As we have seen, some games go through extended development times and switch between studios to varying degrees of success. A poor example of this is 2011’s Duke Nukem Forever. Some games however find their strengths and weaknesses and adjust accordingly. One such game looks to be I Am Alive, currently under development from Ubisoft Shanghai.
Originally announced in 2008 under developer Darkworks, I Am Alive was announced to be a full retail release but has now been brought to a more manageable downloadable title.
I Am Alive takes place in a fictional city of Haventon one year after something referred only to as the Event, a cataclysmic occurrence that wipes out much of the world’s population. There is even a cloud of toxic gas surrounding much of the planet. The main character is on the search for supplies and other survivors while he tries to reunite with his wife and daughter.
Since the genre began, tower defense games have always been downloadable titles with very few ever making it to full retail release. This has been an advantage for the genre as it has given more opportunity for innovation. For example, with Toy Soldiers and it’s sequel Toy Soldiers: Cold War, players were allowed to both roam the battlefield in various vehicles as well as take on the role of the towers themselves.
Now, Robot Entertainment, the makers of Age of Empires Online, releases their second title to the world with Orcs Must Die!.
Orcs Must Die! is another new take on the traditional tower defense formula. Instead of setting up towers throughout the enemies path, Orcs Must Die! focuses on the use of traps along with third person action mechanics such as shooting, melee and magic spells. The result is an incredibly addictive experience.
Gameplay:
Each level starts with a player in one of the many keeps of the Order where he must stop a horde of the Mob from reaching rift points. Players see the start locations of the Mob and the paths they will take in order to reach the rift points. Once enough of the Mob has reached the rift, the player loses. Players need to use a combination of an ever expanding assortment of traps along with their own combat skills to hold off the horde.
One of the most rapidly changing genres in gaming today is that of Tower Defense. Really only starting a few years ago, the genre has gone from a simple, yet addictive desktop Flash based game to one of the most fun and diverse in gaming. From its basic origins to Defense Grid: The Awakening to the upcoming Orcs Must Die, different companies have come up with new and creative ways to put their own spin on Tower Defense.
In Toy Soliders: Cold War, Players are given a limited supply of funds and locations to deploy various armaments against a soviet assault. In addition, players can hop in to these various turrets and control, aim and fire themselves at the oncoming forces adding a whole new level of depth instead of being solely focused on building and upgrading.
Gameplay:
As stated above, players must create a line of defense against waves of oncoming enemies during Toy Soldiers: Cold War. To do this, they are given a choice between six different kinds of turret, each with its only strengths and weaknesses like the machine gun which can mow down foot troops but doesn’t do much damage to heavily armored vehicles to anti-air artillery which can be used to shoot copters out of the sky but cannot target ground forces.
Each of these has three levels of upgrades which include special alternate firing modes depending on their level. For instance, players can zoom in on a “bullet cam” and steer anti-tank missiles at their intended targets. During this time, players must also monitor the health and repairs of all their other turrets and keep a watchful eye out that no enemies have snuck past them on their way towards the Toy Box (the location players must prevent enemies troops from reaching).
The upcoming War of the Worlds game from Other Ocean Interactive and Paramount Digital just got even more interesting. Sure, it seems like a fun game where you run around and participate in the events taking place during a 1950′s invasion of London by aliens bent on destruction.
But now the game will feature the voice of non-other than Patrick Stewart. That’s sure to elevate things considerably. Here’s all the details from the official press release:
Known to millions for his role as Captain Jean-Luc Picard in the popular TV show Star Trek: The Next Generation, as well as his performance as Professor Charles Xavier in the X-Men film franchise, Stewart has enjoyed tremendous success over his decades-long film career including several Emmy and Golden Globe nominations. However, providing narration for The War of the Worlds is an experience that hearkens back to Stewart’s childhood.
“As a young boy, I remember watching the The War of the Worlds so many times I was quoting the lines,” said Stewart. “The alien invasion both terrified and fascinated me and the movie has stuck with me since then. Now, being part of this project will provide a new way for gamers around the world to experience a fresh new take on a classic.”
The War of the Worlds is a dark and breathtaking new vision inspired by the classic H.G. Wells novel, retold as a single player, 2D action-adventure. The gameplay narrative parallels the timeline and events from the 1953 movie adaptation, but introduces a new story arc, characters, locations, and sub-plots.
When we first heard that Full House Poker would be at the tail end of XBLA’s spring showcase Block Party alongside the likes of Beyond Good and Evil HD, Torchlight and the spiritual successor to Contra, we were a bit skeptical. After all, how does a virtually unknown poker title fall in with blockbusters like these gems? To our pleasant surprise, the answer is very well.
Gameplay
The primary gameplay of Full House Poker isn’t very different from other standard Texas Hold ‘Em poker games. While the button layout differs, it feels pretty standard to real life poker tournaments. Players have the option to hit, hold and fold in normal play with the added bonus of fast forwarding once they have folded out instead of being forced to watch the rest of the hand play out.
