Wednesday, July 5, 2017

Rocket League second anniversary update out now

Psyonix, the developers of the popular soccar game (see what I did there?) Rocket League, have proven once again that they intend to keep the game driving forward with updates. July 7th marks the 2 year anniversary of the games launch back in 2015, but Psyonix has released an update early for all of us to get our hands on.

Here is the trailer released showing off the contents of the update I will be getting into below.

 

Champions Field

The first big addition to the game is a new free stadium to play matches in. In my opinion, the setting looks great. There is a giant Rocket League trophy overlooking the field, and fireworks exploding throughout the air. I will admit it looks familiar to the other stadiums in the game, but who is going to complain about a free stage to play on?

 

New crate items

The Overdrive Crate is a limited crate you receive after online matches which unlock customization items like animated decals, wheels, new trails, new goal explosions as well as 2 new cars. The 2 import battle cars, the Animus GP and Centio V17 will only be available through these crates and from what I have seen of the Rocket League crates, you have to buy keys to unlock crates so the cars are stuck behind a pay wall. Not even a guaranteed pay wall. That being said though, all crate items are completely cosmetic and and do not change the gameplay whatsoever.

 

Competitive Season 5

The latest competitive season starts today for all the hardcore Rocket League players out there. The higher you place in the competitive ladder the more trails you will unlock to customize your car with. Players receive all rewards below where they place as well.

 

Rocket League Radio

18 new EDM songs have been added to the game. I have never been a fan of this kind of music personally, but every new song they add fits the feel of the game. The playlist is available to stream or purchase on Spotify, Itunes, and more. A free flag and decal has also been included for fans of the incoming music. Rocket League Radio allows the player to choose from 4 playlists to play in the menus. There is also a promise for more playlists to come, and also the ability to play the songs while in a match.

 

New achievements and trophies

Achievement hunters have the chance to unlock 6 new achievements having their own unique requirements.

 

Engine audio upgrades

Finally, all engine sounds in the game have been retouched. New engine sounds have been added to old cars that did not have unique engine sounds.

So that is all of the new content within the anniversary update for Rocket League. Psyonix has said in the past they want to keep riding out the success of the game and keep adding to it and it at least appears they are living up to that promise. With the added success and recognition the game is getting from Esports and recently the X Games, don’t expect it to go away anytime soon.

 

If you want to read more about recent Rocket League news, you can read Will’s post here.

If you want to check up on the Anniversary Update news yourself, the Rocket League website is here.

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First look at PlayerUnknown’s Battlegrounds’ new map

 

For a game with a title that fits in the mouth like a poorly mounted set of braces, PlayerUnknown’s Battlegrounds has become an instant sensation within the PC gaming community. Last month, the 100-player Battle Royale shooter broke through the 4 million sales barrier, despite being in pre-release testing phase (and despite not even existing except as a mod for Arma 3 not 6 months ago). I’m stunned that not one single developer has quite managed to nail this corner of the PvP genre in quite this manner until now, but hey: the guy that composed Four Thirty-Three caused an avalanche simply because no-one had ever thought to write a totally silent piece of music.

 

Battlegrounds is receiving plenty of care and attention from its developers over at Bluehole studios, with weekly updates that alternate between bug fixes and more substantial, content based releases. At E3 in June, PlayerUnknown himself announced a host of upcoming features, including a zombie survival mode a la H1Z1 as well one of many new weapons, and, most crucially, 2 new maps: one in set in a snowy tundra, the other, a cactus-dotted desert.

 

The maps are particularly significant at this moment in time because PlayerUnknown tweeted yesterday that he’d been to visit Bluehole’s Madison offices and had come away with some work-in-progress pictures of one of those new maps. Check. Them. Out.

 

Oh, oh, and this one:

 

Well, it’s obviously not the tundra, but this new desert environment is already shaping up to be that much more interesting than the current Eastern-European themed map – these pictures alone display potential environmental threats in the form of cacti, as well as a train-track (with a moving train on it? Here’s hoping!) as well as a seemingly pristine bicycle poking out from behind a building.

These lobbies, they get wild.

