fan community is a fantastic experience. Everyone shares a common passion - be it a movie, book, or game - and channel that energy into something constructive. Some people make art, others create music. And a few bring all those creative efforts together into something massive. Each entry on this list features a fan-developed game years in the making. Years spent toiling away in the developer's free time, hundreds of hours fueled by all-consuming fandom. And then poof all that work was undone.

The threat of a cease and desist letter hangs heavy over the heads of all fan developers working with someone else's creation. It is the Sword of Damocles, the Eye of Sauron, the all-powerful force that at any moment could shut the project down - but so often waits until the last minute to do so. Here are seven lovingly crafted fan games sunk by such letters.

It's only natural fans would want to spend more time exploring one of the Super Nintendo's most beloved JRPGs. While Chrono Trigger had an official sequel - Chrono Cross - it wasn't the direct sequel some wanted. Enter Kajar Laboratories, the fan-driven developer behind , an extensive ROM hack that looked and played just like the original. Set five years after Lavos' demise, Crimson Echoes finds the original cast on a new adventure involving alternate timelines, reptilian AI, and a resurrected king from the past. These plot points help set up the events of Chrono Cross, thus bridging the gap between the two games.

And here's the worst part: the game was cancelled just weeks before its release. After five years in development, Crimson Echoes was officially shut down in early May of 2009, mere weeks before its planned release date. By this point, the game "35 hours of gameplay and 10 separate endings" along with some new modes and other extras. Basically, everything you could have wanted from a Chrono Trigger 2.

The extensive fan-community surrounding My Little Pony: Friendship is Magic is one of the most creatively-driven communities out there. So it should come as no surprise that - between all the music, artwork, and movies - a few fan-made MLP game have popped up as well. Fighting is Magic was a 2D fighting game from MANE6 who hoped to marry the spirit of My Little Pony with the high-speed action of Capcom's Vs. series. The result was a light years away from anything you'd find on MUGEN.

And here's the worst part: Fighting is Magic got hit with a cease and desist letter shortly after helping raise over $200,000 for the Breast Cancer Research Foundation. In 2013, the organizers behind EVO on their Facebook page to determine the eighth game in their fighting game tournament lineup. Fighting is Magic was on that list, and drummed up a fair amount of support, but that didn't save it from getting shut down shortly thereafter.

Kids and adults the world over have been capturing pocket monsters for almost two decades, and yet we still don't have an official Pokemon MMO. In 2009, a small team of independent developers sought to fix this glaring omission with Pokenet. Players were able to battle, train, and level up their Pokemon, even though the game was still technically in beta. In essence, it looked like a really crowded version of the Pokemon FireRed and LeafGreen games, with dozens of trainers wandering the Pokemon wilderness.

And here's the worst part: Pokenet was shut down on April Fool's day. What kind of a sick joke is that? Plus, if you do a simple search for 'Pokemon MMO' you'll discover Pokenet isn't the only Pokemon MMO in town. So why did it have to be canned while all these others live on? Your guess is as good as mine, and mine is 'bad luck'.

This one is a real heartbreaker. After eight years toiling away on their own time, Spanish developer Bomber Link finally released Streets of Rage Remake. This massive game was a glowing tribute to an arcade classic. It contained over 100 stages, 19 playable characters, and a 76-song soundtrack remixed by five different musicians. It was a beast and, according to the developers, designed completely from the ground up. According to , "It does not use reverse engineering nor a single line of code from the original games. It's all based on visual interpretation."

And here's the worst part: Not only did Sega can this glowing endorsement of their own franchise, they shut down their own as well. A video of a prototype Streets of Rage remake hit the web in 2012, courtesy of developer Ruffian Games. The footage shown was of a playable demo thrown together in six weeks. It was all for naught, however, as the project was apparently scrapped for unknown reasons.

The story of this fan-developed Metal Gear remake helps highlight just how arbitrary the whole cease-and-desist process appears. In 2014, a fan-developer Outer Haven announced it was halting development on its remake of the 1987 classic, Metal Gear. This came as a bit of a shock after the same developer just a few months prior announced that they had received Konami's blessing to move forward with development. For Pete's sake, they even got David Hayter himself to supply some voice work for their trailer. These guys were dedicated.

And here's the worst part: they had the green light from Konami, or so they thought. Originally, the developers and are working on a new game that's Metal Gear-free.

