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Laura stumbled on a prototype game that caught her eye at PAX South in San Antonio. The game, Zombie Tower 3D, is already a hit in Japan, but this Summer the developers are going to take a shot at bringing it to North American shores. We sat down with developers
by Ron BurkeThough last year’s Rise of the Tomb Raider wrapped with a satisfying conclusion and a cliffhanger for events to come, there’s still a great deal to do in the massive playground of the Russian mountains. The first story-based downloadable content for Rise, about the witch Baba Yaga, is
by Eric Van AllenThe XCOM 2 panel at PAX South in San Antonio opened with a look backward to XCOM: Enemy Within. Joining the Firaxis team on stage, the Long War Studios team behind (obviously) The Long War Mod, showed us how (without the source code from Firaxis) they managed to build what
by Ron BurkeA simple concept can make for the best games. In Invisigun Heroes, that concept is a top-down pixelated shooter where everyone is invisible. Both you and your opponents leave only vague, translucent outlines and blips when you shoot or bump into terrain, and you have to use that and your
by Eric Van AllenHEX CEO Cory Jones and his staff at HEX Entertainment may have put their heart and soul into the development of the Shards of Fate – Chronicles of Entrath, but no amount of passion can make up for shoddy mechanics and poor game play. It’s the attention to these details
by Nick SouthKenneth is the sole host this week as Eric is off doing PAX South things. So for this episode of the GT Reboot Podcast Sarah, Lucious, and Justin join in on talk about the promise of The Division’s beta, the frustrating puzzles of The Witness, and how we approach
by Kenneth ShepardJump, jump, platform, jump. I’m skipping my way across a massive ocean, barely hanging above the crest of the waves below, dodging swordfish and spikes as well as the deadly water. There’s no platform in sight, but it doesn’t matter — I simply make my own and keep
by Eric Van AllenBorn from a late-night tech demo involving boxes and knives, DreamSail Games’ Blade Ballet is deceptively simple. Four robots enter, one… well, it doesn’t exactly leave, but it doesn’t get diced, impaled, or imploded either. Blade Ballet is a four-way robo-deathmatch, in the vein of Battlebots. Each player
by Eric Van AllenLaura stumbled on a prototype game that caught her eye at PAX South in San Antonio. The game, Zombie Tower 3D, is already a hit in Japan, but this Summer the developers are going to take a shot at bringing it to North American shores. We sat down with developers
by Ron BurkeLast year at Gen Con, I got a brief look at Disco Heist Laundry and you can read that preview here. A year later and the loose screws are tighter and the music is pumping. Nothing about the core gameplay has changed; you still want to bring goons into the
The 40th anniversary of Mario goes hard
R0DE has been in the premium audio business since 1967, when Henry Freedman, a London-born sound engineer, and his Swedish-born wife, Astrid, formed the company. While we’ve seen generation after generation of audio technologies, ever cleaner and feature-rich, a brand new generation of creators is looking to bring studio-quality
They don't call it "Steel City" for nothing
Can the Barbarian stop Thoth-Amon’s vile plans for Keshatta?
One of Marvel Crisis Protocol’s easiest models can be made beautiful with a few tricks
Laura stumbled on a prototype game that caught her eye at PAX South in San Antonio. The game, Zombie Tower 3D, is already a hit in Japan, but this Summer the developers are going to take a shot at bringing it to North American shores. We sat down with developers
by Ron BurkeThough last year’s Rise of the Tomb Raider wrapped with a satisfying conclusion and a cliffhanger for events to come, there’s still a great deal to do in the massive playground of the Russian mountains. The first story-based downloadable content for Rise, about the witch Baba Yaga, is
by Eric Van AllenThe XCOM 2 panel at PAX South in San Antonio opened with a look backward to XCOM: Enemy Within. Joining the Firaxis team on stage, the Long War Studios team behind (obviously) The Long War Mod, showed us how (without the source code from Firaxis) they managed to build what
by Ron BurkeA simple concept can make for the best games. In Invisigun Heroes, that concept is a top-down pixelated shooter where everyone is invisible. Both you and your opponents leave only vague, translucent outlines and blips when you shoot or bump into terrain, and you have to use that and your
by Eric Van AllenHEX CEO Cory Jones and his staff at HEX Entertainment may have put their heart and soul into the development of the Shards of Fate – Chronicles of Entrath, but no amount of passion can make up for shoddy mechanics and poor game play. It’s the attention to these details
by Nick SouthKenneth is the sole host this week as Eric is off doing PAX South things. So for this episode of the GT Reboot Podcast Sarah, Lucious, and Justin join in on talk about the promise of The Division’s beta, the frustrating puzzles of The Witness, and how we approach
by Kenneth ShepardJump, jump, platform, jump. I’m skipping my way across a massive ocean, barely hanging above the crest of the waves below, dodging swordfish and spikes as well as the deadly water. There’s no platform in sight, but it doesn’t matter — I simply make my own and keep
by Eric Van AllenBorn from a late-night tech demo involving boxes and knives, DreamSail Games’ Blade Ballet is deceptively simple. Four robots enter, one… well, it doesn’t exactly leave, but it doesn’t get diced, impaled, or imploded either. Blade Ballet is a four-way robo-deathmatch, in the vein of Battlebots. Each player
by Eric Van Allen