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.
The 0.21 update to Kerbal Space Program has arrived, bringing with it a slew of new parts for building rockets and planes.
Also added in this update are a terrain overhaul, a revamped Kerbal Space Center, and the ability to “hire” specific Kerbals and assign them to missions. While this hiring feature currently doesn’t offer much beyond more control over who’s on what mission, it lays some of the groundwork for KSP developer, Squad, to begin working on the eagerly awaited “Career Mode” for the game – which is planned to add mission contracts and funding rewards for players based on their progress, providing a more Kerbal Space “Tycoon” gameplay experience.
I have to admit, I’m not the biggest fan of puzzle platformers (or even puzzle games, to be honest), but when they’re good, they’re good. With The Swapper, Finnish studio Facepalm Games has not only uncovered a fun new mechanic but also crafted an extremely intriguing science fiction tale around it. Though the central themes may not be completely original to sci-fi, the way they come into focus as you solve puzzles and explore the beautiful claymation world is deftly executed. This is a great example of how to tell a story with a challenging game.
Gunpoint was released on Steam yesterday. The brainchild of PC Gamer UK editor Tom Francis, Gunpoint is a stealth game where you play a freelance spy who has to steal sensitive data for his clients. To finish your missions, you’ll have a variety of gadgets at your disposal, the foremost of which is a Crosslink device that will let you rewire lights, switches, cameras and doors. The other gadgets are acquired optionally and offer the player more ways of achieving his or her goals.
If you like tactical games and free PvP, then you might get as addicted to the Banner Saga: Factions as I have (Factions’ Steam page). It’s much like playing a timed chess game with a greater depth of variety in terms of strategy, which is provided the fantasy elements of the game and its unique battle mechanics.
IGF 2013 Excellence in Design nominee Starseed Pilgrim was released on Steam today (Steam releases were offered to all the nominees this year). This unassuming and enigmatic puzzle platformer has become a hit with a number of indie game developers, including Bennett Foddy (QWOP) and Braid creator Jonathan Blow, who called it his game of the year for 2012. Since so much of the enjoyment from Starseed comes from figuring out how the game works, it’s hard to describe even the basic goals without spoiling it. If that sounds fun to you in and of itself, you should probably give it a go.
It’s maybe easiest to compare Antichamber to Portal, but it actually reminds me more of The Manhole, an old children’s adventure game where a boat ride down a river might take you into the teacup of a character you were chatting with earlier. Like that game, Antichamber is constantly subverting your expectations about what is possible, especially with regards to physical space, and gives you a relatively large amount of freedom to explore its interconnected world. However, whereas The Manhole was goalless and sometimes completely random, Antichamber has a logic behind it – a method to its madness – that makes it such an interesting puzzler (and a technical marvel, as well).
There’s no story to speak of in the game and barely even any text. Instead, proverbs are found on posters as you play, encouraging outside and inside the box thinking in life and acting as simple metaphors for the game’s puzzles. Antichamber is almost self-referential in this sense, since, according to its press page, the development got its start 7 years ago through “a series of naive programming mistakes” made by its creator, Alexander Bruce. And just as Bruce must have undoubtedly felt surprised, frustrated, and ultimately elated during his development of the game, so should fans of puzzle games that end up playing this terrific title.
Hotline Miami is out now! The debut of Dennaton Games, composed of Jonatan Soderstrom (aka Cactus) and Dennis Wedin, Hotline Miami is a fast paced and violent overhead action game. It’s also pretty damn great, and very difficult. The game has a lot of atmosphere, sitting somewhere between Drive and Scarface, with constant 80′s inspired techno blaring over your murderous rampage.
The crux of the game is killing dozens upon dozens of gangsters, but you’re on even footing with them, dying in a single shot (or swing). Hotline Miami’s hyper aggressive nature and near instant retries create an addictive loop of shooting and getting shot until you finally hit everything just right, everybody dies but you, and then you feel pretty dang good about your ability to brutally murder virtual people. It’s extremely cathartic and that feeling of being a golden Floridian god of death drives the whole game.
While it’s easy to gush about how good the game is, the release is hindered somewhat by a large amount of bugs, though the majority of the crashes have already been patched out. It’s still frustrating to not have achievements unlocking in Steam or getting a mask that doesn’t seem to do anything. The game’s controller support was also removed in the first patch after release due to it causing some severe issues– hopefully its absence is only temporary.
Live action release trailer after the cut:
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I’ll be honest, part of me was expecting that we’d all be brains in jars before Cortex Command reached 1.0. But no! After almost a dozen years in development, Dan Tabar’s opus has hit that milestone and is now available on Steam. Players who have already purchased the game, either directly or through a Humble Indie Bundle can get a Steam key here. A Linux build is still in development, according to Dan’s announcement post.
The release marks the completion of the game’s campaign mode or “meta game”, which allows players and CPUs to engage in large-scale warfare, building bunkers and attacking one another across the face of a planet. To find out more about this new mode, check out Dan’s latest playtest video below. And if you’re new to Cortex Command, this is also a good way to see the game’s impressive physics and AI in action.
Congratulations to Dan and the rest of the team on the release!