Super Mario 64 is one of the most beloved 3D platformers of all time, and a testament to Nintendo's skill at game design. Even so, if you want to play the game today there are only a few ways to do so. Developer Royston Ross offered a new alternative earlier this year with , a high-definition remake of the Bob-omb Battlefield using the Unity game engine. You could even play it in your browser. But after about a week in the spotlight, the game was taken down at Nintendo's request.

And here's the worst part: the entire thing was a tease within a tease. Not only did we get a very limited taste of the Bob-omb Battlefield in HD - remember, it wasn't up for long - that stage in itself was a tease of a fully realized Super Mario 64 HD, something that should really be in our lives. I guess we'll just have to make due with our $10 ROM dump on Virtual Console.

What's especially odd - and/or maddeningly frustrating - is that the likelihood of a company issuing a cease and desist letter appears almost arbitrary. Why did Pokenet get singled out as the PokeMMO to axe? Why did a remake of a Super Mario 64 stage get shut down when there are hundreds of Mario 64 hacks and remakes out there? And here's the big one: why is there not an industry-wide standard covering this sort of thing?

Look at Valve: they embraced the fan-developed, HD . If all companies required all fangames to be shut down, that would be one thing, but instead it appears the decision hinges on the personal whims of the companies themselves.

So I say embrace the creativity. These fangames are a testament to the rabid devotion of their communities; not to mention an excellent source of good PR. You don't build a loyal community by stifling its creative efforts.

PC gone mad - 7 old genres getting new life on Xbox One

Added: 22.04.2015 17:14 | 16 views | 0 comments


They say that the place for the PC is increasingly becoming the living room - but maybe it needn't have to move. Certain PC genres have long been considered off-limits to console gaming, whether for performance or logistical reasons - but this generation seems to have sparked something of a change.

. And there's far more to come - a raft of upcoming Xbox One games are taking perennially PC-only ideas and retooling them for a new group of players. Here are seven genres getting the console treatment.
Turn-based strategy is a contemplative genre, chess with the weight of the world/fantasy multiverse on its shoulders. You generally don't expect to encounter farting mushrooms, enormous, bleeding space bears and cupcake people riding spider-women.

The Behemoth hasn't even officially given its new title a, well, title, yet and it's already shaking up our expectations. A hexagon-obsessed battler, has you performing the usual army customisation, rock-paper-scissors writ large feats, but with the style and lunacy you'd expect from the team that made Castle Crashers and BattleBlock Theatre.

The console twist: The major problem facing strategy games on console is their pace - console gamers expect some speed. Game 4 solves that problem by giving every unit a mind of its own - all of your units attack simultaneously, and automatically choose a target in their range, speeding up turns and turning movement into its own puzzle in one fell swoop.
If turn-based games struggle on console for their slow pace, the RTS gets lodged on PC for being too fast. High-level play requires you being able to flit around a wide space while simultaneously summoning up units and performing movement commands - that's just not possible on a controller with a few scant buttons to spare. Just learning a tutorial would make us throw up with nerves.

The answer is to pare down - turns the RTS into a squad combat game, reducing how much you have to concentrate on, but balancing that out by making every character that much more complex. Micromanagement is both more important and easier to deal with as a result. Now let's see who's too slow.

The console twist: There Came An Echo's prime innovation is what makes it work quite so well on Xbox One - it's voice-controlled. You're shouting commands at an (occasionally uppity) group of sci-fi types, controlling movement, weapon options and targeting with brain and voice alone, avoiding that sticky issue of an under-equipped pad altogether.
The original Elite began as a console game of sorts, but PC's gotten the majority of space sims since the genre's '80s inception. Trading, mining and combat form the basic ebb-and-flow of a genre that's gotten, somehow, even more complex over the years. stands at the forefront of that movement - it's imposingly enormous, and immediately intricate.

Kudos to Frontier for having the cosmic balls to bring this all to a console format, then. The Xbox One should comfortably be able to handle the 400 billion(!) star systems included, as well as the network gubbins to handle linking a universe full of players - now we just have to see how the nitty-gritty of space combat translates to controller.

The console twist: We're not entirely sure as yet, but there will definitely have to be one. On PC, Elite's cockpit commands take up a swathe of your keyboard - is it too much to hope that we'll be able to bark orders at Kinect, like it's a tiny, rectangular Mr. Sulu?
Trains, planes and automobiles. Also: trams, trucks, ships, forklifts and . PC has traditionally been the place for games that help you get in touch with what it would be like to go outside and learn a new professional skill.

