Tag Archive for ship

VR headset Oculus Rift delayed

Gamers who preordered an Oculus Rift virtual reality headset hoping to have it in time for the holidays are out of luck. Developer Oculus announced today that the device’s ship date has been pushed back to March 2013. Orders are expected to be delivered by April 2013.


In a blog post to the company’s website, the delay was explained as being necessary due to extra time required to implement changes and modifications to the device necessary for mass-manufacturing.

“Designing, sourcing, and manufacturing thousands of developer kits is no small feat,” reads a line from the statement. “Since our Kickstarter, we’ve been up against the wall, working around the clock to produce and distribute over 7,500 units in just four short, crazy months. We’ve had to modify our original design for mass-manufacturing and, at the same time, balance additional features with our tight schedule.”

One of the updated features for the Oculus Rift is its display. Developers have decided on a new 1280 X 800 7-inch display that reportedly beats the old iteration in “almost every key area.” The first version measured 5.6-inches. Along with the larger screen comes added weight. The new 7-inch model is 30 grams heavier than the original, the company said.

Article source: http://www.gamespot.com/news/vr-headset-oculus-rift-delayed-6400694

BioShock Infinite devs jump ship to Microsoft

Following reports in August that two of Irrational Games’ top developers–director of product development Tim Gerritsen and 13-year studio veteran and former art director Nate Wells–had left the company, it now appears that the BioShock Infinite studio may have lost another two of its team members.


The BioShock Infinite team has lost another two developers.

The BioShock Infinite team has lost another two developers.

According to Superannuation and Kotaku, Irrational Games combat design director Clint Bundrick and artificial intelligence lead Don Norbury had both left the studio earlier this month to join, as detailed by their individual LinkedIn accounts (here and here).

Following the departure of Gerritsen and Wells in August, Irrational announced that the original BioShock art director, Scott Sinclair, would fill Wells’ role amid reports of multiplayer cancellations. Irrational later brought in Epic Games production director Rod Fergusson to help complete the game.

BioShock Infinite was announced in 2010, and was originally scheduled to be launched this month. In the run up to the 2012 Electronic Entertainment Expo–at which it was not present– it was announced that the game would be delayed to February 2013.

When BioShock Infinite does ship, it will do so with great sales expectations. In August 2011, one analyst suggested that the game would be a significant financial boon for Take-Two, saying that it could ship 4.9 million copies.

BioShock Infinite is set in a chaos-plagued airborne metropolis called Columbia. Gamers assume the role of Booker DeWitt, a former member of the feared Pinkerton National Detective Agency, which was the nation’s largest security company in the late 19th century.

For more on BioShock Infinite, check out GameSpot’s previous coverage.

Article source: http://www.gamespot.com/news/bioshock-infinite-devs-jump-ship-to-microsoft-6398300

20 More Greenlight Games Coming to Steam


One of my concerns when I first heard about Steam Greenlight was that with so many games vying for attention, there’s a strong likelihood some quality games might get passed over. Well, it’s good to see that Valve is willing to be flexible with how many are allowed to pass through the gates of Steam at once. Citing a number of quality of games submitted, and their ship dates, Valve decided to increase the size of this group.

This new batch of 20 Greenlit games is actually twice the size as that of the first batch, which is great, because we could always use more games in our lives, right?

  • Afterfall InSanity Extended
    Edition
  • AirBuccaneers
  • Blockscape
  • Contrast
  • Fly’n
  • Folk Tale
  • Forge
  • Giana Sisters: Twisted
    Dreams (Project Giana)
  • Gnomoria
  • Interstellar Marines
  • Lost Story: The Last Days of
    Earth
  • Miasmata
  • Miner Wars 2081
  • NEOTOKYO
  • Octodad: Dadliest Catch
  • Perpetuum
  • POSTAL 2 COMPLETE
  • Secrets of Grindea
  • The Intruder
  • The Stanley Parable: HD Remix
  • Yogventures!

