There were a lot of games at Gamescom. A lot of them were good and interesting, but I didn’t get enough time with them to write you thousands of words, or they’re not quite done enough yet. They’re a soufflé that needs more time to rise. But I still wanted to tell you about them, these strange little soufflés in many different flavours. An alternate universe horror game starring Nikola Tesla. A game where you manage orphans. The most ambitious MMO that may never get made. A noir story set against the backdrop of all of creation. Please enjoy this tasting menu. Deep Sky Derelicts 1C just announced the full release date for Deep Sky Derelicts, just shy of a year since Fraser took at look at it for Premature Evaluation. It’s sort of a dungeon crawler roguelite, with tactical card combat folded in. Send a plucky team of scavengers into huge, maze-like derelict spaceships for fun and profit; smash robots and snake ladies; make friends with giant worms; … [Read more...] about Strange indie games to watch from Gamescom 2018
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Need to knowWhat is it? A nautical RPG with an emphasis on story and freedom.Expect to pay £30/$50Developer Obsidian EntertainmentPublisher Versus EvilReviewed on GTX 1080, Intel i5-6600K, 16GB RAMMultiplayer NoneLink Official siteBuy Humble / GOG / SteamBack in 2015, with the help of about 70,000 Kickstarter backers, Obsidian took the best parts of beloved CRPGs such as Baldur’s Gate and Planescape: Torment—deep combat, rich dialogue, reactive stories—and built one of the best modern RPGs on PC. Pillars of Eternity plundered the best of the genre, but also made its own mark with a setting so well-realised and dense with lore it felt like it could have been based on some forgotten series of grand fantasy novels. And now Obsidian is taking us to another corner of that fantastic world: the dangerous and exotic Deadfire Archipelago, a chain of islands far to the east of the relatively green and pleasant Dyrwood.You are the Watcher, a hero who is either, … [Read more...] about Pillars of Eternity 2: Deadfire review
The Gamasutra Deep Dives are an ongoing series that aim to shed light on how specific design, art, or technical features within a video game come to be, in order to show how seemingly simple, fundamental design decisions aren't really that simple at all. Check out earlier installments, including creating drama through a multitude of simple tasks in Bomber Crew, or maintaining player tension levels in Nex Machina, and achieving seamless branching in Watch Dogs 2’s Invasion of Privacy missions. Hello friends, “Big dreams yet limited means” could be the motto of pretty much all indie teams out there. It certainly was mine when I began work on our first steam game, Dead Cells, here at Motion Twin. My name is Thomas Vasseur and for one year, I was the only artist on Dead Cells, designing and animating every aspect of the game. I was in charge of the Art Direction, characters, monsters, … [Read more...] about Art Design Deep Dive: Using a 3D pipeline for 2D animation in Dead Cells
When the Nintendo Labo was revealed it blew our minds a little bit. How does it work? When can we get the kits? And will our cats sit on the boxes for all eternity? Pitched as a "new interactive experience" for the Nintendo Switch, "specially crafted for kids and those who are kids at heart", no-one quite expected the Japanese gaming giant to pull build-your-own cardboard controllers out of the bag - of course, the internet went madWith that in mind, here's everything you need to know about the Nintendo Labo, from what the heck it is, to how much it'll cost and when you can get it. But first, watch the trailer below and prepare to fully appreciate the magic of something as simple as cardboard:Best Switch gamesBest upcoming Switch gamesBest Switch accessoriesWhat is the Nintendo Labo?"Imagine being able to turn a simple piece of cardboard into almost anything". That's what Nintendo is suggesting is possible with Labo. That's not quite the case, but the kits are capable of creating … [Read more...] about Nintendo Labo: What is it, how much is it, and when can I get it?
Pixel art has a certain timeless look, but that doesn't mean the tools and methods for creating it are trapped in 1993. UK-based developer Cardboard Sword is developing The Siege and the Sandfox, a 2D stealth-based platformer in Unreal Engine 4 using Paper2D, and they've been posting a series of development diaries introducing other would-be developers to using these tools to make their own games. One of the chief technical differences distinguishing The Siege and the Sandfox is their use of hand-painted normal-mapped tilesets and sprites, allowing them to use 3D lighting methods in their otherwise fairly conventionally-design 2D pixel art game. Keith Duke-Cox, one of the art directors at Cardboard Sword, recently took the time to speak with Gamasutra about how they arrived on this particular technique, and why it works in their game—and how you can adopt these techniques for use in your own 2D games. Questions and answers have been edited for brevity and clarity. … [Read more...] about Adding depth to 2D with hand-drawn normal maps in The Siege and the Sandfox