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New and intense game Titan Souls released a new trailer



Titan Souls developer Acid Nerve released a gameplay trailer for the action game today, offering a glimpse at its pixelated world and the fearsome titans within.

Our hero has to fend for himself with a bow and a quiver with a single arrow, along with a dodge move for defense. Death is a certainty in Titan Souls; what’s important is to glean some lessons from it.  A single task, defeat 20 bosses and just one hit point.

Titan Souls is set for release in Q1 2015 on Linux, Mac, PlayStation 4, PlayStation Vita and Windows PC. Check out the official website.

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devolverdigital:

Independent developer Free Lives and rogue publisher Devolver Digital released today The Expendabros, an official weapons-grade Broforce / The Expendables 3 crossover, which is available now as a free download on PC via Steam (http://www.expendabros.com). In an unprecedented show of…


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Hatoful Boyfriend coming to Linux, Mac and Windows PC

The English language remake of bird-dating simulator Hatoful Boyfriend is coming to PC, Mac and Linux via Steam on 21st August, publisher Devolver Digital has announced.

It will usually be priced at £6.99, but early birds can get 10 per cent off if they pre-order it prior to release.

Furthermore, there’s a wonderfully titled Hatoful Boyfriend Summer of Dove Collector’s Edition that comes with a digital soundtrack, exclusive digital comic from series creator Hato Moa, a digital St. Pigeonations 2014 Yearbook, and exclusive wallpapers. All this for £11.99.

For those unfamiliar with Hatoful Boyfriend, it puts players in the role of the only human girl in a school for male pigeons. Naturally, your heart’s aflutter.


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This is, unequivocally, the best title screen ever.



Hatoful Boyfriend was originally a Japanese release, but its outlandish premise caught on and the English speaking world demanded it not be left out of this surreal creation. As such, developer Mediatonic (Amateur Surgeon, Foul Play) took it upon themselves to collaborate with Moa on a remake.

This won’t be a straight English language adaptation, however, as Moa has added an all new scenario along with a new ending.

“You nerds can keep your virtual reality headsets and your haptic feedback,” said Devolver Digital CFO Fork Parker. “Pre-pubescent bird love games are the next big growth category.”

To get an idea of how Hatoful Boyfriend works, here’s a video of someone playing through the original release with English subtitles:



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devolverdigital:

Supreme cool dudes at Devolver Digital and the skate masters at Roll7 announced today that OlliOlli, the critically-acclaimed skateboarding game, is now available for PC, Mac and Linux on Steam, Humble and GOG. Fingerboarders can skate over to Steam right now and grab OlliOlli at 10% off…


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Gods Will Be Watching launch trailer released

Devolver Digital has released the launch trailer for Gods Will Be Watching, a point-and-click thriller developed by Deconstructeam.



Gods Will Be Watching will be available from July 24 for PC, Mac and Linux via Steam, Humble and GOG.

The game features a decision-based quest that serves up a number of difficult and unpleasant conundrums, forcing players to quickly make morally-challenging decisions.

“Set against the backdrop of an interstellar struggle, Gods Will Be Watching follows Sgt. Burden and his crew in six tense chapters from hostage situations and wilderness survival to biological weapon prevention and agonizing torture scenarios,” explains Deconstructeam.

“Each decision is crucial and players will need to choose between the lives of their team and the saving the world from genocide.”

Deconstructeam founder Jordi de Paco said the studio aimed to make a “new breed of point-and-click adventure and capture the feeling of having to make heavy decisions with sometimes dark consequences”.

A standard edition of the game will be available, in addition to a collector’s edition including the original soundtrack, a digital art book, and a digital comic that serves as a prologue to the events of the main game.

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A Broforce early access review since debut

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Early Access reviews offer our preliminary verdicts on in-development games. We may follow up this unscored review with a final, scored review in the future.

Broforce makes me ask some tough questions. Questions like: why is the devil in Vietnam, wearing a suit and tie? Why is Indiana Brones’s whip so wimpy? Why isn’t the only song in Broforce Team America’s patriotic anthem “America, Fuck Yeah?” It’s certainly the only song running through my head while we play Broforce. Which is basically a $15/£12 ($11.99 on sale) version of that song that you can control, using an army of ‘80s and ‘90s action movie heroes. As long as you’re playing with friends, it’s a blast.

