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Hotline Miami Action Game Coming to Steam for Linux

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Hotline Miami, a 2D action game developed by Dennaton Games and published by Devolver Digital, will arrive on Steam for Linux.

Hotline Miami is a brutal action game that relies on hard-boiled gunplay. It’s built on 2D engine, but it features over 1,000 different sprites and benefits from a story than spans over more than 20 levels.

According to its developers, the game is set in an alternative 1989 Miami. The player will take the role of a mysterious antihero on a murderous rampage against the shady underworld.

The information about the Linux version is taken from the CDR database and by no means is it completely certain. The CDR Database is a record of data that describes every Steam game and subscription provided by Valve for the Steam service.

Usually, the new entries in the Steam database are first visible in the CDR Database before their official launch.

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Can gaming be the turning point for Linux on the desktop?By Neil Mohr from PCFormat
Steam’s arrival on Linux is a pretty big deal
Dear old Linux, what are…View Post

Can gaming be the turning point for Linux on the desktop?

By Neil Mohr from PCFormat

Steam’s arrival on Linux is a pretty big deal

Dear old Linux, what are…

View Post



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The Realm game on Kickstarter and the joy and fear of development

Atomhawk is a UK art studio currently Kickstarting the beautiful adventure game, The Realm. Here, studio director Cumron Ashtiani tells us about the process and offers advice to developers considering the crowd-funding gamble



Now reaching the end of its Kickstarter appeal, Atomhawk’s The Realm, is a visually stunning adventure game, set in a future England now re-taken by nature. A young girl named Sarina sets out from her village to find a cure for her sick mother, encountering and befriending a gigantic stone golem on the way. Originally conceived as an experimental side-project, the beautiful artwork soon started generating interest online – encouraging the development team to consider an official release.

The thing is, Atomhawk isn’t really a development house; it is a specialist art studio, providing assets to a range of Triple A titles from the likes of Sega, Ubisoft and Disney. The company was founded by a group of industry veterans who have all been through the ups and considerable downs of this volatile business; it would have been easy to leave development behind. But somehow they couldn’t.

The Realm is now just days away from funding – or, god forbid, failure. Here, studio director Cumron Ashtiani talks about the fear and potential of Kickstarting a project, and the pleasure of making a full game again.

So The Realm was originally meant as a portfolio project? How did it come about?
As an art studio, it is easy to fall into being “art guns for hire” and that could lead to us losing touch with our own desires to create. In my experience, people can become jaded if they find themselves letting go of the majority of their ideas, in return for commercial success. Don’t get me wrong, we love working on all the amazing projects that we get to collaborate on, but sometimes it’s nice to make something for ourselves.

The Realm is different. We decided that we would set ourselves an internal project of our own design. We embarked on an experiment to see if we could generate a universe, back-story and characters from scratch just as I did when I was an in-house art director at numerous game development studios. The project was designed to teach the team the art of IP creation.

Let’s quickly talk about your past. You were at Midway’s UK office when it closed – can you tell us about that experience?
It was very harsh at the time. In my case, it was the third time I’d been through a studio closure and I just couldn’t believe it was happening again – and my wife was expecting our first baby at any time. What was especially tough was that we were not paid our notice or severance and so we were all left broke and in need of work.

However, nearly 4 years on I have a very different opinion of what happened. Midway closing was a blessing as it liberated a load of very talented guys who may have otherwise been too scared to move on. Nearly all of the team moved on to better jobs at more successful developers, or moved into other industries, and a large portion of us went on to found new companies. Between Atomhawk, CCP and Pitbull Studios, that all founded from the ashes of Midway, we now employ nearly 60 people. Midway was only 78 in its final days and a lot of that team now work at companies like Sumo, Ubisoft and Rare. So Midway’s closure actually went on to generate more jobs in the North East by creating three new successful companies.

When did you start considering making The Realm into a full game?
The idea to make it into an adventure game was born out of a partnership between Atomhawk and a former colleague, Tom Szirtes (Lantern Interactive’s Director). We previously worked together, many years ago, on the horror-survival game The Thing and have been friends ever since. We were having a few beers at GDC in San Francisco last year and I showed what we had been working on. He was very excited and suggested we make it into a game. The next thing I know he’s quit his day job at Orange and was working away on the Realm… the guy’s a mad man but for all the right reasons.

