Tag Archive for moon

Rainbow Moon: A New Strategy RPG for PlayStation 3


Over a year ago, we alerted you to a new strategy RPG that was being prepped for launch exclusively on the PlayStation Network. More details on the game began to leak this past November, when we learned that developer SideQuest Studios — famous for its Soldner-X games on PSN — was well along on the project.

And today, thanks to the PlayStation Blog, we now have our very first trailer for the game, some new screenshots and other pertinent details.

SideQuest Studios’ CEO Marcus Pukropski explains what the game’s all about. “Akin to our Soldner-X game series, we have taken an innovative approach by combining classical elements with new ideas.” For instance, there are both random enemy encounters and more traditional enemy combat. Battles, in traditional SRPG fashion, take place on grids, and action is turn-based.

Rainbow Moon totes “over 120 special skills” that can be used on “around 100 different enemies from 17 classes, each with its own characteristics.” Heavy emphasis on leveling-up, finding new equipment, bettering your weapons and armor and more have all been promised.

Oh, and it will have over 50 PlayStation Network Trophies, including a coveted Platinum Trophy.

Rainbow Moon doesn’t have a specific release date or price yet (though Mr. Pukropski did note in the comments of the blog post that the game shouldn’t be priced higher than $15). The post does state that the game “will be published on the PlayStation Store by our long-term partner eastasiasoft in just a few weeks.” So the wait shouldn’t be too much longer!

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and learn just how sad the life of a New York Islanders and New York Jets fan can be.

Article source: http://feeds.ign.com/~r/ignfeeds/all/~3/rz7QpnpCfRc/1224342p1.html

Preview: Miner Wars 2081 Mixes Descent, Wing Commander: Privateer, and Minecraft Together

“I hope we’ll be the guys who help revive the space sim genre,” says Keen Software House’s Founder, CEO, and Miner Wars 2081 creator Marek Rosa. “There’s still space sims out there: X3 looks beautiful, but X3 isn’t that combat-oriented of a game, and EVE Online is very complex and complicated. I tried Evochron for a while, but I think our game is kind of different.”


Rosa and I had a chance to talk for a bit at this past GDC, but it wasn’t until a few days ago that I had some time to play the Miner Wars 2081 demo (you can download it here) to see how this space sim is coming along. In short, it feels like Descent meets Wing Commander: Privateer, which if implemented right, could be awesome. Right now its pre-alpha edges are fairly rough, but it’s easy to see the potential Rosa and his team have on their hands right now.

That’s no Moon, That’s a Space Station

“I don’t want to copy other games,” explains Rosa. “I was thinking about what features are missing from games, so I just got the idea of destructible environments, and then I built a simple prototype. Then I started a second phase of thinking and planning, ‘What kind of game can use a destructible environment?’ So then I came up with Miner Wars.”


With a blend of space combat, mineral harvesting from asteroids, trading with or attacking starships, and flying into and creating space stations, Miner Wars 2081 definitely has enough variety to keep me interested. But when I started the first story mission of the demo it became evident that there isn’t much in the way of a tutorial in place just yet, so it took some time to figure out how to control my ship. The WASD keys handle horizontal movement, C F are vertical thrusters, and the mouse serves to steer the ship — all part of the “six degrees of freedom” control scheme that’s required to fly through the interior environments.

My miner ship is a single-pilot craft that looks like a cross between an Harrier jet and a submersible, armed with two gatling guns on either side, a giant drill in the front, and a missile launcher pod. You know, for mining. Needless to say I have more than enough tools at my disposal to start the first objective, which is to fly inside a nearby enemy station. Who the enemy is isn’t made clear (they were only referred to as “enemy”) but their ships and weapons are on par with mine.


My mission is to locate and destroy three generators inside this station, and I rely more on the memory of the station’s layout than using the on-screen radar, which doesn’t seem completely functional at this point. Then a whole new issue crops up: my starship burns fuel like it’s going out of style. It seems technological advances haven’t made their way to space-fuel efficiency in the distant future. I have roughly 10 to 15 minutes of flight before I’m forced to retreat back to the nearby mothership to refuel. On a few occasions I actually run out of fuel inside the enemy station, leaving my ship stranded and forcing me to restart the demo. (Note: the final version will support a save-point system).

A Modern Day Descent

Retrying the mission multiple times gives me a chance to become comfortable with weaving my ship in and out of the large passageways of the space station, and in combat with enemy ships — circle-strafing techniques seem to work the best. It dawns on me that I’m playing a modern-day Descent, and it’s awesome. And the way my ship floats through the station’s corridors felt right — Miner Wars 2081 totally nails the physics of inertia.


