Skylanders Trap Team – An exclusive interview with Paul Reiche from Toys For Bob

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Paul Reiche is the studio president at Toys for Bob working on Skylanders and I sat down with him at their studio in San Francisco.

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Paul Reiche III is the President and Co-founder of Toys for Bob, an Activision studio and occasional Tiki bar in Novato, California.

Toys For Bob was formed in 1988 by Reiche Reiche and Fred Ford, best known for being the co-creators of the cult-classic Star Control series.  Before their partnership, both Reiche and Ford attended UC Berkeley while working on games; /Ford programming early Japanese computers and Reiche working with TSR Hobbies on D&D(R) and co-designing Archon 1 & 2 and Mail Order Monsters on the Atari-800 and Commodore 64 home computers.

Skylanders is redefining the Toys-to-Life phenomenon with yet another ground-breaking innovation, Skylanders Trap Team. With Skylanders Trap Team, players can take characters out of the game and place them into physical “Traps” that kids can take with them, effectively bringing Life to Toys.

Skylanders Trap Team will be released October 10th for the Nintendo Wii, Wii U and 3DS, Xbox 360, Xbox One, PlayStation 3, PlayStation 4 and various tablets including the iPad, Android tablets and the Kindle Fire HDX.

And here is some gameplay footage captured from the PlayStation 4 version of the game:

Are you excited for Skylanders Trap Team? Let us know by leaving a comment below.

Skylanders Trap Team – An exclusive interview with Jeff Poffenbarger from Toys For Bob

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Jeff Poffenbarger is the Executive Producer at Toys for Bob working on Skylanders and I sat down with him at their studio in San Francisco.

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Skylanders is redefining the Toys-to-Life phenomenon with yet another ground-breaking innovation, Skylanders Trap Team. With Skylanders Trap Team, players can take characters out of the game and place them into physical “Traps” that kids can take with them, effectively bringing Life to Toys.

Skylanders Trap Team will be released October 10th for the Nintendo Wii, Wii U and 3DS, Xbox 360, Xbox One, PlayStation 3, PlayStation 4 and various tablets including the iPad, Android tablets and the Kindle Fire HDX.

And here is some gameplay footage captured from the PlayStation 4 version of the game:

Are you excited for Skylanders Trap Team? Let us know by leaving a comment below.

Review: Train Fever

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It’s finally time to catch the fever. Since Train Fever has a minimalist design I thought I’d just jump straight in and get started. Starting up a new game brings up the option to play two simple tutorials. The first is for setting up a simple bus route and the other for a train line. Everything went smoothly but after I’d finished both sections of the tutorial I realized I had no money left after my tracks had been automatically built using bridges and tunnels. Not too much of a problem, I merely restarted having learned my lesson and I appreciated the freedom to make mistakes but perhaps such freedom is out of place during a tutorial.

So I started my new map and set about deciding which two towns to connect. I set up my bus routes easily. Each town has a limited amount of road already laid out for you to work with. Placing a bus stop on a section of road creates a point for citizens to wait for a bus to arrive. And then you create a route using however many of these stops you want and assign a vehicle to it. The vehicle then begins work and eventually you should earn money from the route.

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There was a certain satisfaction in deciding on how many vehicles to assign for efficiency and cost effectiveness. And making an efficient route isn’t quite as simple as it first appears. Things like placing stops on the correct side of the road can make a significant difference in how long it takes for your busses to complete their route. But ultimately once a route is set up there’s very little for you to do but build new ones.

For train lines it’s a little more complicated. Not because there’s any difficulty, of course you’re route options are rather limited but that should make things easier. And it does once you’ve built the track but the building itself can be a torturous experience at times. Countless times I would drag the track tool only to see it was unavailable due to ‘Terrain alignment’. That’s all the so called help you get. There’s no indication on how to make it right and considering sometimes a bridge or tunnel will be created when needed it’s rather confusing when that doesn’t happen. So many times I found myself dragging the endpoint of my track around like a fool to try and find a valid spot with no success. I also found it frustrating that track would be cut into the scenery at times when it could just as easily have been placed on the surface level.

And creating a long length of track is even worse. To select the correct track to extend you have to have the camera fairly close. Not zoomed right in but still enough that you’re view of the map is limited. And you are unable to move the camera with track selected. So you’ll have to build it up in smaller sections, which quickly becomes a pain.

But the UI is slick even if it’s only because there isn’t much of it. There are very few elements at all and each of them has a purpose. Clicking on an element often opens up a widow in game that can be moved and closed like a window on an operating system. So Train Fever gets a very raw feel. Everything has its place and nothing is there unnecessarily or just to make things look better. Having said that I can’t help but feel this is partly because Train Fever has little more to offer.

