Monthly Archives: February 2016

MAGFest 2016: Indie Showcase

Coverage by Michael Sagoe (mikedot)

 

Two of the biggest worlds in the entertainment industry have collided once again at the Washington Metro Area to usher in the 14th annual MAGFest convention. As a celebration of music and video games, MAGFest 2016 featured a large open video gaming room, a hall of arcade cabinets, concerts by various artists featuring rock, rap, jazz, chiptune and video game cover bands, a Bring Your Own Computer (BYOC) LAN Party and so much more.

MAGFest

Since this was my first year attending MAGFest, I really didn’t know what to expect. Most of the pre-event promotion was surrounding a ton of daily concerts, but otherwise I was in the dark. My expectations were blown away upon entering the convention center for the first time; the floor was an indie devs dream!
This was a gaming hipster’s wonderland as booth after booth offered small times with big innovation. While most we’ve covered at previous PAX conventions, there were a few notable premiers that really drew me in.

MAGFestFor this showcase, I’ll be going over some of the titles that really caught my attention this year.

First up: Just Shapes and Beats

MAGFest

Just Shapes & Beats is a simplistic action and music game created by Berzerk Studio. As the title suggests, the game is simply about controlling various shapes while dodging other shapes to the beat of various songs. While it sounds simple, the game quickly shows its players that they will need very quick wits and timing in order to dodge and master each song available in the game.

MAGFest

This game is filled with a handful of unheard of tunes such as Chronos by Danimal Cannon & Zef (as heard in the teaser trailer) and popular tunes including the original Mortal Kombat Theme Song. When I first played through the demo at their booth, I didn’t think much of it at first, as the challenge of dodging red shapes didn’t seem that hard. Plus the music was average at best. But as the demo progressed, the challenge started to get more and more intense, as well as the music selection. Once I got up to the final boss of the demo, I really got into it, as there were so many shapes flying on the screen, narrowly escaping hit after hit was a total rush for me.

We’ve been following this game since PAX East 2015 but for quite some time it’s been a static demo as funds to continue development dried up. However thanks to recent investors at the end of last year, we saw actual progress towards completing the game at Magfest. Hopefully we can see this game launched later this year! It really is a simple concept, but an addictive one once into it.

MAGFest

Next game is called Default Dan.

Now this is a popular title by the YouTube community, because this is a game that just screams Ragequit potential. Imagine a game the takes everything you know about platform games such as Super Mario and turns them into one big lie? Well that game is Default Dan in a nutshell; a game where everything that looks harmless like coins, mushrooms and power ups will actually kill you, whereas bad things like spikes, pitfalls and intimidating monsters are actually good things to help you complete a course.

Just from the first stage alone, it took me five minutes longer than the course should have, all because I couldn’t stop trying to pick up coins or avoid pitfalls. This is a game that really plays with your head, because it’s so hard to just ignore years of platform game knowledge that has been burned into my brain. However, when I finally managed to get past the first stage, the game slowly started to get easier, but only slightly because new things were constantly being thrown my way, like happy clouds, fire flowers that actually set you on fire and other things that should be harmless but will wreck your whole day. And once I got to the third stage, I just had to call it quits at that point.

Overall, this is a challenging game for all the wrong reasons, but in a good way (if that makes any sense to you.) I’d say if you have a friend who has never heard of Default Dan before, I would urge to have them play the game blindly; don’t let them watch footage ahead of time. Trust me, it will be a lot more fun that way.

MAGFest

Next up was Combat Core, a beat ‘em up fighting game by Micah Betts. Inspired by gaming classics including Power Stone and Custom Robo, Combat Core features a colorful roster of eight starring characters, each with their own unique fighting styles. These fighters can bring different core abilities with them into a match that will alter their strengths and weakness, as well as give them one unique special move that can either give players a huge buff in stats or a damaging blow that will scrape a huge chuck of health off of opponents. With that said, as a previous backer of the game on Kickstarter, I was really excited to meet Micah in person to learn more about the game.

