Firewatch first trailer released this week

Firewatch, the first effort from a team of notable games #developers and designers, released its first trailer this week, laying out the mystery that envelops the protagonist and the distant yet intimate radio relationship he has with his partner.

Firewatch is the work of Camp Santo, a studio comprising Jake Rodkin and Sean Vanaman, both alumni of Telltale Games’ acclaimed The Walking Dead Series, as well as Nels Anderson of Klei Entertainment’s Mark of the Ninja, and the well known graphic designer Olly Moss.

As you can see in the video above, Firewatch is a first-person game that follows Henry, who explores the Wyoming wilderness after taking a summer job as a fire lookout. Events are sent in motion as Henry learns that a forest fire might be headed in his direction. Firewatch appears to be set sometime in the past (note the use of the typewriter at 1:15 in the above video.)

The game is being developed in Unity and is planned to release for Linux, Mac and Windows PC operating systems sometime next year.

Reblogged from: polygon


Latest trailer for Civilization: Beyond Earth at PAX Prime

Firaxis released its #latesttrailer for Civilization: Beyond Earth after its panel at PAX Prime this weekend. Over six minutes of #gameplay, it shows how a colony functions once it has reached full strength, about 100 years into the game’s timeline.

That includes features like the “Purity Affinity,” which basically means the human colony terraforms the environment to accomodate it, rather than adapting human biology to the environment through cybernetics, gene modification or other transfusions. There’s also a demonstration of combat (against a freakin’ Kraken), diplomacy, and the game’s orbital layer.

Civilization: Beyond Earth will launch on Oct. 24 for Linux, Mac OS and Windows PC.

Reblogged from: polygon


Tim Schafer to remaster further LucasArts Adventure Games if Grim Fandango Sells

Tim Schafer to remaster more LucasArts Adventure Games if Grim Fandango Sells

Double Fine’s Tim Schafer said that he would love to #remaster more LucasArts adventure #games he worked on, though Grim Fandango Remastered will have to sell well in order for that to happen.

The news comes from the Grim Fandango: Bringing the Dead Back to Life PAX 2014 panel, where Schafer and other developers who worked on the original game talked about how they are handling various aspects of the remastered edition.

“We would love to make more of them,” Schafer said in response to a fan in the audience who asked if they considered remaking or re-releasing other LucasArts adventure games. “If everyone buys 10 copies it will make it more likely that we’ll make another,” Schafer joked.

As to why they decided to tackle Grim Fandango first, Schafer said it was a combination of the team’s passion for the game, the fact that it became hard to get only a few years after it was originally released, and the negotiations between Sony, Double Fine, and Disney, which acquired LucasArts last year.

Schafer and the panel also discussed the current state of Grim Fandango Remastered. The plan is to dig up the original assets, polish them, and use as much of them is possible in the remastered version. One exception is the game’s music, which will be performed and recorded with the Melbourne orchestra just for the new version of the game. The Melbourne orchestra also worked with Double Fine on Broken Age.

Tim Schafer to remaster more LucasArts Adventure Games if Grim Fandango Sells

At the moment, the team is still digging through the archives to see what they have, but has already begun improving textures, cutscenes, and other assets, as well as implementing new mouse and DualShock controls. A short video about the production of the game that played before the panel started also briefly showed it running on the tablet, though the game hasn’t been officially announced for iOS or Android devices.

Double Fine announced that Grim Fandango will be released for Linux, Mac, and Windows PC in addition to PS4 and Vita. A release date for the remastered version of the game has not yet been announced, but Double Fine says it will be a simultaneous launch across all platforms.

Reblogged from: gamespot


Prison Architect Alpha 24 new modding system and confidential informants

Prison Architect Alpha 24 new modding system and confidential informants

The latest alpha #build of Prison Architect (#Linux, Mac and Windows PC) was published on Friday morning, just under one month after Alpha 23 went live, and the latest build of Introversion Software‘s prison construction and management #simulator offers some pretty substantial changes for the Prison Architect community to dig through.

Prison Architect Alpha 24 has been published by Introversion Software, introducing both confidential informants and a substantially improved modding system to the popular prison construction and management sim. While not an especially long list of changes, especially compared to patch notes for previous Prison Architect alpha builds, the game’s newest features offer some significant changes for regular Prison Architect players to adjust to.

Would-be wardens will now have the option of recruiting confidential informants among their inmates, typically by offering leniency in lieu of punishment for wrongdoing. The ability to recruit “snitches” gives the Prison Architect community a new way to keep an eye on the flow of contraband in your prison, and lets you know which prisoner(s) might cause trouble for you in the near future.

The Prison Architect team also drastically overhauled the game’s existing modding systems, giving players a surprising amount of freedom to customize their Prison Architect gameplay experience. The new modding tools allow players to change everything from the basic attributes of their inmates to the items and rooms that can be purchased/built at your correctional facility.

Those looking to alter the Prison Architect experience can even create new research trees for the game, along with new materials, reform programs, work rules and more. Meaning longtime Prison Architect fans can probably expect to see a substantial increase in the number of mods available for download in the Steam Workshop.