One added feature is the ability to play with emotion. Using the left or right triggers, players can bluff their confidence or anxiety about the moves they make in hopes of both the computer or real life opponents may buy into. Using this creatively can give players an advantage if they properly taunt their competitors into bad plays to take the pot.
Added to Full House Poker however adds the concept of experience points and leveling to poker. Now, don’t worry. This isn’t an RPG-like system where going up levels will earn players perks or special abilities that make players better at poker. Instead, it works as a reward system. For every hand a player deals in on, they earn experience.
Winning hands earns further experience along with risky and smart plays that pan out in their favor. As levels increase, new titles, decks, tables, decor, avatar costumes and game rooms themselves unlock. Not counting in game avatar costumes, there are already 93 unlockable rewards for players to attain.
Sometimes players say they want something completely different to turn a franchise on its head. That’s when they wind up with Bomberman: Act Zero. Other times, players just want an upgraded version of the same game like they get with yearly iterations to the Madden franchise. That’s when they get Bomberman Battlefest. Sadly there are times when the minimalist approach don’t give a strong enough reason for old players to come back.
Gameplay:
The basics of Bomberman and why it has always been fun have not changed. Players start at various locations on a grid map where they set bombs that launch fire in up, down, left and right of the bomb’s location. At first, players are only able to set one bomb at a time which only spreads one tile in each direction and once a bomb is placed it is stuck there. If the fire hits a player, they die. Simplistic as this concept is, it quickly gets turned on its head with the inclusion of any of the myriad of powerups that expand the distance a bomb explodes, increases the number of bombs a player can set or changes the effect of a specific bomb being placed.
There has been a definite theme of cute and quirky family friendly games with the releases of Games for the Holidays. The final game in this cross promotional trilogy is ilomilo. ilomilo is the story of two tiny friends who wake up every day at opposite ends of an ever changing park and spend much of their time making their way through obstacles to reach each other. This puzzler can be played with either one or two players and takes a simple concept and put its own imaginative spin on it.
Gameplay:
ilomilo starts off each level with ilo and milo on two opposite ends of a complex structure of interconnected blocks. Moving only one at a time, ilo and milo must alternate moving various objects in the environment around to aid the other in meeting at a center point.
A simple enough sounding concept right? Well the level designers took this and ran with it in a way that they were able to create some incredibly challenging puzzles along the game’s 49 levels.
Some blocks pop out and block the way while others can be picked up and moved, extending bridges or launching ilo and milo over gaps. Through the levels, ilo and milo are guided by their friend Sebastian as they not only attempt to reach each other, but collect hordes of, well, collectibles along the way. These collectibles unlock music and artwork as well as other stages and pieces of letters that help further explain the backstory of ilo and milo’s friendship.
Raskulls has been one of those XBLA titles coming in just under the radar since its initial reaction at GDC 2010. With only an image of the game’s iconic King who is also featured prominently on the game’s artwork and the simple minded Dragon, Raskulls has made its way to consoles with an underground following, having been mostly promoted through trade shows such as E3 or PAX. It wasn’t until December when it was announced as a part of the cross promotional Games for the Holidays from XBox Live Arcade alongside ilomiloand World of Keflingsthat people found out that Halfbrick meant business when they were coming up with Raskulls.
Gameplay:
At first glance, Raskulls looks like a simple side-scrolling racing game. Even in the first seconds of the game, players will quickly realize this is far from the case. Similar to a game like DigDug, players are able to blast out bricks next to them to carve a path across maps. Unlike DigDug, Raskulls is an incredibly fast paced game where up to four players at a time are smashing through series of bricks while combating each other with special bonus item powers as bricks topple down around them at the same time.
The most basic modes of Raskulls revolve around racing. Players must either face off against single or multiple opponents or in a timed checkpoint race, hoping to earn the fastest time to success. These races can be compared to a platforming version of Mario Kart. A player is never really down and out as obstacles often impede whoever is in first place to give others a fighting chance. All the while, various weapons are deployed to help stun opponents or blow blocks out of the way faster.
Were you ever one of those people who enjoyed Warcraft or Starcraft where you spent all your time building up an epic base with fully upgraded squads only to become annoyed when a group of invaders would come by and disturb your perfect little kingdom? Well, if so, then A World of Keflingsmay be the perfect title for you. And there is no pesky Zerg rush to worry about.
Gameplay:
A World of Keflings brings together the charm of the original Kingdom for Keflings title using a player’s dashboard Avatar to manage resources, build structures and assign tasks to three different locations of the Kefling world. A player begins their career as a hulking giant amongst a world of pintsized Keflings which they can interact with by either emoting, assigning to jobs or kicking. While the kicking can be entertaining at times, anyone with a heart will begin to feel bad for mistreating their miniature friends, especially once they have begun giving them names.
