Author - Jerry Paxton

Dark Matter Starts Kickstarter and Steam Campaigns

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(SITTARD, THE NETHERLANDS) June 18, 2013 – InterWave Studios announced today a dual Kickstarter and Steam Greenlight campaign that will run simultaneously for their upcoming DRM-free game Dark MatterDark Matter is a Metroid-like, intense sci-fi side scrolling game that combines the twitch mechanics of a first person shooter with an adventure platformer.

“We could release Dark Matter right now in its beta form, but there is a level of polish and some necessary tweaking to gameplay mechanics required in order to ensure the game provides people with an exceptional, fun and intense experience. The funding will provide us with the additional two months we need to complete Dark Matter. At the same time, we are looking to publish Dark Matter via Steam Greenlight’s system that uses their community to pick upcoming new games,” said Igor Raffaele, general manager of InterWave Studios.

InterWave Studios will attempt to crowdsource and publish Dark Matter simultaneously over the course of the next 30 days.  The funding will go directly to the game’s final two months of development to ensure that Dark Matterachieves the level of polish it deserves. In addition, InterWave will begin to reach out to its community with unique access to the game and the developers to help achieve the level of support it requires in the Greenlight community in order for Steam to publish the game.

“As part of the Kickstarter campaign, we are going to do something truly unprecedented by granting our higher level backers access to Dark Matter‘s beta version during the campaign so that they can help dictate the game’s development by providing feedback to us directly via our forums and one-on-one meetings. With our backers’ feedback and support, our goal is to create the type of game we want to play rather than the type of game big studios would force on players. Big publishers would normally ignore smaller games with lower profit margins like Dark Matter, but we are an independent studio, so we don’t have to sell millions of games in order to be successful. We don’t have to appease shareholders. We only have to make our fans happy. It is this philosophy that allows us to create games like Dark Matter and we look forward to sharing it with everyone,” said Raffaele.

Mars War Logs Gets English Story Refinement

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JUNE 18, 2013 — Mars War Logs was released in late April and, if most players who bought the Spiders Studio title liked the game itself, they were disappointed with the narrative element because the English version strayed too far from the original French. The general feeling was that the translation didn’t stick closely enough to the original French story and dialog.

Luc Heninger, Director of Production at Focus Home Interactive, explains:

“Mars contains a vast amount of dialog, even by RPG standards. The plot has numerous strands and the dialog often has many variants to mirror the hero’s changes in reputation. The tight deadlines between the game release dates meant that the initial English translation lacked depth and contained a number of errors; it was then sent to the recording studio, making the job of the actors extremely difficult. The actual game was thoroughly tested and released with very few bugs on PC, but unfortunately the procedures for the audio and text QA failed and allowed many English localization issues to slip through. We realized the extent of the problem after seeing the first feedback from the press and gamers. The result was so far removed from what we usually produce that we took the decision to halt the submission process for the console version, which was due for release only weeks after the PC title. We have re-written the game text and dialog and, of course, recorded the actors again, replacing the sections that weren’t true to the characters in Mars. All these problems will therefore be fixed in the console version. An update is now available for players with the PC game, and we have also incorporated the new audio in the PC versions on the various download sites.”

We are pleased to share with you a video showing the first 7 minutes of the game, featuring the new localization and the new English voices present in all versions of the game.

Mars War Logs is currently available on PC and will be today’s Daily Deal on Steam, at -33%. The game is scheduled for release on Xbox LIVE® and the PlayStation®Network in September 2013.

Shadowrun Returns Release Date and Editor Info

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Harebrained Schemes has announced that its highly-anticipated Shadowrun Returns will be released on July 25th, 2013 for the Windows PC, iOS tablet, and Android tablet platforms. Additionally, Harebrained Schemes has revealed that they are releasing the game editor for players to experiment with in creating their own content.

“The idea of releasing all of the editor files for the Shadowrun Returns campaign was based on my experience working with Trent Reznor on the Alternate Reality Game (ARG) for his album Year Zero. Trent empowered his fans to re-mix his music anyway they wished by releasing the GarageBand tracks with the album. With Shadowrun Returns we are doing the same thing, players can start from what we have created and build on it, revise it, or use it as a starting point for completely new stories. I believe we are the first to release an editable version of an entire campaign, and we are excited to see where the players take this universe,” said Jordan Weisman, founder of Harebrained Schemes and originator of Shadowrun.

