Larian Studios announced today a new release date of August 6 for its upcoming strategy RPG game Divinity: Dragon Commander. The studio had previously set a goal of May or June for release, but has said that their dragons "needed a few more tweaks to their jetpacks," according to the official studio website.
In the words of Hannibal from The A-Team: "I love it when a plan comes together." Larian Studios' Kickstarter for Divinity: Original Sin has crossed the $400,000 threshold with 16 days remaining. The company's upcoming fantasy role-playing game which will feature single and co-op gameplay for up to four players.
Arrowhead's fourth-wall-busting, spell-slinging adventure Magicka received a new entry in its arcane codex of patch notes today. But in true Magicka fashion, the fixed bugs and slight tweaks were cheekily presented alongside an abundance of flavor text carrying Arrowhead's snappy wit. Funny samples include "Fixed an issue with collision checks that resulted in multiple fall damage. Large Hadron Collider consulted, collisions now in check," and "Reduced the physical damage resistance of Enraged Goblin Warlocks. Let’s face it, Warlocks sound all-powerful, but they’re really just a bunch of pansies." Continue on for the full patch notes.
Jaedong, Fantasy, Bisu, and Jangbi are some of the world's premier StarCraft: Brood War players. This year, these four StarCrafting superstars were invited to Blizzcon.
But why were they there? Sites like Teamliquid swirled with rumours prior to the event: they were there to perform show matches, playing 1998's Brood War on the big screen to foreign fans. They were there to test out the next StarCraft II expansion, Heart of the Swarm. They were there to mark their transition from professional Brood War – still the majority esports share in Korean viewing schedules – to StarCraft II. But Blizzcon came and went, and the four players were absent from headlines outside of citizen-papparazzi snaps and videos. Why were they there, flown out to Anaheim from their Korean home? The answer is simpler than you might expect. Read on to find out why.
Every week, Richard Cobbett rolls the dice to bring you an obscure slice of gaming history, from lost gems to weapons grade atrocities. This week though, it's ancient history, in syndication.
"She was Xena, a mighty princess forged in the heat of 90s girl power. The pouting. The fashion. The lesbian subtext. Her cleavage will change the world..."
Yeah, I never really watched this show, nor its predecessor, Hercules: The Legendary Journeys. Saw a few episodes. Even... or perhaps especially as a big mythology buff, they just didn't click. The same goes for all the similar shows from the same period - things like Sinbad, Robin Hood, Jack of All Trades, and god help us all, Cleopatra 2525. (Not heard of that one? It's the one where a stripper gets cryogenically frozen after a botched boob-job and wakes up in a future full of killer robots.) Xena was by far the most popular of these shows though, especially when it came to spin-offs, and the inevitable games. You'd expect lots of simple hack and slash cash-grabs. You'd be right. Obviously.
But this isn't one of those. Nope. This is Xena, adventure style!
Richard Cobbett heads out in search of some Halloween chills by breathing new life into one of the quirkiest horror games that almost nobody played, and a ghost story that's out of this world.
As a self-proclaimed wuss, horror's never really been my genre. I don't like jump-scares. I'm squeamish about gore effects. I don't get any enjoyment from watching people being sliced open. I don't understand why the world needs so many Saw films, or how the villains have managed to avoid suffering from psychopath's block. After so many sadistic puzzles, even the cleverest serial killer would be forgiven for just wheeling out a bear-trap and slapping on a Post-It reading "Stick Face Here".
Despite this, when I think back to the games that deserved a better reception, Realms of the Haunting is one of the first that jumps into my mind. It was amazing. It was terrible. It was clever. It was insane. It merged adventuring and shooting in a way that no other game has ever really tried - including its semi-spiritual sequel Clive Barker's Undying. It was an exquisitely crafted experience, and one of the sloppiest games ever, all at once. It was beautiful in its chaos, and I loved it, pustular warts and all.