New Winter Voices Episode Available
6:00 AM | Cord Kruse | 5 comments
BeyondthePillars has announced the release of Those Who Have No Name, the next episode of Winter Voices. The seven episode RPG chronicles the saga of a young heroine who, after the death of her father, must follow the mysterious voices of her unconscious mind to find the answers she seeks.
Gamers who embark on the wondrous, psychological adventure of Winter Voices must embrace a new form of role-playing, leading the heroine past her own personal demons come to life.Each episode of Winter Voices costs $4.99. Check out the link below to learn more.
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“Prepare for serious introspection as you dive into Winter Voices,” said Guy Levi-Bochi, CEO of Beyondthepillars. “This is a game for anyone who wants to truly immerse themselves in a fantastic, dark world through creative narrative. Players must navigate a strange and harsh environment with the power of their minds as their lone protection against the elements. Only this winter is not one of Mother Nature’s doing, but one of the mind and these harsh conditions may just be illusion, guilt and madness...”
Players will confront these terrors by choosing one of three female character classes and helping their heroine persevere her difficult journey. It is a challenging and snowy ordeal, bringing her face-to-face with strangers and travelers as she leaves behind the familiar faces of her home village. To progress, players need to guide her beyond the fears plaguing her journey, including the physical embodiment of her worst enemy: her own dark consciousness.
Players build their mind defenses in Winter Voices through an extensive talent tree of 120 skills. The mind must do many things to survive, including:
Winter Voices recently introduced its unique “defense of the mind” gameplay mechanics in a prologue episode, “Avalanche,” which is also available by download. Gamers who dive into the dark world can now enjoy the prologue and Episode 1, “Those who have no name.” Beyondthepillars will continue releasing new episodes in the seven-part series every few weeks.
- Embrace the Void: Nothingness overcomes your psyche and provides temporary resistance to pain
- Acceptance of Fate: Sometimes there is no escape from taking damage. Accepting this fate imbues your psyche with momentary invulnerability
- Love Thyself: To survive a traumatic encounter in Winter Voices, it takes more than just courage. Indulge in yourself to overcome your enemies
- I Don’t Want to Believe: If you don’t believe something is hurting you, the pain will lessen. Bolster your character’s base resistance to pain with denial
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Back To The Future Screenshots Unveiled
6:00 AM | Cord Kruse | 12 comments
IGN has posted a new collection of screenshots from Telltale Games's upcoming Back to the Future game, based on the classic films. The title is the first of several games to arrive as part of a deal with NBC Universal to develop games based on the media company's properties.
Spread across five episodes, this video game continuation of the film trilogy will follow the two main characters on a totally new adventure. For the kids out there who haven't watched the trilogy, you should know it contains crazy science, awkward hoverboard chases, time travel, and bizarre incestuous implications. It's weird, but also very much worth watching. Read more at the link below.
IGN: Back To The Future Screens
Quite a bit of talent is involved with the project, including the co-creator / co-writer / co-producer of the movies Bob Gale, Christopher Lloyd as the voice of Doc Brown, and of course the group at Telltale that has very clearly demonstrated skill at building entertaining episodic adventures. I know the folks here at IGN are excited to see how things turn out, and Telltale just handed over a few screenshots to give us a look at the visual style.
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City Of Heroes: Going Rogue Reviewed
6:00 AM | Cord Kruse | Comment on this story
Mac|Life has posted a new review of NCsoft and Paragon Studios' City of Heroes: Going Rogue, the latest expansion for the super hero themed MMO. Going Rogue features a new alignment system which allows heroes and villains the chance to switch sides, two new primary fictional characters, and the new threat of the parallel universe known as Praetoria.
Going Rogue sets itself apart from City of Heroes in that you’ll venture through Paragon City’s alternate reality of Praetoria and take on a larger series of missions that allow you to shift allegiances between heroes and villains. Once you’ve entered Praetoria, you can choose to aid either the Loyalists siding with the Praetorian government or the members of the local Resistance movement. The expansion builds on classic City of Heroes gameplay by adding new power sets and abilities for your characters.Visit the page below to read the full article.
Mac|Life: Going Rogue Review
Like the original game, Going Rogue offers good graphics and sound--although neither is bleeding edge--and it’s easy enough to get into. Missions are easy to pick up and locate on the map, inventory management is relatively simple, and it’s fun to customize your character’s powers as you gain levels. Of course any MMO thrives on team play, and Going Rogue also makes it simple enough to join a group, defeat the baddies and move on.
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Frictional Games Developer Interview Released
6:00 AM | Cord Kruse | 2 comments
Hell Descent has posted a new interview with Frictional Games about the company's Penumbra series and Amnesia: The Dark Descent survival horror titles. The interview covers a variety of topics including what influenced the designers, system requirements for the games, and Frictional's future plans.
HD: What are among your influences for Penumbra and Amnesia?Head over to the page below to read more.
Hell Descent: Frictional Games Q&A
It is really hard to easily sum up all influences we have had over the years, as just about anything influence the game. For example, Super Mario inspired the level design in Amnesia in some ways and the story was heavily influenced by Milgram and Standford prison experiments. We also draw a lot of influence from Interactive Fiction, where puzzles and interaction is often used quite differently than other adventure games.
HD: Penumbra and Amnesia were made with the normal person in mind; neither require a super pc to run then. What compelled this decision over a graphic intensive game?
We can’t create graphic intensive games on our budget and with a workforce of our size, so why not make it a feature to have the games less demanding? Also, the sort of fun part of it, is that we usually have quite old hardware, so we need to keep the requirements low in order to be able to develop the game! We also intentionally have done it like this because we do not think that the core gamers are our main audience. While we did not really set out to make adventure games, they have turned out to be that way and adventure games are played by a wide group of people, of which many that do not play any other types of games.
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