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From: www.gamesradar.com

XO: Are You The Next Space Napoleon?

Added: 16.07.2015 2:15 | 9 views | 0 comments


The fate of a Nation may sometimes depend upon the position of a fortress. Napoleon Bonaparte Truer words could not have been spoken in regards to XO, Jumpdrive Studios new single-player sci-fi strategy game coming in 2016 for PC/Mac/Linux. Come July 20th, XO will be launching campaigns on both Kickstarter and Steam Greenlight.

From: n4g.com

The Arkham games could#39;ve worked wonders for these forsaken Batman foes

Added: 15.07.2015 18:00 | 90 views | 0 comments


Not every villain who opposes Batman can be as iconic as The Joker or Scarecrow, but that doesn't mean they can't be memorable. When crafting the Arkham games, developer Rocksteady knew just how to make the most out of the Dark Knight's diverse rogues gallery, applying smart redesigns where necessary to match the series' darker, grittier atmosphere. It's impressive when B-list bad guys like Calendar Man or The Mad Hatter can be made menacing, and WB Games Montreal later mimicked Rocksteady's style in Arkham Origins to elevate underachievers like Copperhead and Anarky into worthwhile adversaries.

With the release of to pursue new projects. That means there won't be any in-game criminal makeovers for the legions of forgotten weirdos who've made the mistake of trying to terrorize Gotham. The following villains are generally thought to be some of the least threatening crooks Batman has ever beaten up - but I'd like to think that the patented Arkham style could've scored them a spot on the caped crusader's Most Wanted list. Just imagine the possibilities of fighting the virtual, redone version of someone like...

He's ridiculed because: Poor Crazy Quilt. This petty criminal underwent an experimental procedure to restore his vision after going blind, but the results were less than optimal: Crazy Quilt could see again, but only in a wild kaleidoscope of bright colors. This constant, prismatic assault on the eyes drove him insane. Now, he cavorts around Gotham wearing a garish multicolored costume and a sight-enabling helmet, which can also hypnotize his enemies or zap them with lasers. Try as he might, nobody - least of all Batman - seems to take him seriously.

But in an Arkham game: If you've played , which employs dazzling visual effects that fill the screen with neon and corrupt pixels. Imagine seeing Batman transported into a similarly disorienting, intensely hued world when he's zapped by Crazy Quilt's beams of weaponized color. Given how gorgeous the graphics are in Arkham Knight, this kind of experimental aesthetic could look absolutely stunning.

He's ridiculed because: If you think The Riddler overestimates his own importance, just wait ‘til you meet this toga-clad gangster. Ol' Maximillian here is absolutely convinced he's the reincarnation of the Greek gods' head honcho Zeus, which spurred him to rise up through the ranks of organized crime. Even though he's got no superpowers or inherent strengths to speak of, he's somehow persuaded legions of gun-toting goons to obey his every command. Batman: The Animated Series has him fighting back with a thunderbolt-shaped electric rod, which helps makes his motif seem a little less dorky.

But in an Arkham game: Though he never shows up in-game, the unlockable character bios in Arkham Asylum depict Maxie as a beefcake with a deranged sense of superiority who went haywire after too much electroshock therapy. What if all that shock treatment left him with 10 million volts of electricity surging through his veins, not unlike a certain Metal Gear Solid villain by the name of ? It wouldn't be too much of a leap to think yourself a reincarnated god when you can shoot lightning from your fingertips and flash-fry your enemies in an instant.

He's ridiculed because: When you're a supervillain wearing a white leotard spotted with multicolored polka dots, getting any kind of respect is going to be an uphill battle. But don't judge this crook by his cover, because his power - the ability to morph any of the dots on his suit into a wide assortment of weapons - is actually a legitimate threat.

But in an Arkham game: Arkham's thumpy, trademark brand of fistfighting goes a lot deeper than merely punching and countering, thanks to the variety of enemy types you encounter later on. Throughout the series, Batman has had to deal with rioters, mercenaries, and assassins wielding swords, bats, electrified clubs, miniguns, and remote-controlled drones - but no one soldier combines all the tactics needed to deal with these assorted methods of assault. Enter Polka-Dot Man, who could use his suit to become an all-in-one foe that would demand mastery of all your gadgets and counter techniques to take him down.

