Our first impression is of a grim, but beautifully presented game. The music seems harrowing and emotional while not overbearing and gameplay seems smooth with a cute character design. It’s overall a pretty sweet looking little game with original pencil drawn art, but you can kind of tell with this amount of detail.
Will you be checking out Original Journey? Peep the trailer and full press release below:
Original Journey Invades Windows Today
PaxSouth is a hub for intriguing and inventive games, and the first two video games from movie studio, Annapurna Pictures, are no exception.
Gorogoa caught my eye because of the art. It looked like a coloring book brought to life, like a dream you could wade through via computer. I spent a solid half hour diving into the story, figuring out some puzzles with lightning speed and stumbling through others while feeling judged by the character when I got stuck. That said, I can’t wait to get my hands on the entire game!
Designed, developed, and illustrated by Jason Roberts, Gorogoa is a completely unique game. The overall story is equal parts myth and magic as a boy sees a colossal monstrosity in his city and decides to unlock the secrets to finding it. Each gorgeous scene is split into four panels that you can explore through a simple point and click mechanic. Solving each puzzle reveals more of the story. Elegantly simple and perfect for fans enamored of lovely storytelling.
Gorogoa is scheduled to hit mobile devices and Steam in Spring 2017.
What Remains of Edith Finch
What Remains of Edith Finch is a collection of short tales about a family in Washington state. As Edith, the player will explore the colossal Finch house, searching for stories. Each story you find lets you experience the life of a new family member on the day of their death, with stories ranging from the distant past to the present day, and culminating with that family member’s death.
In the 20 minute demo, we experienced the final moments of two different family members. The macabre interactive narrative is completely fresh in its storytelling and the attention to detail reminds the player that this title isn’t suited to the run-and-gun. I don’t want to spoil anything for those of you picking it up, but prepare yourself for some feelings. Oh, and remember to breathe.
What Remains of Edith Finch is due out Spring 2017 on Steam and PS4. Check back here, because this is the standout title that we absolutely cannot wait to get our grubby little hands on and review in depth!
Want more PAX South 2017 coverage? All you had to do was ask!
Marvel’s best and brightest heroes are stepping to the head of the class for a series of special variant covers! Marvel is pleased to announce 5 special STEAM Variants coming to some of your favorite Marvel titles this November!
“Our characters have been exciting fans for ages,” says David Gabriel, SVP Sales & Marketing, Marvel Comics. “With our new STEAM Variants, we plan to continue to motivate our fans to explore their passions in the fields of science, technology, engineering, art, and math and present these disciplines through some of our favorite young heroes who are doing just that – following their dreams and preparing for the challenges that await them ahead.”
Marvel is excited to reveal the following STEAM Variants by some of Marvel’s great cover artists:
- S (science) – MOON GIRL & DEVIL DINOSAUR #13 by Joyce Chin
- T (technology) – SPIDER-MAN #10 by Pasqual Ferry
- E (engineering)— INVINCIBLE IRON MAN #1 by Mike McKone
- A (art) — CHAMPIONS #2 by Pascal Campion
- M (math) – GWENPOOL #8 by Will Sliney
Through Marvel’s STEAM Variants, this campaign plans to ignite the spark of creativity and innovation that fuels and empowers the very heroes that have helped inspire generations around the world.
This November, join Marvel at your local comic shop as we continue to inspire champions of education, seekers of enlightenment, and the next generation of visionaries with Marvel’s STEAM Variants.
Smaller experiences, or “indies” as they are called, are the heart of the video game industry right now. Over the years we have been blessed by the gamer gods with experiences such as Journey, Brother: A Tale of Two Sons, Gone Home, Ori and the Blind Forest, and more recently Firewatch. Now we are bestowed Inside upon us. Inside is an Xbox One console exclusive (also available on Steam), and if you own an Xbox One, you are required to play it…it’s just that simple.
Inside comes from the studio, Playdead, who brought us all Limbo back in 2010. Limbo was known for its ambient storytelling, interesting art style, and clever puzzles. Inside is the obvious step forward for this studio as they take everything they learned from creating Limbo, and implement those lessons and new ideas into what is easily one of the greatest gaming experiences I have played this year…nay…this generation.
