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Very Early Impressions: The Darwin Project

Very Early Impressions: The Darwin Project

After spending a long chilly night with The Darwin Project, we’ve determined that the future for this new indie survival experience look bright, but there is obviously much work is left to be done. Scavengers Studio was kind enough to send us an Alpha key for their upcoming Battle Royale style game and the small team of 17 has pulled off quite an impressive feat. They have managed to build an original experience in a genre that seemed doomed to 100 player rounds on massive islands. This was achieved through focusing on the survival and crafting features that are often times ignored in this style of game. Could The Darwin Project be the title that steers the genre in a new direction?

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Let’s Take A Closer Look

From the start, this game is a much more contained experience. Seven competitors enter the ring to fight for their lives in a very “Hunger Games” like situation. Much like PUBG and Fortnite, players are dropped into a lobby that allows those participating some time to converse and get a feel for the competition while also given full freedom to hit each other with axes and arrows. After the countdown is up those competing are dropped into a ring that is made up of seven hexagons each representing a zone. Players are spawned in on their own portion of the map (hexagon) and the games begin. Right off the bat players will realize that to survive the harsh frozen climate, they will need a fire. This is where The Darwin Project distinguishes itself from the main players in the genre.

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It’s All About Survival 

Survival is at the forefront of this experience and if ignored, you can never hope to see the end of a match. As of now, chopping down wood and tearing apart leather sofas is the primary means of collecting resources. These actions result in materials that can be fashioned into a variety of tools that can be used to get ahead of the competition. Craftables include axe/bow upgrades, jackets to prevent freezing to death, speed improvements, and a variety of “tech” that needs the elusive electronic resources. These bizarre future upgrades can be made by collecting a piece of technology that randomly spawns around the map at various times throughout the match. The only catch to this is players are all made aware of the spawn location turning the hunt into a race, for this game-changing resource. Some examples of tools that can be fashioned out of this equipment are turrets, over shields, and teleporters.

Currently, the survival aspect is very fun but needs to be fleshed out more and while the combat can be exciting it feels a little too quick and sporadic for the slow and steady nature of the hunting and gathering you do before engaging an opponent. Luckily survival isn’t all that sets this game apart.

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Show Director Mode

The other major way Scavengers Studio is making The Darwin Project its own idea is through the game’s “Show Director Mode.” The eighth player is not a competitor on the battlefield, but instead a robot that can fly around the arena and cause havoc for the fighters. Some examples of their powers include swapping players positions or dropping bombs that disrupt the action from time to time. Overall, it is a nice twist that is still in its early stages but has a lot of potentials to truly set the game apart and maybe create a new sub-genre.

While The Darwin Project may still be very early in development, its Alpha seemed more fleshed out than most Betas that are released today. The graphics style is original and gameplay has plenty of room to become something great. This indie game has tons of potential and we can’t wait to see how the talented team at Scavengers Studio refines their experience, especially when the Battle Royale genre has grown so stagnant. Gameplay footage Gigamax recorded will be available soon so be sure to keep your eye on GigamaxGames.com for more information on The Darwin Project!

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Lawbreakers Launches Huge New Patch

Lawbreakers All-Star Update

An update has just released for the Anti-Gravity FPS Hero Based Multiplayer experience, Lawbreakers, and it’s a big one. As of now the update for Cliff Bleszinski’s new game is available on PS4 and PC. The patch adds a ton of new content, most notably Boss Leagues, a new ranked mode that fans have been anticipating since the game launched.

Even though Boss Leagues is now live, it seems like the first season is a bit of a test. Season 0 is what the studio named this “beta season” and plans on gathering feedback so they can improve future seasons. Currently, there are three game modes in Season 0: Blitzball, Uplink, and Occupy, which don’t allow doubling up on roles, much like the ever popular, Overwatch. The studio also made it easier to find players by extending matchmaking parameters.

The new update also includes a brand new map where players can test their skills in Blitzball. It’s known as Gateway and is located above the streets of San Francisco. “Gateway, the Blitzball stadium, is a such a marvel, as it floats effortlessly in the sky thanks to Hadronium’s anti-gravitational properties,” Boss Key says. The studio updated the Redfalls map to contain a Blood Moon that gives the stage an overall creepier vibe, but in terms of gameplay, this new aesthetic does not do much.