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Endless Space: Disharmony Expansion Nearing Release

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Haarlem, The Netherlands –  June 18, 2013 –  Amplitude Studios is excited to announce it has entered the last stages of development for ‘Disharmony,’  the first official expansion to its 4X space-strategy hit Endless Space.  The expansion pack follows the release of four free add-ons that have extended gameplay since the game’s original inception in 2012.

Upon the Disharmony expansion pack launch, Amplitude plans to unlock the ‘Sheredyn Faction’ and the ‘Endless Hero’ from the Emperor Edition for all players, as well as the addition of “Automaton ship models” as a gift to the community for being so awesome.

The Disharmony expansion pack will be available on Steam, June 26, 2013 as DLC for $9.99, with publisher Iceberg Interactive releasing the English retail version (key-only box with 16 page artbook) on June 28.

For more information about Endless Space: Disharmony, please visit the official Website: http://endless-space.amplitude-studios.com/

Two New Space Hulk Screenshots

Full Control has released two new screenshots take from the alpha build of its upcoming PC, Mac and iOS release Space Hulk, which is set for release this Fall.

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Company of Heroes 2 Soundtrack Release Info

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New York (June 18, 2013) – Sumthing Else Music Works, the premier label dedicated to licensing and distributing video game soundtracks, today announced the upcoming release of the original music soundtrack from Company of Heroes™ 2, the sequel to the highest rated strategy game of all time*. The Company of Heroes 2 Original Soundtrack is scheduled for a worldwide physical release on June 25, 2013 to retail outlets through Sumthing Else Music Works, and simultaneously for digital download at www.sumthing.com, Amazon MP3, iTunes and other digital music sites.

The Company of Heroes 2 Original Soundtrack features the original score composed by Cris Velasco, one of the most prolific composers in the medium, best known for his music featured in the Borderlands, God of War and Mass Effect franchises. Recorded with the Capellen Orchestra and Choir, featuring world-class orchestra musicians and choir from the Czech Republic, Slovakia, Austria and Hungary, the original score for Company of Heroes 2 majestically captures the solemn heroism and human tragedy of the Eastern Front conflict during World War II.

Company of Heroes 2 is scheduled to be released for PC on June 25, 2013. For more information visit www.companyofheroes.com, and to download SEGA game assets, please visit www.sega-press.com.

For more information on Sumthing Else Music Works and its complete catalog of video game soundtracks, visit www.sumthing.com, follow Sumthing Else Music Works on Twitter http://Twitter.com/SumthingDigital and become a fan on http://Facebook.com/SumthingElseMusicWorks and Google+.

*on Gamerankings.com (with more than five reviews), with an average of 93.82% based on 56 reviews. The game features similar acclaim on Metacritic.com with a Metascore of 93% based on 55 reviews.

How to Survive E3 2013 Hands-On

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At the 2013 E3 Expo last week, 505 Games had one very cramped and busy meeting room with reporters looking over all their games, standing almost elbow to elbow. One of these new games we were interested in checking out was an isometric zombie survival/hack and slash title called, simply, “How to Survive”. We took the controls at one of the game’s kiosks and began playing while a developer gave us some helpful hints along the way.

How to Survive is meant to be played by one or two players (in co-op mode) and makes players scavenge for not only weapons and weapon components but, also, sustenance! You need to make sure your character is well-rested as well as fed to keep up energy to fight the zombie hordes. The game starts players off as they wake up on the shore of an unknown island. The player was attempting to get to safety but, instead, crashed into an island teeming with zombies.

Playing in an isometric view, characters are moved around with with the left stick while attacking is done with the Xbox 360 controller’s “A” button. Tapping it will cause your character to swing or use a weapon while holding it down charges the weapon for a more powerful attack. Much like the upcoming Dead Rising 3, players in How to Survive will be able to combine various components to create all manner of zombie-dispatching implements. The first weapon we found, however, was a machete that allowed us to hack zombies up into bits and also cut through thick brush.

