Monday, May 10, 2010

Photo Dojo Released At Long Last

Finally, Photo Dojo is out. I heard about this months ago, played it at PAX, and now it's out. For the next couple weeks, it's free to download from DSi Ware. I suggest you check it out!

LittleBigPlanet 2?

I've consistently said there won't be a true LittleBigPlanet 2. MediaMolecule would not want to split the community and do anything to upset the ongoing ecosystem.

Now, however, news of LittleBigPlanet 2 got a little bit more plausible. Although the actual magazine isn't out yet, an advance look of an upcoming GameInformer issue appears to confirm that there is a sequel. Of sorts.

From the sound of things, the level editor is going to be miles beyond even the impressive editor in the first game. There's even mention of a working Command and Conquer clone? This I would have to see.

But no news on whether LBP2 would just plug into the existing network, allowing the two titles to share levels and content. At least there is word you can port your characters from one to another. Given that LBP is the only game I've ever gained Platinum on, I want to keep the streak going.

Update, it's for reals.

Thursday, May 6, 2010

Free Release of Mechwarrior 4: Mercenaries Available

Released way back in 2002, Mechwarrior 4: Mercenaries is my favorite in the giant- walking-robot-shooter genre. I played the game's single-player campaign easily a half-dozen times, enjoying the campaign missions and the ability to salvage mechs and use those parts on your own rigs.

Now it's back, and it's free. The brilliant team at Mektek have lobbied Microsoft Game Studios to give up the code and release it free of charge. You can get it here. In addition to the game's stock missions and mechs, the Mektek team's additional mech packs are part of the distribution, bringing the total equipment available to astronomical levels.

If you've never played the game, now is as good a time as any. The jury's still out if we'll see the promising MW5 reboot, but at least we have MW4:Mercs to tide us over.

Engineer Gets His Due

Finally in the works is the Team Fortress 2 Engineer Update. Long wished for, the newly-released video is our confirmation:



















Are we past update 100 yet?

Update: Yeah, 119. Whoops!

Friday, April 30, 2010

Tecmo Bowl Throwback Released

To little fanfare, Tecmo Bowl Throwback was released yesterday on Xbox Live, and, supposedly, the Playstation Network. I've been watching my PS3, but still no love yet. But look out! It's imminent. I can't wait to go crazy with the Chiefs.

Thursday, April 29, 2010

Guild Wars Designer Details Combat System

Welcome to Milden Gaming, an adjunct blog of ArenaNet.

*ahem*

The second part of the Guild Wars 2 combat system series from Eric Flannum, lead designer of Guild Wars 2, released today. The first part was released yesterday. In concert, the two articles detail a lot of the high-level concepts behind the combat system in Guild Wars 2, bringing some exciting and fundamental changes to the system.

First of all, the skill system has expanded from eight to ten skills available in a character load-out. Interestingly, five skills are determined by the weapons and class of the character itself. Weapons range from the sets that existed in the first game, and add new ranged options such as the single-handed pistol, double-handed rifle, and a new two-handed melee weapon, the greatsword. The choice of weapon then determines which skills fill out the first half of the skill bar. The other five can be chosen by the player.

Elite skills seem to be even more serious than the previous game. Still limited to one on the skill bar, the elite skills will likely have even greater impact on the game, but used less frequently, to make them seem more special.

Along with the changes to skills, the use of physical space and motion seems to be increasingly important in GW2. The designer uses an example of an attack that causes a character to leap up in the air after a team-mate used a skill to launch it skyward. There are also possibilities for environmental weapons. A character might pick up a boulder with a skill, or man a siege weapon, modifying the skill bar in a manner seen when assuming different forms in Eye of the North. Along with area-of-effect and flanking maneuvering, the use of space in Guild Wars 2 is light years beyond most games, even single-player titles.

The changes seem like great evolutionary steps in refining and bringing more options to the table in Guild Wars 2. I'm excited to see what more changes bring to the overall framework.

Wednesday, April 28, 2010

My 5th Birthday Present



Say hello to my little friend! It's my 5th birthday present on my main character in Guild Wars. Pretty cool, I think.