He's ridiculed because: You know you're in for a treat when an original character is excessively campy even by 1960s, live-action Batman standards. Played by horror legend Vincent Price, Egghead's shtick is that he's obsessed with eggs. That's pretty much it. He's got a gargantuan bald head, wears a suit of white and yellow, chucks hazardous chicken eggs that can emit radar waves or noxious gas, and makes egg puns at every available opportunity. His greatest peace-disturbing accomplishment was instigating a food fight with Batman and Robin, who then proceeded to smash his face with eggs and fists.

But in an Arkham game: Let's go extra dark and disturbing with this one. Instead of chicken eggs, this twisted Egghead would be obsessed with stem cell research, plundering human embryos from Gotham's hospitals to fuel his own research for developing a genetically perfect henchman. Of course, there'd be many failures along the way - leading to an army of horrific, mutated fetuses viciously crawling at Batman like the . It'd be a scene right up there in the 'mind-warpingly disturbing' department as the infant Crawlers from Dead Space 2.

He's ridiculed because: Just look at him. Charles Brown (likely a reference to the kite-tormented protagonist of the Peanuts comic strip) decided that the best way to distinguish himself in Gotham's crime community was to soar through the air on a gigantic glider and wield miniature kites as projectile weapons. Without any updrafts or wide-open spaces surrounding the things he wishes to steal, Kite Man is completely useless. Unless you feel threatened whenever you hear "Let's Go Fly a Kite" from Mary Poppins, Kite Man is about as intimidating as, well, a kite.

But in an Arkham game: Batman's gone up against other high-flyers in the Arkham series, like Firefly and [minor Arkham Knight spoiler redacted], but they've never involved any test of your combat abilities. The AR flight challenges push your cape-gliding skills to their limits, but their presentation is simply boring. A fight against Kite Man could address both problems, testing your capacity for sharp aerial maneuvers while you fistfight in midair, weaving between Gotham's skyscrapers and divebombing to avoid Kite Man's attacks.

He's ridiculed because: Just as Bizarro is the polar opposite of Superman, Batzarro is the cartoonish negative of the Dark Knight. For starters, he wields dual pistols (which he may have used to shoot his own parents), calls himself the World's Worst Detective, and... has fangs and no eyes, for some reason. In an amusing flip of Batman's constant inner monologuing, Batzarro usually just blurts out whatever he's thinking (all styled with the same grating 'opposite day logic' as Bizarro-speak). Unfortunately, he's a little too goofy for many readers' tastes.

But in an Arkham game: The Arkham series rarely gets to flex its humorous muscles - but as your exchangers with The Riddler (and, on occasion, The Joker) prove, there's value to having bits of laugh-out-loud comedy amidst all the doom and gloom. As with his counterpart Bizarro, Batzarro's more unpredictable than outright evil, causing chaos whenever he tries to assist his idol Batman. Battling Batzarro could be a boss fight where you have to subdue him and a group of thugs before he kills them in an attempt to help out, all while he spouts ludicrous, laughable dialogue.

He's ridiculed because: Ever see a kid getting picked on because they take too much pride in their fancy calculator? Calculator (the Batman villain) takes that kind of regrettable preoccupation with number-crunching to the nth degree. His master plan revolved around preliminary failure: Calculator would dress up like a TI-83, get beaten to a pulp by various superheroes, then use his costume to analyze the do-gooder's fighting style in the hopes that he'd outsmart them the second time around. Unfortunately for his schemes, those calculations never seemed to pan out.

But in an Arkham game: Calculator has turned his criminal life around in the comics as of late, ditching the geeky getup for a job as a tech-savvy information broker and hacker for the criminal underworld. That effectively makes him the evil equivalent of Batman's close ally Oracle, who plays an important role in the Arkham games. Going up against an in-game Calculator might involve counter-hacking his attempts to take over the Batcomputer, assisting Oracle to help shut him out or misdirect the Calculator away from crucial intelligence related to the Dark Knight's next move.