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The level of detail is nothing short of amazing. Each coble that makes up a street feels as though someone has carefully placed it. Each citizen has a ‘thought process’ in deciding how long they are willing to wait for their transport or how far they will walk. There’s so much detail embedded in Train Fever but so much of it seems misdirected. For example it’s great that everything looks so good but I’d far rather be able to zoom out with more than around 1 frame every 5 seconds. The map is impressively huge but therefore I need to be able to scroll the map while I have the track building tool selected.

Train Fever has a lot in common with Banished. Banished had no objectives or rewards other than to survive. It was difficult and its lack of accessibility meant it was reserved for those who loved city building. Train Fever is largely the same. Once you’ve built your basic infrastructure you expand and grow. And as time passes you’re transport will become more modern. And the changes in era are impressive as your trains, busses, buildings and technologies become closer to the year 2000. Train Fever’s coverage of time is truly impressive.

But unfortunately were time in-between growth on Banished was spent balancing consumables and keeping people healthy Train Fever offers you very little. You build a new line of either busses or trains and eventually it makes money. Then when you have enough you can build another. I’m glad Train Fever doesn’t lose focus and try to be a full city builder and I love the detail and effort that’s clearly gone into it. But without resource management or people complaining about needing transport or something in between it can quickly become boring. When Banished kept me hooked by making me constantly check supply and demand, population growth and consumption Train Fever allows me to do nothing.

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There’s certainly fun to be had in Train Fever and it’s well designed at least as far as a transport manager goes. It looks great and the attention to detail is incredible. But without objectives Train Fever needs to provide us with something to do. There simply isn’t enough to keep even some hardcore fans interested for too long. On top of that the build tools can be awkward or temperamental and the optimization is far from perfect. Train Fever can be good fun for a little while but anyone other than the hardcore will struggle to find much entertainment value in it after a couple of hours. Nevertheless it’s an incredibly impressive game especially for such a small developer. With a few bits of extra content or maybe some custom scenarios Train Fever could be a great game but as it stands it’s ‘only’ good.

 

International Talk Like a Pirate Day from Skylanders

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In honour of International Talk Like a Pirate Day, which is today,  Skylanders Trap Team has made a special trailer for all the Skylanders fans.

The trailer features an all-new mini-game featuring the all-skeleton ska band, the Skaletones from Skylanders Trap Team.

Watch the launch trailer for Wasteland 2

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With over 25 years after the original game debuted, inXile Entertainment today released Wasteland 2, one of the most successfully crowd funded video game projects of all-time.

Wasteland 2 is available on Steam for PC, Mac and Linux in two versions:

Classic Edition – £29.99/€39.99

Digital Deluxe Edition – £44.99/€54.99

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The sequel to the critically acclaimed smash hit Wasteland and the predecessor to the post-apocalyptic Fallout series, Wasteland 2 brings to life an alternate future history where America is just beginning to stir from the radioactive aftermath of a deadly nuclear holocaust that took place in 1998. Players must take command of an inexperienced squad of Desert Rangers the only law left in the Arizona wastes and set out across the treacherous landscape to help the last remaining remnants of humanity in their struggle for survival against hordes of bandits, criminals, mutants, cultists and worse much worse.

This trailer is 2 and a half years in the making

Brian Fargo of inXile Entertainment said:

“I’m very proud of the final game and the fine work the team at inXile did on Wasteland 2. It’s been one helluva journey over the last few years, with this game being one of the biggest RPGs I have worked on to date and certainly the most detailed. We estimate a solid 70 hours+ of gameplay and, even at that, you will miss much of the content on your first play-through by virtue of the depth of the design. It’s difficult to express just how re-playable it is.  Areas, options and story lines are continually opened up and closed off based on your actions, making it almost impossible to play the same game twice. It’s going to be quite entertaining for us to hear people describe their contrasting experiences online.”

“My goal with Wasteland 2 was to over deliver on expectations for this game, and I believe we’ve done that. Long live the CRPG!”

Developed by an amazing team of RPG pioneers that include Brian Fargo and Chris Avellone, and with a musical score composed by the legendary Mark Morgan, Wasteland 2 is available now for PC, Mac and Linux.

Watch new multiplayer trailer for Battlefield Hardline

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It’s going down on the streets of Battlefield Hardline, check out these 10 things you need to know about the new Hotwire multiplayer mode from Multiplayer Lead Designer, Thad Sasser, and see it all in action in this Hotwire Multiplayer Gameplay Trailer.