Stealth 700 Gaming Headset for PS4

Today’s update will add a bunch of new content players can unlock through the loot box system. In total there are more than 120 new items to collect. Lastly, the update adds a much-needed tutorial mode which was a confusing misstep when the game first launched. The full patch notes for the game are below and Gigamax will be keeping a close eye on Lawbreakers developments, so be sure to check back for more information!

LawBreakers PS4 2.0 Patch Notes:

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ROLE CHANGES:

HEALTH REGEN (ALL ROLES) –
  • “We’re increasing the out of combat delay so that hopping from engagement to engagement takes more strategy.”
  • Increased the time it takes out of combat for health regen to start from 3 → 5 seconds.
ASSASSIN –
  • “With the health adjustments in Patch 1.4, Assassins aren’t as squishy and don’t need as much help sustaining while in Frenzy. We’ve cut down on the healing per hit to address this.”
  • Arc Blade’s healing per hit, while Frenzy is active, has been decreased from 70 → 55.
  • Frenzy replenishes all movement charges upon activation (Patch 1.4 missing note)
BATTLE MEDIC –
  • “We’ve added more charges to Firefly so that Battle Medics can command the battlefield a bit better. Having the same amount of ammo on both weapons should help their swap timing and make them more viable in skirmish modes.”
  • Firefly’s number of charges increased from 4 → 6.
  • Increased time between replenishing Firefly charges from 0.2 → 0.25 seconds.
ENFORCER –
  • “Enforcers health has been brought down since previous patches have increased his survivability.”
  • Base health reduced from 500 → 475.
GUNSLINGER –
  • “We’ve added charge multiplier logic to the Omega that increases alongside damage. This should reward high accuracy players and curtail “spam slinger” effectiveness.”
  • *NEW* Gunslinger’s Omega headshot multiplier will now scale up based upon how long your charge your shots.
  • Omega’s min headshot multiplier is now 1.1.
  • Omega’s max charged headshot multiplier is now 1.75.
HARRIER –
  • “Harrier’s kit inherently makes them extremely survivable, so we’ve knocked 25 points off of their Base Health. The Shoc-Croc has been adjusted to deal more damage if you can train your weapon on an enemy’s head. We’ve also shortened the length of Convergence to make it less oppressive.”
  • Base health reduced from 450 → 425.
  • Shoc-Croc’s headshot multiplier increased from 1.5 → 1.75.
  • Laser Tag cooldown visual now changes from red to blue when able to fire.
  • Convergence beam duration reduced from 6 → 5 seconds.
JUGGERNAUT –
  • “Juggernaut needed a bit of help when low on ammo, so Instigator has gotten a reload speed bump. We’re working on some bug fixes to reload issues overall in future patches that will help them out.”
  • Instigator’s reload speed has been sped up by 10%.
  • Holo-Deflector can be manually destroyed by pressing the activation button again (Patch 1.4 missing note).
TITAN –
  • “Titan has gotten some quality of life improvements this patch. They can now perform more actions while in Berserk mode, and we’ve added our version of a much requested range indicator for Hammerhead rockets.”
  • *NEW* Detonation indicator will now appear when a target is within a rocket’s explosion radius.
  • Pulverize’s max damage increased from 125 → 175.
  • Titan can now kick and jump while Berserk is active.
VANGUARD –
  • “Vanguard’s Meteor Shells + Pulsar burst potential has been dialed in a bit and we’ve made the shell’s self damage less punishing.”
  • Pulsar’s damage radius lowered from 200 → 175.
  • Pulsar’s max damage lowered from 120 → 110.
  • Hydra’s time it takes to get to full fire rate has been increased by 7.5%.
  • Updated Hydra’s primary reticle.
  • Meteor Shells self-damage reduced from 100% → 50%.
WRAITH –
  • “Wraith is getting outdueled and damaged at his intended effective range. We’ve adjusted the reload speed to help them exchange fire and increased the minimum damage from Wasp to match a default kick. Chrono Switch has also seen an adjustment so that hitting targets with it should be more reliable.”
  • Spektor’s falloff start distance increased from 600 → 750.
  • Spektor’s reload speed has been sped up by 25%.
  • Wasp’s minimum stab damage increased from 30 → 75.
  • Chrono Switch’s slowing rings travel speed has been increased by 30%.
  • Increased the time between firing Chrono Switch’s slowing rings by 10%.

