Wednesday, 3 January 2018

2018 Independent Games Festival announces Main Competition finalists

The 2018 The Independent Games Festival (IGF), which honors the most influential, innovative and acclaimed projects in independent game development, revealed the award finalists for its 20th annual awards ceremony.

The IGF Awards take place on March 21, 2018 during the Game Developers Conference, and will be hosted by Trent Kusters, co-founder of League of Geeks, the Melbourne-based development team behind Armello, a captivating digital role-playing strategy board game that has garnered much critical and fan acclaim.


Trent is currently a board member of Australia's Freeplay Independent Games Festival, and was named one of Forbes' 30 Under 30 for games in 2016.

After an initial review round by over 300 judges, the nearly 600 entries for the 2018 IGF Awards were distributed to a diverse set of expert jurors from across the industry for final consideration. The juries for each individual category then selected the IGF finalists after playing, discussing and meticulously evaluating them.

Among the selection of 35 different nominated games, a few titles received nominations in multiple categories, including Baba is You, a puzzle game created by creator Hempuli that allows players to alter the rules and game logic as a part of solving the puzzles. The game received a total of four nominations - for Excellence in Design, Best Student Game, the Nuovo Award for 'thinking differently about games as a medium', and for the Seumas McNally Grand Prize.

Multiple titles are being recognized for their excellence with three nominations apiece. Night in the Woods, an adventure game from creator Infinite Fall that focuses on exploration, story and character development within a lush, vibrant world, received nominations for Excellence in Narrative, Excellence in Visual Arts and the Seumas McNally Grand Prize.

Getting Over It with Bennett Foddy from developer Bennett Foddy, a sadistic climbing game that rewards players who reach the top of the mountain, was nominated for Excellence in Design, the Nuovo Award, and also received a nomination for the Grand Prize.

The winners of the IGF will be announced at the Independent Games Festival Awards which take place the evening of Wednesday, March 21st at San Francisco's Moscone Convention Center. The IGF Awards will immediately precede the Game Developers Choice Awards, which recognizes the best games of the year across all sections of video game development.

IGF Award winners will receive more than $50,000 of prizes in various categories, including the $30,000 Seumas McNally Grand Prize. Both the IGF Awards and the Game Developers Choice Awards ceremonies are available to attend for all GDC 2018 pass-holders and will be livestreamed online once again.

The full list of finalists for each category of the 2018 Independent Games Festival, along with "honorable mentions," is as follows:

Seumas McNally Grand Prize

Getting Over It with Bennett Foddy (Bennett Foddy)

Night in the Woods (Infinite Fall)

West of Loathing (Asymmetric Publications)

Into the Breach (Subset Games)

Heat Signature (Suspicious Developments)

Baba is You (Hempuli)

Honorable Mentions: Tacoma (Fullbright); Rain World (VIDEOCULT); Dream Daddy: A Dad Dating Simulator (Game Grumps); Cosmic Top Secret (klassefilm); Hollow Knight (Team Cherry); Cuphead (StudioMDHR); Everything Is Going to Be OK (Nathalie Lawhead)

Excellence in Visual Art

Night in the Woods (Infinite Fall)

Cuphead (StudioMDHR)

Echo (ULTRA ULTRA)

Luna (Funomena)

The Gardens Between (The Voxel Agents)

Chuchel (Amanita Design)

Honorable Mentions: Jettomero: Hero of the Universe (Ghost Time Games); Dead Cells (Motion Twin); AER - Memories of Old (Forgotten Key); Tooth and Tail (Pocketwatch Games); Rain World (VIDEOCULT); Shape of the World (Hollow Tree Games); Hollow Knight (Team Cherry)

Excellence in Audio

Tormentor X Punisher (e-studio)

Cuphead (StudioMDHR)

Vignettes (Skeleton Business)

Rain World (VIDEOCULT)

Uurnog Uurnlimited (Nifflas Games)

Celeste (Matt Makes Games)

Honorable Mentions: Tumbleseed (Benedict Fritz, Greg Wohlwend, Joel Corelitz, David Laskey and Jenna Blazevich); Hollow Knight (Team Cherry); Tacoma (Fullbright); Tooth and Tail (Pocketwatch Games); Million Onion Hotel (Onion Games); Night in the Woods (Infinite Fall)