Broforce is like Contra, if Contra supported 4-player co-op and was way easier and actually starred Schwarzenegger and Stallone instead of obvious lookalikes. It’s a fast-paced run-and-gun shooter with totally destructible terrain, which you will destroy by shooting and blowing up explosive barrels and explosive terrorists. The terrain introduces a light tactical element to Broforce: occasionally shoot-dig ones way through a wall to attack enemies from behind or to avoid them altogether.

Going too wild with destruction can cause problems. Chew up too much ground, and you will create a gap too wide to jump across, dooming you to an un-bro-like fall into the deathly void awaiting at the bottom of any classic video game screen. Mostly, though, the athleticism of the bros counteracts that problem—they can infinitely climb up walls and flip up and around ledges to traverse cratered terrain. Running and jumping in the game is fast and fluid and a big part of what makes it fun.

Mostly, though, this is the bro show. Broforce is fun because you’re playing ridiculous sprite versions of action movie heroes, like Schwarzenegger from Terminator or Schwarzenegger from Commando or Schwarzenegger from Conan. There’s a lot of Schwarzenegger. There’s Brobocop and Bro Dredd. There’s Rambro. There’s Snake Broskin. There’s Ellen Ripbro. There’s MacBrover. MacBrover throws a giant turkey with a bomb in it, love the ingenuity.

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Unlocking and switching between the bros is the most fun part of Broforce, and they are all fairly unique. Each Bro has a different primary weapon—a shotgun or bazooka or machine gun or fists of fury—and a special attack, which could be a simple grenade or an airstrike or something more custom-tailored. Ash Brolliams uses his chainsaw to run on a rampage. Mr. Anderbro uses his Matrix powers to deflect bullets. Brominator reveals his endoskeleton and becomes invincible.

Co-op is a playground for brotastic chaos, with rockets and lasers and shotgun spreads and explosions rocking the screen all at once. A lot more fun than playing Broforce alone. With friends, we’re constantly trying to cause havoc without blowing each other up, or experiencing those great “did you see that” moments when someone rides a rocket across the screen, jumps off it before it explodes, and kills half a dozen enemies in mid-air.

After playing Broforce for about half an hour by myself, it started to feel a little thin. There are no objectives to complete, no complex techniques to master. Solo (I can’t wait until they add Han Brolo), Broforce is almost a puzzle platformer—approaching little encounters more slowly and strategically, killing enemies with explosive chain reactions or dropping blocks on them from above. That was fun, but not as fun as all-out chaos. Blowing stuff up really is just better with friends.

The first time we tried Broforce on Early Access back in April, network issues made online co-op unplayable. It’s gotten much better since: no issues starting a game or staying connected in the May 29 Beta Update. After a couple dozen levels, we did encounter some minor sync issues, but online was still playable and fun with that hiccup.

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The update also added a campaign map for the single-player mode, which is a much-needed addition. Before, campaign was just one continuous string of levels with no saving progress. There is still not much of a story attached to the game—some absurd context for the bro assaults and backstory on the Broforce could not hurt—but it makes the campaign much more manageable. Hope it finds its way over to online co-op, too.

Broforce is still getting new updates every month, adding more bros, missions, enemies, and features. It has a level editor, which is still rough, and supports custom user-created campaigns, but there’s no Steam Workshop support, in-game sharing, or a Linux build yet. To play custom levels, you have to download them from the Broforce forums. Local multiplayer modes (aside from campaign co-op) also feel tacked-on. Deathmatch is pretty fun, but certain Bro abilities, like Mr. Anderbro’s bullet reflection, are just a tad overpowered compared to Machete’s lame knife throws. It’s like a silly, unbalanced version of Towerfall that’s fun as long as you’re not looking for something geared for serious competition.

After spending about 10 minutes with the two competitive race modes, we just wanted to get back to co-op. That really is where Broforce finds its balance between challenge and chaos, and there are more than enough levels and bros to play as even in Early Access.