With the game’s presence at MAGFest, he was there to spread awareness about the game and give attendees more details into the upcoming Early Access version that will be on Steam very soon. Since I had plenty of time to spare, I managed to get a ton of rounds against Micah as well as some random attendees. The combat was fast-paced and chaotic as players can attack, guard, dodge, parry and perform all sorts of attacks. Along with the core system that can be mixed and matched between characters, the level of depth in Combat Core makes the game much deeper than Power Stone in terms of its gameplay mechanics.

After winning a few rounds, Micah was actually quite surprised at how good I was at his own game, until I told him that I was actually one of alpha tests from the Kickstarter campaign, that is…

MAGFest

Last up was Camelot Unchained

Conveniently located right next to the Just Shapes & Beats booth, this Kickstarter sensation by City State Games was also shown off at MAGFest this year. For anyone in the know, this should be quite a surprise as City State Games is extremely protective of sharing footage of anything alpha for this massively funded Kickstarter title, unless you’re a backer of course. As I’m outside the loop and our Portal Manager has stayed perfectly loyal to the cult of alpha backers inside the game already, this was my first chance to understand this RvR PVP focused MMORPG. As a spiritual successor to the original Dark Age of Camelot, Camelot Unchained pushes PvP and only PvP as the driving force behind all things from crafting to horizontal progression. With several unique races, a fully customizable skill system, sandbox tools to create your own environments and more, this game plans to set a new standard for the MMORPG genre as a whole.

MAGFest

As I got a chance to sit down and play the game, it was quickly apparent to me that the game was in a very rough but playable state – far closer to an engine test than an actual game. When most games these days like to spread the words “Alpha Test” or “Beta Test” or “Early Access” around, it usually amounts to the game already being in a fairly finished state using buzz words for marketing. Not the case here. Camelot Unchained’s demo was as raw as it gets. Many of the items and features in the game do not even have their text or icons properly labeled, which such items being seen as “file_itemset_armor1” or something similar.

MAGFest

Regardless, the staff at the booth showed me a handful of possibilities that the game has and will offer, such as completely meaningful open world PvP, a freeform skill creation that allows players to literally create any kind of abilities they want with their own strengths and weaknesses, vast open worlds to explore and many other features currently in the pipeline.

Recently, many development breakthroughs have been made, such as the new and improved lighting system that’s managed to recreate real world light reflection and bending with various shades of shadow in a dynamically not pre-rendered world. The C.U.B.E. system has also gotten tons of love as beta 1 approaches, in the hopes that player structures will be just as satisfying to build as they are to destroy.  When I asked the staff on deck regarding these new features, I was told that the lighting system was so new that they sadly had no new details to give on its current develop status. C.U.B.E. on the other hand is one of the most advanced testable features in the game, but still only available via an offline client as it had yet to be implemented into the alpha game on a regular basis. Soon they’re hoping to release a system for players to post their achievements in C.U.B.E. online to showcase to others. With all that said, it became clear to me that City State Games was here to raise more awareness for the game, but I was left fairly impressed by what they had to show off, as well as the live demonstration they had with both 3D and 2D modeling arts showing off their creations in front of a live crowd.

MAGFest

If you’re on the east coast and looking to start a career in game programming, they couldn’t emphasize enough that they’re hiring. Be sure to hit them up for a job!

 

With so many indie games shown off at MAGFest, it just goes to show everyone that the indie gaming seen is alive and well, and will continue to grow for years to come

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For more info on the games featured in this article, as well as a few other games that were shown off this year and MAGFest this year, check out our upcoming game profiles here at OnRPG/MMOhuts.

The Godlike

The Godlike is a free to play 3D fantasy MOBA being developed by Black Beacon for PC. In The Godlike you will do battle against other players in the post-apocalyptic land of Aerd, a world full of unforgiving, blood-thirsty demons. Assuming the role of a vain God, you’ll be able to direct different champions and squads in intense, strategic battles. Every champion you can choose from will have their own unique skill-set that makes them shine and serve classic MOBA roles like tank, mage, and support. If you’ve got a t

Features:

Multi-Unit Control: Your champion won’t be the only unit you control in this MOBA. You’ll also need to control different 3-unit squads that will support your champion in battle, making The Godlike an even more hardcore MOBA experience.