 

There has been no word of a release date as of yet, but PlayerUnknown’s Battlegrounds is constantly brimming with new content, so you’ll certainly be kept busy with new weaponry, weather, and mantle mechanics while you wait. In the mean time, keep those chicken dinners rolling in.

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PREVIEW / Aven Colony (PS4)

 

Do you have what it takes to run a colony of human beings as they try and survive a long time ago, in a galaxy far, far away? Would you describe yourself as a United Federation of Planets kind of governor? Or more of a Weyland Yutani? Can I even remember why I’m asking such ludicrous, reference-soaked questions?

 

 

Oh, right: running a colony of humans on behalf of an intergalactic federation is the primary aim of Aven Colony, brain child of the appropriately named Mothership Entertainment. Described as a “city-building, sci-fi, strategy, and indie game,” Aven Colony can be neatly summarized as what would happen if Sim City mated with Zoo Tycoon and then shot off into the cosmos to have its offspring. So what’s it all about?

 

AvenColony1

From humble beginnings…

 

After a brief introduction to the basic controls, the campaign element of Aven Colony kicks in, as you’re tasked with building a high-tech settlement on an unknown planet that’s large enough to support a History Museum. A constant stream of objectives keeps the uninitiated on track by suggesting what to build and when to build it; I was glad to see that these objectives were not mandatory, although their completion often gave you free building materials or supplies.

 

 

Accommodation, food/water, and power are fundamentals, as are the drone workers that construct the many potential buildings at your disposal. Build trading hubs or immigration centres to interact with the Aven mothership in orbit above your head, bringing in supplies and settlers respectively; keep your population entertained and healthy with shopping centres, hospitals, and police drones. Your population will automatically slot into any available employment, and can be directed toward certain sectors if – for example – you’re running low on farmers.

 

Watching the ants scurry by.

 

Your Aven Colony relies upon nanites to survive. The futuristic building material is like currency, to be consumed when constructing new structures, and must itself be built with mine-able ores like iron or copper? Structures must be connected with transparent tunnels, and all can be upgraded to maximize efficiency. Nanites are also a commonly traded commodity, so amass a ton in order to trade with the mothership for food.

 

 

Beyond the construction aspects of Aven Colony, you’ll have to keep an eye on population happiness, which is affected by a dauntingly long list of factors. Make sure to build plenty of tunnel routes, or they’ll complain about the commute to work; build air purifiers, or they’ll moan about their slow and torturous suffocation. Annual referendums must be won by a majority in order to avoid political chaos, and though you can enforce a variety of prerogatives as colony chief, be warned: if you enforce overtime at work, expect general unhappiness and possible riots.

 

 

The full Aven Colony campaign features progressively more challenging environments in which your colonists must survive, introducing late-game objectives like planet exploration and the acquisition of alien technology. If structure and prerequisite is not for you, however, fear not: the game also features a sandbox mode, which allows you to go wild on a planet of your choice.

 

 

Aven Colony also happens to look pretty darn attractive, as I’m sure you’ll have noticed from my unfortunately low-resolution screenshots; I’m a particular fan of the annual cycle, which brings a frosted screen and snowy terrain (as well as lightning storms and reduced productivity) to an otherwise vibrantly cheerful game. The rendered world holds up well at a distance and up close, and although the tiny humans tend to be overlooked their scurrying movements and random outbursts of conversation have had at least a bit of thought.

 

… mighty things may grow.

 

I had an awful lot of fun keeping my Aven Colony from disrepair, and was particularly pleased to note that things spiraled out of control even on normal difficulty at an alarming rate. If you enjoy this sort of strategy game, I’m sure you’ll devour the campaign. But even if you don’t usually stray too far into indie territory, all I can do is assure you that this intricate little gem is certainly worth consideration.

 

 

 

This preview is based on an early access copy of the game provided by the publisher.

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REVIEW / AereA (PS4)

 

AereA is an top-down role-playing game masked in a clever palindrome. Developed by Triangle Studios and published by SOEDESCO, AereA follows the likes of the Diablo and Torchlight series but uses a hand-drawn musical theme throughout the game. You choose a class archetype, explore dungeons while exterminating enemies, level up, and then defeat the dungeon boss. Rinse and repeat.