Excellence in Design

Into the Breach (Subset Games)

Shenzhen I/O (Zachtronics)

Wilmot's Warehouse (Richard Hogg, Ricky Haggett, Eli Rainsberry)

Baba Is You (Hempuli)

Uurnog Uurnlimited (Nifflas Games)

Getting Over It with Bennett Foddy (Bennett Foddy)

Honorable Mentions: Heat Signature (Suspicious Developments); Dead Cells (Motion Twin); Factorio (Wube Software); Space Pirate Trainer (I-Illusions); Battle Chef Brigade (Trinket Studios)

Excellence in Narrative

Tacoma (Fullbright)

Attentat 1942 (Charles University and Czech Academy of Sciences)

Where the Water Tastes Like Wine (Dim Bulb Games)

Night in the Woods (Infinite Fall)

Butterfly Soup (Brianna Lei)

Tooth and Tail (Pocketwatch Games)

Honorable Mentions: A Mortician's Tale (Laundry Bear Games); Lost Memories Dot Net (Star Maid Games); Dream Daddy: A Dad Dating Simulator (Game Grumps); Bury me, my Love (The Pixel Hunt, Figs and ARTE France); Cosmic Top Secret (klassefilm); West of Loathing (Asymmetric Publications); Rakuen (Laura Shigihara)

Nuovo Award

Getting Over It with Bennett Foddy (Bennett Foddy)

Tarotica Voo Doo (TPM.CO SOFT WORKS)

10 Mississippi (Karina Popp)

A Mortician's Tale (Laundry Bear Games)

Cosmic Top Secret (klassefilm)

Everything Is Going to Be OK (Nathalie Lawhead)

Baba Is You (Hempuli)

Kids (Playables)

Honorable Mentions: Where the Water Tastes Like Wine (Dim Bulb Games); IO Interloper (DANG!); The Norwood Suite (Cosmo D Studios); Cheap Golf (Pixeljam); Witchball (S.L.Clark); Million Onion Hotel (Onion Games)

Best Student Game

IO Interloper (DANG!)

Don't Make Love (Maggese)

Penny Blue Finds a Clue (DigiPen Team Cactus Curse)

We Were Here (Total Mayhem Games)

Baba Is You (Hempuli)

Guardian of the Gears (DigiPen Team Studio 76)

Honorable Mentions: Crewsaders (Titan Squad); A.L.F.R.E.D. (Hugo Lefevre, Joseph Reichenbach, Romain Jaohar-Gaillard, Garance Royere Lebigre, Nicolas Tham, Marion Speiser, Delphine Migeot de Baran, Song Huang); MOLOCH (Seemingly Pointless); Kyklo's Code (Cube Factory); Membrane (Perfect Hat / Seth S. Scott); That Blooming Feeling (The Tots Team); Tell Me What You See (Pesky Bees)

Honorable Mentions: Crewsaders (Titan Squad); A.L.F.R.E.D. (Hugo Lefevre, Joseph Reichenbach, Romain Jaohar-Gaillard, Garance Royere Lebigre, Nicolas Tham, Marion Speiser, Delphine Migeot de Baran, Song Huang); MOLOCH (Seemingly Pointless); Kyklo's Code (Cube Factory); Membrane (Perfect Hat / Seth S. Scott); That Blooming Feeling (The Tots Team); Tell Me What You See (Pesky Bees)

The alt.ctrl.GDC award is also returning to the IGF Awards for a second year, to honor the most creative and unique video game controller, with a prize of $3,000 given out to the winning game.

Finalists for this category will be announced from the 20 alt.ctrl.GDC 2018 picks during the week of the Game Developers Conference, and all of this year's honorees will be shown at the alt.ctrl.GDC exhibit onsite, which showcases a diverse collection of indie-centric one-of-a-kind game peripherals, contraptions and novelties that enhance game experiences and challenge traditional forms of input.

The public will also be able to take part in awarding the winner of the IGF Audience Award from all the finalists for the IGF; online voting for the Audience Award begins in late January.

The IGF Pavilion, located on the Expo Floor of the Game Developers Conference will give attendees the chance to play the nominated titles and meet the game creators.

Along with the IGF Pavilion, developers can also take part in the Independent Games Summit (March 19th-20th), which highlights the best and brightest of indie development, featuring valuable discussions and networking opportunities. The Game Developers Conference takes place Monday, March 19 to Friday, March 23, 2018 at the Moscone Convention Center in San Francisco.