He's ridiculed because: With a name like that, you might be expecting a terrifying Grim Reaper type who wields a scythe, but no - he's just a guy dressed like a skeleton who's really good at playing dead. By inducing a full-body yoga trance, Lord Death Man can fake his own passing, which apparently aids him in committing crimes. Then, somehow, he developed the power to actually reanimate himself after taking fatal damage. Though he's not much of a supervillain, you've got to give him points for sheer willpower.

But in an Arkham game: Lord Death Man's unique ability could push Batman to the limits of his 'no killing' rule (even more than running over thugs on the streets of Arkham Knight). LDM could create a scenario in which Batman would have no choice but to inflict lethal harm in order to prevent further calamity, forcing the Dark Knight to 'kill' him with the knowledge that it wouldn't take (this is actually something that The Joker has tried in the past). It'd also make for a pretty memorable 'Gotcha!' moment when Lord Death Man miraculously shows up later in the game.

New Horizons Pluto Mission Recreated in Kerbal Space Program

Added: 14.07.2015 22:43 | 2 views | 0 comments


Appreciate the difficulty of an unmanned probe by watching how hard it is to replicate in a sim.

Tags: Space
From: www.ign.com

Space Horror RPG Dispatcher enters Early Access

Added: 13.07.2015 18:15 | 3 views | 0 comments


Civil Savges debut game, Dispatcher has entered Early Access on Steam after a successful Greenlight Campaign, Dispatcher is a new first-person cooperative RPG-horror for the PC, with gameplay based on cooperative actions.

Tags: Steve, Space, Earth
From: n4g.com

In Pictures: The Captivating Career of Satoru Iwata

Added: 13.07.2015 16:35 | 31 views | 0 comments




With the passing of Nintendo president Satoru Iwata, the video game industry has lost one of its most bold and inspiring luminaries. To honour Nintendo's fourth CEO, GameSpot has put together a short gallery chronicling Iwata's career, starting from aspiring developer to iconic president. Images for this gallery were found on the official GDC Flickr (http://bit.ly/1O0S20D)




Satoru Iwata was born on December 6, 1959 and raised in Sapporo, the capital city of Hokkaido, the largest and northernmost of Japan's 47 prefectures. Iwata’s love of gaming began at a very early age, as did his ambition to develop them. According to Iwata, the first game he ever played was Pong, which he “loved.” This spurred him to buy a Hewlitt Packard Pocket Calculator, which he used to program a baseball video game.




Iwata joined the Tokyo Institute of Technology in 1978 and enrolled to study engineering and computer science. At the time, game programming was not commonly taught. Despite being unable to study game programming, Iwata’s innate desire to create games pushed him to independently seek out avenues through which he could realise his dream. Instead of studying, he travelled to a Tokyo department store--the first in the city dedicated to PCs--and met like-minded people with dreams of game design and development.




With the friends he made hanging out at the PC retailer, Iwata moved into an apartment in Akihabara, where he spent nights designing and programming games. The group would eventually form a company called HAL. Though Iwata didn’t know it at the time, this studio would deliver some of Nintendo’s most cherished video games including Mother, Kirby, Smash Bros., and more. HAL was named after the computer in 2001: A Space Odyssey.




Following the completion of his studies, Iwata became the fifth full-time employee of HAL. By his own account, he joined “the smallest company of any graduate in [his] class.” At HAL, he was a programmer, an engineer, designer, and also marketed the team’s games, “ordered food, and helped clean up.”




The small team at HAL eventually began hearing whispers about a project at Nintendo which involved the development of a machine “capable of incredible new graphics.” Convinced the hardware would be the platform for HAL’s breakout success, the team arranged a meeting with Nintendo. Its first task, however, was a rescue mission. Iwata and his colleagues were put to work with helping bring a game that had fallen behind schedule to completion. That game would eventually be released as NES Pinball.




HAL’s consistency earned it a close relationship with Nintendo and, over time, it was given the opportunity to develop franchises that would go on to become Nintendo icons, such as Kirby. However, its early days were spent doing work-for-hire arcade ports. In between it released numerous entries in the Eggerman series (known in the West as the Adventures of Lolo). As well as this, members of the HAL team took on consultancy work to keep the company afloat.