GENERAL ADDITIONS/IMPROVEMENTS:

  • *NEW* Multi-region Queue has been added to place players with acceptable latency in matches from all around the country and/or world.
  • *NEW* First Win of the Day XP Bonus has been added for getting your first win in any mode.
  • *NEW* Progression UI Widget has been added to the bottom right to show current Account / Boss Leagues progression, as well as a current creds total.
  • *NEW* Customizable reticle options in the Settings menu now include a Simple Dot, Simple Circle, and Simple Crosshair plus color options.
  • Increased the amount of XP awarded in all modes for time played. This means quicker account progression for everyone.
  • Added in text for score amount awarded on scoring events.
  • Added in major text announcements for carriers picking up the objective object in Blitzball, Overcharge, and Uplink.
  • Crosshairs now draw on top of all HUD elements.
  • Made it so that text chat does not switch sides during death cam.
  • General Spectator improvements to overall visuals, clarity, and bug fixes.
  • Added in a ton of stat tracking for different weapons, abilities, and scoring events for roles that are displayed on the statistics page of the player profile.
  • Improved hit registration by speeding up smoothing on replicas to make positions more accurate.
  • Added latency compensation logic to improve Arc Blade grapple hit detection.
  • Titan rocket air detonation has latency compensation (so if you detonate it when you see it near somebody, it should deal damage, even at higher pings)
  • Redesigned the “Play” mode selection screen.
  • Added bonus XP when backfilling into and completing a match that was missing players.
  • Don’t count a match as a loss for a player that joined late and filled in a missing player’s spot.
  • Visual improvements for full-screen effects like Distortion Field and Chrono Switch’s slowing effect.

BUG FIXES:

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UI –
  • Fixed framerate drop issues in the main menu.
  • Fixed issues related to Blitzball carrier’s status not updating for people who just joined a match in progress.
  • Fixed an issue where a teammate’s name would sometimes appear red when you first see them.
  • Fixed a host of in-game scoreboard alignment issues dealing with Twitch status, icons, and text placement.
  • Fixed multiple issues during the end of match podium not rendering appropriately on 21:9 aspect ratio monitors.
  • Fixed a bug where being stabbed and killed by TAC knife would cause death cam to break.
  • Fixed overtime text announcement not showing in Blitzball.
  • Fixed multiple match history issues related to missing player names and stats for matches played.
SOUND –
  • Fixed error sound not playing issue when attempting to equip a locked account portrait.
GAMEPLAY –

Gunslinger

  • Fixed an issue where shooting the Alpha while blindfiring Omega would interrupt Omega’s animation.

Juggernaut

  • Fixed issues that improve the transition from sprint super jumping into blindfire,

Wraith

  • Fixed wall jump occasionally triggering on stairs and other unintended surfaces.

Turf War

  • Tiebreaker overtime rules in Turf War fixed, so you have to capture 2 zones to win.
  • Fixed crashes occurring directly after killing an objective carrier with a kick.
  • Fixed an issue where players could potentially cycle to a new match and see a black screen during character select, they would not be able to play without restarting.
  • Fixed an issue where not all assist based scoring events were tracking for achievements.
SETTINGS –
  • Fixed a bug where holding left d-pad and left stick would cause settings to adjust twice as fast.

Sources:

http://lawbreakers.nexon.net/en/news/article/25813/

http://lawbreakers.nexon.net/en/news/article/25768/introducing-the-all-star-update

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Layoffs Hit The Chinese Room as Studio Plans to Go Dark

Layoffs Hit The Chinese Room as Studio Plans to Go Dark

Unfortunate news from The Chinese Room has reached media outlets today. According to a blog post from founder Dan Pinchbeck, the studio laid off most of its staff and has plans to go dark. The independent games creator is most famously known for works like Dear Esther, the Amnesia series, and Everybody’s Gone to the Rapture. Now the company is facing an uncertain future but there is still hope for this small studio.

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Pinchbeck detailed in his post that he had suffered from a non-life-threatening health condition back in June, which gave him and his team time to reflect on the condition of the company. This was following the development of their latest game, So Let Us Melt, and negotiation meetings for the next project the team was planning.

The Bottom Line

“To cut a long story short, the situation–between financial pressures, trying to keep the lights on for the employed team, the stress of end-of-development, health issues–just wasn’t a tenable thing anymore. It was time to take a break, recharge, recover, and have a good think about the future,” Pinchbeck said in the blog post.