You can learn more about these games on the official Greenlit Games page. Were any of these in particular ones you were rooting and voting for? Any that you liked but didn’t make the cut? Let us know in the comments below.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/HllvUFEub6g/1226406p1.html

Notch Releases New Footage of 0x10c

Some new footage of Minecraft mogul Notch’s next ambitious project, the unpronounceably-titled 0x10c, has been released to the world, and by the looks of it, the programming-based FPS is taking some visual cues from System Shock 2 — though if a recent interview is anything to go by, Notch has some significantly crazier ideas in store.

Speaking with PC Gamer, Notch describes aiming for something a bit like Firefly.

“The goal is to have it feel a bit like Firefly,” says Notch. “You can try to land on a planet but you mess up and, instead of having the ship just explode like it would in real life, the landing gear gets broken. Then you have to try to fix that by finding resources. Instead of the adventure being flying from here to here, it’s: I set the destination, oh god I hit a small asteroid and the cloaking device broke.”

Notch also describes wanting to recapture the early days of programming, when a single coder was able to do everything. Each ship in-game comes with its own 16-bit computer, which players will be able to modify with their own code.

Minecraft never really sucked me in the way it did my friends and family; I felt as if it was almost too open, and the blank-slate world left me feeling more directionless than anything. In any case, I’m seeing promising things ahead for 0x10c. For one thing, it’s set in an alternate universe where the space race never ended, and that sounds like a strong basis for some really interesting emergent storytelling to unfurl. But will us non-coders be able to forge our way through 0x10c’s world too?

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/GPcrEw98PR4/1226386p1.html

Wing Commander Creator Announces Star Citizen, Explodes Heads of Space Fighter/Trading Fans

Chris Roberts, the man known as the design visionary behind Wing Commander and Freelancer, has a problem with saying no. Believe me, I spent the better part of an hour last week trying to get him to say that word as we discussed the planned features of Star Citizen, his in-the-works CryEngine 3-based space game and its single-player component, Squadron 42. If it ends up being even half of what he promises, we could be looking at the second coming of not just Wing Commander and Privateer, but virtually everything anyone could ever ask for in an open-universe space game. Take a look.

  • Is it PC exclusive? Yes.
  • Is there a single-player, Wing Commander-style campaign? Yes (that part’s called Squadron 42).
  • Can my friends drop in and fly as my wingmen? Yes.
  • Does the story branch based on my actions? Yes.
  • Does it have a Privateer-style open universe with a trade economy? Yes.
  • Is the economy dynamic? Yes.
  • Can I skip the single-player campaign and jump right into that part? Yes.
  • Is there a free, massively multiplayer persistent online universe? Yes.
  • Will that universe constantly expand with new content? Yes.
  • Can I play offline? Yes.
  • Can I host my own server for me and my friends? Yes.
  • Are there real zero-G physics? Yes.
  • Can my friends and I crew a ship together, with one piloting and others manning guns? Yes.
  • Can I have 64 or more players in one area? Yes (and that’s the bare minimum he’s shooting for).
  • Can I mod it? Yes.
  • Can I pilot a carrier starship? Yes (but probably not in the persistent online universe).
  • Can I have a medium-sized ship with a single launchable fighter aboard? Yes.
  • Can I get out of my ship and shoot people in first- or third-person combat? Yes.
  • Can I hijack an enemy ship? Yes.
  • Can other players hijack my ship? Yes.
  • Will there be location-specific damage on spaceships? Yes.
  • Will there be customizable weapons on hardpoints? Yes.
  • Can I play with a mouse? Yes.
  • A gamepad? Yes.
  • A joystick? Yes.
  • Will it support Oculus Rift? Yes.
  • Will it take user-created content (ships, etc) and sell it, splitting revenue with creators? Yes.


Well ok then.

Roberts says the video in the trailer was captured using an Nvidia GeForce GTX 670, which, by the time Star Citizen arrives, will be a two-year-old videocard. I saw a very early version of Star Citizen running live on a Dell gaming laptop, and it looks absolutely astonishing — particularly in the high-polygon ship models and lighting departments. This is what a high-end game built strictly for PC hardware in mind looks like. As Roberts flew around the carrier in his fighter and surrounding asteroids, the detail of the machinery on both ships was striking — numerous moving parts flexed as the fighter wings adjusted, a half-dozen individual thrusters swiveled and fired as he changed direction, and weapon pods popped out to bare its teeth.