What is it about the project that’s inspired people? I mean, it looks beautiful of course, but what else?
I’m so pleased that people have been inspired by its beauty, there are not many games out there that create a believable, non-abstract world and at the same time don’t go down the dark and apocalyptic route. I really liked Journey and Enslaved for that reason and this has resonated.

I think it also has appeal because it captures that sense of mystery, fantasy and adventure that people remember from great stories they read or watched as children. We deliberately wanted to create a universe that raises a ton of questions and sets your mind wondering. The idea was to mix the Western, high quality art of Pixar with the epic scale, fantastical stories and odd characters found in Miyazaki’s work. And this has also gone down well.

What has inspired you to move away from traditional games industry influences and forms?
I’ve always made horror games, war games, violent games… but I became a dad a couple of years back and having a daughter just made me realise that while the games I had been making were great, I can’t share those with her. We all wanted to make an ‘oldskool’ adventure game that relies on a great story, great puzzles and great art and audio, something everyone can enjoy at all ages.

But then, the fantasy genre is rather over-populated. Titles like Skyrim, Dragon’s Dogma, etc, all seem to be essentially inhabiting the same spaces…
Skyrim and Dragons Dogma are big budget action RPGs – we have little in common with them. We are doing something different with our blend of Ico-inspired co-dependency gameplay and point-and-click style emphasis on story, puzzles and stunning environments. The Realm should offer something to gamers tired of the same old stuff.

Why Kickstarter? It seems after the honeymoon period last year, developers are finding it hard to get funding in this way…
There was an inevitable boom at the start as people discovered crowd funding and jumped to try it. Like all new frontiers, there was a lot of scope for big gains. However, the people that went first had to find that secret key to success themselves – we’re now able to look at what they did and learn from it. I do think that the public are suffering a little from fatigue but it’s still a very good way to find funding if you are prepared to put the preparation work in.

One big problem is that Kickstarter in particular is still very US-focused and US backers tend not to look at projects outside of their locale. That is what we really need: the British public’s support.

So what if The Realm is a huge success – do you think you’ll return to development on a fulltime basis?
Atomhawk has no intention of becoming a game developer again, we’re quite happy doing what we do – that is why we have partnered with old friends. We’re truly embracing the movie industry model that we’ve been used to from working with our film clients: it’s about bringing a team of experts in their field together to make a project happen, rather than feeling we need to build a development studio.

Atomhawk will provide the art, Tom and Lantern will handle development, Richard Jacques on audio and Andrew Curtis will lead the project’s design. Just like how a team comes together to make a movie. Which means less risk but also better talent as it can take a very long time to hire people of that calibre as employees.

Do you think this is generally a good time to be an indie developer? It seems elements such as digital distribution and crowd funding have opened up opportunities but at the same time, there is the huge problem of discovery…
You’ve hit the nail on the head in your question really. The market place is a lot more open and accessible which is great, but at the same time the competition is fierce and the market is crowded. You have to create something really special to stand out, plus spend a lot of time making sure people know about it.

Do you have a key piece of advice for developers thinking of using crowd-funding?
Make sure you set up your social media networks and start to gain followers and build a community before you launch. For a project like the Realm, we average £20 per backer and so we need around 9500 backers. Reaching that many people in four weeks is hard and so anything you can do in advance to generate more awareness really helps. Have a Facebook page, Twitter account, etc, and start collecting supporters early as they then help spread the word on launch.

The other big one is make sure you get set up for US payments. Running a UK only Kickstarter means that people have to pay by credit card. Fine here in Britain, but a lot of Americans don’t have one or have one that is not compatible with UK payment systems. If you get set up for a US bank account then you can use Amazon payments and that is really easy for US backers. We’ve also only just discovered in our own campaign that a lot of Germans also prefer to pay in USD and use Amazon payments and so for an adventure game like ours, this has made it harder than it needed to be. Getting the US bank account take six-eight weeks and so that needs to be started early!

What has this process taught you about contemporary game development in the ‘indie’ space?
Indie development is “seat of your pants” and that comes with some great positives but also some negatives. The positives are that you can explore ideas that are beyond the normal safe threshold of most publisher business models. You can also retain more control over your games and connect directly with the players. This means that rather than working in isolation for three years on a AAA console game without even knowing if people will actually like it’ we can test things out and see what resonates with the player.