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What do you think of the new trailer below

Battlefield Hardline will be available early 2015 on PC, PS3, PS4, Xbox 360 and Xbox One.

Just Dance Now Coming 25th September

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Just Dance Now, the all-new Just Dance mobile experience, will launch worldwide this month.

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It’s the most accessible version of Just Dance playable anywhere, anytime with anyone.  Historically, the Just Dance games have only been available for consoles; this is the first time the franchise has brought a separate Just Dance experience to smartphones.

Out next Thursday 25th September, you can play Just Dance via their smartphones, which also serve as the controller, while utilising any Internet-connected screen to follow the gameplay.

The free app features Ubisoft’s proprietary Ubi Bluestar technology allowing an unlimited number of people to play together even while on different data connections – 2G, 3G, 4G, or WiFi.

New Trailer for Crimes & Punishments – Sherlock Holmes

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Crimes & Punishments (Sherlock Holmes) your new investigation game coming from 30th September on Playstation 4, Playstation 3 , Xbox One , Xbox 360 and PC.

Frogwares and Focus Home Interactive today introduce the complexity of not the cases, but the characters of Crimes & Punishments.

It is a trailer about empathy, blame, and punishment – not of the suspect, but of Sherlock himself, as he lives with the decisions made throughout the game.Crimes & Punishments introduces moral changes to the Sherlock Holmes series. Not only are you charged with selecting the suspect who committed the crime, but also what to do with him, either handing him to the police or empathizing with his or her situation, setting them free after a dressing down in true Holmes style.

Not only can you commit any of up to five suspects, but you can also commit two – then, your moral choice will follow, and their fate will be left in your hands, with all the responsibility on your conscience.

Complete list of the Developers Sessions at EGX

Today EGX has announced the whole line-up of Developer Sessions at this year’s EGX, featuring some of the industry’s most respected games makers.  EGX is the UK’s biggest video games show with over 80,000 gamers visiting London’s Earl’s Court over four days (25th-28th September 2014).

The EGX Developer Sessions are an annual event and hugely popular, with media, peers and consumers all able to attend the talks.  Space is limited and offered on a first-come-first-served basis but all sessions will also be streamed live on the EGX Twitch Channel for everyone to see.

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This year’s sessions include talks, game presentations and Q&As from developers such as Turtle Rock, the team behind the hugely anticipated award-winning, Evolve, who’ll be showing a unique multiplayer run-through; Thomas Was Alone indie developer Mike Bithell will chat about his forthcoming follow-up release, Volume; Arthur Parsons, Game Director at Traveller’s Tales, will present the latest on LEGO Batman 3; and Roll 7 will be announcing something brand new during its session.

Creative Assembly will host a very special developer session where it’ll exclusively reveal the next title in its award-winning Total War strategy series on Thursday the 25th September.

EGX Developer Session Line-Up:Thursday, 25th September 201412pm – Dead Island 2 (18+)

YAGER’s Senior Gameplay Programmer Isaac Durham Ashdown talks about zombies in the Hollywood Hills with Dead Island 2.

1pm – Dragon Age: Inquisition (18+)

Neil Thompson, Director of Art & Animation at BioWare, invites visitors to discover the vast open world of Dragon Age: Inquisition through a gameplay demo and more.

2pm – Death, Stealth, Money & Power in Elite: Dangerous

Combat, Piracy, Bounty Hunting, Trading & exploring – David Braben explains how you can do it all in Elite: Dangerous.

3pm – Roll7 Exclusive Announcement

The team behind OlliOlli and Not a Hero take to the stage to announce something brand new.

4pm – The Next Total War

Creative Assembly reveals the next title in the award-winning Total War strategy series.

5pm – Alien: Isolation (18+)

Al Hope, Alien: Isolation Creative Lead introduces a behind the scenes look into how the team at Creative Assembly created the incredible new ALIEN world. Jon McKellan, UI Design Lead & Byron Bullock, Audio Designer reveal how they created the immersive world of Alien: Isolation including bringing back the original ALIEN cast for the first time.

6pm – Never Alone

Gloria O’Neill of the Cook Inlet Tribal Council and Alan Gershenfeld of E-Line Media share their approach to inclusive development for Never Alone (Kisima Ingitchuna) as a model for sharing, celebrating and extending World Cultures through compelling, commercial video games.

 

Friday, 26th September 201412pm – Eurogamer Let’s Play LIVEGamer Network video heroes Gav Murphy and Ian Higton present a live Let’s Play of something incredible!

1pm – The Division

Brand Art Director Cortes Rodrigo Javier presents the realisation of the world of Tom Clancy’s The Division, and how the team at Massive developed some of the key pillars of the ambitious brand new IP from Ubisoft.