 

 

What AereA lacks, however, is depth. There are four heroes that you can choose to play as: Wolff the Harp-Archer, Jacques the Cello-Knight, Jules the Lute-Mage, and Claude Trumpet-Gunner. Yes, the classes are all based on musical instruments, and they’re mostly all stringed instruments. I feel like woodwinds and percussions were gypped, but it’s a great opportunity for future DLC classes.

Just in case you did not catch it, there are no women in this band of heroes. I feel like the game is based on a Shakespearean play (when all characters were played by men), but then again let’s hope for that DLC in the future. I’m hoping for a kick-ass lady Bass Drum-Monk.

 

 

If you really look harder at the classes, you have three ranged classes and a single melee class. As much as AereA is telling you that each class has its own unique set of abilities, your experience as a Harp-Archer isn’t any different as a Lute-Mage because battles are so ridiculously easy. Your experience as the Cello-Knight doing melee and blocking attacks may be the only truly different experience.

AereA has two ways of leveling up: your typical experience level and your instrument level. Defeating enemies nets you both experience and instrument level. Experience level gives you a minimal overall boost in your hero’s attributes and new skills at around five or so levels. Instrument levels gives you attribute points to increase a certain statistic of your choice. However, as mentioned earlier, the game is über easy that there’s really no need to invest those attribute points once you get to a certain level (around 15 or so), since your hero will be dealing enough damage to kill the enemies and taking enough damage to survive an dungeon. It’s a shame, really, since the enemies are supposed to scale in level as you level up, but all it seems to do is to give you more experience and instrument points to level up quickly.

 

 

What’s really going to kill you are the traps. Yes, the traps littered all over a dungeon deal huge damage that if your character does not avoid, will lead you to a game over. Sometimes, you don’t even know that it’s a trap until you’ve brushed next to it. (I’m talking about the cacti all over the desert area.) However, a game over is not really a game over in AereA.

When you die, you retain everything (i.e., your experience and instrument points, quest progress, obtained items) and start back at the beginning of the dungeon with all the unlocked doors locked again. That’s the only consequence, which is great for some, since the game does not automatically heal your health and BP (skill) points as you complete a quest or go back to the main area. In fact, it’s almost recommended to find those traps and get yourself killed when embarking on a new area, so it starts you off fresh.

 

 

Another annoyance about AereA are the glitches. There are just so many of them. There’s a freezing issue when you kill more than one enemy using a skill. There’s also the rapid-firing that happens when you use the touchpad to go to the quest menu. I know, it’s not a glitch, but there are some minor grammar issues as well.

If you can get past all the glitches and issues, AereA has a really great art style with the musical instrument theme. Currency is called Clefine, the bosses are all inspired by a musical instrument (bagpipes included), and attacks and skills all come with some musical-type of sound effect (e.g., using the harp bow makes a harp sound effect). The story is so-so; it is set on a floating land that’s going haywire, since the nine primordial instruments are missing. It is up to the band of heroes to find each one to restore the balance.

 

 

Overall, AereA is what I am looking for an RPG…for the PlayStation Vita. The lack of depth and the easy game experience is perfect for on-the-go or casual players, and I think this is yet another missed opportunity. If SOEDESCO can publish this game on the Vita with some gameplay tweaks and some new DLC that gives the game more diversity, then I feel like this could be a solid winner.

 

 

 

This review is based on a retail copy of the game provided by the publisher.

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The Seven Deadly Sins: Knights of Brittania set for PS4 release

 

There’s something really appealing about anime based games … when they’re done properly, of course. The iconic cartoon art style is appealing and fun without catering too much, if at all, to children. If anything this look enhances the blood, gore and violence that is often so present now in adult based games. With this being said Bandai Namco have just announced a PS4 European exclusive. The Seven Deadly Sins: Knights of Brittania has been set for release sometime early next year.

This title, which is based on the the popular manga and anime series, is to be released in both digital format and as a box set with EFIGS localisation. The story follows the adventures of The Seven Deadly Sins, a legendary gang of rebels who have been blamed for overthrowing the Kingdom of Lionesse. The group are attempting to evade elite guards called the Holy Knights when a young girl appears desparately needing to find them. From this point the action packed adventure begins.