Ultimately, this led to the decision to lay off the development team. “So we let our team go,” Pinchbeck continues “Layoffs are never pleasant, particularly when you’re all trying to wrap a game. We did our best to try and help the team secure new positions, and then we all–the whole team–threw everything we had at wrapping the game. It didn’t feel fair to anyone, least of all people who had spent a year working on a project, to have its completion and release overshadowed by news about the studio closing, so we’ve held off on the announcement until we felt we were clear of all of that.” (http://bit.ly/2ftvjFo)

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Time To Reflect and Recover

The developer also detailed that he was not the end of The Chinese Room, merely a small break to recollect their thoughts and goals. As of now the games currently released will stay on sale as well as merch and the fantastic soundtracks that accompany their projects. Currently, the studio has been downsized to just three people, they are working on a game known as the 13th Interior and will bring on a bigger team when the time is right. As for the future, Pinchbeck said the studio has secured funding for a follow-up game called Little Orpheus and is expected for prototyping by the end of 2017.

Pinchbeck finished the post with “Is it the end of The Chinese Room? No, I don’t think so. But it’s the end of a chapter, and we hope you can all be patient with us whilst we figure out what happens next.” Hopefully, this statement rings true because this studio is one of the most talented and has created some of the most beautiful stories in gaming. It is never easy for a studio to downsize like this but unfortunately that is the nature of the industry. An official media meeting is expected to take place later this week so keep your eyes peeled for more information.

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City of Brass – Uppercut Games Playlist

City of Brass – Uppercut Games Playlist

Uppercut Games was generous enough to offer the Gigamax crew a beta key to try out their latest Rogue-Like game, City of Brass. This Indiana Jones meets Bioshock adventure was something special from the very beginning. The environments and simplistic gameplay mixed with sneaky traps and dangerous enemies kept things interesting every step of the way. City of Brass may be simple at heart but the level design is spectacular.

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It begins with the character spawning in and it’s all on from there. With no quests or missions, the goal is to make it to the end of the level and advance to the next stage. Each stage is riddled with booby traps, skeleton enemies, and treasures beyond your wildest dreams. The treasure is used to purchase upgrades from the genies located throughout the map. Players have an objective arrow that will guide them to the end of the level, they’re also timed so it’s important to keep moving.

City of Brass Is A Hidden Gem

This hidden gem of a game didn’t get much attention by the media. This is surprising considering it was developed with the help of ex-Bioshock developers. Overall the game came out great and the Gigamax crew is excited to keep on working their way through the unique levels and fight the bosses along the way. There’s no telling what other secrets are hidden throughout the City of Brass. As any fan of Rogue-like games knows, there is always a new, exciting experience to be had.

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Be sure to stick around as the Gigamax Crew continues adding to this exciting games playlist. Both Gigs and Mack can’t wait to jump back in and see what else the City of Brass has to offer.   

Thank you so much for taking the time to watch and for visiting GigamaxGames.com. It really does mean the world to us. If you can think of any way we can improve the content, please let us know at GigamaxGames@gmail.com. Also, if you have a game you want to watch us play, just reach out and we’ll jump right on it!

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Friday the 13th Developer Provides DLC Roadmap

Friday the 13th Dev Provides DLC Roadmap

Fans of the very popular Friday the 13th game will be happy to hear that the developer behind the game, Gun Media, has no plans to abandon the project. In fact, to show players that they are still working hard, the team has provided a “DLC Roadmap” in the form of a colorful infographic that seems like it is intentionally drawn like a camp brochure. The indie developer shared this chart on their forums where they also addressed plans for upcoming single-player content.

While the roadmap itself does not share any dates but does show the long-term goals of the developer and a ton of the DLC’s coming to the game. According to the chart, fans can expect new maps, modes, and a lot of new cosmetic options for Jason and the councilors. Other updates include new emotes, Jason types, and councilors. This all comes in the wake of the developer’s teaser video, released in August, that gave vague details of their DLC plans.

The Roadmap:

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In the forum post, the developers explained their progress for fixing bugs across the various platforms Friday the 13th is available on. Most importantly they laid out plans for getting content onto the Xbox, a process that has been admittedly too slow. According to the developer, this is because of Microsoft’s strict rules and guidelines for updating games.

That’s Not All!

The team also explained that single player was delayed from its previous summer release because they wanted to focus on fixing the core game first. Now that the stability issues have been addressed, the developers are reassigning resources to make sure that this feature gets added as soon as possible, including hiring additional staff. The Roadmap indicates that single-player mode will seemingly be a number of different challenge modes rather than a conventional campaign.

