Developer Lucas Pope has released a playable demo for the follow up to the indie hit Papers, Please.
Return of the Obra Dinn is a first-person adventure-mystery set in 1808. Not much is known about the story so far, but what do know is the ship – the Obra Dinn – appeared to be lost at sea some six-years earlier and it's up to the player to find out what exactly happened.
The game is set to a simple-yet-effective dot matrix art style – or in simpler terms, think a GameBoy title made with today's technology.
Pope advises that the demo of Return of the Obra Dinn isn't a finished product. Content is missing, it hasn't been tested, and progress is not saved.
"This is a very early playable build. There's not much content and it hasn't been tested," Pope wrote.
Because it’s based on the outstanding turn-based strategy mechanics of Civilization V, Civilization: Beyond Earth starts from a position of greatness. Even on these barely recognizable alien worlds, the addictiveness of building cities, exploration, and tactical combat holds up well. From there, developer Firaxis runs a series of bold experiments with Civilization’s established design. A few – such as the new Affinities system and streamlined unit upgrading – bear promising results, but cumulatively, enough of them go awry that I have to label Beyond Earth as my least-favorite Civilization in more than a decade. Of course, given the sky-high bar set by the series, it’s still a strong 4X game.
ArenaNet has reversed its decision to change the denominations in which in-game gold can be converted to premium gems.
In case you missed it yesterday, whereas before players could exchange any amount of gold for gems to buy items, the new system allowed players to make the exchange only in set amounts. While there are no pay-to-win items on the store and they're mostly limited to cosmetic enhancements, some cost as little as 25 gems. Previously you could just pick up that small amount for gold, but after the update you needed to buy at least 400 gems in one go or spend real-world cash for the smaller amount.
The list of things you can make using a 3D printer just got a little bit longer thanks to the industrious soulorigin89.
His latest design hosted on 3D printable site myminifactory is Destiny's Conduit F3 Fusion Rifle, and it's a pretty impressive recreation.
In Bungie's shooter, the rifle can be obtained from Lakshmi-2 for 150 Crucible Marks after reaching rank 3 in Future War Cult reputation and from decoding rare and legendary Special weapon engrams.
Dark Souls 2 is now playable in first-person view with a mod demonstrated by YouTube user Benzoin-Gum.
The mod that allows users to play From Software's role-playing game from a first-person perspective all the way through. It freezes the camera zoom value and when the player equips a bow or binoculars and zooms in, the camera will stay zoomed offering a first-person perspective. There is a video tutorial available for if the camera freeze doesn't work for users.
October continues to be a big month for the comics industry. DC launched several high-profile new books today with Deathstroke #1 and Arkham Manor #1. Marvel, meanwhile, capped off the first act of AXIS and began the flood of AXIS tie-ins. And several other publishers had strong showings too, with Dark Horse launching their new Predator comic, IDW kicking off TMNT/Ghostbusters and Edward Scissorhands, and Image delivering their usual slate of indie goodness. We have reviews for these and numerous other new releases below.
Also, check out what the IGN All-Stars are doing in their reviews of all this week's Comixology Submit releases!
The company of the developer whose game was pulled from Steam following a threatening tweet directed towards Valve boss Gabe Newell is offering a formal apology to Valve, Gabe Newell and its community.
Earlier this week, developer Michael Maulbeck vented his frustrations towards Valve online regarding the official launch of Code Avarice’s shooter Paranautical Activity on the platform. Valve then pulled the game for purchase from the storefront when the tweet directed at Newell came to its attention.
A recent post on the Code Avarice website from the now sole owner Travis Pfenning issues a formal apology from Code Avarice to its fans, the team at Valve and Newell, stating that it is not a ruse to get relisted on Steam.
Ask any pop culture enthusiast to name their favorite 80’s property and chances are you’ll get one of two awesome answers. Well, after reading IDW’s excellent Teenage Mutant Ninja Turtles/ Ghostbusters #1, the only question we have is: what the heck took so long?