NO LONGER. Xbox looks to be taking its most concerted stab at that audience with Farming Simulator 15 - it's a series we've seen before, but now the vehicles and environment look quite nice instead of resembling equipment and battlefields last seen in the Great War.

The console twist: We'll probably just spend the whole time driving into things and trying to make crop circles.
Start with nothing, build anything. It's an appealing concept, but a tricky one to replicate without the precision of a keyboard and mouse. Of course, there was this one weird Swedish game about bricks or something on Xbox, and now that looks a little like narrow-minded thinking.

is a more complex prospect, a playful, low-gravity romp where you can (hypothetically, I've obviously never done this) make penis effigies out of space-boxes, that also manages to be an incredibly complex physics simulation. People have already made everything from working sci-fi mining facilities to scale models of the Titanic - we'll try and go one better (with a space penis).

The console twist: Hopefully, simplified sharing options. Part of the joy of Space Engineers is inspecting other people's incredible work - a nice, in-game upload/download system would fit that perfectly.
Two card games rule on PC. Hearthstone owns the free-to-play space, while Magic: The Gathering Online remains the premier digital version of a physical CCG. Magic Duels: Origins, oddly, sits exactly in between the two. It grabs much of Hearthstone's payment model, but uses the more complex game of Magic as its subject matter.

Which makes it all the more enticing as a console game - we're getting something new, based on an arguably superior game, but with a tried-and-tested formula to allow us not to spend too much. If the developers can nail fixing Magic's frequent starts and stops, we could have a new card game to crow about.

The console twist: It's much better-made than its PC equivalent. Anyone who's played Magic: The Gathering Online will tell you that a) it's a fantastic game, but b) it appears to have been made by someone using technology from the '80s and subsequently bee fed through a Geocities webpage generator. Duels' clean, readable interface is a huge step up.
Every school student has, at some point, spent a lesson using their institution's computers to look at Newgrounds. It's basically a modern right of passage, like drinking hallucinogenic tea with a jungle tribe, or killing your childhood puppy. Flash games are part of the fabric of the internet, a morass of gross, terrible and occasionally magnificent ideas.

We've already had ex-Flash developers on this list - The Behemoth started out as a Newgrounds superstar - but ID@Xbox has allowed a few Flash games to make the jump themselves. No Time To Explain is the pick of the bunch, an action-platformer that has you using weapons as movement tools while a future version of yourself is noisily mutilated by various oddities.

If that's not authentic enough for you, use your Xbox One browser to find Xboxie, a site that collects together web-games playable with a console controller (albeit all in HTML5 format).

The console twist: They have to be, y'know, better. Flash games are often kernals of grand ideas, but to make the move to console platforms, they need fleshing out. There's a reason Meat Boy became Super after all.
The next step might be even teresting. With Windows 10's Xbox integration closing the gap between consoles and PCs even further, it's increasingly easy for developers to make games that suit both formats. That's not to mention the potential for asymmetric cross-play - lets you choose between Hero and Villain modes, but what if we saw PC and Xbox players pitted against each other in two different but connected games?
Turtle Beach Grip 500 Mouse Review Great Control, Comfort and Quality for a Fair Price | COG

Added: 22.04.2015 16:17 | 21 views | 0 comments


Turtle Beach releases the Grip 500, a mouse that is great for gaming as well as a few other things that users might not realize.

From: n4g.com

Health is over-rated: 8 creative alternatives to the video game life bar

Added: 21.04.2015 15:02 | 22 views | 0 comments


For as long as there have been video games there have been systems in place to ensure that those video games do not continue on unabated. After all, what good is a truly endless experience, an interaction without incentive? Once the initial novelty wears off, what then? Without the likes of the humble health bar to affirm our actions, to measure our gaming greatness, we'd all be utterly bored by now.

Health bars - hidden or otherwise, are as vital to gaming as the lifeblood in Zelda's HUD hearts are to Link. They come in many forms, measuring our proximity to defeat in everything from blood to - well, everything listed here. Yes, you see as games have evolved, so have our means of measuring our ability - or not - to play them well. New stories, worlds, tasks and design ideas have forced the noble health bar out of its comfort zone and demanded that it adapt, to measure all kinds of different successes and failures in a plethora of new contexts. All pretty much hit you with restart hammer when depleted, but it's not the destination that matters, it's the journey. Thusly, today's big list of things looks at just some of the many, highly intriguing alternatives to the classic life bar. Whatever you do, don't let 'em hit zero.