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Verdict

Broforce’s over-the-top action and improving online code make for a brotastic co-op shooter. Paying $15/£12 ($11.99 currently on sale) for solo play, no, but throw in a couple players and there’s more than enough fun and mayhem to justify the price.

Outlook

Good. Developer Free Lives keeps adding new bros to the game, expanding its campaign, and adding new modes. It also has plans to improve its level editor and make it easy for players to share their own custom campaigns. When the base game is polished to completion, the community could continue supporting it in perpetuity.

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Devolver Digital keeps a distance from the industry

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Hours before E3, Mike Wilsons on his back in a dirty downtown Los Angeles parking lot trying to blow up a promotional Devolver Digital balloon the size of a small building.

Someone needed to inflate the thing so that people attending E3 at the convention center across the street would know that this Hooter’s parking lot full of Airstream trailers is part of the game industry, and when it was nearly done Vlambeer frontman Rami Ismael pointed his phone’s camera at the red-faced Wilson and asked, “so, tell me what you do again?”

Wilson helps run things at Devolver Digital, the independent publishing label he co-founded almost five years ago after his previous publishing venture Gamecock went under. In that time Devolver has brought games like Hotline Miami, Luftrausers and Broforce to market with a business strategy that seems to be as simple as reaching out to promising independent developers around the world and figuring out how to help them sell their games.

The strategy appears to be working; Wilson claims that every Devolver game has been profitable (“13 and 0!” he crows), and this week Sony announced plans to expand its partnership with Devolver so that six of the publisher’s upcoming games would debut on the PlayStation The deal itself isn’t remarkable, but you would not know that from the way Sony executive Adam Boyes talked up the partnership during the company’s E3 press conference. The Devolver Digital sizzle reel that followed wasn’t quite as dramatic as Sony’s indie-centric stage show at last year’s conference, but it did paint Devolver as a rising power in the game industry — an image the company’s leadership seems keen to avoid.

"It feels like the industry finally came around to us"

“We have no aspiration to grow into some giant company,” says Wilson. It might be the L.A. summer heat, but he seems a bit uncomfortable about the way Microsoft and Sony are making a show of embracing indie development. “It feels like the industry finally came around to us; what we were doing already works really and supports the indie movement.”

Of course, at this point the “indie movement” is growing so quickly that many feel it’s about to implode. In the months leading up to E3 developers where noted to have complex, legitimate concerns about the growing problem of discover-ability and player fatigue as small-scale games flood the digital market; when we share those concerns about an “indie bubble” with Wilson, he seems unconcerned and makes a point of looking at the bright side.

“It’s not a fucking ‘indie bubble;’ it’s just a new wave of creators,” he says. We talk a bit about how independent development can serve as a much-needed channel for new talent to get noticed and enter the industry, and he points out that the notion is hardly novel. “When I was at id, Doom was made by six guys in six months,” says Wilson. “Now it’s being made by 400 people. I want no part of that.”

Trouble is, neither do most of the developers under his aegis. Many of them are young, between 18 and 25 years old, and none of them seem to have given much thought to doing anything in the industry but independent development. Joining or founding a large-scale AAA game studio seems like a foreign concept to them, which might prove problematic for the industry in the years to come.

In fact, the handful of developers spoken to in the Devolver lot all said the same thing about their goals for the future: stay alive, stay small, stay indie to retain creative freedom, and try to have a good time along the way.

These are, coincidentally or not, the same values that Wilson espouses when I ask him about Devolver’s plans for the future.

“For us, success is, ‘oh shit, we get to keep doing this!’” says Wilson. “We have no aspirations to grow, and no aspirations to ever sell this company. This is what we want to do — we’re hanging out with our buddies, doing something really cool. It feels like a family business.”

The developers camped out in Devolver’s parking lot seem to agree. During the day they’re swapping stories with each other, getting concentrated bursts of press attention and player feedback from the steady stream of E3 attendees who come through to play their games. At night, they retire to a huge house Devolver has rented near the convention center, where they bunk in and talk games, throw parties (“we’ve got a great barbeque,” says Wilson) and generally catch up on what everyone has been up to back home.

“It’s kinda like a summer camp, or a retreat,” says Wilson. The kind of thing a family would do.

