Posts Tagged ‘Kickstarter’

Yu Suzuki On Board For Shenmue 3 Kickstarter

By Adam Smith on June 16th, 2015.

When Microsoft made the announcement that they’d be adopting some kind of Early Access process for the Xbone, I joked that one of the other major publishers would use their conference to announce a Kickstarter. And so..

Last night, while I was catching up on sleep after a frantic weekend, Sony invited Shenmue director Yu Suzuki onstage to announce that they would be funding and publishing Shenmue III on PS4 he would be Kickstarting the sequel and releasing it on PC and PS4. The campaign has already raised almost $1.8m of a $2m target.

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Bump, Don’t Grind: Auro Quest

By Adam Smith on June 5th, 2015.

It’s a good time for fans of turn-based tactical games. Invisible, Inc is an instant classic, XCOM 2 is preparing for planetfall and Telepath Tactics is as extensive as any tactical RPG I can remember on PC. There’s also Auro: A Monster Bumping Adventure – or, to be more precise, it’s extended version The Auro Quest Expansion. The original Auro is a game that happens to be on mobile but would happily fit on PC. I’ve spent several flights and train journeys in its company recently, and am delighted to see the Quest Expansion preparing for PC release.

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Singing For A Third Supper: Bard’s Tale IV Halfway Funded

By Alec Meer on June 3rd, 2015.

Shame on all of you! I just came here to see Honk If You're Horny in peace

I don’t know. Iiiiiiiiiiii ddddddddddon’t kkkkkkkkkknow. A Wasteland sequel seemed like a fantastic idea, given the divisive actiony direction Bethesda took Fallout in. A Planescape: Torment follow-up was absolutely giving literate roleplayers what they wanted (hopefully, anyway – that one’s not out yet). Bard’s Tale, though? I know it’s a landmark cRPG, but it’s not one I’ve heard many people crying out for a new sequel to. I guess I worry a little that it’s old-school roleplaying for old-school roleplaying’s sake, and I’d prefer something stone-cold new. But what do I know, given inXile’s The Bard’s Tale IV Kickstarter campaign (their third to date) has rounded up $800,000 of its desired $1.25m in less than a day? Clearly there’s an appetite, and clearly The Bard’s Tale IV is going to happen.
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Ready Steady Splat: Carmageddon Leaves Early Access

By Adam Smith on May 22nd, 2015.

I have a soft spot for Carmageddon and I fear that the Kickstarted Reincarnation [official site] is going to steamroll over that soft spot and turn it into a gloopy red mess at the side of the road. After a prolonged stint as an Early Access title, Stainless Games’ rebooted Deathracer launched yesterday. I’ve only played briefly – although I spent a few hours with earlier versions – and while I’m not hindered by the performance issues that continue to affect many, Reincarnation hasn’t reignited my love for the series. Maybe my tastes have changed since my teenage years and maybe Carmageddon hasn’t changed enough.

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This Kaleidoscope World: Torment – Tides Of Numenera

By Adam Smith on May 21st, 2015.

You can’t swing a dead (giant) rat without hitting a big ol’ RPG these days. In the last couple of months, we’ve had the party-based pleasures of Pillars of Eternity and the bold, handsome excess of The Witcher 3. Divinity: Original Sin is flexing its systemic muscle for another bout and there are plenty of other attractions waiting in the wings.

Despite all that competition, Torment: Tides of Numenera [official site] could be one of the most intriguing RPGs in years. The spiritual sequel to Planescape: Torment promises to outweird the rest of the pack, if nothing else, and the new video below shows the range of environments that will be on show. It’s like watching a showreel of five or six RPGs crammed together – sci-fi and horror cheek-to-cheek with swords and sorcery.

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Massive Chalice Spills Out Of Early Access On June 1st

By Jem Alexander on May 15th, 2015.

Anyone else picture a KFC Bargain Bucket whenever you hear the words Massive Chalice [official site]? No? Just me? To be fair, I think about KFC all the time so it’s possible there’s no causation there. Regardless, I’ve already planned to sit down with a massive chalice of chicken when I tuck in to the full release of Massive Chalice’s turn-based genetic tactics on June 1st.

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Sidescrolling Stealth Sim: Wildfire

By Adam Smith on April 15th, 2015.

