What makes horror scary? Could it be the unexplainable sounds of terror coming from all directions? Perhaps its the horrifying visual appearance of the people or monstrosities that give chase …
This Tuesday sees the release of a large variety of games, many of which are your standard AAA titles, and a few new indie games. In regards to our indie titles, …
There’s a hole under Donut County. There’s a hole under Donut County. There’s a hole, there’s a hole, There’s a hole under Donut County.
There’s a raccoon in a hole …
Living in Scotland, I know only too well the daily adventure called changeable weather. Now gamers throughout the world can also experience four seasons in one day thanks to Swing …
Time for another Sunday Roundup, where we gather up anything we missed that is noteworthy and link to everything we posted.
Sorry for the late post, my family arrived much …
It’s fitting that with Easter right around the corner a game about bunnies would be released. However, these bunnies aren’t of the cute, fuzzy or even chocolate variety that you’ll …
Beyond Eyes is an unusual game, telling the story of a young girl named Rae who lost her sight in a freak accident. Rae lives a lonely life
The Escapists was developed by Mouldy Toof Studios and will be published on Xbox One by Team 17 Digital. It is set for release on February 13, 2015 for $19.99. A copy was provided for review purposes.
The Escapists positions itself as a kind of craft-em-up roguelike set across a number of fiendishly designed secure facilities including prisons and POW camps. Think of it as somewhere between Terraria, Monaco and any number of top down action-RPGs. The main difference is that in order for you to be successful, The Escapists demands significantly more time and patience than almost any other game I’ve played — and what’s more, it’s perfectly suited to being a cute 8-bit indie title.
With only a very small number of simple core mechanics to rely upon, The Escapists turns the table on the typical sandbox approach taken by similar games. Instead, players are literally forced to adhere to a strict regimen of roll calls, mealtimes, break-times and work whilst simultaneously plotting their escape. It’s an inspired system that asks an awful lot from players and results in the rewards being all the sweeter.
“To take what everybody loved about Sanctum and elevate it,” Reverb Publishing’s Ted Lange says, speaking to the motivation behind Coffee Stain Studios’ upcoming sequel. Lange is leaning comfortably in his chair, discussing Sanctum 2 with XBLAFans in a small white room on the second floor of a San Francisco gallery. As point man for the game, you would expect a flurry of information and glossy rhetoric about the many wonderful things that are in store. But Lange exhibits a calm enthusiasm, content to let the game speak for itself — which says quite a bit.
The original Sanctum released exclusively for PC and Mac markets, garnering praise for its innovative concoction of methodical tower defense and furious FPS elements and selling notably well for an independent venture. Though there were criticisms. Sanctum shipped with only three maps and a similarly restricted number of weapons. There were no connecting threads between each of the maps or explanations for these vibrantly glowing aliens in the first place. Who was this spunky redhead with an arsenal of future-tech? Why must she single-handedly stem the onslaught?
We’ve all thought about it: the end of days. Life, as we know it, over. Our laws, our society, our grande vanilla rooibos tea lattes, all gone, and we’re left with a staggering view of a world that’s indifferent of our existence. There’s no shortage of inventive ways to envision that demise, but the destruction-du-jour is contagion, with a twist. Infected by a mythical super-strain, our bodies succumb to the infection, wither and die. Reanimated a short time later, they shuffle (or sprint, depending on your inspiration) across the empty remains of our cities, towns and suburbs, catering to the most basic of impulses — to feed.
But the true draw, the appeal even, of an undead apocalypse isn’t the madness of the moment, it’s the days and weeks afterward. The life after life-as-we-know-it; the fitful consequences of our actions in an existence without margins for error, and how we stack up against that uncertainty. Undead Labs, the Washington-based, zombie-obsessed, fledgling development studio wants to realize that future, virtually, and give you the keys to a whole new life in a State of Decay.