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KOLM

It's sad that not to many recent games have embraced the Metroid-vania model of gameplay, apart from "Shadow Complex" and, well, "Metroid: Other M." Granted, it's a lot of work to created a massive, explorable map and interesting power-ups, but dang if it isn't one of my favorite types of games. While we wait for major publishers to jump on the Metroid-vania bandwagon, indie developers are filling in the gaps nicely. Take, for example, "K.O.L.M." from Armor Games. It's a Flash game that manages to capture the exploration-heavy nature of Metroid while adding in a dose of depression and sniping of an unloving parent.

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Hook Worlds

Developer Pop Quiz is a weekly interview series in which we ask developers from around the industry the same 10 questions and post their responses.

Thanks to the App Store anyone can become a renowned game developer. Such is the case of Rocketcat Games' Kepa Auwae, who, along with some friends, designed, developed and published one of last year's App Store indie darlings, "Hook Champ." After releasing "Super QuickHook," the best reviewed iPhone game in 2010 (according to Metacritic) and "Hook Worlds," Kepa and his team are hard at work on their first RPG, but he had time to answer our questions in this week's Developer Pop Quiz.

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You might have read in the past few days about Ryan Winzen and his "World of StarCraft" MMO mod for "StarCraft 2." Using editing tools provided with the game, Winzen built himself a spiffy-looking "StarCraft" MMO modeled after Blizzard's other insanely popular game that isn't called "Diablo": "World of Warcraft." The video spread far and wide across the Internet until, quite suddenly, they disappeared with the usual YouTube "this video has been removed due to a copyright claim" message plastered up in their place. Activision Blizzard pulled the plug, which caused some confusion since Winzen really didn't do anything other than work with the editing tools provided to him by the developer. Well as it turns out, Blizzard didn't realize that at the time

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Be careful waking up this morning: you might easily be fooled into thinking you're still dreaming. "Duke Nukem Forever," after countless delays, rumors, false starts, false finishes, hints, suggestions, enigmatic statements and "when it's done"'s is finally, finally confirmed for an official release date. May 3.

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Okay fellow gamers, pay attention now. Tim Schafer rules. I know "Brutal Legend" wasn't all that great, but he's still a key guy behind "Psychonauts," the first two "Monkey Island" games, "Full Throttle" and "Grim Fandango," not to mention last year's Best Downloadable Game (according to the VGAs), "Costume Quest." Well Schafer's Double Fine Productions has another downloadable game coming out soon, "Stacking" for THQ, and now it's got an official release date: February 8 and 9 on Xbox Live and PlayStation Network, respectively, for 1200 MS Points/$14.99.

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The soon-to-be 17-year-old pop star Justin Bieber flat-out did not exist yet when Nintendo unleashed their NES gaming console on the world back in the '80s, but that age gap isn't going to stop him from using the "Super Mario Bros." theme in his upcoming 3-D concert movie/life documentary "Justin Bieber: Never Say Never." No, what's going to stop Bieber from using a 15-second snippet of the insanely catch NES standard's theme music in the movie is Nintendo itself.

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DC Universe Online

Confession time: I've never played "World of Warcraft." Ever. In fact, the combined amount of time I've spent playing any MMORPG amounts to less than most peoples' lunch breaks. I dabbled in "City of Heroes" for approximately 45 minutes once, but didn't even make it out of the tutorial. I'm a console gamer at heart, and, up until last week's release of "DC Universe Online," there had never been an MMO on consoles that interested me. Willing to give the genre a fair shot I sunk more than a few hours over the last week into the PlayStation 3 version of the game hoping to discover whether or not it was a viable option for console gamers. My experience was not what I expected.

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One of our favorite collective pastimes as gamers is looking back on all of the great stuff we played in the before time, when "joystick" referred to the thing sticking out of the machine you shoved your quarters into. This year's Game Developer's Conference, which goes down in San Francisco between February 28 and March 4, will pay particular attention to that facet of our shared experience with 11 developer-hosted "classic" postmortems.

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There are plenty of reasons to be excited about "Dead Space 2," but the number one reason for many players is the addition of an online multiplayer mode to the game. While the story certainly looks like it's going to deliver, being able to duke it out in human vs. necromorph four-on-four match-ups adds immense replay value to the disc. A newly released developer diary from Electronic Arts' Visceral Games details each of the player-controllable necromorphs, which you can read about after the jump.

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Dead or Alive Dimensions

The "Dead or Alive" series seems like it has always gotten a bad rap. Out of all of the fighting franchises on the market, it comes off as the least respectable for a series of reasons. If you look past the over-the-top story lines and the jiggle physics, and focus solely on the gameplay, "DOA" has a reputation as a button masher (I've always suspected it's the subject of the all time best comedy bit about video games). However, in a few months, when "Dead or Alive Dimensions" hits the 3DS, it looks like the series is going to evolve into a screen masher.

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