Cliff Bleszinksi Aims To Create An FPS That Will Look Fantastic, Will Be Skilled Based, Targets 5V5
During a recent Reddit AMA, Cliff Bleszinksi shared a lot of new information about his new sci-fi free-to-play FPS shooter. According to Bleszinksi, BlueStreak needs to look fantastic on high-end PCs and – at the same time – run on really dated systems. Whether the team will be able to pull this off remains to be seen. Continue reading
Impressions – Habitat: A Thousand Generations In Orbit
By Alec Meer on July 9th, 2014 at 7:00 pm.
Habitat: A Thousand Generations in Orbit is a strategy/simulation/survival game about constructing an improbable spacecraft out of debris floating in a post-disaster Earth’s orbit. It’s out on Early Access now.
The first time you move is incredible. You’ve slowly built this absurd, rickety contraption of rockets, buses, burger restaurants, fire-breathing animatronic T-Rex heads and cruise liners, and it looks like a stiff breeze would tear it into so many lethal pieces. Yet now you have to fire up assorted jet engines and thrusters, and make this absurdist space hulk travel across the skies. Never mind that there are deadly, mine-spitting nanoclouds and inconveniently-placed explosive gas cannisters strewn about Earth’s orbit – simply going up and a bit left feels comparable to asking a massive, skinheaded Londoner in a red and white football shirt if he’s a Tottenham supporter.
Read the rest of this entry »
A Very Minecraft Megacity: The Endless City Mod
By Alice O'Connor on July 9th, 2014 at 6:00 pm.
To my infinite shame and professional disrepute, I’ve never played Minecraft. I know. But that hasn’t stopped me from hugely enjoying a Minecraft mod for months, Endless City by Julian Hyde. It’s an idea so lovely, I’ve enjoyed it in itself, not even watching other people play. See, Endless City is inspired by this cracking tweet from game-maker Andi McClure:
Reverse minecraft: Minecraft in a large city. Cut away dead frozen impassable skyscraper towers, construct trees and earth in their place.
How Epic Hopes To Avoid Pay-To-Win With Fortnite
By Nathan Grayson on July 9th, 2014 at 1:00 pm.
Fortnite is, technically speaking, Epic’s first free-to-play game. The crayola colored smash-and-shoot-and-loot-and-build-er is being designed primarily as a co-op thing, but with persistent MMO-style progression underlying it all. There’s also still-nascent PVP in the works, further necessitating balance in the name of fair fun. Fortnite is, however, a giant mixed bag of moving parts, multiple genres (action, building, crafting, a Gears-of-War-style horde mode, etc) mashed together. How do you make all of that free-to-play without mucking it up?
I asked producer Roger Collum about Epic’s plans, influences from games like League of Legends and Team Fortress 2, the potential emergence of a tedious grind with things like XP boosters in the mix, whether or not you can really equate time and money as free-to-play devs so often do, and more. It’s all below.
@TheVoxelman on twitter