They say that 'the heart wants what the heart wants', and what the heart wants most of all is not to implode out of sheer bloody terror. An EKG, or electrocardiogram device, measures the rate at which that most vital of vital organs operates. It's also rather useful for telling medical professionals when to start beating on your chest like an angry ape. Fear Effect uses the machine's iconic pulsing symbol in lieu of a regular health bar, with enemy attacks serving only to increase its rapidity. Green is good, blipping along at a steady rate, whilst red and yellow represent a state of declining health.

Players can enhance their chances of survival by 'calming down' the protagonist - either by way of stealthy play or through the completion of in-game puzzles. Failure to do so will effectively cause your avatar to suffer a massive and fatal heart attack. We're not exactly sure where science stands on the whole 'death by fright' debate, but it's a fair bet that the game's lithe leading lady hasn't been wolfing down any deep fried mars bars lately, so it can't be her cholesterol to blame…

If only every individual came complete with a sanity meter. It'd certainly make relationships a whole hell of a lot simpler. Knowing your ditzy misfits from your grade-A nutters is an evermore-essential skill. With access to the heady world of online dating, the average person's exposure to amorous lunatics has increased exponentially. This sort of thing should be a default widget on everyone's profile.

Video game sanity meters have been around for quite a while now, though few are held in such high regard as that which appears in Silicon Knight's Eternal Darkness. The concept proved to be so darn popular in fact that Ninty even opted to copyright it, presumably so that they could accurately gauge lost Metroid fans' continuing levels of despair. Unlike many of the entries on this list, ED's meter isn’t an outright replacement for the health gauge, though failure to top up your 'mental mana' will cause all sorts of freaky disturbances to appear, eventually leading to your death. Contributing factors include being spotted by an enemy, or witnessing a terrifying event. Thank God nobody asked the protagonists to play Too Human then…

If there's one fatal flaw in the whole 'average everyday hero' trope then it's this: real people tend to be absolutely bloody awful at handling pressure. Heroes undergo great pains to achieve their ends, overcoming fear itself in the name of goodness, truth and the philanthropic spirit. Real people smash up their keyboards and scream highly specific grievances at their pets. See the difference? A hero's courage isn't for everyone. Some folks have it, most don’t. Where the likes of Nathan Drake can happily laugh off a good dozen-or-so near-death experiences (seriously, did he piss off Death from the Final Destination franchise?) most of us would sooner be reduced to an amorphous wailing wreck.

So it's rather refreshing to find a game in which our avatars actually do the same. Capcom's Clock Tower 3 even includes a 'panic meter', which fills up any time that the lead character of Alyssa encounters one of the game's many monsters. Unlike the aforementioned sanity meter however, this mechanic can actually cause lil' Ally to become damn near-uncontrollable, as she sobs, stops, trips and outright refuses to listen to reason i.e. 'use your health potions' or 'hide over here'. Sounds about right to me.

Lawyers, as a rule, tend not to lack for self-confidence, though honesty is another matter entirely. (*He says, before being sued for 18 quintillion dollars*). It's interesting to note then, that the Ace Attorney franchise isn't so much concerned with the protagonist's self-assurance as it is with the confidence he can inspire in others - namely both judge and jury. Likewise, prosecutor par excellence Miles Edgeworth requires the absolute truth in order to claim victory. Talk about Opposite Land... Still, these concepts remain vital to the series' success, forcing players to really do their homework in order to succeed, as opposed to when playing more, shall we say, 'accusation-happy investigators'. Alright we're talking about you Cole Phelps. You'd never have worked it out on your own.

Also known as the 'penalty meter', these gauges reflect how far the player is from earning him or herself an instant failure. Rather than 'dying' outright, the presiding judge will instead order the player to simply shut up, thereby preventing any additional evidence from being exposed. Lack of facts means a lost case, no matter how well things were progressing up to that point. Penalties can be incurred in a number of ways, though most relate to proper lawyering faux-pas - i.e. presenting irrelevant information, causing numerous interruptions or generally wasting everyone's time.