HAL would go on to work with Shigesato Itoi, a renowned Japanese writer, on his first game: Mother. The role-playing game would eventually be released in the West as Earthbound and, thanks to its unique visual style and mature themes, amassed a passionate cult following.




In 2000, Iwata became head of Nintendo’s corporate planning division. Two years later, Hiroshi Yamauchi, who had served as company president since 1949, retired and Iwata succeeded him as the fourth Nintendo president. He was the first Nintendo president who not part of the Yamauchi family through blood or marriage since it was established in 1889 as a Hanafuda card company.




Iwata’s appointment as the head of Nintendo came in the heat of a crisis. At the time, the Nintendo GameCube’s performance was being eclipsed by its main competitor, the PlayStation 2, and faced stiff competition from Microsoft’s first ever console, the Xbox. It was around then that Iwata began to think about distinguishing Nintendo’s consoles from its rivals, and also appealing to a wider audience by creating approachable, creative experiences.




Iwata’s vision for a successful new Nintendo was defined by “lateral thinking with seasoned technology,” a principle developed by Gunpei Yokoi, father of the Game Boy, Game & Watch, the modern day directional pad, and creator of iconic franchises such as Metroid. It posited that a creative person could take mature technology and find radical new ways of using it to create transformative experiences. The first fruit of this ideology was the Nintendo DS which, in the face of adversity from Sony’s slicker, more powerful PSP, went on to sell over 150 million units, making it the second-best selling console of all time.




At E3 2005 Satoru Iwata took the stage and proudly held a diminutive black box aloft, proclaiming it a gaming revolution. That same year, at Tokyo Game Show, Iwata reiterated the company’s ambition to expand the gaming audience and speak to a wider market and revealed a new controller that “attracts those who aren’t playing games and offers new sensations to veteran” would be the key. The Wii outsold the competition from Sony and Microsoft by a considerable margin and became a bona fide sensation. Importantly, it achieved Iwata’s ambition of placing video games firmly in the mainstream eye and attracting a wider audience. At the height of its popularity, Nintendo’s stock became the second most valuable in Japan.




Iwata’s most recent years were spent trying to maintain the momentum achieved by the Nintendo DS and Wii. Given the magnitude of the success, many would argue this was an impossible task. The follow-ups to both of those devices, the Nintendo 3DS and the Wii U, marked a downturn in the company’s performance. At the heart of these missteps was marketing that failed to distinguish new hardware from old, and a slowness to properly capitalise on the move towards mobile and tablet gaming. Despite this, Iwata remained a shining beacon of Nintendo’s ambition and an unwavering leader, famously refusing to lay off staff.




Satoru Iwata 1959-2015


From: www.gamespot.com

In Pictures: The Captivating Career of Satoru Iwata

Added: 13.07.2015 16:35 | 15 views | 0 comments




With the passing of Nintendo president Satoru Iwata, the video game industry has lost one of its most bold and inspiring luminaries. To honour Nintendo's fourth CEO, GameSpot has put together a short gallery chronicling Iwata's career, starting from aspiring developer to iconic president. Images for this gallery were found on the official GDC Flickr (http://bit.ly/1O0S20D)




Satoru Iwata was born on December 6, 1959 and raised in Sapporo, the capital city of Hokkaido, the largest and northernmost of Japan's 47 prefectures. Iwata’s love of gaming began at a very early age, as did his ambition to develop them. According to Iwata, the first game he ever played was Pong, which he “loved.” This spurred him to buy a Hewlitt Packard Pocket Calculator, which he used to program a baseball video game.




Iwata joined the Tokyo Institute of Technology in 1978 and enrolled to study engineering and computer science. At the time, game programming was not commonly taught. Despite being unable to study game programming, Iwata’s innate desire to create games pushed him to independently seek out avenues through which he could realise his dream. Instead of studying, he travelled to a Tokyo department store--the first in the city dedicated to PCs--and met like-minded people with dreams of game design and development.