Roberts is, of course, keenly aware that he similarly wowed gamers in 1999 with an early demo of Freelancer’s then-impressive technology, only to end up releasing it in 2004, when it looked good but not great. He’s intending to have a playable version of Star Citizen in which supporters will be able to dogfight available a year from now, with the full thing following in 2014. He’s targeting a 50-star system map at launch, with more to come.


When it does launch for real, Roberts promises Star Citizen won’t nickel-and-dime us. “It’s not subscription, because I don’t like subscription-based stuff, but it’s also not free-to-play, in that it’s free-to-play and we’re artificially making it really awful and boring at the beginning so that we can get money from you. Did I mention that I like the Guild Wars model?” You’ll be able to buy stuff with real money, he said, but in keeping with both his pro-challenge and anti-grinding philosophy, there will likely be limits. “I’m thinking of limiting the amount of money anyone can spend in a month, so they can’t just buy a whole bunch of credits,” he said, in what might be the first time in recent years I’ve heard a gamemaker suggest turning away money.


Of course, he does need money to get this dream of a high-end PC space game off the ground for real, and outside the grip of a big publisher that’s beholden to the whims of shareholders and “I have to raise some amount of crowd funding to validate that there are enough people that want to play high-end PC games, that want to play in space.” To reach that $2 to $4 million needed to get his private investors to open their gigantic wallets, Space Citizen will open up to preorders soon through its Roberts Space Industries site (not Kickstarter), where you’ll be able to preorder specific types of starting ships. “I could be completely delusional and no one cares, but I think it’s a viable market,” he said.

I do, too. You can expect GameSpy to keep a very close eye on this one — since I plan to be among the first to preorder, I’ll be keeping tabs on what he’s doing with my money.

*Wipes away drool* Holy. Smokes. The only thing Star Citizen doesn’t have that I want is the Wing Commander license, but this’ll do. Here’s an interesting fact I learned by going through Roberts’ mail: EA asked him to come back and do WC5, but he declined because he didn’t want it to turn into a yearly CoD-like churn.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/npPyl4B5r4E/1226351p1.html

FTL: Faster Than Light Review

Faster Than Light. The final frontier. These are the voyages of the USS Redshirt. Its doomed mission: to run like hell past strange new worlds, try not to get killed by new life and angry civilizations. To boldly deliver critical Federation data from rebel clutches to where no-one has gone bef *gets unceremoniously blown up by pirates*

Oh, damn. Well, one more restart won’t hurt. It’s only 3AM…

There are three big things you should know about FTL before jumping into it, and three alone. First, it’s a Rogue-style game, aka a Roguelike. It may not look like one, since you control a spaceship and crew instead of a fantasy adventurer, but it is. Just think of it as the squares being much bigger, and your hero being infested with helpful parasites.

Second, you will die, and die a lot. That’s okay. It doesn’t hurt. Third, FTL looks terrifyingly hardcore, with all its buttons and systems and gauges, but it’s not. There is a lot to handle, but it stops being scary after about an hour. Promise.

The Burden of Command

Why are you out here risking life and limb? You’re the captain of a Federation ship, desperately fleeing a Rebel fleet that wants to stop you delivering crucial data to your superiors — and unfortunately, is rather more effective at this than when Dick Dastardly tried to catch Yankee Doodle Pigeon. They’re on your tail. In front of you lies several sectors of randomly generated space, pirates, warships, aliens, nebulae, asteroids, and more. Each sector is filled with navigation points, each point hiding a random encounter. Sometimes it’ll be a friendly trader or a distress call; often it’ll be an enemy. It’s your job to roll with the punches and get through it all in one piece.


Everything else is best discovered for yourself. While obviously more detail follows, I urge that if you’ve already decided you want to play FTL — and if it sounds remotely like your kind of thing, you should — stop reading and go in as cold as possible. You’ve seen the score. It’s good, and it’s cheap enough ($9 through www.ftlgame.com, and still redeemable on Steam) not to be much of a gamble.

Getting a grip on it is much of the fun.