How ironic that a game as maddeningly frustrating as Dr. Jekyll Mr. Hyde's NES 'adaptation' should include its very own 'anger meter'. Perhaps they ought to have stuck one on the front cover, next to a shot of that man's head exploding in Scanners. 'Anger level: Dome Blaster'. As it stands, the game's actual anger meter measures how many hits Dr. J - no, the other one - can endure before morphing into his alter ego. Once changed, Hyde can only revert to his human form by defeating scores of enemies, lessening his anger with every successful kill.

The aim here is to help either persona to reach the church. Jekyll is on his way to get married, while Hyde appears to be terested in battling floating demon heads. J sidles to the right, overcoming the usual assortment of church-goers' woes - namely attack dogs and laxative-gulping birds, while H shuffles his way to the left, fighting off all manner of hell spawn in the process. While the game does boast an additional health bar, most folks aren't really likely to notice, so busy will they be slamming their skulls into the TV in vexation.

A solitary 'health bar' shared between as many as four cack-handed friends? What could possibly go wrong? Rock Band's crowd meter is all about giving the people exactly what they want - good music, played in time, with a minimum of drug-induced tirades, prissy refusals to play or other such rockstar-related nonsense. Failure to keep the tunes coming results in your immediate death.

No wait… you're just made to start all over again, like the world's crappiest cover band freaking out at a high school talent show. Potential hits to the meter include everything from missing big notes to the police happening upon that one dead groupie at the back of your tour bus. No, not really. You'll have to wait for Rock Band 4 for that...

Ah the morality meter. What better way to adjudge ethical integrity than to plot the entirety of human experience along a single, simplistic gradient? "Have you been a good boy this month Mr. Manson? Well then I guess we can let those nine most recent murders slide. After all, you are a level 87 paragon". I hope that no one's actually taking their cues from these sorts of things, paying off the occasional genocide by helping a couple of ducks to cross the road.

So, what exactly is a morality meter doing on this list anyway? Surely those things are so far removed from the typical health bar as to warrant their own article? Well yes, for the most part. While it's true that ethical flubs seldom result in an outright failure, some games do choose to punish players long before the alternate endings roll in. Take the Adventures of Robin Hood for example, an MS-DOS game that for some strange reason allows players to turn a man a legendarily benevolent man - so altruistic he's practically an adjective for charity - into a right old greedy bastard. Accordingly, the townspeople could also play against type, by stringing up this bizarro Robin of Loxley by his neck. You didn't see that in the Kevin Costner film.

Despite being named as a 'Sanity Meter', Fahrenheit's unique take on the concept is really more akin to a 'stress gauge'. If the likes of Amnesia and Eternal Darkness can be considered 'straight horror', then this cult hit is more of a twisting and atmospheric thriller. Everything from guilt, to grief, to outright physical revulsion can cause the game's main players to lose stability, edging them ever closer to complete mental collapse. In short, where sanity meters are perfect for measuring shocks, scares and unbearable tension, a stress gauge instead assesses the slow decline of an everyday office worker. That is to say: everything up to and including their big, monitor throwing rage quit.

Interestingly, or should I say rather morbidly, the game doesn't shy away from displaying the results of these overloaded stress meters. Depending on the protagonist being played, as well as his or her current situation these outcomes can include suicide, arrest, job loss and even committal to a mental asylum. Ouch.

Destiny, The Trojan Horse, and Finding Enjoyment in Lootfests.

Added: 21.04.2015 11:20 | 4 views | 0 comments


Seth am reminded of the Trojan Horse story when he thinks of Destiny and how it got its hooks into him. In the story a myth, likely based on a modicum of fact the Greek army sends a giant horse as a gift to Troy in hopes of atoning for the desecration of the goddess Athenas temple. Inside the horse hid anywhere from one to 50 Greek soldiers, who opened the gates of Troy for the rest of the Greek army to barge in and take over the city.

From: n4g.com

Destiny, The Trojan Horse, and Finding Enjoyment in Lootfests.

Added: 21.04.2015 10:17 | 1 views | 0 comments


Seth am reminded of the Trojan Horse story when he thinks of Destiny and how it got its hooks into him. In the story a myth, likely based on a modicum of fact the Greek army sends a giant horse as a gift to Troy in hopes of atoning for the desecration of the goddess Athenas temple. Inside the horse hid anywhere from one to 50 Greek soldiers, who opened the gates of Troy for the rest of the Greek army to barge in and take over the city.

From: n4g.com


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