Here’s the complete change log for Prison Architect Alpha 24:

Mod System V2

The modding system has been substantially upgraded.

It is now possible to create new versions of just about everything in a mod:

  • - Objects / Entities
  • - Rooms / Zones
  • - Equipment / tools / weapons
  • - Materials
  • - Research / Bureaucracy
  • - Emergency Callouts (eg Riot Police)
  • - Reform Programs
  • - Grants (The only area you could add new content previously)
  • - Jobs (eg tend these vegetables)
  • - Needs, and Need Providers (eg “Bladder” is a need, “Toilet” is a need provider)
  • - Production/Work rules (eg Move sheet metal to the workshop, load it into the Saw, cut it into license plates)

Custom graphics can be provided by data/sprites.png. (Please keep your sprites.png as small/compact as possible – so we can load more mods at once). We currently only support a single graphics patch at a time, however we will upgrade this for next alpha

All objects can use an optional LUA script to drive their behaviour

We have created a sample Mod called “The amazing vegetable garden mod”, which demonstrates many of the new features. It adds a new Vegetable Patch, in which seeds can be planted. These seeds are tended by prisoners, and eventually grow and can be harvested as vegetables. Those veg are then taken to a (new) Vegetable Preparation Table in the kitchen, where they are chopped into ingredients. Those ingredients are then used for cooking meals within your prison.

More information can be found here:

Confidential Informants

Prisoners can sometimes be hired as Confidential Informants, and will provide insight into illicit activity within your prison. Prisoners *might* be willing to become CIs in exchange for being released from a long stint in Solitary. In addition, suffering Withdrawal symtoms from drug abuse, or suppressed from heavy handed treatment will help convince them. Once recruited, CIs must be “activated” and will be escorted in cuffs to the nearest security office.

They will then reveal their information in the new “Informants” view under “Contraband”. They will reveal:

  • - All contraband owned by prisoners
  • - All contraband being smuggled in (eg by delivery trucks)
  • - All arranged throw-ins, ie near the outer walls
  • - All escape tunnels

Prisoners who have been in your prison for longer will have more information for you.

Each time you activate a CI, or act on their information, suspicion in that CI will increase.

If their suspicion rises too high, their life may be in danger.

Remote Access systems continued

  • - Servos can now be set to ‘Close on trigger’, which means they will close their door when triggered instead of opening it.
  • - Power Switches can now be turned on and off by an incoming wire connection
  • - New object : Pressure pad. Activates when stepped on
  • - New object : Status light. Lights up when activated
  • - Rendering speed of all wires increased
  • - Performance of logic gates much increased (helps with large circuits)
  • - Wires are now rendered only when an object is selected, or “All Wires” is selected in the Utilities menu.

Contraband thrown over walls is now less likely (minimum distance between throws now 15, previously 10)

Historical Contraband now pruned to 7 days maximum.

  • - This hugely reduces memory requirements and save game file size, and will also help performance in very long running maps.

Theft of spoons and forks from the Canteen was becoming excessive. The canteen is no longer a source of spoons or forks.

When multiple objects are in a single square, you can now cycle between them by pressing TAB

Fixed : Broken materials will now be dumped, so they can no longer block things from working.

Eg ‘Broken’ uniforms are never used, but also never replaced

Cleaning Cupboard rooms now require the Cleaning research to be completed

Trees now arrive in packs of 10 (saplings in plant pots), ready for planting (instead of one tree in a single crate)

What do you think of the changes implemented in Prison Architect Alpha 24? Already have an idea for a mod that you think would improve the overall Prison Architect experience? Looking forward to seeing what sort of content the Prison Architect community creates?

Reblogged from: idigitaltimes


Costume Quest 2 is now available for Pre-order for Linux, Mac and Windows PC

Costume Quest 2 available for Pre-order for Linux Mac and Windows PC

Costume Quest 2 #launches on October 7 on #Steam, with pre-orders begin this weekend and ripe for the picking – or tricking or treating. Pre-order the game across Mac, Linux and PC in two ways: Costume Quest 2 plus four classic costumes for $15, or pay $20 for the “Pre-Purchase Costume Quest 2 Bundle,” which includes Costume Quest 2, Costume Quest, the Grubbins on Ice DLC and those four classic costumes.

Double Fine’s Greg Rice said: “People have been asking for it forever. I think it’s that every Halloween you’re reminded about the game. We have a lot of people who are coming back to us saying they replay it every year.” The original Costume Quest was released in 2010.

The four included costumes are the Robot, Unicorn, Eyeball and Pumpkin. Each costume comes with its signature ability, Double Fine says: “Mow through Kronys with the Robot’s ‘Missile Barage’ or bring back KO’d friends with the Unicorn’s ‘My Pretty Panacea.’ Pumpkin can devastate groups with an ‘All Hallows Eve’ wind attack, while the Eyeball unleashes tears of fury via the ‘EYE-agra Falls’ ability.”

This holiday season, Costume Quest 2 allows everyone to partake in the most sacred of all tasks: Saving Halloween. It’s due out on PS4, Xbox One, Wii U, Xbox 360, PS3, PC, Mac and Linux, published by Midnight City and developed by Double Fine.



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