Visually, How to Survive looked attractive enough. It is played from an overhead, isometric view and doesn’t need cutting edge graphics like most first or third-person titles do. Zombies were well-detailed and it was fun to see their heads go flying after a player decapitated them. The game’s audio was hard to discern but seemed ample as the meeting room was extremely loud.

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Hacking through several areas containing the undead, we found a campfire where we could hang out. Campfires are important as they are the only places a player can rest up and recharge their tiredness. Also, there were some water rations near the campfire, so that helped our thirst levels. As players get more hungry, thirsty, or tired they begin to do a lot less damage than fully rested players. The campfire also provides protection from the darkness… How to Survive features a day and night cycle which leads to more powerful zombie creatures coming out after the sun sets.

The game was designed for co-op play in mind, each player covering the back of the other. However, in an interesting turn, the amount of resources will not change and its all up for grabs by either one. This means that players will have to use strategy to properly distribute resources and weapons. Will players become selfish and keep stuff for themselves? Time will tell.

How to Survive is due out in downloadable form this fall for the Windows PC, Xbox 360, PlayStation 3, and Wii U platforms. The game looks to be a lot of fun and is trying to walk the line between a loose, hack-and-slash title as well as a strict, resource management game. It will be very interesting to see how it turns out.

State of Decay PC and Sandbox Mode News

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The folks at Undead Labs have been having a very good day thus far, announcing that their State of Decay has sold more than 500,000 units on the Xbox LIVE Marketplace! Additionally, they announced that the game has been in simultaneous development for the Windows PC platform since day one, and the only thing left to do is integrate it with Valve’s Steam distribution platform. Finally, as if that were not awesome enough, they announced that they are working on a sandbox mode for the game! Release dates for both the PC version and sandbox mode are TBD, but expect more news soon!

We got to review State of Decay recently, and are very excited for the PC build.

Paradox Discontinues Publishing Salem MMO

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Looks like the folks at Paradox Interactive have stopped their publishing of Seatribe’s MMO, Salem. Not all is lost for the developer, however, as Paradox has been awesome enough to give them full rights to continue the MMO on their own (very decent of them). In addition, Paradox released this forum post today, explaining the situation:

Dear Salem community, 

We’ve sure shared an incredible journey together since we announced this game back in January 2011! The two-man development team Seatribe has done something few thought was possible and have worked relentlessly to develop a game that has gained a very loyal and dedicated community. Together with Paradox Interactive, Seatribe has built a strong foundation, and we have all major systems and structures needed to run a game like Salem: The Crafting MMO in place. Thanks to the collaborative efforts of the development team and a dedicated team from Paradox the community has since continued to grow and the game has been put on the radar of the global gaming community. 

As we approach the 2,5 year anniversary of the announcement of the game and after nearly a year in Beta, Seatribe and Paradox have taken stock and evaluated both where we are today and what we think the future has in store. Our conclusion is that the game is active and much potential still lies in the game and its community, but that the concept still needs time and development to mature. To ensure longevity of this title and to have a set up that will allow Seatribe to work with this game for many months/years to come we have therefore decided to take some steps to optimize how the game is managed today and the costs of running it. 

Effective from July 8, Seatribe will assume full support management and development ownership of Salem: The Crafting MMO. Any decisions taken from that point on will be taken by and communicated through Seatribe to you – the community. Paradox Interactive will start phasing out their involvement in the project from today and on July 8 the game for all intents and purposes will be Seatribe’s to run.

We firmly believe this decision is in the best interest of Seatribe, Paradox Interactive and absolutely for the community as you will have a development team working even more direct with you and the game. 
As a “thank you for our time together” parting gift we would like to offer you a 50% off coupon to use in the Paradox web shop (http://www.paradoxplaza.com/shop) as well as 40 silver to use in Salem. The offer will be sent via e-mail to those of you who have accepted to receive Salem e-mails from us. The e-mail will be sent within two weeks. If you would like to receive our e-mails but don’t currently, please adjust your settings here http://signup.paradoxplaza.com/ 

Kind regards
Paradox Interactive & Seatribe 

* offer valid until 2013-08-10 and only for released titles, not pre-orders