Combo-Based Abilities: By mixing and matching your champion’s abilities with your squad’s you’ll gain tactical advantages over your enemies and constantly create new metas.

E-Sports Friendly: The Godlike promotes friendly, but intense competition, having been designed specifically with cybersports in mind. Climb your way through the ranks and show everyone just how elite you are.

Juggernaut Wars

Juggernaut Wars is a free to play 3D mobile MOBA developed by MY COM for iOS and Android where players can assemble their own party of unique heroes and leap right into the fray with them! 30 different heroes all have their own background, but now their stories have all converged in the Juggernaut Wars. Players will need to assemble their team of unique heroes to fight against fantastical creatures in campaign mode and even other players in PvP matches. Stunning visuals, numerous activities, and exciting abilities will not only have you returning to the Juggernaut Wars, but hoping they never end.

Features:

Unique Heroes: 30 unique heroes with their own set of abilities are available for you to form your hero team out of.

Entertaining Visuals: Beautiful scenery, stunning animations, and magic spells will fill your screen.

Beginner-Friendly Mechanics: Don’t be afraid to pick up Juggernaut Wars if you’re new to the MOBA experience. The game’s simple mechanics and control-scheme will have you battling it out like a pro in no time.

Blood Raid

Blood Raid is a free to play 3D mobile MOBA developed by Netmarble for iOS and Android. Blood Raid features an exhilerating singleplayer mode where players can fight their way through grunts, vile bosses, and destroy anything else standing in their path, but Blood Raid’s main draw is its intense PvP battles. Players will be able to create their own character and face off against each other in different match types with different numbers of players, testing their skills against each other with the ultimate goal of becoming the best known warrior. Blood Raid’s fast-paced combat will have you yearning for even more PvP mayhem!

Features:

Combo Attacks: Chain your skills together with some more of your own skills, or even your teammates skills to unleash some deadly combos.

Weapon Forging: You can forge your own weapons that will come with exciting, new effects to increase your damage output even more.

Varying Class Roles: The Fighter, Assassin, and Mage classes all have their own benefits and drawbacks in terms of combat range and damage output.

Team or Solo Play: Fight against other players in one-on-one matches or take them on in 3v3 or even 10-player battles!

Dragon Front: World’s First Virtual Reality Collectible Card Game Revealed

Dragon Front: World’s First Virtual Reality Collectible Card Game Revealed

Today High Voltage Software revealed Dragon Front, a turn-based collectible card game (CCG) made specifically for virtual reality (VR) and Oculus Rift.

Dragon Front offers incredible variety in gameplay, with 280 characters, 80 different encampments, and more than 100 spells. It also leverages the inherent social strengths of VR, allowing live online multiplayer competition while your opponent sits across from you and trades commentary.

The game’s style is a blend of fantasy and dieselpunk aesthetic with a wide variety of looks and different skills and power combinations.

“We’re all super avid CCG fans so developing the game has been an amazing experience. In fact, we built the game after prototyping a physical game board and cards so we could get it exactly right,” explains Eric Nofsinger, Chief Creative Officer at High Voltage Software. “It’s a true card game come-to-life all around the player, and with features both surprising and familiar, Dragon Front is a highly engaging nail-biter till the end.”

“Dragon Front represents an important milestone for our studio,” says Kerry Ganofsky, CEO and founder of High Voltage Software. “Not only have we created a fantastic VR card game that’s easy to pick up and play, but we’ve also demonstrated the incredible versatility of the Oculus platform for endless replay value. They’ve also been so supportive and collaborative with us developing in this new terrain.”

While appealing to the established CCG and boardgame audiences, Dragon Front will also appeal to VR and gaming fans with its ease of entry and repeat play appeal. There are hundreds of variables to keep players engaged.

In Dragon Front, war has destroyed the world of Terrene Gall. To prevent the world’s destruction and win the war for their faction, players must travel back in time and use all available resources to gather new soldiers, discover powerful spells, construct a mighty fortress, and call in legendary champions.
Game features include:
Unique Factions – Choose from thematically diverse armies with unique powers, traits and creative strategies.
Legendary Champions – Every deck holds a legendary champion, whose cost diminishes as his or her side nears defeat, ensuring an epic showdown in the last minutes of every game.
Collectible Cards – Construct a 30-card deck from over 260 battle-hardened soldiers, battlefield fortifications, and magic spells.
Additional Downloadable Content – The first three add-on packs are in development, each with new factions, champions, and fantastical landscapes. The game launches with two factions with more included in new updates.