Eventually I get around to destroying the three generators and make my way out of the station before it blows apart (because that’s what happens when you destroy space station generators). My next task is to defend my mothership from enemy fighter attack. Two by two the enemy ships arrive, and just like the inside the space station, the wide-open space combat involves a lot of strafing attacks. The weapons feel grounded in reality and physical, since the gatling guns attached to the sides of my starship fire bullets (like in Battlestar Galactica) instead of lasers.

Harvest Moon

With the battle over, it’s time to try out one of the other features available for the demo: the sandbox mode. As Rosa had mentioned before, Miner Wars has destructible environments — an exciting prospect in any game. I’m a little disappointed that the destruction seems mostly limited to the asteroids, but they are fully destructible — I carve a happy face into an asteroid using bullets and missiles, and then dig a tunnel using the handy giant drill attached to the front of my ship. The point to all of this asteroid destructibility is to mine the minerals, and sell them for credits in order to purchase upgrades for the ship, like more weapons or a better drill.


Waiting to see how all of this harvesting meets combat will play out in the long run will have to wait a little longer. Just a few weeks ago Miner Wars announced that it will miss its intended Spring release, and now it’s planned for release sometime later this year. But for something as ambitious as Miner Wars 2081, I hope Keen takes as much time as it needs.


Spy Guy says: So it’s sorta like Minecraft in space with guns and explosions? Yeah, I can get behind that. What’s the most important thing that you want to see in a space combat game?

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/dklG4UxhCTU/1224030p1.html

Battlefield Heroes Wants You to Shoot Things on The Moon


Free-to-play shooter Battlefield Heroes is getting a bunch of new content today, all of it space-themed. Players will now be able to don a space suit and head to the moon, continuing their cartoonish antics amongst lunar craters and crashed rocket ships. New weapons are also on offer, in the form of suitably sci-fi laser-based guns.

For those looking to take a break from the more serious business of Battlefield 3, the lighter fare of Battlefield Heroes might be just what you’re looking for. Give it a shot for free by enlisting for some lunar deathmatches at BattlefieldHeroes.com.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/M2o7AR0KLU8/1223253p1.html

Indie Darling To the Moon Coming to Steam


I absolutely adore To the Moon. And by adore, I mean I bawled my eyes out during the game’s final moments. I want everyone to play the super emotional adventure game, and the folks at Freebird Games are making it that much easier for me. Someday soon, To the Moon will be coming to Steam.

The specific date hasn’t been set yet, but some details as to how the release will work have been leaking out via designer Kan Gao’s twitter feed. Right after the initial announcement, Gao sent out tweets stating that everyone who has purchased the game from any source will be receiving a Steam key. In a subsequent tweet, he expressed his desire to bring the game to Mac users, further expanding his user base. Hopefully, all the money he’ll rake in will allow him to make even more fantastic games.

Editor’s Note: We know, we know. GameSpy’s official To the Moon review isn’t quite as glowing as Taylor’s take. The narrative yarn isn’t for everyone, but those who enjoy it often say they were brought to tears. And that’s pretty amazing.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/t5iq5VS2Mrg/1223164p1.html

Superbrothers: Sword & Sworcery EP on Steam Today


So it looks like “before the next dark moon” meant less than two weeks. When I heard Sword Sworcery was coming soon to PC, I didn’t peg “soon” as in actually meaning soon. So consider me surprised when I logged into Steam just a moment ago to see that it’s now been released for $6.

Yes, that’s a promo price until April 23rd (then that price will transform into $8). Regardless, I’ve been waiting to play SS since its iPad release in 2010 (I’m one of the few people in the world sans Apple device of any kind), so I can’t wait to get my mouse clicks on in this throwback adventure. Since I can’t compare and contrast to the handheld version, have you had a chance to play it yet? How’s it hold up to the iPad version? Sound off in the comments below.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/htmx8Z-q2RY/1223090p1.html

Wasteland 2 Kickstarter in the Final Hours, Close to $3 Million


What can you make with $2.7 million dollars? A real-life X-wing starfighter? A house that floats in the clouds? An airplane that goes to the moon? Well, maybe not that. But you can help with the creation of Wasteland 2, and you don’t even have to do any work to make it happen. With about 19 hours to go (at the time of this story), this amazing Kickstarter success story is closing in on $3 million dollars.