Far Beyond the Stars

For a Rogue-style game to succeed, it has to do more than just throw some randomly generated action in your way and be harder than an adamantium anvil. This is a genre that balances on the razor-edge between “being uncompromising” and “find the designers and set them on fire.” FTL, for instance, has no problem with throwing you up against enemies you’re not ready for. They’ll beam over soldiers, they’ll take out your oxygen, they’ll carve you up with powerful weapons, and quite often there’s not a damn thing you can do about it.


It works though, because even in death, you learn something for your next run. Maybe you found a new weapon, or figured out a better tactic, or simply realized that you rushed things and need to upgrade a bit more before facing that level of threat. With every game I played, I felt myself getting better — chip, chip, chipping away at the impenetrable difficulty until I broke through to the next level. Then, it’s time to fight back.

Space-Casino of Doom

FTL absolutely nails the risk/reward element here. No matter how much you play the game, all decisions are inherently gambles — some choices are more likely to pay off and be the smart thing to do, but even those you’ve seen before ultimately coming down to a roll of a die. In one game, helping a lost ship may net you a great gun. Next time, it could be a trap that costs you your best pilot. You may feel comfortable fighting enemies in your sector and go answer a distress call for the loot, only to find that it takes place in an asteroid field or over a sun, with the environmental damage tipping the balance.


Likewise, while there’s nothing stopping you from simply rushing to the next sector, provided you can make it there in one piece, it’s a bad idea. You need to spend time in each upgrading yourself and gathering scrap — but as that’s FTL’s only currency, you have to balance that with worrying about the here-and-now, like paying for repairs, fuel and missiles. You also have to keep an eye out for the Rebel fleet, whose constant advance through the sector only gives you limited time to mess around and mop up.

Resistance is (Almost) Futile

The learning curve is brutal. Your initial ship — the Kestrel Cruiser — is the bucket of junk other buckets of junk look down on and say, “Man, that is one bucket of junk.” To give a hint of this, you start with three crew members to manage four stations, with another four having to be kept in good repair if you want things like oxygen to be part of shipboard life. Your engine provides just enough power for two peashooter-grade weapons and a shield that barely deflects insults.

When combat kicks off, it’s a mix of juggling and crisis management as you try to keep everything from exploding on your ship while carefully timing your counter-attacks, weapon types, and drones — if you’ve got them. The only break FTL is willing to cut is to let you pause to issue orders instead of having to handle everything in real time. And it’s like this from the very first minute.

On a really trivial point, firmly in your-mileage-may-vary-ville, I dislike the music. Its amiable bleeps and bloops are fine for cruising around, but don’t make for pulse-pounding combat. When two ships face off, it’s all often to the kind of action track that could be seamlessly dropped into a match-three puzzle game.


Crucially though, the brutality usually feels fair. It’s you in a hostile universe rather than FTL itself being a spiteful dick, and death is expected rather than punished. Games are short, meaning you never lose much progress, and as said, you’re always learning. Initially, your goal is survival; as you advance, it shifts to gambling. Your ship is damaged and low on missiles. Do you answer distress calls anyway in the hope of upgrades? Do you sacrifice a precious crew member to pirates to avoid a fight? The choice is always yours. Even when you know what you’re doing, you’re still taking risks.

The Undiscovered Countryside

I could point to a few details that displease, but that would be very picky in a game that’s hooked me for hours at a time in a month full of games like Guild Wars 2. The only one I found really disappointing is that the universe itself is incredibly bland, with little sense of identity. It thinks Rockmen and Slugs are awesome alien concepts, and while I’ve heard people compare it to Firefly, it has none of that show’s charisma. Now and again you’ll hit a fun bit of writing, but nowhere near often enough.


That certainly doesn’t interfere with the core action though, which manages to do the rare trick of taking the Rogue genre and really making its own. It’s exciting, it’s challenging, and it makes space action feel fresh. Its setting does of course get familiar fairly quickly, and it doesn’t take long for encounters to start repeating, but hopefully there’ll be plenty of extra content on the way to keep everyone on their toes. If you’re at all interested in the concept, and prepared to embrace death to get to it, check it out and get ready to be hooked on one of the best space games around.

