[This is a guest post from Offal]
Developer Calvin French has released long awaited action-adventure game The Real Texas,
presently purchasable at a discounted early-release price. In the game, you follow the story of a vacationing cowboy who finds himself on an unexpected journey in a land full of strange happenings and peculiar personalities. You solve puzzles and explore the boundaries of a well developed overworld, and the deep challenging dungeons that lie beneath.
Long in development, indie co-op RPG Wanderlust: Rebirth has finally been released. Available either as a single copy for yourself, or sold in discounted packs of up to four for groups of players, Wanderlust: Rebirth allows for the player and up to three co-op companions to choose from four varying character classes and play through both a ten-chapter story mode as well as a never-ending, ever-more difficult “Crawl” mode.
A few weeks ago, I posted that the game had entered an “open beta” stage, and since that time, the game has undergone several changes based on feedback from the beta. I’ve played Wanderlust: Rebirth recently and so have decided to post a review of my time in the game, so be sure to read on after the jump.
Online co-op rpg Wanderlust: Rebirth entered open beta today, allowing interested players to experience a polished preview of the game before its planned launch on June 14th.
TIGSource has covered the game here before, and it’s exciting to see the game so close to release after almost five years in development. The beta spans the prologue and the first three chapters, includes a tutorial, as well as collectible gear and an item-crafting system. Characters created in the beta will be available once the final game releases, giving a nice head-start to those who play the beta.
The creators have posted a short series of videos of them playing the game cooperatively, and another series of them playing the game’s “Crawl” mode (which will be available in the full game), which sees them fighting wave after wave of enemies in an effort to place on an online high-score board.
Once the game releases, it will be sold either as single copies, or in packages of two, three, or even four games together at an overall discount, so be sure to jump online and bring a friend or three to check out Wanderlust: Rebirth.
Superbrothers: Sword & Sworcery EP Micro (i.e., the iPod/iPhone version of the acclaimed game) was released the other day, so it should be available all over the modern world by now. Believe it or don’t, this is the creators’ preferred incarnation of the title, and only $2.99 USD to boot — a superb joy-to-dollar ratio if you ask me! Additionally, the original iPad version has now “gone universal,” which, I’m not sure, but I think means you princes and execs and pro athletes out there loaded enough to own multiple iDevices needn’t purchase it again. Truly now is the time of miracles!
I had actually managed to borrow an iPad and play through a pre-release copy of the game last month, fully intending to compose TIGSource’s very first Real Review, but Derek (presumably unaware of this) banged out some little blurb of a post ahead of me, stealing the heck out of my thunder. At any rate, it’d be a bit foolish writing a full-on review now, with so much said on the game’s behalf already. (Check Google to see what I mean.) So, as a compromise, this’ll be half review, half straight-up gushing. Sorry, it can’t be helped. *ahem*
The Megatome the extended if you dare care…
* Now featuring TIGSOURCE EXCLUSIVE tidbits direct from the superbrother himself!
Where We Remain was released back in January by TwoFoldSecret. From the image, older readers such as myself will first spot Zelda 1 references — the trees (their shape and color) and the statues, which look like Armos statue edits; even the caves are just black squares. The game is also about non-linear exploration, with saving a girl as the goal given to the player. Some of the items are similar too: a map, a compass, a raft, and so on. Also similar is the idea of lots of abilities for which you have to discover the use for through experimentation.
But the game itself is otherwise distinct; there are multiple endings, and the map is procedurally generated. Instead of enemies that kill you and a life bar of hearts, there is a flower and whirlwind-like monster system, with many of the abilities revolving around avoiding those monsters. There are also notes scattered around, especially in expert mode, which tell the background story of the game in a way that you can take or leave. Read the rest of this entry »