Instead, most of the time is spent either assigning jobs to Keflings like mining ice, transporting ore or sheering sheep. A player can also perform any of these actions themselves with the added benefit of their size. While a smaller Kefling may only carry a few of an item, the player can carry larger amounts. This becomes a great benefit when massive undertakings like new buildings must be completed.
Both the player and Keflings can be upgraded during the course of play, with witch’s potions improving the player’s attributes and Keflings leveling up over time by repetition of the same task. These upgrades become beneficial as structures begin requiring more advanced materials to complete. And of course, if a Kefling isn’t working hard or fast enough, there is always the option of kicking them into shape.
Players are also given a group of special larger Keflings who act as personal assistants. As a player progresses, more of this family is unlocked. These Keflings will help carry building components and stockpiles of resources behind a player, allowing for faster construction. Once a player has completed a structure, the helpers will be able to complete buildings on their own by mimicking what they saw a player do based on the blueprints at hand.
Last week, Microsoft Games Studios revealed their big holiday push for XBox Live Arcade with three unique, quirky titles. The three games, World of Keflings (December 22nd), Raskulls (December 29th) and ilomilo (January 5th) will not only be coming out in the heart of the holiday season, but they will all be tied together, a first for the downloadable platform.
As you will see in the trailer below, all the titles will feature cameos from characters from the other games. In ilomilo, characters can be dressed up as Keflings while the Raskulls can be invited to live in the Keflings world.
Check out all of the new trailers for XBox Live’s upcoming holiday games after the jump.
Dead Rising 2was easily one of the most fun games of the past year to come out. Aside from the series’ signature creative violence, part of what helped hype the game was the XBox Live exclusive Dead Rising: Case Zero. The prequel to the events of Dead Rising 2, Case Zero help set the stage for the unique father / infected daughter relationship that would drive the events of Fortune City.
Dead Rising 2: Case West looks to continue the downloadable trend by filling in the events that take place after Dead Rising 2 but also letting players catch up with their favorite war covering and zombie invasion surviving photo journalist Frank West. Frank, the protagonist from the first Dead Rising, will fight alongside DR2′s Chuck Green. There will apparantly be some cameos from survivors of Dead Rising which will also help explain the events that happened in between the two games further.
Returning to the DR fold will be Frank’s signature camera (as well as a disposable for Chuck). Just like capturing PP in the first DR with awkwardly posed zombies and rampaging psychopaths, we hope Dead Rising: Case West gives us that same photogenic eye.
Dead Rising 2: Case West won’t strictly be a co-op experience though. Capcom has revealed that if a player wants to go through the game solo, Frank will be controlled by computer AI. And while AI of survivors has been the leading cause of their deaths in the past, Frank won’t be able to be killed as long as he is under computer control.
Stick to the Flickcast for more coverage on Dead Rising 2: Case West when it comes out next month on XBox Live Arcade.
Games have just gotten too easy. It’s a fact. Back in the NES days, players were given limited health alongside limited lives in an effort to have players spend more time playing levels over and over again due to the limited amount of space available on the game cartridges.
Now, gamers seem to be all about instant gratification. They want to race through levels in record time so they can move on to the next game. Super Meat Boy bucks that trend by providing one of the most challenging and entertaining games to come to the XBox Live Arcade since N+ or Braid.
Gameplay:
When talking about Super Meat Boy, it is impossible to mention it without discussing the game’s unusually high level of difficulty. In many games, it could be said that difficult stages or areas are unfairly created to hinder a player’s progress, such as the trials during Dante’s Inferno that required unrealistic combo scores and other such tasks. Super Meat Boy on the other hand is a rewardingly challenging experience.
Literally only being able to run and jump, players must traverse levels as Super Meat Boy (or various other unlockable indy characters) to reach their girlfriend Band-Aid Girl. When playing Super Meat Boy, you will die. A lot. There is no health and one wrong move on your part spells splattered meat being rained across the level. It is just how the game is designed. Luckily, most levels can be beaten with a perfect run through in roughly thirty seconds. So while it may take ten minutes to make it through a level, the levels themselves are not long at all.
The controls are basic but very right. Holding jump longer makes Meat Boy jump further while adding in a run first extends the distance even more. Meat Boy can slide down walls and wall jump due to his sticky composition. But our squishy friend has no natural defenses to the buzzsaws, lava, jelly-like creatures or walls of salt and hypodermic needles that cover the maps. One touch and he’s gone. But the way the game controls, it never feels like it isn’t your fault when you die.
A player knows they are to blame for their own demise and as a result, completion of these levels feels increasingly rewarding instead of cripplingly painful. Even more rewarding is watching a replay of all your little Meat Boys traversing the level after completing one letting you see just what mistakes you made during your play through and seeing just what your perfect run looked like.