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Here’s an honest confession: I try to avoid making appointments for the same game two shows in a row. It becomes a little odd to play through the same bits of game again, with the same people, only months or sometimes weeks apart. You know all the motions, the
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
We got a personal tour of the Kingston booth at PAX South and two headsets caught our eyes (or more accurately, our ears). The first one was the HyperX Cloud II for PlayStation 4 and PC. Sporting 53mm drivers and noise cancelleing, the headset rocks 7.1 surround sound. It
by Ron BurkeWe got a personal tour of the Kingston booth at PAX South and two headsets caught our eyes (or more accurately, our ears). The first one was the HyperX Cloud II for PlayStation 4 and PC. Sporting 53mm drivers and noise cancelleing, the headset rocks 7.1 surround sound. It
by Ron BurkeHere’s an honest confession: I try to avoid making appointments for the same game two shows in a row. It becomes a little odd to play through the same bits of game again, with the same people, only months or sometimes weeks apart. You know all the motions, the
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 BurkeThe 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 AllenJump, 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 AllenIt’s got daddy’s looks and mommy’s attitude. I’ve never been a huge fan of racing games that take place in realistic environments, such as modern cities or real-world race tracks. I guess I’m not enough of a car or driving enthusiast to find the fun
by Sean Lama