Look for Dragon Front later this year, only on Oculus.

505Games Press Event Part 1 – Portal Knights, Adr1ft, and The Guest

By Tyler Wood (Zelus_Craft)

Co-authored by Corey Vixie

 

Earlier this week we were invited to the St. Regis Hotel in San Francisco by 505 Games to check out a few of their upcoming titles – here’s what we got to see and play.

 

Portal Knights

First up is Portal Knights – a sandbox adventure-RPG that straddles the lines between The Legend of Zelda: The Wind Waker, Minecraft, and Terraria (another 505 Games title). Those aren’t just our words – Creative Director David Welch embraced the comparisons of Portal Knights to other adventuring and sandbox games, which is notably unusual for developers and publishing houses. The development team, Keen, has been working on Portal Knights for a few years now and it really shows. The graphics and interface are a polished layer atop of a rather robust combat, crafting, and camera system. Just like other games in the genre, Portal Knights has all the usual features like mining, crafting, exotic biomes, bosses, procedurally generated worlds, single player and co-op, weapons, armor, light story elements, and a modest level of character customization. However, this features list doesn’t explain the whole game – Portal Knights stands out from the Minecraft clones in far more striking ways.

 

PortalKnights_AnnounceScreens_17_Multiplayer

Gather your party – you’re about to have an adventure.

 

The main differentiator between Portal Knights and other games in the genre is the emphasis on combat and the character classes. This game has combat pretty much nailed down – lock-on targeting, enemy switching, health bars, enemy variety, weapon handling, armor stats… nearly all aspects of the combat follow tried and true methodologies. Anyone familiar with the 3D Zelda games will understand how the lock-on system and camera operates, and those experienced with Terraria will jive with the multi-tiered crafting system that focuses on the archetypical Melee, Range, and Mage classes. Unlike most sandbox-y games, Portal Knights has actual classes and character slots allowing for specialization and easy character switching.

 

PortalKnights_AnnounceScreens_24_Combat

Whack it until it dies. Or until you do.

Traversing the world is also unique, which involves rebuilding teleporters between fragmented landmasses in order to reach new areas, bosses, and dungeons. Players can teleport to their home easily if they get stuck or need to return from a resource collection run, and they can teleport back to any previously visited location from the map screen.

 

PortalKnights_AnnounceScreens_15_Portal

Now you’re thinking with Portals.

 

Other differentiators include a gentler learning curve with a combination of tutorials quests, easily accessible crafting recipes, and reasonable ingredient collection requirements; you probably won’t be needing a wiki with this one. The graphical style and animations also set the game apart – you really don’t get games looking this polished and ready-to-go in Early Access very often. Finally, the way the world is generated and updated: David Welch explained to us that the way the world is generated is both procedural and modular so the game can receive updates and new content extremely easily without breaking every player’s uniquely generated worlds.

 

PortalKnights_AnnounceScreens_25_Mining

Mining!

 

All is not perfect from what we’ve seen though. The interface, while polished, feels too mobile-centric with oversized UI elements, animations involving movement can get stuck, and, like Terraria, only one player can access a chest at any one time. These issues are really minor, and will surely be ironed out before the game’s full release.

 

PortalKnights_AnnounceScreens_22_Crafting

Crafting!

 

So far, everything about Portal Knights has us excited about it, and we’re really looking forward to seeing how it takes on the incumbents. Reiterating, this one is different because of the level of polish it’s starting out with and all of the unique spins on the genre.

 

Portal Knights Beards

Beards can be donned by both males and females – awesome.

 

Portal Knights just released on Steam Early Access, so if you like crafting adventure games then you really ought to take a look.

 

Disclaimer: Our team received Early Access keys for Portal Knights free of charge from 505 Games. Expect further coverage soon from our junior video editor, Bakerman Brad!