Inside starts off very much like Limbo. You are a young boy, in a dark forest, running to the right of the screen as you complete simple but smart environmental puzzles. The ambient story telling that was in Limbo returns here and it works even better this time around. Right off the back I get the conflict, and I understand the story. My goal is to survive in this dystopian world by any means necessary. Strange men in masks chase the young boy, sending dogs after him, and hunt him down using vehicles and flashlights as a sense of tension is created that not only has me caring about my survival, but has me clutching my controller as I make close calls, and quick escapes. “Go, go, go go, go!” seems to be my inner mantra as I run daringly across the levels and make leaps of faith into the unknown, in hopes for a brief respite. The sense of atmosphere is so cleverly pieced together, as the hauntingly beautiful aesthetic works for the bleak story they are trying to convey. Part of that tension building is accompanied by the outstanding soundtrack that again is more ambient than it is present. The game is all about having the story pieces on display, but making you put them together by being observant. The environment tells a better story than most games with spoken word, which this game lacks completely. The implementation of color is also noteworthy. What starts of as muted blacks and whites we are then slowly introduced to more colors as the pallet expands itself out but never to the point of being colorful. The game retains its tones through its implementation of these muted colors and this works majorly to its themes, and tone.
The game controls are simple and smooth. Directional joysticks control you character, and one of the face buttons act as your jump while another acts as your “interaction” or “grab.” At no point did I ever find myself fighting against the control layout or the mechanics themselves. The puzzles are frequent but never overbearing. I am not a puzzle fan at all, and not once did I ever find myself checking my watch for how much time I spent on a section or even worse, getting bored. I found myself using the word, “smart,” over and over again. Smart is the way I felt when I completed a puzzle, and it was what I kept saying out loud when seeing the mechanics and layout of said puzzles. The design of this game is just brilliant, in every sense of the word. The Inside experience had a stranglehold on me, and has me rethinking how I feel about the puzzle/platforming genre in general.
It took me about two hours to complete Inside, and the average seems to be in that range, or around 3 hours for those who take in the sights a bit more or get caught longer on a few of the less hand holding puzzles. It is an experience I highly suggest you play in one sitting, so you get the full immersion of what the story has to offer.
While this game is very much about the journey, it is equal parts about the destination. Thankfully, Inside’s ending delivers in every way. No worries, I refuse to spoil it here because it needs to be experienced, heck I doubt I would do it any justice. What I will say, is that the ending is thought provoking, head scratching, WTF inducing, and very much so open to interpretation. I suspect people will be talking about the end of Inside much like gamers talked about the ending of Journey for years after its release. Even right now, there are thousands of discussions happening between players of Inside who are bouncing theories, ideas, and their own interpretations off one another. If a game can spark so much conversation, then to me that makes it more than the sum of its parts. All the praise and accolades this game has gotten from players and critics alike are warranted. If you own an Xbox One, or are part of that ever so loving PC Master Race, you need to do yourself a favor and drop everything you are doing and purchase Inside. You want to be part of this conversation because this will be a game that inspires many, inside and outside of the industry.
Love is eternal. Or so gamers shall discover in Sinclair Strange’s much anticipated new game, I Want To Be Human. Rising Star Games, a video game publisher renowned for bringing unique and diverse games to players everywhere, announced today that I Want To Be Human is now available on PC via Steam for $14.99 and coming to consoles later this year.
“Working with both Sinclair Strange and Jimmy Urine has been an incredible experience,” said Martin Defries, Managing Director of Rising Star Games. “We can’t wait for PC gamers to sink their teeth into the game and we look forward to bringing I Want To Be Human to PlayStation 4 and Xbox One very soon.”
Join our vampire protagonist on her journey to break her and her boyfriend out of the clutches of hell. Packed with five worlds of crazy platforming action, a pulsing electro-punk soundtrack featuring Mindless Self Indulgence’s Jimmy Urine, and a whole load of exploding body parts, you’ll soon realize why I Want To Be Human might not be your average love story. And who knows, you might even set a new high ‘sgore’ (ahem) for the ages.
For more information on I Want To Be Human, please visit the official website. To learn more about Rising Star Games, follow Rising Star Games on Twitter, ‘Like‘ them on Facebook, and visit the official Rising Star Games website.
Calling back to PlayStation one classics like Silent Hill, Back In 1995 is a throwback to the survival horror and mystery games of the original PlayStation and does its best to faithfully re-create everything from this all-but-forgotten era of games.
Be transported to a world both concrete and indistinct, where you must uncover the mystery surrounding the disappearance of your daughter, the catastrophe that shook the city, and why you’ve decided to finally return.
Back in 1995 was created as a labor of love by indie developer Takaaki Ichijo as a means to replicate the unique feeling he had from his first gaming experiences: the PlayStation and the Sega Saturn.