Since its debut in 1999, the Independent Games Festival remains a platform that recognizes the efforts and artistic craft of some of the most beloved independent games in history, including revolutionary and memorable titles such as Quadrilateral Cowboy, Her Story, Papers, Please, Fez and Minecraft among many others.

For more information on the Independent Games Festival, please visit the official IGF website at www.igf.com. For those interested in registering for GDC 2018, which includes the Independent Games Summit, the IGF Pavilion and the IGF Awards Ceremony, please visit www.gdconf.com. For the latest updates on GDC, follow the official Twitter account @Official_GDC.

Gamasutra, GDC, IndieGames and IGF are sibling organizations under parent UBM Americas



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Swing With Speed And Precision In Challenging Platformer Silver Grapple

silvergrapple.jpg

While at its core, Silver Grapple is reminsicent of your fast, skill-testing precision platformer, its titular element gives an acrobatic flair among other entries in the genre. Jamie Rollo's new platformer combines metroidvania elements with swing-focused platforming where maintaining momentum, arc angle, and timing of release are the skills you to master.

Silver Grapple unleashes you in the trap and puzzled-filled rooms of a mysterious subterranean facility, as you attempt to avoid its dangers while learning about the secrets behind its closure years before and rescuing people during your escape. But whether it's a quarantine zone or excavated quarries, you'll need to swing with precision and speed; momentum and the angle of your swing is key to navigating the gauntlets of lasers, spikes, switches, trampolines, and other environmental elements. Swinging fast isn't enough; you have to master shooting your grapple mid-leap to activate switches, releasing at the right moment to skip across water like a stone, and using movements like loops to fling yourself in the perfect direction.

Silver Grapple is available for $14.99 on Steam, and you can learn more about the game and developer through Twitter and Facebook.



from IndieGames.com http://ift.tt/2CBXVqb

Swing With Speed And Precision In Challenging Platformer Silver Grapple

silvergrapple.jpg

While at its core, Silver Grapple is reminsicent of your fast, skill-testing precision platformer, its titular element gives an acrobatic flair among other entries in the genre. Jamie Rollo's new platformer combines metroidvania elements with swing-focused platforming where maintaining momentum, arc angle, and timing of release are the skills you to master.

Silver Grapple unleashes you in the trap and puzzled-filled rooms of a mysterious subterranean facility, as you attempt to avoid its dangers while learning about the secrets behind its closure years before and rescuing people during your escape. But whether it's a quarantine zone or excavated quarries, you'll need to swing with precision and speed; momentum and the angle of your swing is key to navigating the gauntlets of lasers, spikes, switches, trampolines, and other environmental elements. Swinging fast isn't enough; you have to master shooting your grapple mid-leap to activate switches, releasing at the right moment to skip across water like a stone, and using movements like loops to fling yourself in the perfect direction.

Silver Grapple is available for $14.99 on Steam, and you can learn more about the game and developer through Twitter and Facebook.



from IndieGames.com http://ift.tt/2CBXVqb

Insurgency: Sandstorm has dropped its planned story mode

Insurgency: Sandstorm, the latest entry in the popular multiplayer shooter series, will no longer feature a story mode at launch, developer New World Interactive has announced.

Sandstorm was revealed at the start of 2016, and continues Insurgency's focus on tactical, multiplayer first-person combat. It was to be the first game in the series to feature a proper story mode, with support for up to four-player co-op.

In a new forum post, however, Michael Tsarouhas, Sandstorm's newly-appointed lead game designer, explained that the single-player and co-operative story mode (which told the story of a woman enslaved by radical insurgents in Iraq, and can be seen in the trailer below) had been cancelled for release, "due to its high production requirements and our commitment to deliver to our fans in 2018". Story mode "will be considered again at a later date."

Read more…



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Video: Sprucing up cameras with math

In this GDC 2016 session, SMU Guildhall's Squirrel Eiserloh discusses the math behind certain camera behaviors like split screen and screen shake. ...



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LawBreakers publisher blames Battlegrounds for poor reception

LawBreakers publisher Nexon blames PlayerUnknown's Battlegrounds for the poor reception of their first person multiplayer game. ...