At first glance, this particular pairing may look to be little more than a moneymaking venture targeting two acclaimed franchises with rabid fan bases. Well, get your eyes checked, fools; not only is this mash-up hugely entertaining, but it’s also in continuity, the premise borrowing heavily from the current TMNT ongoing. Writers Erik Burnham and Tom Waltz do a heck of a job bringing the two teams together, using existing mythology to make the narrative investing. The actual inciting incident is pretty terrible (but in a good way) and it’s clear the two creators are having a ball within their newfound playground. The only real nitpick to the proceedings is just how little the Ghostbusters play into it. While that looks to change soon enough, issue #1 is decidedly Turtle heavy.
With all the various double crossings, assassination attempts and general degrees of terribleness that accompany the world of Lazarus, sometimes we need a little break from all the doom and gloom. Greg Rucka and Michael Lark offer a brief respite from all the seriousness, in turn opening the door for even further intrigue, deception, and dancing.
The Conclave continues here in issue #12, Rucka gathering all of the collective Families and their accompanying fellows into one convenient time bomb. It’s a treat to see the various heads we’ve heard so much about finally come into play, but as usual the book belongs to Forever. Rucka really humanizes her here, the book’s elegant setting proving to be a battleground both unfamiliar and frightening. Her feeling of isolation is given further light as well, as we learn that seemingly all of the various Lazari are somewhat ostracized by their respective Families. As such, it’s rewarding to see the unspoken camaraderie between the Family Shields, as in many ways they share more with each other than they do their own flesh and blood. It seems odd that the woman tasked with watching your back is also left to serve your tea, but such is the way of this strange world.
Simply put, The Just is a HUGE book with a TON going on in it. There’s so much packed into this thing that’s is difficult to know where to begin dissecting it. Perhaps the best thing to say about this new entry is that it presents a world that both 90’s kids and millennials will know intimately, but for completely different reasons. Beyond that, readers should enjoy this issue as the plot behind the series builds a great deal of momentum even though some bits of dialogue hinder it.
Tom Taylor has an intimate knowledge of the DCU that he loves to exploit. Better yet, we love to watch him do it. We are now into Year 3 of this video game prequel that could and Taylor has shown us that he’s only just getting started. Issue #2 (collecting digital parts 3 and 4) transports fans further down the magical rabbit hole of the DCU while also showcasing Taylor’s delightfully deft usage of our beloved DCU characters. This really is just more of the same from Taylor, and that’s exactly what the fans want.
For a while now The Walking Dead has been a quiet little book about a utopian society built upon the ashes of a world that came before. Of course, with peace and quiet comes comfort, and comfort often leads to one letting their guard down. It seems that this is where the story has been leading us, and with the latest issue the repercussions are coming to light. Unfortunately, the threat has been so telegraphed that the new antagonists first major strike lands with a bit of a thud.
Now that AXIS #3 is out, the tie-in floodgates have opened. This mini-series explores what happens when Roderick Kingsley's mental switch is flipped from "evil" to "good." It turns out that not much changes for the original Hobgoblin. Rather than franchising old supervillain identities, as he was in Dan Slott's Superior Spider-Man, he's switched to making money off of licensed heroes instead. This issue is fairly steeped in recent Spider-Man continuity, but the main appeal is simply in seeing Roderick remold himself as the television spokesman of the superhero community.
If you were wondering exactly how Deadpool wound up in Genosha in AXIS #3, this tie-in issue will tell you everything you need to know and then some. Gerry Duggan and Brian Posehn manage a delicate balance between continuing their own ongoing plot threads and trying into Marvel's latest event. Considering they just got done doing the same with Original Sin, it's impressive this series manages any forward momentum at all.
The main element working in this issue's favor is the continued focus on contrasting Wade's usual brand of humor with deeper drama and darkness. There's fallout from several running threads in this issue - Wade's daughter, his relationship with the North Korean test subjects, and even his marriage to Queen Shiklah. The fact that Shiklah has been so absent of late actually becomes important, as we see the perpetual distance between husband and wife causing cracks in their new marriage.
