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    Total War: Arena devs explain free-to-play format

    1 Comments
    at 12:28am April 6 2013
    TWA Featured

    We still don’t know much about Total War: Arena, the PvP strategy spin-off that will pit teams of up to 10 players against one another, each controlling small units led by historical generals. We don’t even have concept art to speculate over yet. But in a recent interview with Edge, Lead Designer James Russel has shared some tidbits about the game’s free to play business model, and the reasoning behind it.

    Greetings from Columbia: BioShock Infinite concept art

    5 Comments
    at 12:04am April 6 2013
    BioShock Infinite

    You know, if it wasn’t teeming with magical racists, Columbia would be a seriously idyllic vacation spot. Irrational’s masterful hand at worldbuilding is seen at every turn in BioShock Infinite, making us stop again and again to let our eyeballs drink in everything. Artist Ben Lo was part of the concept team piecing together Columbia’s works, and he’s shared a number of his postcard-like sketches of the floating city’s beauty on his official website.

    Gone Home interview with Steve Gaynor: BioShock, the ’90s, and what makes a “game”

    2 Comments
    at 11:51pm April 5 2013
    The home of Gone Home.

    The Fullbright Company is based out of a three-bedroom house in Portland, Oregon. Founders Steve Gaynor, Johnnemann Nordhagen, and Karla Zimonja don’t just work in the house—they live in it. It’s like the headquarters of an indie superteam: members of the group worked on BioShock 2, Minerva’s Den, XCOM, and BioShock Infinite.

    Why Water Arrows are a Thief’s best tool

    17 Comments
    at 11:09pm April 5 2013
    Thief Water Arrow

    Garrett’s back for more masterful pilfering in Eidos’ Thief reboot, and the team wants to honor the influence of the series’ original trio by including some familiar tools. Perhaps the most recognizable of Garrett’s arsenal are his Water Arrows, used to douse light sources from afar. I think they’re one of the franchise’s most recognizable items, and one of the best-known mechanics in stealth gaming. Here’s why.

    Torment: Tides of Numenera is the most funded Kickstarter game ever, watch the wrap party live

    9 Comments
    at 11:03pm April 5 2013
    Torment: Tides of Numenera

    At over $4,150,000 (including PayPal donations), inXile’s Torment: Tides of Numenera has become the most successful Kickstarter game of all time, beating out its old school RPG renaissance cousin, Obsidian’s Project Eternity. The devs are having a big wrap party for the last hour or so, which you can check out inside (assuming it hasn’t already ended before you read this).

    EA provides candid response to its nomination as “The Worst Company in America”

    82 Comments
    at 10:37pm April 5 2013
    SimCity

    EA has decided to issue a direct response to its likely chances of “winning” The Consumerist’s Worst Company in America survey two years in a row. Chief Operating Officer Peter Moore words the publishing giant’s pledge, saying, “We can do better. We will do better.”

    BioShock Infinite secrets guide: red tears, code books, and ciphers

    5 Comments
    at 10:27pm April 5 2013
    Image1

    BioShock Infinite has a fair bit of hidden content which can be missed on your first playthrough, so we put together a video on how to quickly access a few of the more interesting secrets, including the hugely valuable caches of goodies unlocked by solving the three Vox ciphers throughout Columbia. There are minor spoilers, so we recommend this guide for those of you going for completion, achievements, or a second playthrough just for the heck of it.

    Tripwire on making games moddable: “It’s a lot of work. But I think that it’s worth it.”

    30 Comments
    at 07:54pm April 5 2013
    Rising Storm

    Tripwire Interactive is one of the handful of studios that have made the jump from modest modding origins to professional, full-time, make-your-mom-proud game development. Until last year, the studio operated out of the bottom floor of a Georgia church. And through releasing Red Orchestra 2 and the 1.7-million-selling Killing Floor (originally a mod), Tripwire has encouraged and regularly rewarded modders and map-makers.

    As Red Orchestra 2 was being developed, Tripwire committed to creating an SDK during development, allowing modders to get cracking before the game’s release. With modding support for modern games less ubiquitous than we’d like it to be, I asked Tripwire President John Gibson how hard it was for Tripwire to build mod support while they were developing the game itself.

    What we want from BioShock Infinite’s DLC

    38 Comments
    at 06:00pm April 5 2013
    PCG252.rev_bioshock.grab12

    Have you finished it yet? Once you’re through puzzling over the game’s conclusion, you may well be thinking about where the promised story DLC will take you next. We’ve put together a short list of tweaks and twists we’d like to see – but we’re sure you have more and better ideas. Let us know in the comments. Of course, spoilers lie within.

    Company of Heroes 2 announces pre-order bonuses, including post-launch mini-campaign

    49 Comments
    at 05:28pm April 5 2013
    Company of Heroes 2

    Sega have announced the pre-order bonuses available for their new acquisition, Company of Heroes 2. They include an extra “post-launch” mini-campaign, titled Theatre of War. While there’s no details of what this supplemental story DLC will contain, I’m hoping we can take the title literally and order soldiers through the creation of fictional World War 2 themed stageplay, A Spitfire Named Desire. Just me then?

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