A Roguelike with the same addictive charm as The Binding Of Isaac, but that you can play in polite company? Sold! Though you may want to fire up Spotify during fights. In space, no one can hear you scream, but a little orchestral oomph never hurts. Are you playing? What’s your FTL background music playlist?

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/aAXoWQtU5CU/1226095p1.html

Reroute Power to Buy: FTL is Available Today

Do you like working with a team? Can you handle crises without breaking a sweat? Do you love managing sub-systems? Have we got a job for you! Step right up and take a seat in this brand new Captain’s Chair to take command of your very own inter-planetary starship in FTL: Faster Than Light, which is available today on both Steam and GOG.

FTL’s complex strategic gameplay allows you to give orders to your crew, manage ship power distribution, and choose weapon targets in the heat of battle. You will encounter unique alien lifeforms and technology. You can upgrade your ship and unlock new ones with the help of six diverse alien races. Be the Captain you want: hundreds of text based encounters will force you to make tough decisions. In the randomized galaxy each play-through will feature different enemies, events, and results to your decisions. Each time you play FTL, it won’t be quite the same.

Since I’m a fan of all things starship sub-system related, I’ve had FTL on my radar for most of the year (I can’t wait until my workday is done so I can start playing it). Have you been looking forward to FTL as well? What’s going to be your first order of business as Captain?

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/pHjLg7YveMo/1226074p1.html

First Details, Screens of Dead Island Riptide


Dynamic weather conditions, a new character, and new horde mode-like Hub Defense missions are coming to Dead Island via the next installment in the zombie survival horror franchise, Riptide. After only sharing the name of the Dead Island sequel in June, Techland and Deep Silver opened the informational floodgates this morning, bringing the first details and screens of Riptide.

If you thought you escaped the undead menace at the end of Dead Island, well, you did, but not for long. In Dead Island Riptide, a monsoon hits your military ship sanctuary, forcing players to return to land. This time around, players won’t just battle zombies, they’ll struggle against the elements thanks to a dynamic weather system that creates flash floods, visibility shrinking rainstorms, and more.


Among the flooded city of Henderson and the jungle areas on the island of Palanai, Techland says that players will be confronted by new zombie types that will put co-op teamwork skills to the test via Hub Defense missions. Dead Island’s spin on horde mode will require players to place traps, fences, and turrets to fend off waves of progressively tougher zombies. Sounds fun.

Techland says a new character with unique skills will join the team, though no further details were shared. The studio also says it’s adding new communication tools to help players coordinate in Hub Defense missions, though again, no specifics were mentioned.


Dead Island Riptide has a release date of TBA 2013. What else would you like to see in the sequel?

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/iWLwp09XfJw/1225932p1.html

Legends of Pegasus Review

The first trailer for Legends of Pegasus said, “Forget your sins,” but the experience of playing it was definitive proof that somebody out there remembers mine.

With a game like Legends of Pegasus, there are two sets of major issues to address. The first is technical, because I suffered two or three crashes for every hour I attempted to play. The second is the troubled space 4X strategy game underneath all the broken pieces of the release version, and which seems like it is far more than a patch away from being a quality game. The trouble is, the technical issues are so pervasive that it’s impossible to give a comprehensive evaluation of Legends of Pegasus. It’s nowhere close to being in a playable state, so much so that it was impossible to play very much.

An early patch took care of a few issues that plagued my first few hours with it, like the times LoP would get stuck scrolling the map in one direction, or when the screen would go black while every other interface element remained visible and perfectly functional. However, the constant crashing remains unbearable, and seemed to get worse as the week I spent with it went on. Sometimes it would crash when I pressed a button on the interface; most of the time it would crash immediately after a battle. The “Legends of Pegasus executable has stopped working” dialog box was practically a regular character in the campaign cutscenes. For extra bonus cruelty, sometimes it even crashed when I attempted to save.

When I would go back in after a crash, I could choose from among my .xml save files. I could pick “Autosave,” “Rob,” or Rob2,” except that not a single one of them displayed date or game information. So each crash led to a delightful guessing game, where I would try to find the most recent save. I usually had to re-play the last five minutes or so prior to the crash.