Deathstroke has enjoyed somewhat of a character resurgence of late, the deadly assassin stealing scenes in everything from comics to video games to the small screen. With that in mind, DC makes its second New 52 attempt at getting Slade Wilson his own solo series, this time with writer/artist Tony Daniel at the helm. While there's plenty of bloodletting to go around, his newest debut proves to be an uneven one that, much like Deathstroke's peripheral vision, comes up lacking.
From the opening exposition, it's clear that this Slade is meant to be different. He's not a bad guy; he's an adventurer, one who just happens to be paid for imploding faces and separating spinal columns. It's not long before we see those particular skills put to vivid use, with the titular assassin heading out of country to fulfill his latest contract. As they're wont to do, things go horribly wrong. Soon Deathstroke is tasked with defending himself against enemies both new and old to increasingly bloody results.
For a little while now we’ve been told that this new Bat-book would fall in line with the new wave of “indie” Bat titles that DC has suddenly decided to grace its readers with. So far, Batgirl and Gotham Academy have been enjoyable, but how does this new indie Bat-book do? Gerry Dugan succeeds in giving fans yet another window into Gotham with a book that takes fans into world that is both novel and familiar. But while his story is successful, his new book feels more like a standard Batman story arc than a risky, new indie title.
This is not to say that fans of Batman or Gotham City stories should leave this book on the shelf, but if you are looking for another Batman book with an Image Comics sensibility, Duggan’s writing alone will not get you there. Instead, what you will get out of this book is the set-up of a very intriguing premise in the form of a situation that Batman has never faced before. Duggan does a great job of presenting the logic behind this outrageous situation, both in showing how something like transforming someone’s home could be legal in the first place and in why Batman would accept this happening to his home at all. Duggan also succeeds with capturing the voice of Batman and his supporting characters.
This issue serves as the last stop before Spidey and friends venture into the heart of Spider-Verse next month. Unfortunately, the end result is an issue that feels disjointed as it attempts to both tie up loose ends and focus on the first team-up between Peter Parker and Kamala Khan. It tends to do a better job of the latter.
Dan Slott and Christos Gage do make the most of Kamala's guest appearance. Her fangirl side is played up to great effect as she geeks out at the thought of teaming with another role model and trying out all the great crossover moves. There's also a deeper bond that develops as Peter recognizes a kindred spirit in Kamala - a young do-gooder willing to screw up her personal life for the sake of saving lives. There's a lot of potential in this pairing, and hopefully we'll see more in both this book and Ms. Marvel. Giuseppe Camuncoli brings a sense of energy to his pages, though occasionally his harsh style proves a poor fit for the bubble Kamala.
It's never been advisable to only read one or the other of Jonathan Hickman's Avengers titles. They''re just too closely connected. That's become all the more true with this "Time Runs Out" storyline. The two series are now so closely tied that it's almost a wonder Marvel continues to publish them as separate series. But that's hardly a problem for those who do follow both titles. And the upside is that the generally higher quality of New Avengers is bleeding into Avengers. Issue #37 continues this book's recent growth spurt.
Microsoft Head of Xbox Phil Spencer makes his first Unlocked appearance in a year, dicussing a range of topics including when certain features will be added to the Xbox One via the monthly system updates, what he wants out of the next Gears of War, why there is no special-edition Halo-themed console to pair with The Master Chief Collection, what the hell Rare is up to, and much, much more.
The cover tells you all you really need to know about this one. Power Girl has stumbled into Harley's world, and Miss Quinn is determined to kick off an epic superhero team-up by any means necessary. If you stress too much about how exactly this new story arc fits into New 52 continuity or why Pee Gee is so susceptible to Harley's mind games, you might not have a great time. But everyone else should get a kick out of this goofy pairing.