Hopefully, players will start seeing this content soon as the game was relatively bare bones when it first hit consoles. We are big fans of this game over here at Gigamax and are excited to see more DLC come to this exciting indie game. Make sure to keep checking back with Gigamaxgames.com for more on Friday the 13th’s DLC roadmap as information becomes available.

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New Hellblade Patch Fixes Tons of Bugs

New Hellblade Patch Fixes Tons of Bugs

It has been a little over a week since Hellblade: Senua’s Sacrifice was released and the developers are already patching a variety of bugs that have been plaguing players. While the independently developed game was praised as one of the best games to come out this year, it certainly had its issues. That’s why the developer, Ninja Theory, rushed to get this patch out detailed here on their blog.

Hellblade

There were bugs that would break the game or stop character progression entirely and these were the first to be addressed. They also fix a variety of collision issues that would send the player out of the game world and make it impossible to proceed. PC players will also be happy to hear that an issue involving the menu not loading has been patched.

There’s No Stopping Ninja Theory

Ninja Theory doesn’t plan on stopping either. The blog post also detailed that they’re still hard at work looking into bug reports so expect more updates in the near future. One patch, in particular, is the performance issues that PC players with AMD GPUs have experienced.

Below we have a full list of the patch notes that you can also find on Ninja Theory’s blog. While releasing broken games should never be acceptable, it’s hard for a small development team to take care of all the issues right at launch, sometimes it takes time for the community to find the problems and aid in pointing out where they are. Hellblade was an excellent game that should be in every gamers library especially after the patch. Gigamax managed to beat the game while only encountering one game breaking bug. If you’ve had issues make sure you report it to support@hellblade.com.

Patch Notes:

-Fixed a crash that could happen if two Keep Guard enemies are standing close to each other and one dies.
-Russian subtitles for the Hellblade feature have been added.
-Fixed an issue where the audio would be out of sync with the Hellblade feature if it has been paused for an extended period of time.
-Fixed an issue where the Baldr Masks in the Tower Shard level are white on the inside.
-Fixed scenarios resulting in unlit geometry after reloading from checkpoint.
-Fixed a potential progression stopping bug in the Fenrir Cave by the ‘M’ rune door puzzle.
-Fixed potential progression stopping bug in Fenrir Cave due to check pointing after skipping a lit region.
-Fixed potential progression stopping bug in Fenrir Cave if player fails to collect floor rune after combat and subsequently dies.
-Fixed collision issues that could allow players to unintentionally exit the game world.
-Fixed audio cut-out issues.
-Added audio cues for hidden faces.
-Fixed audio hard cut at the end of various cut scenes.
-Fixes for audio lip sync issues.
-Audio balancing fixes.
-Various subtitle localisation fixes across a number of languages.

Combat tweaks:

Global

-Adjusted automatic difficulty enemy health scaling and Senua’s damage taken/given modifiers.

Senua

-Increased damage value of certain combo finisher attacks.
-Adjusted rate of combat focus resource build-up in Hard difficulty mode or higher.
-Fixed issue with stinger animated cameras popping if the same attack was repeated.

Warrior Enemy

-Warriors now have an increased chance of evading certain heavy attacks.
-Fixed missing sound effects on certain reactions.

Protector Enemy

-Health values have been lowered.
-Will now remain vulnerable for longer after his shield guard has been broken.

Keep Guard Enemy

-Fixed a potential crash bug if Keep Guard enemies are standing close together and one of them dies.
-Tweaked rotation rate during certain attack windups.
-Fixed missing sound effects on certain attacks.

Surtr

-Fixed an issue where Surtr was able to throw Senua outside of the arena.

Valravn

-Fixed an issue where Valravn could not be damaged while in Focus for certain combos.
-Parried projectiles will now remove shadow state on hit.

Fenrir

-Health values have been adjusted.
-Fixed issue where certain attack were not dealing damage correctly to Fenrir.

Revenant Enemy

-Adjusted slide properties for certain attacks.
-Adjusted cooldown for parry and evade defensive actions.
-Parried projectiles will now remove shadow state on hit.

Photo Mode

-Fixed an issue where motion blur is applied to object incorrectly during Photo Mode.
-Removed the second slider that did nothing when cycling through the Effects tab.