2pm – Heat Signature

Tom Francis will be flying through an infinite galaxy and hijacking randomly generated spaceships in a live, unscripted playthrough of Heat Signature, explaining the game as he goes.

3pm – Until Dawn

Supermassive Games present a live playthrough, with commentary, of Until Dawn. The session will be followed by an audience Q&A.

4pm – Company of Heroes 2: Ardennes Assault

Company of Heroes 2 Director, Quinn Duffy will be joined by Producer Greg Wilson to give CoH2 fans an in-depth look at the all-new standalone content, Company of Heroes 2: Ardennes Assault.

5pm – Nuclear Throne

Nuclear Throne is a game about action and randomness. Vlambeers’ Rami Ismail talks about randomness in games, how Nuclear Throne handles its level generation and how all of that leads to the challenging game that so many people have been playing over the past few months.

6pm – Battlefield Hardline

Steve Papoutsis, General Manager of Visceral Games, details the inspiration behind Battlefield Hardline and how his team at Visceral are putting their own, new stamp on the Battlefield franchise.

 

Saturday, 27th September 201412pm – Call of Duty: Advanced Warfare – The Art of InspirationGlen Schofield of Sledgehammer Games talks Call of Duty: Advanced Warfare’s Creative Development.

1pm – McNeil & Pamphilon Go 8-Bit with The Comedian’s Comedian Podcast

A very special edition of The Comedian’s Comedian Podcast with Stuart Goldsmith, interviewing McNeil and Pamphilon about their career, with a focus on their live videogaming/comedy show “Go 8-Bit!”.

2pm – Middle-earth: Shadow of Mordor (18+)

Bob Roberts, Lead Designer at Monolith Productions, brings the latest news on this open world RPG.

3pm – The Magic Circle

Jordan Thomas demonstrates the core gameplay and themes of The Magic Circle – a darkly comic story about the hero of a legendarily unfinished game who attempts to complete it from the inside.

4pm – Volume

Mike Bithell will be showing a few unseen mechanics from Volume, his upcoming PS4 and desktop stealth game, and doing a live Q&A.

5pm – Evolve (18+)

The Turtle Rock team present a unique multiplayer run through of Evolve followed by a Q&A session.

6pm – The Witcher 3: Wild Hunt (18+)

Using the latest video and gameplay stills, CD Projekt will present the various mechanics which combine to create the living and breathing world of The Witcher 3: Wild Hunt.

 

Sunday, 28th September 201412pm – Dying Light (18+)Maciej Binkowski, Dying Light’s Lead Game Designer, will unveil some exciting news regarding Techland’s new game.

1pm – Hellblade

Dominic Matthews will discuss Ninja Theory’s new title Hellblade, the studio’s bold independent approach and an update on the game’s development.o far.

2pm – LEGO Batman 3: Beyond Gotham

Arthur Parsons, Game Director at Traveller’s Tales, will present the latest on LEGO Batman 3.

3pm – Lords of the Fallen

CI Games’ Executive Producer Tomasz Gop presents an exclusive look at the upcoming action RPG Lords of the Fallen, providing an in-depth discussion of the design process behind the game’s challenging yet rewarding combat. Showcased via all-new gameplay, attendees will also get the opportunity to put their questions to the developer.

4pm – Tearaway Unfolded

Rex Crowle and Michelle Ducker present a playthrough of Tearaway Unfolded for PS4, highlighting the exciting new gameplay mechanics in this expanded retelling of the BAFTA award-winning Tearaway.

5pm – Online Worlds with Dean Hall

DayZ creator Dean Hall argues that multiplayer sandbox gaming is the future.

F1 2014 Game Hot lap of the Singapore Circuit

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With this weekend’s 2014 Formula 1 Singapore Airlines Singapore Grand Prix, Codemasters has released a new hot lap video for F1 2014 showing Romain Grosjean taking on the Marina Bay Street circuit in his Lotus E22.

FORMULA ONE fans can see the circuit in the new hot lap which is now playing above

Singapore made FORMULA ONE history when it hosted the sport’s first night race in 2008, and the hot lap video shows the 23 turn circuit set around the Marina Bay dramatically lit up by floodlights. The circuit is a true test of stamina and concentration for drivers, taking place on enclosed streets and is the longest race on the calendar, taking nearly two hours to complete in real time.

F1 2014 will arrive on 17th October for the Xbox 360, Windows PC and the PlayStation 3. Codemasters will then introduce a new FORMULA 1 title in 2015 for the Xbox One, Windows PC and for the PlayStation 4.