Cliff Harris of Positech Games (think Democracy and Gratuitous Space Battles) fame has been busy working on his new game for quite a while in the background while working on the publishing behind Political Animals and Big Pharma. The new game is Production Line, and Cliff has just confirmed that pre-orders are open with Alpha access the treat at the end of the tunnel.
Something has worried me ever since the Nintendo Switch was announced. It is this. Nintendo will find it hard to convince me that paying £49 for a game on their system represents good value. “Oh!” You shriek, “Just because it is a console that can be played on the go doesn’t mean it is less valuable to the consumer or the industry. You’re prolly just a AAA snob.” Here’s an analogy… Let’s say that you work in the car industry….
The biggest problem faced by Early Access indie developers in 2017 is money. Weighed down by the heavy burden of having vast amounts of expendable cash, many indie developers are forced to slow and in some cases even stop the development of their games altogether.
Yes, you read that title correctly, I’m writing about a mobile game! This one has caught my eye though, going by the name HERO Unit you are put into the shoes of a 911 responder, tasked with making life or death decisions, or even just helping a kid get ready for Santa to visit.
I had a welcome surprise when I booted up Battlefield 1 this morning, and checked out the in-game news feed. EA were sharing details of a recently released custom game mode known as Back to Basics. It’s what the game has been calling out for.
This past week saw GameInformer drop a massive article charting Andrew Reiner’s longstanding quest to unearth information from Valve on the latest goings on with their most famous franchise, Half-Life. What emerged was a lengthy interview with an inside source, which pretty much confirms that Half-Life is all but dead. The article though prompted me to revisit an old home – valvetime.net, or as it used to be know, halflife2.net. What did I find? An interesting article looking at Half-Life Decay.
Somehow, I haven’t talked about the greatness that will be Tokyo 42 since my EGX 2016 reports. That’s exceedingly poor form on my behalf as this is a game that I have high hopes for. The good news is, there is a new trailer that I have embedded below.
With horrendous memories of 2016 still fresh in our minds, I thought I’d start 2017 off on a more positive note by highlighting a little interactive Twine adventure that made me smile.
It’s New Year’s Eve, and about time that I finished my series of entries in Our Year in Games. Through the first two parts of my chatter, I covered games from the last couple of years that I had spent quite some time playing this year, while in Part Three I covered three highlights from games released this year. Now, I have three further games released in 2016 that I want to talk about. Hit the break dear reader for musings on Battlefield…
Welcome to my third entry in Our Year in Games 2016. I hope everyone has had a merry Christmas and festive period so far, and with 2017 just around the corner, I think it is about time I actually talked about some of the games from this year that I have been playing.
Hello, and welcome to part two of my contribution to Our Year in Games 2016. I’m continuing my tale of my year in games by talking about another selection of games that weren’t necessarily released in 2016. I have played new games this year, honest! But a lot of older games have played some part in shaping my year in games. Here’s four of them.
Welcome to Our Year in Games coming at you from Reticule Towers. I realise that we didn’t do any sort of yearly roundup for 2015, but we’re making up for it this year. I’ve invited a few old faces to take part in Our Year in Games, so hopefully you won’t just have me for company! I’m probably going to split my tales across a few entries to cover the games from previous years that I’ve been playing this year…
There are so many indie racers that one needs to do something different to get my attention. It can be bringing back an old school type of racing (Mantis Burn’s top down style), or offer something more special. Drive!Drive!Drive! or Drive³ as it is colloquially known by developer Gordon Midwood from different cloth has that something special.
Our Five for Five series continues today with our Q&A with the two man development team behind Hevn. My hands on preview went live earlier in week, and I thought it was one of the most fascinating blends of sci-fi and survival gameplay I had seen. I was left eager for more, but for now we have the Five for Five Q&A with Larry Johnson and Mat Matthews from developers Miga where they reveal more about their unique take on agile development and the inspiration…
I wrote the following about Drive!Drive!Drive! in my report from day two of EGX, “If this falls through the cracks of public consciousness, I’ll be disappointed.” I take a look around today, and I find that the game has been released on Steam and the PlayStation Store. This pleases me, as this unique racer showed great potential when I checked it out in Birmingham.