Crash Course

So, cards on the table: I’ve only managed to log about 10 hours of in-game time. I like to get more than that before a review of a game of this type, but when it took me seven hours just to get about halfway through the second mission, and I couldn’t run a multiplayer game because I or my playing partner would experience a crash, it was clear that finishing LOP and experiencing end-game content wouldn’t be worth the effort. It’s more important to explain right now just how thoroughly busted Legends of Pegasus is.


What I did play was a mixture of genre-standard features and some very bad design choices. On the strategic level, Legends of Pegasus is turn-based; when battle is joined, it switches to real-time fleet combat. But what makes sense for a real-time game is awful for a turn-based game, and the sprawling maps and a tragically limited zoom make navigating an empire a truly painful affair. It’s like playing a Total War game using nothing but the battle camera. Managing planets across more than one system is way too difficult, necessitating constant switching between the galactic maps, the system maps, the the planetary management screen.

Boredom in Real Time

Real-time combat isn’t bad, but hardly interesting enough to be compensation for all the extra work. The only thing approaching tactics in LoP is rotating damaged units from the forward firing-line to let their shields recharge while fresh units move up to engage. The AI is passive enough that this tactic will always work.

How Not To Teach

LoP also features a disastrously structured campaign tutorial. It gives you laughably simple objectives, but expects you to use other systems (including mechanics it has not yet explained) on your way to the next mission objective. However, if you complete a later objective before it is activated, you won’t be able to complete it when it is activated. So when I had a science ship researching some alien ruins, and then LoP ordered me to “Build a science ship,” there was nothing to do but build another one and go find some new ruins.

The campaign, meanwhile, is just terribly inconsistent. I decided we were firmly in tutorial territory as the second mission sent three frigates against me every 10 turns for about 200 turns. So I stopped building new warships, since my starting force could easily handle the endless flea-bites from those frigates. I just wanted to get onto the next mission as quickly as possible.


Then I completed a new mission objective, and that triggered recurring attacks from a force of three destroyers and cruisers, which blew apart my forces in two battles. I had to go back and replay most of the mission so that I was ready for this sudden escalation.

Basically, the campaign will happily waste incredible amounts of your time, but don’t you dare try to rush it, or you won’t be ready for when it decides to give you an actual challenge. In the meantime, though, enjoy watching your fleet pound on the same three frigates 30 or 40 times.

Feedback is a major problem: LoP throws a ton of variables at you, like morale and culture and population, but never shows how they tie together in a way that makes a difference. My people are unhappy? Okay, but unless I notice a dip in production, or rebellions, or population decline, that really means nothing to me. Unless I can see what population is contributing to production and revenue, I have a hard time deciding when I should expand my colonies.

For all the time I logged in the campaign, I still don’t have much of a feel for how LoP really works. It’s hard to say how much patches can fix this wreck, because right now its technical issues eclipse everything, to the point where it’s barely even a game. But what is there, in the brief moments you can play it before it crashes, does not tie together into a coherent strategy game.


Spy Guy says: Yeesh. Throw this one on the junk heap with Sword of the Stars 2, and maybe, maybe revisit it a year from now when it’s cheap on Steam and hopefully has been patched into something resembling an actual game. Back to Infinite Space!

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/3Tg_bQendUY/1225818p1.html

Assassin’s Creed 3 Naval Warfare Trailer

I hate swimming in Assassin’s Creed games. It’s slow, clunky, and often leads to me getting killed a bunch. Assassin’s Creed 3′s Connor seems to have solved that little problem. How, you ask? With a big ol’ boat. Obviously. See how he fares as a ship captain in the new AC3 Naval Warfare trailer.

Dressed in full on Navy regalia, our hero will be taking a huge United States ship to battle, cannons and all. And this new trailer shows off just how intense those fights can get. Splinters fly, decks heave, and Connor jumps over stuff to get to other stuff. It all makes me curious to discover how Connor goes from killing people in the woods to commanding a full on battleship.

Assassin’s Creed 3 will be coming out November 20th, a month after the console release, but it’ll be worth the wait to see all this water on the highest resolutions we can crank out.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/MbQAMQgWasQ/1225747p1.html