14 years ago, Duke Nukem Forever was announced to the world. Over the next few years, 2D Realms would tease its faithful fans by releasing screenshots, trailers, and other information on the game. I am happy to announce that hell has finally frozen over, cracked, thawed, and frozen over again. Strap on your skis ladies and gentlemen; let’s rock!
"SHOOT THE GENERATOR TO DISABLE THE MANTIS!" Gee, thanks for telling me, Red Faction. You know -- in the old days, like the Contra days, you had to replay a level multiple times to figure out exactly what to do. It wasn't easy, and often resulted in limitless fits of rage, but inevitably ended with the most glorious victory ever felt by gamer-kind.
All of the modern hand-holding restricts a player's natural ability to connect the dots between -- oh, gee, I dunno -- a massive generator with glowy lights hanging from the ceiling and the big enemy under it without the whole "Hey, shoot that thing!" indicator flashing across the screen. You know, this one:
The most controversial question in every Miss USA pageant isn't that of whether or not science should be taught in schools, rather, it is whether or not the genocide of an entire alien species (from Mars, no less) would make a good game.
Volition and THQ say yes, yes it would.
If you're a developer, then you should know that your brethren send us hundreds of press releases monthly (if not thousands). The press releases are often groan-inducing and uninteresting; they're over-inflated with text, and at times, even downright ugly to scroll through. However, on occasion, there are press release emails that grab our attention enough to write up entire features (and eventually, reviews) on the posts. Believe us, many releases get ignored for very basic flaws that could be fixed easily -- take it from the journos, this is our how-to guide for impressive video game press releases.
Just when you thought it was safe to go back into the skies...
Since the dawn of video games there have been top-down vertical shooters. We've grown up playing and loving them, and that love will probably never stop. Video games have obviously advanced quickly over the years with the introduction of 3D graphics, among other things, but one device of which you can be certain is that developers will continue making the same style of games we all loved all that long time ago: the kind where you're looking down on your character and wondering what bully or teacher made him into such a badass before going back to slaughtering aliens.
You mess with the dishwasher, you get the soap!
The Dishwasher: Dead Samurai came out back in 2009 to a slew of awards, focusing mainly on game design and development for its one-man army of a developer, James Silva. When it was announced that there'd be a sequel to that game, fans started trying to figure out where the small team could take the title in order to make it even more visceral, while still maintaining the same level of fun... and sheer madness. The time has finally come, and The Dishwasher: Vampire Smile is finally among us. We find out if it surpasses its predecessor or simply sits in the shadow of its older brother.
The final episode in the Alien Breed series of games is finally here; it's been about a year since we saw the very first episode back when it was an Xbox LIVE Arcade exclusive game, and since then we've had Steam and PSN versions -- like Impact and Assault -- both of which have continued the snowballing awesome effect that the series has had since conception. Now we're getting to the end of the current storyline (who knows if Team 17 is planning another story line in the future) and we've recently gotten news that Alien Breed will be coming to retails stores in the near future as a complete package. The ball hasn't stopped rolling just yet.
By using the lyrics of Iron Maiden's "Dance of Death," we help guide you through the process of creating a bard character that is horrified of dancing. The bard that doesn't dance -- how did that happen, anyway? Read on to find out.
Fans of our level design series probably recall the first of the From Lyrics to Levels column (where we taught you how to create a steampunk level by listening to the lyrics of a song); this is the same concept, but instead uses song lyrics to create and embellish a living character in a typical fantasy setting. We will use the lyrics to build on a personality, profession, character interactions, and essential background for use in a fantasy game -- this column can be used for tabletop games, writing, or video games with equal success. It's all about how you want to interpret the music!
In preparation for our next installment in the From Lyrics to Levels series, I've put together a character design template with the fundamentals for any fantasy setting (though the template can be adopted for use elsewhere). The character design template gives you a format to address quintessential points for any character you're designing -- the idea is to help streamline the character design and development process so that nothing is forgotten.
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