The downsides are that as the budgets are smaller, you have to really get creative to make that money go further. Indie dev also comes with a degree of personal risk as often you have to invest your own money and time which could be painful if the project fails. It’s all about calling in favours whenever you can and generally being cheeky!

Linux Support (Update from The Realm on Kickstarter)

Thanks to all of you who answered our poll. We’ve had a lot of conversations with Linux users and there was a strong feeling that Linux shouldn’t be a stretch goal.  So we decided - we are going to do The Realm on Linux together with the Windows and Mac version as part of our normal release!

But we need your help, we’d like to get a small group of volunteers to help us test the game on that platform and advise us on any technical issues. So if you think you are interested in doing this please drop us a line at info@therealmgame.com and following the successful KS campaign we’ll sort out the best way to move forward on this.

Thanks again so much for all your support. Its really touching and can’t wait to see this game on as many platforms as possible!

Don’t forget we really need your help reaching our goal, so please keep spreading the word!



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YoYo Games rolling out GameMaker: Studio module for Tizen

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YoYo Games, creators of the cross-platform game development software GameMaker: Studio, has announced support for Tizen, an open-source, Linux-based platform for smartphones and tablets.

“We strongly believe that Tizen will be a significant platform for mobile and other devices and we’re keen to show our early commitment to the platform,” says YoYo Games CEO Sandy Duncan.

GameMaker: Studio for Tizen will be releasing later in 2013, but its beta will also be available for attendees of the Tizen Developers Conference in San Francisco from May 22nd to 24th. YoYo Games representatives will be on hand at the conference to demo the software.

For those unable to attend the conference, YoYo is also offering the Tizen beta for free to customers of its GameMaker: Studio “Professional” and “Master Collection” versions. Users of the “Professional” version will have to pay for the Tizen Export module after the software leaves beta.

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Ouya’s Crowd-Funded, Android-Powered, Cloud-Gaming Console Has Finally Arrived

By Cormac Foster @readwrite.com
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After a longer-than-expected wait, some shipping glitches, and a good deal of anticipation, open-source, crowd-funded, cloud-gaming, Android-powered Ouya game console arrived in Friday’s mail. Unpacking the box, plugged it in, and fired it up. After 24 hours, having come to some conclusions about the device – though maybe they’re not all positive.

Ouya: Out Of The Box

The Console: The first thing noticed about the console itself was its size. The thing is small – about the size of a Rubik’s Cube. With no optical drive or expansion slots, there’s no reason for the device to be any bigger, but it was still a little jarring. It’s also pretty idiot-proof. Plug in the included power adapter and HDMI cable, press the only button on the device, and you’re ready to get started.

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The Controller: The controller was reputed to be the system’s crown jewel, and overall, it’s a success. The pop-off panels for accessing the dual battery compartments seem a little insecure at first, and we would have preferred a more traditional hinged compartment on the back, but the Ouya design seems rigid enough once everything is snapped together, and it’s probably cheaper to fix, down the line.

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Other than that, the pad, sticks and buttons worked as planned, the controller fit my average-sized hand nicely, and a player would be able to forget about controls and focus on the games immediately. And that’s really the point. Worlds more comfortable than any Sony controller, and somewhat more natural than the Xbox 360’s. If this controller shipped with a next-gen system, it wouldn’t be an upset. Ouya Setup

The hardware was great, and pairing the controllers was straightforward. When logging into an account, though, the Ouya’s Kickstarter roots started to show. Setup went smoothly enough, but even a little documentation might have been nice. The box included only an FCC-mandated warning: no manual or diagrams. The log in process was simple, but to retrieve the username registered months ago, having to swap to a laptop and Google “Ouya username retrieval” was essential. An inline “Retrieve Username” next to the “Lost Password” link in the setup screen wouldn’t have been terribly hard to add.

With any luck, that retail units will ship with more documentation and a smoothed-out interface. As an early backer, a reviewer and someone who’d like to see this type of project succeed, the Best Buy set is accustomed to a higher level of hand-holding.

The Ouya UI

Once you’re logged in, the Ouya interface is pretty clean, but there are not too many more positives worth noting. It’s tough to make four menu items a jumble, but Ouya somehow succeeded. The designers may have been trying a bit too hard to make things cool.

The menu items:

PLAY: Play the games you’ve downloaded. Simple enough.

