Village-building simulator Banished was recently released on Steam, GOG, and the Humble Store.
From the website: In this city-building strategy game, you control a group of exiled travelers who decide to restart their lives in a new land. They have only the clothes on their backs and a cart filled with supplies from their homeland. The objective of the game is to keep the population alive and grow it into a successful culture. Options for feeding the people include hunting and gathering, agriculture, trade, and fishing. However, sustainable practices must be considered to survive in the long term.
Frozen Endzone entered public beta toward the end of last year. This futuresport uses the same turn-based system that was implemented so well in Frozen Synapse, the creator’s first game – instead of players taking discrete turns, there is a planning phase before both players’ moves are executed simultaneously. The sport behind Frozen Endzone bears some small resemblance to American football, with robotic athletes running and passing a ball to reach the endzone, although obstacles (both hand-crafted and randomly-generated) are present on the field.
Mode 7 is planning all the single and multiplayer features that are expected of such a title, but are counting on a successful beta period to help them achieve these goals. So if this type of game sounds like your thing, you should take a look – the developers clearly know what they’re doing with fast-paced tactics titles.
After what seems like forever on the exhibition circuit, Mark “messhof” Essen’s fighting game Nidhogg has been finally released, on Steam. In it, two players face off in a fencing duel across one of four surreal arenas. Death is temporary, but comes swiftly and gives the other player a brief opportunity to race towards the “goal-zone”, thereby winning the match (and receiving the honor of being devoured by a dragon). Early versions of the game let you attack, parry, jump, and throw your sword, but the release adds some new moves, like sweep kicks and jumping off walls.
Nidhogg offers local and online multiplayer, a single-player mode, and a tournament mode that supports 3-8 local players. The dynamic soundtrack is by electronic musician Daedalus.
You play a samurai wielding a sword and a gun in a small arena, and the first player to 10 kills wins. The fast paced gameplay will feel familiar to anyone who has played Towerfall’s versus mode, though Samurai Gunn is more focused on close-ranged combat as your bullets are limited and easily deflected.
There’s not a great deal of content for the 15 dollar price tag, with nothing but the basic versus mode and a co-operative survival mode. However, the game has a great deal of polish put in to it and part of the fun is discovering the subtler mechanics, like changing stances or playing dead– or just tapping the up button in the post-game scoring to make it look like your character is laughing.
The game also has phenomenal sound design, with excellent music by Doseone (which was released as an EP with added vocals), and a different voice for each character.
Desktop Dungeons was finally released on Steam a month ago, after a long beta period. The roguelike-inspired puzzler was first introduced as a freeware game in 2010, when its popularity led South African studio QCF Design to turn it into a larger scope commercial title with numerous improvements, including a fully-realized town and, of course, more dungeons, monsters, character classes, and all that good stuff. The visuals and audio are completely new, as well.
If you never played the original, don’t be thrown off by its name and inspirations: aside from the fantasy theme and randomized levels, Desktop Dungeons bears very little resemblance to a traditional roguelike. The tightly-packed, single-screen levels, static monsters (who only attack when attacked), and transparent rules make the game feel more like a puzzle game than a dungeon crawl. But that’s not a bad thing – the freeware version was so fun that I made my own tileset for it, and this one is better in all respects.
After nearly a year of open beta, Path of Exile has finally reached version 1.0. The release will conclude this chapter’s story and bring with it a slew of new features, including a prestige class, the Scion, which is unlockable by beating the game in Normal Difficulty. It’s also available on Steam for the first time.
Path of Exile’s itemization and passive skill tree impressed me when the open beta first began, and since then it seems like Grinding Gear Games has made good on their promise to continue making improvements and expanding their ambitious multiplayer modes. And it’s free-to-play still, so if you’re a fan of ARPGs, there’s no reason not to try it out – PoE is supported entirely by the purchase of cosmetic effects and account improvements (extra character slots and stash tabs).
The 0.22 update for Kerbal Space Program is scheduled to launch tomorrow, and will bring with it a new research-and-development system.
This update will be the first version to allow players access to the structured “Campaign” mode, which attempts to provide more structured gameplay than the current “Sandbox” mode. Players will now be able to collect scientific data on their various missions, which can then be used to progress along a branched tech tree and unlock new, more advanced parts. The game’s development studio, Squad, has plans to add even more of a “tycoon-like” structure to the game in future updates, with a part-cost system and procedurally-generated missions.