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Team Fortress 2 Update Released

An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed missing War Paint icons in the Steam Community Market and Steam Inventory
  • Fixed The Hot Hand not displaying the item level in its description
  • Fixed Steam Workshop file uploads applying filesize limits before compression, rather than after
  • Updated materials for the Dovetailed War Paint to fix a problem with the alpha channel
  • Updated materials/models for The Snowmann and The Nuke
  • Updated the localization files


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This EA Star Wars Pitch Could Have Been The Rogue Squadron Reboot You Always Wanted

News: This EA Star Wars Pitch Could Have Been The Rogue Squadron Reboot You Always Wanted

The Force isn't so strong in this one



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The Classic 'The 7th Guest' Has Gone Free - Classic Gaming at Its Finest

The classic horror game The 7th Guest [Free], from back in the early 90s and the age of CD-ROM, has gone free, so if you're in the mood to either enjoy a tinge of nostalgia (if you're my age) or discover what your mom and dad used to play, grab it while it's free. I remember playing The 7th Guest when it came out back in 1993 and being struck by the wonder of it all, trying to figure out all the puzzles and uncover all kinds of creepy secrets. The game really is an important moment in gaming history, and you should grab it if just for that reason.

The 7th Guest is set in a creepy mansion owned and operated by Henry Stauf, a drifter who became a toy and puzzle maker thanks to a series of visions he had. You play as Ego, an amnesiac (of course) who stumbles into the mansion and has to solve a variety of weird puzzles ranging from word games, chess-based games, and many more. Some of the puzzles are really tricky, but fortunately we now have the wonder of Google, which should help you make it through the game faster. Don't expect a perfect port of the original game, but at zero dollars, The 7th Guest is a great trip down creepy memory lane.



from TouchArcade http://ift.tt/2lPRdSV

Game developer uses Crypt of the NecroDancer for proposal

Indie game developer Liselore Goedhart enlists Crypt of the NecroDancer devs to help create a custom build used for a marriage proposal. ...



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'Arena of Valor' Beginner's Guide: The Armory and How to Win Through Items

Continuing where we left off yesterday in our Arena of Valor [Free] guide series, today we are focusing on The Armory and how to win games through intelligent itemization. If you missed the previous guide on the basics of MOBAs, go check that out. Also, if you're totally new to what Arena of Valor even is, take a look at our review. In future guides we'll dig deeper into the individual roles and typical builds for them, but all of those things depend on an understanding of how these main systems work first.

Basics of Itemization and Ability Scaling


The main thing that originally appealed to me about playing a MOBA is that unlike an MMORPG where you can spent months grinding for one specific item, items in games like Arena of Valor are totally temporary. You can buy all sorts of dumb things from the in-game shop, see how they work, and not be tied to any of those decisions beyond that one game. Like many games that lean on RPG-style character statistics, heroes in Arena of Valor all have their base stats, as well as different ways abilities scale with bonuses.

Arena of Valor actually does a fairly good job of obscuring just how ability scaling works for each hero and their abilities, but the basic premise is as follows: Say you're playing a mage, their abilities scale off of ability power. This is displayed in the tooltip of abilities which will say something along the lines of, "dealing 50 +X magic damage to enemies." In that case, "+X" is entirely contributed via the ability power (or "AP") of your items. If a ability has 50% AP scaling, and you have 200 AP combined from all your items (you can see this by tapping the arrow icon on the center of the far right side of the screen) that ability would do 50 base damage, plus 100 bonus damage from your items.

Other heros have abilities which scale off attack damage. You can see which damage type an ability uses via the color of the "+X," green is ability power and orange is attack damage ("AD"). It'll also say "physical damage" in red and "magic damage" in blue (more on this later). Usually it's pretty obvious with most heroes, as mages use magic and warriors use swords, so of course one would use ability power and the other would use attack damage, right? Not always, also, many heroes will also have an ability that scales solely off AP while others scale off AD. Arthur is likely the first hero you'll encounter that works like this.

Arthur has two primary abilities: Righteous Fervor which is his charge ability and Holy Guard which is his area-effect ability. With Arthur, you typically would want to build attack damage and defensive items, since a lot of your damage comes from auto-attacks which scale off attack damage along with his other abilities... However, Holy Guard scales off ability power and deals magic damage. It would be weird, but you could totally build Arthur like a mage, stacking loads of AP, and his Holy Guard ability would do loads of damage.

