Posts Tagged ‘Towerfall Ascension’

IGF Factor 2014 – Towerfall: Ascension

By Graham Smith on March 17th, 2014.

Horace is larger than all game characters.

The IGF Factor 2014 rumbles on. Today’s homing arrow of investigation makes Matt Thorson its victim. When this interview was conducted, the creator of Towerfall: Ascension was days away from releasing the game on PC and the interviewer had not yet discovered how good it was. What insight might fall out?
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Towerfall Ascension Ascends (By Which I Mean It’s Out Now)

By Graham Smith on March 12th, 2014.

Who would have guessed games would still look this amazing?

One day, all our jobs will crowdsourced into non-existence. For now, it’s just Steam Reviews doing it to the likes of me. For example, on the Steam page for Towerfall: Ascension, one Eric Raue writes that it is, “a masterclass example of intentional game design. Nothing feels out of place or missing. The controls and pacing have been fine tuned to create the best possible experience.” There’s no truer statement to be written about the local multiplayer 2D arrow-shooter.

There are only equally as true statements. Like “Towerfall: Ascension is out now” and “there’s an animated launch trailer below.”
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Wot I Think – Towerfall: Ascension

By Graham Smith on March 7th, 2014.

If we’re intent on having ungames and notgames, then we need the opposite category to classify those which seem especially comfortable in their own gameyness. These gamegames, supergames, hypergames might normally be called arcadey, but they’re not retro. They’re as modern as Call of Duty, as vital and current and new as Rust or DayZ, and Towerfall: Ascension could be the genre’s fig. 1.

Here is a long descriptive sentence. Towerfall: Ascension is a single-screen competitive and co-operative local-only multiplayer game for 1-4 people in which every player is armed with a bow and arrow, and in which your objective is to kill everyone else before they kill you by whittling down their lives or, in the new Quest mode, to work with your friends to kill waves of enemies across a series of increasingly difficult levels.

Conceptually, it’s unremarkable and easily described. In execution, it’s exquisite and has me chuffing on about ubergames, ultrogames, megagames. This is wot I think.
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Keen Arrow: Towerfall Lands March 11

By Adam Smith on February 21st, 2014.

The gleeful multiplayer exploits of Towerfall have long been the best (and perhaps) only reason to own the US Marine Corps sponsored Oorah! console. When we heard that a PC version was coming, with oodles of new features, I refused to be excited. I expected the newly colonised Towerfall: Ascension to show its face at shady conventions and to be passed around on sleek USB sticks at exclusive awards shows like Nidhogg before it. As the trailer below admirably demonstrates, Towerfall looks absolutely brilliant – a slapstick Spelunky deathmatch. The good news is that you won’t have to be in with the in crowd to play it. It’s out on March 11th. You will need friends though because multiplayer is local only, with no online support.

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TowerFall Ascension Bringing Co-op, New Everything To PC

By Nathan Grayson on November 16th, 2013.

That's they get for bringing a bow-and-arrow to an explosives and magic and wizards and cave fight.

True story: during IndieCade, I walked past Ouya’s tent, and a good 50 percent of it was taken up by massive TowerFall stations. They were facing out of the tent, obscuring the remainder of the tarnished wondercube’s lineup like some massive fun planet eclipsing a dying sun. The metaphor for the state of the platform, as you can probably tell from that simile, was palpable. But it’s OK because everything’s still amazing on PC, and we’re getting the biggest, best version TowerFall has to offer (along with PS4 or whatever I guess). TowerFall Ascension will offer a new co-op quest mode, 50 new levels, and countless new items. Sorry Ouya. Maybe don’t try to prevent huge audiences of people from playing games next time. Karma and all that.

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