 


 

ADR1FT

ADR1FT is Three One Zero’s first game, which sounds scary, but the members of the team are veterans of the industry. Loosely falling into the horror-survival genre, this first-person adventure game follows a lone, amnesiac survivor of a derelict space station orbiting the Earth. What happened? Well, that’s the game.

 

ADR1FT Screenshot 02

That’s the Earth… contrary to popular belief, it’s round.

 

We played this on on the consumer version of the Oculus Rift, and wow, it sells the Rift as a must-see-to-believe device. On both a normal monitor and the Rift ADR1FT is drop dead gorgeous. Playing the game itself feels like a cross between Mirror’s Edge and Shattered Horizon with a little bit of Amnesia sprinkled in. The main mechanic of the game is oxygen – go figure, because oxygen in space is rare. Your oxygen supply is shared with your health, your movement, and your ability to traverse obstacles all while your damaged EVA suit puts you under a deadly time pressure.

 

ADR1FT Screenshot 05

Your life depends on collecting these oxygen cannisters.

 

In our time with ADR1FT we bounced around a capsule to learn the controls and orient ourselves with how VR handles, and then spent a good 15 minutes exploring the damaged space station while collecting oxygen bottles to survive. The sights and sounds of ADR1FT are very assertive – vistas are expansive, the sound is very bass heavy, and the muffled creaks emanating from the wrecked station are eerie. Sort of a side note: Much to our surprise, the built-in headphones of the Oculus Rift are actually good; they’re not studio grade, but they’ll give your $75 Sennheisers a run for their money.

 

ADR1FT Screenshot 03

Some parts of the station hold organic materials – with VR, the leaves floating by very nearly feel real.

 

ADR1FT is one of the few games out there that offers full freedom of movement: strafing, pitch, yaw, and roll. Controls are bound, in our opinion, very sensibly to the Xbox controller layout, and they’re pretty easy to get the hang of if you’re familiar with aircraft in first person shooters or games like Elite: Dangerous. The level designs are reminiscent of games like Outlast and Amnesia, so fans of those games should give it a look.

 

Again, ADR1FT is a fantastic looking game and we think it’ll do well among the other narratively driven first person games that have come out these last few years. We’re overall very impressed with Three One Zero’s first title and look forward to its release.

 

ADR1FT will be releasing for PC on March 28th, with Xbox and PS4 versions sometime later this year.

 

The Guest

Our time with The Guest was very short and it’s not something usually up our alley, but we’ll try to provide our initial impressions on it anyway without spoiling anything.

 

The Guest Press Preview

Not what I want to see when I walk into the Men’s Room.

 

Hailing from Spain, Team Gotham has created an atmospheric story driven first-person puzzler that seems to take a lot of inspiration from games like The Room and suspenseful horror films. The game takes place in a hotel and starts off in a bedroom where the main character wakes up and finds himself locked in and locked out of everything. With the drive of figuring out who locked you up and why they did it, you immediately find yourself solving puzzles to open doors, finding lightbulbs, using tools, and doing many other things to make your way through the darkened hotel.

 

The Guest Press Preview

One of the many, many puzzles you’ll be solving.

 

The puzzles we solved were more modern in their solutions rather than retro and try-everything-with-everything else; the solutions made sense, and we’re thankful for that. Notably, a surprising number of objects in any location can be picked up, inspected, rotated, and pocketed for further use. It’s sort of kleptomaniacal, but that’s what a lot of games have taught us to do over the years anyway.

 

The Guest Press Preview

Lots of things – even the incidental – can be examined closely.

 

Stylistically the game looks realistic, but also a little too dark, and the movement speed feels slower than it should. Also, oddly, the character felt shorter than he should have in relation to objects like dressers and closets; perhaps it was the lighting, but something felt off. The controls were very simplified: typical WASD movement and mouse aiming, but all interactions with objects and using them involved Q and E instead of clicking and dragging them. Perhaps this is for accessibility, but it didn’t feel quite conventional.

 

None the less, The Guest was entertaining and interesting. We may take another look at it in the future when it releases. The Guest will be releasing on PC on March 10th.