The original Wasteland is widely considered to have ushered in the post-apocalyptic genre in videogames, spawning forth such classics as the Fallout franchise. And with RPG veterans Obsidian on board, many of whom helped with the creation of Fallout and are arguably some of the best people to have on a project like this, the potential for this game is pretty damn high. If you want to contribute to this project, visit the Wasteland 2 Kickstarter and stay tuned to Wasteland 2′s official site for the development progress.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/UklynnWkRhQ/1223072p1.html

My 3 Favorite Mods for Kerbal Space Program

Over the last few days I’ve been pretty hooked on Kerbal Space Program. It might look like some sort of thinly disguised edutainment game on the surface, but it’s actually an incredibly fun and addictive rocket simulator — especially if you’re a space geek like myself. While it’s a blast (pun intended) to build a Kerbal rocket from scratch, I have a certain affinity for the real rockets that captured the hearts and minds of everyone decades ago. Now, thanks to some fellow space junkies, I can: here are three excellent mods that help to turn Kerbal Space Program into an interactive visit to the Smithsonian Air and Space Museum.


Soyuz Lander Mod

With its four conical rockets strapped to the towering rocket cylinder, the Soyuz rocket design still looks like it’s from the future. This mod will not only give you the parts to assemble your very own Soyuz rocket, but you’ll also get a moon lander vehicle. Rocket assembly is also fairly easy thanks to the included PDF instructions. It’s an incredibly powerful rocket that will easily break orbit and send you flying to the moon… or crash into it like I managed to do. Download Here

Project Gemini

I’ve probably seen The Right Stuff a dozen times. If you’re a fan of original Mercury 7 astronauts Alan Shepard and John Glenn, you’ll enjoy placing the Gemini capsule on top of some of your favorite rocket designs — or you can launch the capsule right off of the launchpad. To compliment the capsule, I’d recommend you also download NovaPunch’s Remix Pack, which contains a slew of other useful rocket parts. Oh, and don’t forget to play Gustav Holst’s Mars when you’re about to launch into space. Download Here

Apollo 13

Sure, Apollo 13 may not have completed its mission, but at least it returned its crew safely to the Earth — unlike the vast majority of my Kerbal test pilots. Now you have a chance for 100% completion thanks to this amazing mod. It’s still a work in progress (as most mods are), but in its current state it’ll at least get you into orbit and let you check out the various rocket stages and a well-detailed lunar module. Keep an eye on the official forum thread for future updates. Download Here


Spy Guy says: This reminds me of the time I infiltrated the Russian space program disguised as Lance Bass. My cover was blown when I couldn’t remember the words to Bye Bye Bye, and I had to fight my way past Vladimir Putin to escape his secret moon base.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/xTquazQtd0U/1222601p1.html

Chatting with the Creator of Harvest Moon


Harvest Moon fans – put down your watering can and pull up a chair. IGN recently had the chance to sit down with Harvest Moon creator Yasuhiro Wada and ask him a handful of questions about the creation of the series, its evolution throughout the years and his future projects with his new company, Toybox. Here’s what he had to say…

IGN: What were your initial inspirations for creating the Harvest Moon franchise? It’s a pretty unique concept, so how did that whole idea come about?

Wada: I grew up in the countryside [in Kyushu, Japan], and as a child I wanted to go outside – to go downtown! I found as I grew up I wanted to leave the countryside behind and go to Tokyo, go to the big city with all its excitement. But when I did go to the city, it wasn’t as great as I had originally thought. Sort of a “the grass is always greener” situation. When I was in the city, I started reminiscing about what was good about where I came from, what made the countryside so special. That’s where some of the key concepts for Harvest Moon came from.

IGN: What sort of things? The slower lifestyle? Being in touch with nature?

Wada: Yes, both of those exactly!

IGN: What is your favorite thing about the Harvest Moon franchise?

Wada: The fans – and the fact that they seem to be fans for life. Just like the series itself is very unique and niche, so are the fans. They are dedicated. The ones who played the original on the SNES have continued playing the series, they’re very dedicated and loyal.

Back in 1996, pre-Farmville and all that other stuff, to make a farming game was such a stretch. As we tried to bring it over from Japan to the U.S., a lot of people didn’t think it was going to work, especially back in the SNES days with all the platformers and more violent games available. This game was exactly the opposite – it was an orange among apples. But lo and behold, it did find its place, and that’s thanks to the fans.

IGN: During your time developing for the Harvest Moon franchise, how do you feel it grew from platform to platform?