Would that render your hero totally ineffective? Maybe! But that's the beauty of these kind of games, the amount of options that are available to you once you understand the different damage types, which abilities scale off which damage types, and what items power-up those abilities. The cool thing about Arena of Valor is you can select any hero outside of a game and hit the "Hero Trial" button and go wild experimenting. Under the right circumstances, these strange builds can be amazingly effective.

Viewing Items in The Armory


Before you play your next game, let's spend some time looking at the what items are available for purchase in Arena of Valor. From the main menu, select "Armory" then "Equipment." This will display your last played hero, which you can change by tapping the "change" button in the top left corner. You can save up to three quick builds, which will give you the quick item suggestions during the game which show up on the left side of the screen.

The way items work in MOBAs is that you start by buying cheaper items, which in Arena of Valor are listed on the left side of the equipment screen. Think of this as a recipe of sorts, as you might begin with a Short Sword which gives you +20 attack damage then buy a Dagger giving you 10% attack speed. From there you then can combine those items with some extra gold to upgrade to the Arcane Hammer which gives you a +5 more attack damage and 15% attack speed along with the passive ability of "Speed Up" which gives you 10% movement speed when you land an attack.

It's important to learn all the items in game because this is the primary way you can respond to what's happening in game. In the case of the Arcane Hammer, that would be an outstanding item to build if you were playing as a melee hero in a lane against another hero with a lot of mobility as the "Speed Up" ability will give you an edge to staying within range for your melee attacks. (You can see your attack range by pressing the attack button, anything inside that circle you can hit.)

It's super difficult to list every situation you should build a specific item, but if you're in a situation where you've got some free time but can't commit to a full game of Arena of Valor, spend that time going through the equipment, looking at what each of them do, and thinking of situations where using that item might be useful for the heroes you prefer to play. It is impossible to overstate what a difference building items intelligently on the fly depending on the situation is will make in your overall win percentage.

Building Magic Defense and Armor


You can view the scoreboard in game by tapping in the top right corner where all the kills and deaths are. From there, you can page over to "Hero Stats" by hitting the button on the top left. This displays the hit points, attack damage, ability power, armor, and magic resist of everyone in the game. When deciding how to counter-build early game, a good thing to do is keep an eye on the enemy that's laning across from you. If they're an AP hero, they'll likely be building AP items, and you can counter these by building some magic resist. The same can be said for attack damage and armor.

Similarly, if the enemy team is building a bunch of items that defend against your specific damage type you've been building, you need items that offer either armor pierce or magic piece. This reduces their damage reduction provided by armor and magic defenses. In low-ranking matches, it's almost guaranteed that the enemy team (and the rest of your team, for that matter) isn't aware of any of this, so intelligently building defenses and building around their defenses can give you a massive edge.

These defenses are also why it's a very important to have a team that has varied damage sources. I've been in far too many games where 4/5 of the team are using heroes that are stacking attack damage. The value this offers the enemy team is absurd, as all they need to do is stack loads of armor, take out your one mage, and then they are able to negate most of the damage you're dealing.

With so few people using voice chat, there's really no good way to deal with trying to explain this to people in games, so you need to be as proactive as possible both with watching what your own team is building and what the enemy team is building. It's entirely possible you'll find yourself in a situation where the whole enemy team is stacking armor because your team is all physical damage, at which point AP Arthur makes a lot of sense.

It's these sorts of situations that makes MOBAs so appealing, as even though you're (usually) playing on the same map, the amount of variety between games even if both teams are playing the same heroes game after game, is just absurd due to the way itemization can shift during games. Hell, you can always sell items too, so if things are looking bad late game and it seems like you're doing to lose anyway, you can sell everything, do a totally different build (you'll lose a bit by selling, so you won't get equal value of new items) and sometimes cause a major shift in the game building reactively based on late-game load-outs of the enemy team.

Study Each Game, Think of Other Things You Could Have Built


Reiterating what I've said before, even if you lose, you need to really analyze the post-games screen to think about what you could have done differently. After you exit the game, you'll be able to see which items everyone built along with their kills, deaths, and assists. If an enemy did particularly well, were they using a standard build? Could you have built anything that might have countered their build? Were there instances where any specific items that could have made a difference in team fights?