PC Only fixes

-Fixed an issue where altering master volume would cause no audio to be played during the intro.
-Fixed the lack of vibration with the Steam Controller for the Blindness level
-Fixed an issue where key bindings and run toggle were not being saved between game sessions
-Fixed an issue where looking around with the mouse during the boat intro was not working.
-Fixed an issue where Focus was not able to be assigned to another key.
-Fixed an issue where tabbing out during cut scenes would cause audio to go out of sync.
-Fixed an issue where the menu would not load on start up.

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Sources:

HELLBLADE BLOG POST: http://www.hellblade.com/hellblade-patch-1-01-released-for-playstation-4-pc/

Hellblade Senua’s Sacrifice Gameplay & Playlist

Hellblade Senua’s Sacrifice Gameplay & Playlist

Mack and Gigs entered the very bizarre world of Hellblade Senua’s Sacrifice in a recent Youtube live stream and it was a strange and exciting journey. Starting on a mysterious boat ride that was like “It’s a Small World” but with corpses and ending with a confusing maze of portals and glyphs. This game is a fever dream that wants the player to unlock the mysteries held inside. Ultimately, the experience with this new indie game was amazing.

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Definitely, don’t miss the crew trying to solve puzzles that almost figure themselves out while swinging violently at enemies that are basically tutorials. Luckily they managed to get through the experience without dying (apparently this game has strict punishments for that). The game seems to focus on the story and mental anguish the heroine is going through, but she’s still a badass that makes us wonder why we haven’t taken up the claymore yet.

Thanks for watching and don’t forget to click that subscribe button! If you enjoyed don’t forget to check out the rest of our videos.

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Yooka Laylee Spit N’ Polish Update Out Now

Earlier this year the developers behind Yooka Laylee, Playtonic Games, launched an update for the PC version titled “Spit N’ Polish.” This update fixed many peoples issues with the platformer that was inspired by the glory days of Banjo-Kazooie and as of yesterday, the patch has been added to the PS4 and Xbox One editions of the game.

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Image Source: http://bit.ly/2wAfDUx

One of the many changes that the indie developer made was a new optional camera that gives the player way more control over where they can position the once fidgety system. This seemed to be one of the main concerns of the Spit N’ Polish update as many reviewers considered the camera to be a major downside to the experience.

In addition to the new camera, the game also makes adjustments to the game’s flying and first person aim controls, the ability to skip cutscenes and dialogue, an option to shorten the iconic “gibberish” voice acting, and tons more that Playtonic detailed on their Spit N’ Polish blog post.

Some of the bigger changes include:

  • Pagies have added signposts to Hivory Towers to help guide players to new worlds
  • Design tweaks to all arcade games
  • Improved speed when scrolling through Totals Menu
  • New moves section added to pause menu, with image guide
  • Restart option added in the pause menu during arcade games and Kartos challenges
  • “Sonar-able” objects now have clearer visual identity
  • Laser move no longer requires player to crouch
  • Improved Transformation controls
  • Minecart control and hitbox improvements
  • Improved Rampo boss fight
  • Performance improvements
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Image Source: http://bit.ly/2wAfDUx

Playtonic is still hard at work on the Nintendo Switch version,  set to replace the canceled Wii U version of Yooka Laylee. No release date has been set for their return to Nintendo but Playtonic tweeted a picture of the game running on the new console so hopefully, we’ll see it soon. The developer also detailed that the Switch version would come with the Spit N’ Polish update already implemented.

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Dead Matter: A True Zombie Survival Game

Dead Matter: A True Zombie Survival Game

Every fan of zombie fiction has at some point asked themselves “what would I do in a zombie apocalypse?” The indie developer, Quantum Integrity, is looking to help answer this question with their upcoming sandbox survival game Dead Matter. Originally developed as a mod for Crysis 2 back in 2013, the team behind the game put their heart and soul behind this project and it shows. With multiplayer, near endless customization, a humongous living world, and full mod support Dead Matter is quickly becoming the zombie survival experience everyone has been waiting for.

Kickstarter & A Dream

Quantum Integrity boasts on their Kickstarter page that Dead Matter is “true sandbox survival horror.” Players will get to fight through the zombie apocalypse however they see fit. That can include setting up a home base and defending it with their expansive crafting or barricading system all while cultivating the land or wandering the wasteland scavenging whatever tools, vehicles, weapons, and the food they can find. Set in the province of Alberta, Canada players will be able to experience the game alone or with friends as the developer intends to support both play styles equally.