The Seven Deadly Sins: Knights of Brittania contributes significantly and increase the value of our Anime line-up,” says Antoine Jamet, Brand Manager at Bandai Namco Entertainment Europe. “We are confident that all the anime lovers and fans of The Seven Deadly Sins will be amused to join the journey and rush into the battle.

If this is even remotely faithful to the source material, and knowing Bandai Namco it absolutely will be, it’s going to be a brilliant game. Being in Europe I’ll be keeping an eye on this one and you may well be hearing more from me on the subject in the coming months. I’ll certainly be keeping my ear to the ground for you while we wait for its release in 2018.

 

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Monday, July 3, 2017

Lode Runner Legacy to be released on Steam

 

You know … I’m really starting to dislike the word “retro.” Classic cars are retro, old movies are also retro. Games that were released in my adolescence aren’t really retro because I remember when they were current. I know I’m just moaning because it’s making me feel far older than I should but the “R” word is being applied to Lode Runner Legacy and I’m here to tell you that a release date has been announced ready for its appearance on Steam.

Publisher Tozai Games has confirmned that Lode Runner Legacy is set to release on PC via Steam on the 13th of this month. The latest edition of the franchise is said to continue very much in the action packed vein of the series but with updated Voxel-style visuals and powerful editors which will allow the player to create their own Runners and items.

For those of you who aren’t quite old enough to remember the 1983 original, Lode Runner was created by Doug Smith back when he was a student at the University of Washington. The game was a massive hit at the time, and it also became inspirational for many others in the videogame industry.

Alexey Pajitnov, (creator of the massively acclaimed Tetris,) said of Lode Runner, “My favourite for many, many years. Every level was a real puzzle with it’s own mechanics, it’s own dynamics, it’s own kind of solution … I can’t imagine any other game with such inventive and unusual design.

Doug Smith sadly passed on in 2014, but US Gamer editor-in-chief Jeremy Parish commented in tribute, saying, “[He] created one of the most innovative formative works of the medium, a game that managed to transcend international boundaries and become a beloved classic amongst American PC gamers and Japanese console fanatics alike.

This is a beloved classic and it’s always nice when something that’s truely loved is polished off and brought back into the limelight in all of its glory. While writing this article I’ve just also realised that after all the whining I was doing earlier I’m not quite old enough to remember the original game … for a change. This being said I think this is an experience I’ll be having on the 13th of July with the rest of you.

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Saturday, July 1, 2017

AbleGamers’ Player Panels Initiative Empowers Disabled Gamers

Accessibility is a big deal. It has influenced principles of architecture, the design of new curriculum in schools, and even standards for web design. It has been a recognized issue in the gaming community for years, inspiring research papers, editorials, and independent organizations dedicated to informing disabled gamers about “the availability of accessible games” and providing resources for game creators to encourage the proliferation of accessible games.

At an expo, man demonstrates videogame to teen in wheelchair and companions

Accessible features can include a wide range of elements, including readable, well-sized text for the visually impaired; adaptable methods of input for those with physical disabilities; and even accommodations for players with learning disabilities. Perhaps it can be difficult for developers to know where to begin when considering how to make their games playable by all gamers, with such a diversity of needs to be met.

That doesn’t deter the AbleGamers charity! In partnership with the University of York, leading publishers, AAA to indie developers and other video game industry organizations, AbleGamers has announced a new initiative: the AbleGamers Player Panel.

A young boy in a wheelchair and his father and sister play a videogame

Hoping to gain insight from the players that have spent so long feeling overlooked or left out, this is an opportunity for gamers with disabilities to work directly with game developers to “leverage their personal challenges (due to their various disabilities) faced while playing games, helping enhance and shape and the future of game accessibility based on real-world, first-hand experiences.”

Panel members will test new games for accessibility issues and occasionally evaluate new devices or methodologies designed to promote inclusivity. Moreover, they will be compensated for their time and expertise, which is not necessarily typical for this kind of endeavor.

If you are an individual with a disability and a love of video games, AbleGamers invites you to apply for the AbleGamers Player Panel at http://ift.tt/2tyOeTC.

 

 

All images from AbleGamers.org

 

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