Take every loss as a learning opportunity and you will improve. Items are everything, and the sooner you learn what they do and break out from the default builds, the better you will do.


Stay tuned for more Arena of Valor guides here on TouchArcade! Next up we'll explore the Arcana system.



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Nintendo's wonderful Miiverse has been preserved for posterity by enterprising internet archivists

Nintendo's beloved, but sadly now defunct, Miiverse social media service has been archived and put online in searchable form by a group of enterprising internet archivists.

Archive Team (a "loose collective of rogue archivists, programmers, writers and loudmouths dedicated to saving our digital heritage"), lead by Twitter user Drastic Actions, started the Miiverse project last September, not long after Nintendo announced that it would shut down the service on November 8th. By the time that Miiverse finally closed its doors, more than 133 million posts, drawings, and screenshots had been salvaged for posterity.

All that content - totalling 17 terabytes of data - has now been given a new lease of life in the form of Archiverse, a fully searchable archive featuring 133,003,599 posts, 216,901,986 replies, 75,955,135 screenshots, 72,135,190 drawings, 30,600,505 avatars, 8,278,693 user profiles, 2,238,830 deleted and hidden Posts, and 5,128 game communities. All territories, and even delisted communities - such as Nintendo's own E3 hubs - are accounted for.

Read more…



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Quote of the Day – Satan Speaks on Lockboxes

So, gaming industry, if your aim is to bring down the jackboot of government regulation on loot mechanics and destroy what was once a source of joy to millions of gamers, you’re doing a bangup job.

Satan, “guest” post at The Psychology of Video Games

The quote just sums up how lockboxes feel to me, but the real meat is in the five tricks video games can… and have… borrowed from casinos in order to hook people into spending on what is merely a hair’s breadth away from gambling before the law.

Exploiting the holidays isn’t even on the list, thank Overwatch!

Anyway, the linked article is worth a short time it takes to read.  I am sure you will recognize some, if not all, of the practices listed.



from The Ancient Gaming Noob http://ift.tt/2lPAYVU

'Civilization VI' Sale Ends Today - Buy It Already

Just before Christmas day, iOS gamers got a great present in the form of a full port of Civilization VI: Rise & Fall [Free (HD)], the immensely popular and addictive game. But with great features came a pretty steep price (for App Store standards that is). The game can be downloaded for free, but the free version only allows you to play the first 60 turns of the game. If you want to unlock the full game, you have to pay the promotional price of $29.99; however, that promotion ends today, and after that you'll have to pay $59.99 to get your hands on the full game. And this really is the full game, only lacking the online multiplayer part (it comes with LAN only).

As we talked about in our review of the game, Civilization VI is a must have for those who enjoy the genre. The game offers a ton of content, pretty good touch controls (with a few issues), the ability to use a Bluetooth keyboard to streamline your play, and the insane depth that comes with the Civilization series. Yes, the visuals might be a bit scaled down, but you don't play games like Civilization looking for great visuals. If you're a strategy gamer and have a recent iPad, pick Civilization VI up today before the sale ends.



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Soapbox: Let 2018 Be The Year The Third-Party Exclusive Takes Over On Nintendo Switch

Soapbox: Soapbox: Let 2018 Be The Year The Third-Party Exclusive Takes Over On Nintendo Switch

Just without the soulless cash-ins we saw in the Wii era



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Don't Miss: Color in games: An in-depth look at one of game design's most useful tools

"Knowledge about color spans across several disciplines: physics, biology, psychology, art, and design. It is a useful tool for the artist to create emotion, and for the game designer to emphasize function." ...



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Get a job: Sanzaru Games is hiring an Environment Artist

Sanzaru Games is hiring an Environment Artist to help define AAA scenery as a member of its California-based team. ...



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It's misleading to advertise with images from a different game, rules UK ad authority

The ASA has upheld a ruling against King of Avalon: Dragon Warfare dev Funplus Interactive, saying that the developer ran misleading advertisements that featured images from an entirely different game. ...



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Ambition Of The Slimes To Slither Its Way Onto Nintendo Switch in 2018

News: Ambition Of The Slimes To Slither Its Way Onto Nintendo Switch in 2018

Prepare for a messy reception



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Faith Unsettles With Its Spectrum Visuals & Distorted Sound

J%2FrWz7.png

Faith follows a young priest back to a home where an apparent case of demonic possession left few alive a year before. Investigating these past events will dredge up horrific memories and even more unsettling beings, though, testing players' bravery through the horror title's incredible use of rotoscope, Spectrum-like visuals, and frightening sound.