Wada: There are always limitations, but going back to fundamentals, Harvest Moon always had certain key features, regardless of the strength of a particular platform. But as the platforms evolved, from SNES to N64 to PS2 and so on, the game, in turn, would get stronger, still holding true to what made it so popular. It’s the simplicity of raising a crop then reaping the benefits. That message, regardless of platforms, has stayed the same. But obviously it’s gotten easier to communicate that concept as the platforms have gotten stronger.

IGN: You said earlier that Harvest Moon fans are often fans for life – why is that?

Wada: I believe it’s the joy of playing a nonviolent game, a creative game where you build things and take care of animals.

IGN: What is your favorite game in the series?

Wada: Harvest Moon: A Wonderful Life for GameCube.

IGN: Why?

Wada: I want to live in that world! [laughs] The camera was different too. The world was created so that you could look at the sky and the water and such, which was never the case in previous Harvest Moon games. It allowed you to sort of put yourself in the characters shoes, like you lived there yourself.

IGN: As a Harvest Moon player, are you personally more of a farmer or a rancher?

Wada: Normally people divide the game into two parts, like you did – the animal lover and the green thumb. But there’s also the communicator, who socializes and makes peace between the villagers. That’s who I am – enjoy a little bit of farming, a little bit of ranching, but mostly being a communicator. And also fishing. [laughs]

IGN: You mentioned Farmville earlier – how do you think its massive success has affected the Harvest Moon franchise?

Wada: I believe it’s helped by increasing the market. In Japan, the latest Harvest Moon game released for the 3DS, and it’s a huge success over there. It’s because in Japan there’s Farmville, but there are also a lot of other farming social games on their version of Facebook, Mixi. I believe the people that have played those games were more willing to go out and give Harvest Moon a shot this time around.

IGN: For our readers who have never played a Harvest Moon game, what do you want them to know about the franchise? Why should they give it a shot even if they don’t usually play simulation games?

Wada: If you haven’t played a Harvest Moon game, then you haven’t experienced this type of game before. You might have played BioShock or any first person shooter or something – and they’re all different but the same. But Harvest Moon is a completely a new experience from an action game or first person shooter or a racer. The feeling you get when you play those particular games is completely different from when you play Harvest Moon.

IGN: Last question! You recently started your own company, Toybox. So what’s on the agenda? What are you working on?

Wada: We just got up and running, but our motto is making games that make people happy for peace and for love. We’ll have more news on our first project at E3. One thing I can say is that it will not be a farming game. [laughs]

Audrey Drake is an Associate Editor of IGN.com and a proud member of the IGN Nintendo team. She is also a lifelong gamer, a frequent banisher of evil and a wielder of various legendary blades. You can follow her zany exploits on her IGN blog and Twitter. Game on!

Article source: http://feeds.ign.com/~r/ignfeeds/all/~3/mLwNT2AOfFI/1222321p1.html

Superbrothers: Sword & Sworcery Confirmed for PC

Long trapped within the glass Phantom Zone prison of the iPad like General Zod and his followers, Sword Sworcery has broken free. The touchscreen throwback adventure game will get all point and clicky on PC and Mac, Superbrothers has confirmed, with the Steam launch coming “before the next dark moon.” That’s Sworcery talk for “very soon.”

Winner of the Independent Games Festival Mobile Achievement in Art award in 2010, Sword Sworcery is a simple, fun adventure game that looks good and sounds even better courtesy of a soundtrack by Jim Guthrie. It’s also a game that befuddles my videogame-challenged girlfriend, which is always fun to see because her puzzled look is so damn cute.

Superbrothers says the PC and Mac version will be a “faithful representation” of the original, with movement and fighting controls adapted for the two-button mouse. No word yet on pricing, but I’ve already subtracted $20 from my checking account in preparation.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/jJFykpOM8FQ/1222188p1.html

Transformers: Fall of Cybertron Coming in August


Activision announced today that Transformers: Fall of Cybertron will hit stores on August 28th.

Fall of Cybertron is the highly anticipated follow-up to 2010′s War for Cybertron, though developer High Moon studios has noted in the past that it’s “a natural successor rather than a true sequel.” The game follows the end of a civil war between the Autobots and Decepticons as they fight for control of planet Cybertron.

Fall of Cybertron notably removes the co-op element seen in War for Cybertron but adds the new mechanic of unique abilities for each character in the single-player campaign. For more on how gameplay has changed, be sure to check out our impressions from earlier this year.

Are you excited for Fall of Cybertron? Let us know in the comments below.

Article source: http://feeds.ign.com/~r/ignfeeds/all/~3/lYe-auK497E/1221931p1.html