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Devolver Digital “Indie Games Roster of Awesomeness”

A few new indie games being published by Devolver Digital, four of  which are part of Devolver’s “Indie Games Roster of Awesomeness”: the previously announced Broforce (from Free Lives) and Not A Hero (from Roll7), along with newcomers The Talos Principle (from Croteam) and Titan Souls (from Acid Nerve). The fifth game in Sony’s presentation was Hotline Miami 2: Wrong Number (from Dennaton Games), but for some reason was not listed as part of  “Indie Games Roster of Awesomeness” – its absence must be a mistake.



The Talos Principle is a “philosophical first-person puzzle game [where] players are tasked with solving a series of increasingly difficult series of complex puzzles woven into a metaphysical parable about intelligence and meaning in an inevitably doomed world.” The game is being developed by Croteam, the creators of the Serious Sam series, and is built on Croteam’s Serious Engine 4, which allows the studio to “scan real world locations and historical elements into the game world.” There will be more than 120 immersive puzzles and a story written by Tom Jubert (FTL, The Swapper) and Jonas Kyratzes (Infinite Ocean).

Titan Souls started out as a Ludum Dare 28 entry with a theme of “You Only Get One.” It’s a top-down, open-world action game where you take on giant titans with but a single arrow at your disposal. Each titan dies with one hit to their weakspot, but hitting it will take impeccable timing and agility. It’s basically a top-down Shadow of the Colossus with the difficulty and learning curve of Dark Souls. You can play the original game here, which features four titans. Presumably this full game will feature a lot more, though no exact number has been provided.

The Talos Principle is coming to PC (Windows, Mac, Linux) and PlayStation 4 in Q3 2014. Titan Souls is coming to PC (Windows, Mac, Linux), PlayStation 4, and PlayStation Vita in Q1 2015. Broforce is currently on Steam Early Access for Windows and Mac (coming to Linux), with PlayStation 4 and PlayStation Vita versions currently in development and being shown at E3. Not A Hero is coming to PC (Windows, Mac, Linux), PlayStation 4, and PlayStation Vita later this Summer. It’s great to see publisher Devolver Digital helping indie developers to get their games on Steam and PSN. Hotline Miami 2: Wrong Number is coming to PC (Windows, Mac, Linux), PlayStation 4, PlayStation 3, and PlayStation Vita  later this year.

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Hotline Miami 2: Wrong Number Trailer for Linux, Mac, PC



Valve’s Team Fortress 2 was more than just a fun little multiplayer game when it launched in 2008. It was a revolution in character design with some of the most iconic faces of the generation to emerge from a single game. A few years later, after the release of software like Garry’s Mod and Source Filmmaker, these characters were given a whole new purpose, to entertain us as the stars of fan made movies and screenshots.

Take for example, this glorious recreation of Hotline Miami 2: Wrong Number’s ”Dial Tone” trailer. YouTube user Nonamesleft took the violent overhead action game and gave it a whole new dimension with the familiar faces of Team Fortress 2. Naturally, each of the boys is wearing a mask, a theme from the Hotline Miami games, and just as naturally, they go all out in murdering those who would get in their way using the bloodiest means possible.

They use weapons that are only found in Team Fortress 2, and sometimes, they don’t even use weapons and just punch away, which, unsurprisingly, is a legitimate tactic in Hotline Miami as well.

Violent, hilarious, and spot on accurate to a T, this is why I love the Internet so much. Man, do I wish I had some kind of creative talent. Thanks a lot Nonamesleft for making my evening. You win.

You can see the Hotline Miami 2: Wrong Number trailer below for comparison. The game will be available for the PlayStation 3, PlayStation 4, PS Vita, PC, Mac and Linux in Q3 of this year.



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Heavy Bullets a brutal roguelike and replayable FPS

We had Rogue Legacy bring us the roguelike platformer, FTL bring us the roguelike real-time strategy space sim-type thing and smooshing together elements of roguelikes with the distinctively garish aesthetic of early ’90s first-person shooters.

Now another developer is having a crack at a roguelike FPS, this time with some interesting elements of survival horror along the way. We present to you, Heavy Bullets.