Players will comb through the house where the demonic possession supposedly occurred and the nearby grounds, dealing with periodic monstrous appearances with a quick flick of the cross. Well, some of them. There are far more powerful presences that lurk nearby - disturbing beasts that are made all the more discomforting by the game's rotoscope animation. The cross may not be enough for some of these creatures, requiring the player dig deep for answers in order to survive their presence.

Faith makes good use of its limited visuals to frighten the player, creating a sense that things never look quite right. Like The Last Door, the minimalist look creates this sense that what you are looking at is not quite right, allowing player imagination to give it a deeper dread. However, it's the sound and music that makes this game crawl under the skin, using distorted sound and muffled voice to make the senses beg to be free of this nightmare we willing subject ourselves to.

It may appear simple, but Faith hides some incredible scares (without relying on jumps) for horror fans, taking them down many creepy story paths. It's also inexcusable not to play since you can pay whatever you like for it.

Faith is available for whatever you wish to pay for it on Itch.io. For more information on the game and Airdorf Games, you can follow them on Facebook, YouTube, and Twitter.



from IndieGames.com http://ift.tt/2CB12ie

Faith Unsettles With Its Spectrum Visuals & Distorted Sound

J%2FrWz7.png

Faith follows a young priest back to a home where an apparent case of demonic possession left few alive a year before. Investigating these past events will dredge up horrific memories and even more unsettling beings, though, testing players' bravery through the horror title's incredible use of rotoscope, Spectrum-like visuals, and frightening sound.

Players will comb through the house where the demonic possession supposedly occurred and the nearby grounds, dealing with periodic monstrous appearances with a quick flick of the cross. Well, some of them. There are far more powerful presences that lurk nearby - disturbing beasts that are made all the more discomforting by the game's rotoscope animation. The cross may not be enough for some of these creatures, requiring the player dig deep for answers in order to survive their presence.

Faith makes good use of its limited visuals to frighten the player, creating a sense that things never look quite right. Like The Last Door, the minimalist look creates this sense that what you are looking at is not quite right, allowing player imagination to give it a deeper dread. However, it's the sound and music that makes this game crawl under the skin, using distorted sound and muffled voice to make the senses beg to be free of this nightmare we willing subject ourselves to.

It may appear simple, but Faith hides some incredible scares (without relying on jumps) for horror fans, taking them down many creepy story paths. It's also inexcusable not to play since you can pay whatever you like for it.

Faith is available for whatever you wish to pay for it on Itch.io. For more information on the game and Airdorf Games, you can follow them on Facebook, YouTube, and Twitter.



from IndieGames.com http://ift.tt/2CB12ie

Capcom confirms "autumn 2018" release for Monster Hunter World on PC

Capcom has announced that Monster Hunter World will arrive on PC sometime this "autumn", considerably later than its console counterparts.

Monster Hunter World is due to launch on Xbox One and PlayStation 4 in the UK on January 28th. A PC version was confirmed for release when the game was first revealed at E3 last year, but Capcom has been notably vague on its status since then.

However, the publisher has now, finally, offered an update, revealing that Monster Hunter World "is currently being optimized for PC and is planned for an Autumn 2018 release".

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from Eurogamer.net http://ift.tt/2ClmkvR

Microsoft has ended production of the Xbox One Kinect adapter

The decision looks to be the final nail in the Kinect coffin after the motion tracking peripheral itself was discontinued in late 2017. ...



from Gamasutra News http://ift.tt/2CMeZ9I

Art OF Fighting 2 And Crazy Climber To Punch Their Way Onto The Switch EShop

News: Art OF Fighting 2 And Crazy Climber To Punch Their Way Onto The Switch EShop

The art of climbing



from Nintendo Life | Latest Updates http://ift.tt/2qm1xXs

Come check out these awesome VR talks at GDC 2018

This March the Game Developers Conference will once again feature a curated selection of great stuff for virtual reality developers under the aegis of VRDC @ GDC, and you won't want to miss it! ...



from Gamasutra News http://ift.tt/2lP6ljz

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