Home, the latest offering from independent game developer Benjamin Rivers, is amazing, although not for the reasons you’d expect. It's a narrative horror adventure that succeeds because it experiments with story structure in a way that forces you to reconsider the possibilities for interactive storytelling.
As derivative as it is, Ghost Recon: Future Soldier is exceptionally well made, with core mechanics that make for consistently engaging gameplay that runs smoothly in multiple scenarios.
With its pulsing palette of neon streaks of light and adaptive soft-techno soundtrack, Shawn McGrath's Dyad looks a little out-of-place when compared to other Sony offerings such as Starhawk or Resistance: Burning Skies. But its unique flavour and psychedelic presentation are exactly what makes it stand out from the crowd.
We spoke to Benjamin Rivers, the Toronto-based independent comic book artist and game developer, about his upcoming game Home - a new 2D (and two-dollar) horror adventure for the PC that combines atmospheric visuals with intricate decision trees to convince players to scare themselves.
I arrive at Day Two of TOJam. Several individuals have brought sleeping bags and pillows and are sprawled out on the floor in corners and between tables. Nobody regards this as unusual.
We had a chance to talk with Tommy Jacob, Creative Director on Ghost Recon: Future Soldier’s multiplayer, while at the game’s launch event in Toronto. Most of our discussion revolved around Red Storm’s relationship with Special Forces soldiers, how those relationships influenced the game, and the contrasts between a video game and real-world Special Forces tactics.
I had originally intended to write one development diary chronicling my experiences as a first-time game developer at TOJam, but one article simply couldn’t contain everything that happened throughout the weekend. What follows is consequently the first in a three-part series telling the story of Apocalypse Later, a new adventure game about an ineffectual child hellbent on global domination.
Starhawk, from LightBox Interactive and Sony Santa Monica, is an ambitious game that combines several genres in an attempt to create a unique experience for gamers. Unfortunately, Starhawk seems content with stuffing its well-crafted and genre-bending gameplay into a very standard — and safe— game with few surprises and little ingenuity in terms of game modes and game types.
On Monday, gaming fans lined up in front of electronics and gaming stores to await the midnight launch of Diablo III. Gamers had been waiting more than 12 years since the last installment devoured the lives of millions, so what was another 12 or so hours?
Gravity Rush boasts gorgeous visuals, beautiful comic-book/anime style cutscenes, and an intuitive touchscreen world-map, and could be just the kind of game Sony needs to promote in order to entice gamers to pick up a Vita.
In many ways, GoT:TG has more in common with George Martin’s Song of Ice and Fire books than the HBO drama. Still, the developers managed to work in the likenesses of some of the characters from the show offering a little continuity between the game and the HBO series.
Given the success of HBO's Game of Thrones series, it's probably no surprise that a videogame is also in the works. What might surprise you, however, is that Game of Thrones: The Game has been in development for more than seven years.
During PlayStation's 2012 Spring Showcase we had a chance to talk with Charles-William Bibaud, Line Producer on Papo & Yo, about the development of the game, its unique narrative, and the challenges of trying to translate lived experiences into an interactive medium.
Sony showed off its best wares for the upcoming summer season, including its front-line exclusive games leading up to next month’s E3. First, we’re taking a look at three of Sony’s marquee titles for the next quarter of 2012: Starhawk, Sorcery and Resistance: Burning Skies.
TCAF may have been crazy, but it’s nothing compared to the encore. TOJam 2012 is currently underway and I’m getting a crash course in game design in one of the most intense creative environments imaginable.
For the first part of our Comic-Con roundup, we're highlighting the fans who dressed especially for the occasion, in costumes based on our favourite comics, video games and television shows.
After participating in one such game jam as a sound designer, Troy Morrissey felt that he just had to do more to contribute to the Toronto development community. He’s now directing Game Jam: The Documentary, a film that attempts to chronicle the unique experience of the Game Jam both in Toronto and beyond.
A few weeks ago, I had the opportunity to get some hands-on time with the PlayStation Vita at a Sony event in Toronto, but I’ve avoided the standard review/preview because I honestly don’t feel like I have anything noteworthy to contribute. I do, however, have a few thoughts about the Vita’s prospects and – to put it bluntly – I have my doubts about the handheld’s viability as a platform.