I saw a couple of animated gifs from an early build of Wildfire a few weeks ago, and found them far more exciting than any big budget super-trailer. From the mind of Daniel Hindes, creator of the stealth game collective Sneaky Bastards, the game blends Far Cry 2’s fire propagation system, Thief’s approach to stealth and AI, and the philosophy of immersive sims. It’s a game about outwitting AI and manipulating the environment, mostly through the use of fire and water. Now on Kickstarter, aiming for A$10,000, Wildfire looks like everything I hoped it might be when I first saw those tiny gifs.

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Izle Kickstarter Offers Grapple Hooking On To Clouds

By Graham Smith on April 9th, 2015.

By the time I’ve learned that a game is about crafting on a procedural landscape and on Kickstarter, I’m a sludge on the ground, my lack of interest unable to hold my molecules together. Izle had a long way to go to re-corporealise me, then. It did it first by making its procedural worlds floating islands rendered in a pretty, polygonal, flat-textured style. Then by having a grappling hook which lets you swing from clouds. Then by having some sort of ability in which you fly into the sky and then a giant hand comes out, as if from a galactic giant, and I think that’s how the islands are formed? Then you get a bird you can fly upon.

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Parnell Confirms Continuing Limit Theory Development

By Adam Smith on April 8th, 2015.

Until February, development of the successfully Kickstarted open-world space sandbox Limit Theory had been extraordinarily well documented. Creator Josh Parnell has been enormously vocal with backers and followers, posting detailed updates to the KS page and the game’s forums. Then, in early February, the usually active Parnell went quiet. Last night, we got in touch and received confirmation that development is ongoing and that regular communication will resume in the near future.

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X-COM Meets Wreck-It Ralph: Enemy

By Adam Smith on March 19th, 2015.

I haven’t played the recently released Enemy [official site] for anywhere near long enough to do a judgement but I’ve spent enough time with the game to burn down a gangster’s house and make a tree fall onto a skellington. I burned the house down in the first ten minutes after installing.

Successfully Kickstarted last year, Enemy is a one-dev project with (original) X-COM style turn-based tactical combat. The game world is a procedurally generated mash-up of traditional gaming genres, which means your party might have a bomb-lobbing platformer hero and a monster-hunting Castlevania-type fighting side by side. Environments and enemies are similarly drawn from gaming history and all of the combat takes place in destructible, physics-driven voxel environments.

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Indies Crash E3: Making E3 A Little More Indie

By John Walker on March 11th, 2015.

I don’t enjoy E3. It’s a vast sprawling convention of monstrous noise and giant corporations, furiously trying to out bass each other in an attempt to hawk their AAA wares. The first time I went, my shoes literally fell to pieces, my feet more blister than skin, as I trudged through the morbid streets of LA to my ant-infested hotel room, writing up the screaming madness I’d seen each day.

And one thing you don’t tend to see at E3 is indies. Which makes me very glad that Indies Crash E3 [Kickstarter] exists. In 2013 they paid the way for a number of indie teams to be able to present their games within the corporate madness, and they’re after (an extremely small amount of) money, to see if they can do it again.

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Halcyon 6 Is Deep Space Nine To FTL’s Voyager

By Ben Barrett on March 11th, 2015.

Yesssss, thiiiiiis

Allow me to stop you mid-headline-scoff to go no, really. Halcyon 6: Starbase Commander [official site] puts you in control of a space station, able to build modules, train officers and construct ships to fight, trade and diplomise in an intergalactic war that’s going poorly for humanity. It’s a bit XCOM, limited resources making you choose between this upgrade or that, praying that every scouting operation and away mission won’t lead to a thoroughly bisected crew. Unfortunately, what it doesn’t share with FTL is being out or fully funded. It’s on Kickstarter after $40,000 Canadian (Just over 31k USD or £21k) but that does mean you can at least see it explained and in action below.

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Robot Souls – Strength Of The Sword: ULTIMATE

By Ben Barrett on March 7th, 2015.

The Ivent boys don't like to overstate things

Right, say it very quietly so the grumps don’t get all antsy about it but this has some similarities with Dark Souls. Did they hear us? Did we get away with it? I think we’re safe.

Strength Of The Sword: ULTIMATE [official site] is a third person action RPG from tiny two-man studio Ivent Games. If that sounds familiar it’s because they previously made the Playstation-exclusive Strength of the Sword 3 which isn’t a sequel, that’s just how they named it. Ultimate is a Kickstarter remake/port of that game to PC and various consoles. It looks a bit like Dark Souls only more action packed, with the same focus on nail-biting, skill-heavy combat and a wide variety of viable customisation options when it comes to gear. Ivent provided a very early build for me to try out, details and trailer below.

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