With the friends he made hanging out at the PC retailer, Iwata moved into an apartment in Akihabara, where he spent nights designing and programming games. The group would eventually form a company called HAL. Though Iwata didn’t know it at the time, this studio would deliver some of Nintendo’s most cherished video games including Mother, Kirby, Smash Bros., and more. HAL was named after the computer in 2001: A Space Odyssey.




Following the completion of his studies, Iwata became the fifth full-time employee of HAL. By his own account, he joined “the smallest company of any graduate in [his] class.” At HAL, he was a programmer, an engineer, designer, and also marketed the team’s games, “ordered food, and helped clean up.”




The small team at HAL eventually began hearing whispers about a project at Nintendo which involved the development of a machine “capable of incredible new graphics.” Convinced the hardware would be the platform for HAL’s breakout success, the team arranged a meeting with Nintendo. Its first task, however, was a rescue mission. Iwata and his colleagues were put to work with helping bring a game that had fallen behind schedule to completion. That game would eventually be released as NES Pinball.




HAL’s consistency earned it a close relationship with Nintendo and, over time, it was given the opportunity to develop franchises that would go on to become Nintendo icons, such as Kirby. However, its early days were spent doing work-for-hire arcade ports. In between it released numerous entries in the Eggerman series (known in the West as the Adventures of Lolo). As well as this, members of the HAL team took on consultancy work to keep the company afloat.




HAL would go on to work with Shigesato Itoi, a renowned Japanese writer, on his first game: Mother. The role-playing game would eventually be released in the West as Earthbound and, thanks to its unique visual style and mature themes, amassed a passionate cult following.




In 2000, Iwata became head of Nintendo’s corporate planning division. Two years later, Hiroshi Yamauchi, who had served as company president since 1949, retired and Iwata succeeded him as the fourth Nintendo president. He was the first Nintendo president who not part of the Yamauchi family through blood or marriage since it was established in 1889 as a Hanafuda card company.




Iwata’s appointment as the head of Nintendo came in the heat of a crisis. At the time, the Nintendo GameCube’s performance was being eclipsed by its main competitor, the PlayStation 2, and faced stiff competition from Microsoft’s first ever console, the Xbox. It was around then that Iwata began to think about distinguishing Nintendo’s consoles from its rivals, and also appealing to a wider audience by creating approachable, creative experiences.




Iwata’s vision for a successful new Nintendo was defined by “lateral thinking with seasoned technology,” a principle developed by Gunpei Yokoi, father of the Game Boy, Game & Watch, the modern day directional pad, and creator of iconic franchises such as Metroid. It posited that a creative person could take mature technology and find radical new ways of using it to create transformative experiences. The first fruit of this ideology was the Nintendo DS which, in the face of adversity from Sony’s slicker, more powerful PSP, went on to sell over 150 million units, making it the second-best selling console of all time.




At E3 2005 Satoru Iwata took the stage and proudly held a diminutive black box aloft, proclaiming it a gaming revolution. That same year, at Tokyo Game Show, Iwata reiterated the company’s ambition to expand the gaming audience and speak to a wider market and revealed a new controller that “attracts those who aren’t playing games and offers new sensations to veteran” would be the key. The Wii outsold the competition from Sony and Microsoft by a considerable margin and became a bona fide sensation. Importantly, it achieved Iwata’s ambition of placing video games firmly in the mainstream eye and attracting a wider audience. At the height of its popularity, Nintendo’s stock became the second most valuable in Japan.




Iwata’s most recent years were spent trying to maintain the momentum achieved by the Nintendo DS and Wii. Given the magnitude of the success, many would argue this was an impossible task. The follow-ups to both of those devices, the Nintendo 3DS and the Wii U, marked a downturn in the company’s performance. At the heart of these missteps was marketing that failed to distinguish new hardware from old, and a slowness to properly capitalise on the move towards mobile and tablet gaming. Despite this, Iwata remained a shining beacon of Nintendo’s ambition and an unwavering leader, famously refusing to lay off staff.




Satoru Iwata 1959-2015


From: www.gamespot.com


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