Set on the border of the fictional communist country of Arstotzka, Papers, Please puts you in the shoes of an Arstotzkan immigration inspector, approving and denying entry to a long line of hapless travelers each day. This entails shuffling documents around with your mouse and highlighting discrepancies in them, such as mismatched passport information or photo identification. With each passing day, your time limit remains more or less set, but the number of possible discrepancies you need to be aware of increases, ramping up the challenge.
This is a lot more exciting than it sounds, since your entire family is counting on your paycheck and a good day on the job will barely allow you to cover the necessities of living. Even when you’re 99% sure that someone has the right papers, it’s always a tense moment as they walk out the door and you listen for the familiar click-clack of a costly citation paper being printed out. But what elevates Papers, Please above a game jam novelty (far above) is that there’s a lot more going on than what takes place in your cramped inspector’s booth – politics, violence, moral ambiguities, and even humor pass through along with the people, and as you keep playing you start to realize how much power you have in your little role. It’s not long before your decisions begin to extend beyond your family’s sustenance (although that remains paramount).
It’s a bizarre premise for a video game, but it works very well, thanks to some great design on the part of creator Lucas Pope. The myriad details and keen audiovisuals bring the small booth of the immigration inspector to life, and from behind the dull counter top I felt more like a spy than in most of the spy-themed action titles I’ve played. Glory to Arstotzka(?)!
Playing the beta for Santa Ragione’s upcoming indie title, MirrorMoon EP, I am immediately reminded of another game of space exploration, Noctis. Like that spiritual predecessor, MirrorMoon EP sees players drifting aimlessly from star system to star system in a shared, procedurally-generated “galaxy,” exploring planets littered with strange features and mysterious ruins. A bit of multiplayer flair is added by the ability for players to name any system that they are the first to explore – a designation that will be seen by any other players exploring that galaxy. Throw in a bit of the zen-like feel of Proteus and an interactive cockpit that draws inspiration from the infamous controller from Steel Battalion, and I quickly found myself entirely immersed in this gem of a game.
Scheduled for release on September 4th, MirrorMoon EP is currently in beta (available for a discounted pre-order price of $8.99USD), providing players with a tutorial level from the planned single-player “Side A” and thousand-system galaxies on the multiplayer “Side B.” Santa Ragione have ensured that the game will procedurally create new galaxies as needed so that there will always be new systems to explore, and they are also actively using player feedback from the beta to shape the gameplay and puzzles encountered throughout the game. So why not check it out and let them know what you think?
[This is a guest post by phubans.]
Here’s a guest review for Mercenary Kings. I even made a video to go with it!
Mercenary Kings is simply amazing. You can always tell when you like a game – you start playing it and spend the next 8~ hours continuing to play it. It’s that good. When I started out, I did the online co-op with a few friends over a Skype call, playing on my TV with a gamepad for the full experience. Co-op was great, but I kept playing for hours after everyone else left, completely immersed in the level of depth the game had to offer.
Let me just say that this game seems to have ticked all the right boxes. It goes without saying that a game featuring the awesome art and animation of Paul Robertson is going to look great, but beyond that it even feels great; the feedback couldn’t be better. The music is also one of the game’s strong points, with driving, energetic tunes that will have you humming along. But as great as it looks, sounds, and plays, I think the most compelling feature of the game is the weapon crafting system.
As you play the game, enemies and chests will drop common, uncommon, and rare materials. Back at base camp you can use these to craft weapons, armor, and accessory upgrades. But it isn’t as simple as upgrading your gun to level 2. Perhaps the greatest aspect of Mercenary Kings is that every part of your gun is customizable – the receiver, the barrel, the stock, the magazine, etc. Using this system you can mix and match to create one of thousands of unique possible combinations.
The game also features a rank system where you’ll rank up by completing various missions, including scenarios like hostage rescue, scavenger hunts for materials, and simply neutralizing or capturing enemies and bosses. Completing some missions will unlock new NPCs to interact with as well new missions, areas, and weapon parts to craft.
If RPG elements aren’t enough to sell a Metal Slug-type game for you, then it’s probably not your cup of tea, but as far as games in this genre go, this one is pretty great and easily one of the best games I’ve played so far in 2013. For fans of the Contra and Metal Slug series who also enjoy high-level weapon customization and RPG elements, this game is most certainly a must buy.