Heavy Bullets fps endlessly replayable roguelike game for Windows Mac and Linux
The low-poly, psychedelic visuals have a touch of System Shock's cyberspace sequences about them.

Heavy Bullets starts you off with nothing but a revolver and six bullets which you must manually pick up and reload after you fire them — at least until you find something better, that is. As you progress through your adventure to reset a security mainframe, you’ll come across plenty of different items, though, ranging from homing bombs to high heels — but you can only carry one at a time unless you come across something to store them in.

In true roguelike fashion, each attempt is its own self-contained affair, but there are elements of persistence between each run. By investing in items such as life insurance or a last will and testament, you can carry across certain items to your next attempt. Your bank account is also persistent, allowing you to deposit money acquired on a particularly lucrative run to be invested in a future incarnation.



The game is presently in Early Access, but is “very close to finished” according to its developer Terri Vellmann. It has eight levels, two bosses and plenty of items and enemies to contend with along the way. Additions to the game will now be fairly minor from a content perspective, and will instead focus on refining what’s already there as well as polishing up the whole experience with additional music and sound effects.

It’s a interesting-looking title with a distinctive aesthetic, and was apparently promising enough for publisher Devolver Digital to pick up even in its presently unfinished form. And for $9.99 it’s not a big risk to give it a shot, either; why not try it out?

Heavy Bullets is available now on Steam for Windows, Mac and Linux.

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Mother Russia Bleeds will be one violent game



It seems like just yesterday you were our sweet little hobby, all smiles and bright eyes. So cute and innocent, collecting coins and bananas. Now, though … now we see there’s a beat-em-up game coming out for PC, Mac and Linux in 2015 called Mother Russia Bleeds, and hoo boy is it violent. Even Devolver Digital, publisher of the hyper-violent Hotline Miami, seems to be impressed. They’re calling it “legit” on Twitter.



Is it the pixelated graphics that draw you to Mother Russia Bleeds? The way it allows for up to four players to control a drug-addicted anti-hero and his cellmates in what developer Le Cartel calls “a hazy journey of rage and hate-filled, psychotic vengeance?” We’re not judging or anything - after all, expressing anger can be healthy! We just worry sometimes. Is everything okay?

The pre-alpha gameplay footage is a pale reminder of Mortal Kombat and Street Fighter, but taken to a whole new level. OMG!!!

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Duke Nukem 3D now a cross-platform Multiplayer on Linux, Mac, and Windows

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At a recent announcement, publisher Devolver Digital announced that Duke Nukem 3D, the classic first person shooter, now officially supports cross platform multiplayer as well as co-op, after exactly 18 years the original game hit the market. So now players from Linux, Mac or Windows can join up and start fragging. Up to eight players can join a single game. So if you always wanted to shoot those Windows or Mac gamers smack in the middle of their eyes with Duke, or perhaps squash them under your boots, now’s your time to live out that fantasy.

The enhanced multiplayer support patch is included in the Megaton Edition of the game. This specific edition compiles the entire classic Duke, ‘Duke Nukem 3D: Atomic Edition’, ‘Duke Caribbean: Life’s A Beach’, ‘Duke it out in D.C.’ and ‘Nuclear Winter’. The compilation was released on Steam originally on March 2013

Devolver Digital took over the development of Duke Nukem 3D from 3D Realms in 2009 after the entire staff was fired. 3D Realms didn’t have enough resources to continue developing the sequel to the original game, Duke Nukem Forever, which was in development for 12 years. The game’s development was picked up by Gearbox software, though that couldn’t save the game from failing abysmally. The original game used the ipx protocol for its multiplayer component. So, Devolver Digital, in 2011, souped up the game by integrating some of the popular mods for the game, thus enabling the game to run on OpenGL and support TCP/IP protocol for its multiplayer component.

There’s also a high-res texture pack available for the game to download to bring the graphical quality at par to the current standards.

The requirements for Linux are:
  • Processor: 1.5 GHz (recommended 1.8 GHz)
  • Memory:1GB RAM (2GB recommended)
  • Graphics: Any OpenGL compatible graphics card with at least 256MB
  • Hard Drive Space: 400MB

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