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Image Source: http://kck.st/2veORjV

 

Freedom of expression is an important design choice for Quantum Integrity. Customization features have been at the core of Dead Matter since the games original inception. It starts with the character design where hair, head, and body can all be changed to whatever the player desires. When actually playing the game, customization extends to nearly every facet of the experience including weapons, vehicles, and buildings. Want to wrap a baseball bat in barbed wire? Go right ahead.  Strapping C4 onto a programmable alarm clock? Perfectly fine! Turn the family van into a zombie survivalist’s dream ride? Strap some defenses and gun racks on that bad boy and call it a day.

Alberta, Canada: Zombie Paradise 

In order to help nurture the ideas of their player base, the developer built a stunning recreation of Alberta that contains the lush wilderness of the Rockies and extends to the once bustling city of Calgary. Designed to simulate true survival any simple trip for supplies could turn into a battle against soldiers, raiders, or a family just doing what they have to in order to survive. The world was also fully designed in order to support the player’s settlements. Every building in the game is made to be barricaded, upgraded, and fitted with electricity and running water. All of the land can be farmed and the lakes can be fished. Live in the shadows of the city and survive in the wild or work together with the community to retake the city of Calgary by taking control of dams, transformers, and bridges.

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Image Source: http://kck.st/2veORjV

 

Finally, to assert their connection with the fan base and support where the game got its start, Quantum Integrity comes packed with full mod support. All of the procedural generation tools are being put into the players’ hands as well as C++ and Blueprint access. Any user can host their own server complete with all of their own settings and mods completely free of charge. The team over at Quantum Integrity are modders at their core and it shows through their devotion to the modding community.

Dead Matter looks like an amazing survival experience that we just couldn’t wait to back on Kickstarter. If this game sounds appealing to you, don’t forget to show the team some support by throwing them some money or showing them love on social media. We can’t wait to get our hands on this gem so be sure to keep checking back for more information as the game continues through its development process!

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Theseus Review: Avoid More Than the Minotaur

Theseus Review: Avoid More Than the Minotaur

Whenever a new PlayStation VR title releases, a sense of excitement follows. I begin to wonder what world I’ll get to take an active part in and experience through my very own eyes. Needless to say, when Theseus was first announced I was excited to avoid the infamous Minotaur in the labyrinth he calls a home while fighting creatures that dare to live in his kingdom. Admittedly, the 3rd person camera made me a bit wary of the title, but it was a perspective I had not yet experienced in VR and when done right could be a unique setup. Unfortunately, my concerns rang true, Theseus is a short and dull experience that ends long before you even have the chance to enjoy it and a price point that is far above justifiable doesn’t help either.

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The Journey into the Labyrinth

Theseus revolves around the characters journey into the labyrinth to escape the limbo he has been cast into. There’s spiders, a minotaur, and one helpful ghost, but that’s it. The game’s lack of NPC’s wouldn’t be so concerning if it did more with the ones it had created. In the short time I explored the maze I fought a cumulative 16-20 generic spider enemies, followed the ghost to the objective, and defeated the minotaur without swinging my sword at him. Also, if my description of the story seems somewhat lackluster it’s only because if I said anymore, the hour and a half long story would be ruined. While there is nothing wrong with a short game, charging $20 for the experience is a ripoff.

The third person perspective is a cool take on VR that could be used to set up some cool scenes. Unfortunately, Theseus’ take on the idea caused an uneasy feeling in my stomach and made little sense in a game that was about tight corridors and fighting spiders. Although it wasn’t the developers direction, the game would have benefitted from a first person perspective.

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Gameplay and Mechanics 

The gameplay involves climbing up walls, climbing down walls, walking down halls, running down halls, and lazily swinging at spiders. The combat was so dull at some point I tried to just walk to the next objective until an invisible wall impeded my progress that would only disappear when the enemies were defeated. Fighting involves swinging a torch with triangle and swinging a sword with square with no other control choices available, movement and strategy also felt very limited. While the game may take place in a labyrinth at no point was I ever left questioning which way to go. Pro-Tip, a game about a maze should never be a linear experience.

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Final Overview

Theseus is a collection of ideas that could have been really cool if executed properly. The graphics were great and the character design was creepy in a good way, but ultimately the game fell short in too many areas to justify it’s unusually high price point. If you are looking for a new VR title to pick up, Theseus should probably not be on your list.

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