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DISCOVER: This is the Ouya app store. DISCOVER is a horribly awkward list of downloadable games, with confusingly named sub-menus (What’s the difference between CHECK IT, STAFFPICKS, and FAVS, anyway?). The GENRES section is more useful, but it reveals an unfortunate lack of content designed for the device. As of the weekend, there were only six games in the DUAL STICK category and only three applications in APPS.

MAKE: Information for software developers that really doesn’t belong in a main menu.

MANAGE: System configuration.

Understanding what Ouya was going for, but everything abut the interface screams BETA, and it wouldn’t have been that hard to do it right. Dropping a user straight into PLAY, provide a prominent link to the store, and link to games that are related to the one currently playing. Hide the rest somewhere boring. Done.

Some of the gaps should get filled when more titles become available, but that list is likely to to see a lot of static. The bar is pretty low for Android games, so not every entry will be up to par for console games.

That’s where some content curation could help. Branded channels (e.g., something by IndieCade or one of the gaming mags) could really help users find games worth playing. So could a healthy peer rating system and some filtering based on past ratings. The good news is that all of this can be fixed in software. The bad news is that the retail release date is coming up fast.

Ouya Games

For the most part, the available games are what you’d expect of Android games: small, fun, potentially addictive and disposable. There were some standouts like Dub Wars, which took advantage of the hardware in interesting ways, and some others that locked up my system (Beast Boxing Turbo never made it past the loading screen and forced a hard reset), but there’s certainly no “must-have” franchise Ouya title yet.

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Final Fantasy III: What about Final Fantasy III? If you’ve played the Android version on other devices, you know what you’re getting. If you played the original version 20 years ago, it’s a refreshing trip down memory lane. FFIII offers Game Boy mechanics with 3D graphics: think Pokemon Stadium on the N64 compared to Pokemon Yellow and Red. Younger gamers without an appreciation of history will probably get bored very fast. It’s great to see a major studio throw some weight behind the Ouya, but this game is not a kingmaker.

The Ouya Verdict

The gaming industry needs a kick in the pants, and having been glad to have helped support the Ouya’s attempt to provide it. Having hopes that in time, the Ouya can provide exposure to indie game developers, add playability to Android games that could really use a solid controller and function as a valid over-the-top box for Netflix and other TV apps.

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As a geek and freedom fighter, money was well-spent. If it was a parent on a shopping mission or hardcore gamer looking for a fix, though, the Ouya just doesn’t deliver. If you’re looking for anything resembling a AAA-title gaming experience, your $99 would be better spent on a used Xbox 360 or a new video card for your gaming computer.

Ouya has the potential to fix the bugs and round out its stable of apps and games to make a really viable complement to traditional consoles, but the company needs to move fast, before gamers decide to move on.

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Steam on Linux: everything you need to knowView Post

Steam on Linux: everything you need to know

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Retrobooster Demo Update for Linux and Windows



Really Slick Games are still actively working their up and coming title, Retrobooster.
Now, the game itself is still in active production and has been for some time. And, after having spoken with Terry Welsh, the mastermind and mad scientist behind the up and coming Retrobooster. I have always been impressed by his level of knowledge and the five part contribution to gamedev.net. And yes, the man just lets loose in order to bring his knowledge to the table. Another asset in game development in both OpenGL and Linux in general.

In fact, Really Slick have gone out of the way to bring some major fixes and updates. Keeping not only Linux Game News informed but the community in general. And, I like this ideal of game development, progressive. Getting feedback and then implementing changes.

So, without further adieu, here is the update:

Version 0.6.5 of the playable demo of Retrobooster is now available from the downloads page. There are some gameplay improvements and a big update to level 4. Here is the full list of changes:
  • Bug fixed: Terrain tile warping was distorting some terrain in strange ways. This is mostly a cosmetic improvement.
  • Bug fixed: Invalid shaders were sometimes causing an ugly first frame when starting a new level.
  • Bug fixed: Fixed rare crashing bug (only saw it about once every 3 months during development).
  • Heavy remodeling of Level 4 to introduce some better flying challenges.
  • Reduced enemy weapon damage values and increased amount of enemy fire.
  • Added mini tokens that restore 10% of health or shields.
  • You cannot be crushed by small enemies anymore, only larger ones that do not appear in the demo version.
  • Automatically switch to Ion Bolts (default weapon) when other primary weapon runs out of ammo. Good idea, Derek.
  • Added splash damage to most explosions. Made a few exceptions so, for example, player’s missiles do not destroy one another.
  • Score multipliers are now increased by doing damage and destroying enemies. Before they were only increased by destroying enemies.
  • Added visual and audio feedback for score multipliers so that you know if you are about to go up or down a notch.
The big gameplay change in this update comes from increasing the amount of enemy weapon fire, decreasing its damage, and adding mini health and shield tokens. The idea is to create a better tug-of-war for health with enemies trying harder to drag it down and more tokens to boost it up. I don’t yet know if this has made the demo more or less difficult. More player testing will need to be done to tune these new features. Honestly, though, this effects later levels more; early levels focus on learning to fly while later levels have much larger battles.

The modifications to score multipliers also affect these new gameplay changes. The higher your score multiplier, the more likely it is for tokens to appear.

Finally, I added some big gears to Level 4. This gives a better sample of the flying challenges you’ll find in later levels. This change is fallout from the ongoing level design process that has been keeping me busy lately.

NOTE: In other news, Retrobooster will be shown at Indie Press Day on May 22nd in San Francisco. If you are a member of the press I hope you come and see all the games.

Linux

These packages contain a 32-bit game that will work on 32-bit or 64-bit versions of Linux. The game may fail or behave poorly on 64-bit Linux if you have not yet installed 32-bit compatibility packages for your video and audio backends.

rpm

retrobooster-demo-0.6.5-1.i686.rpm (106 MB) Download from Indie DB or GamersHell or Really Slick

> yum install --nogpgcheck retrobooster-demo-0.6.5-1.i686.rpm > retrobooster-demo Or go to Applications->Games->Retrobooster Demo

deb

retrobooster-demo_0.6.5-1_i386.deb (106 MB) Download from Indie DB or GamersHell or Really Slick

> dpkg -i retrobooster-demo_0.6.5-1_i386.deb > apt-get -f install > retrobooster-demo Or go to Applications->Games->Retrobooster Demo

tar.gz

retrobooster-demo-0.6.5-1.tar.gz (106 MB) Download from Indie DB or GamersHell or Really Slick

> tar xzvf retrobooster-demo-0.6.5-1.tar.gz > ./retrobooster-demo/RUN

This tarball is intended for Linux user who have no luck with the rpm or deb packages. The tarball version will only work if you have the correct dependencies installed. Depending on your Linux distro, you will need to install the 32-bit versions of these packages:
  • Ubuntu: libc6 libstdc++6 libgcc1 zlib1g libgl1-mesa-glx libglu1-mesa libfreetype6 libpng12-0 libsdl1.2debian libsdl-mixer1.2 libogg0 libvorbisenc2
  • Fedora: glibc libstdc++ libgcc zlib mesa-libGL mesa-libGLU mesa-dri-drivers freetype libpng libpng-compat SDL SDL_mixer libogg libvorbis alsa-plugins-pulseaudio
  • Other distros may have different package names.

Windows

installer

retrobooster-demo-0.6.5-1_installer.exe (106 MB) Download from Indie DB or GamersHell or Really Slick

Run the installer. Then go to Start->All Programs->Retrobooster Demo->Retrobooster Demo

zip

retrobooster-demo-0.6.5-1.zip (105 MB) Download from Indie DB or GamersHell or Really Slick

Unpack the zip file. Navigate into the retrobooster-demo directory and double-click RUN.bat.

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Released: Half-Life 2 Beta Debuts on Steam for Linux

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Valve has been pushing Linux further by bringing more of their native titles to the platform. The latest and probably one the more anticipated titles has finally made its Linux debut to a long-awaited fan base.

Available now on Steam are both the games and expansion packs for Half-Life 2, Half-Life 2: Episode 1, Half-Life 2: Episode 2, and Half-Life 2: Lost Coast. All of these games are coming to you through the Steam Beta Pipe, prior to their full release.

Last week the first Portal games also became playable, but gamers have been reporting varying degrees of success playing it. A lot depends on the hardware inside your PC (Intel GPUs cause problems), with screen tearing being one of the more common issues.

Personally, I have been waiting for Half-Life 2 to make it’s ways to Linux since the early Steam Beta. So launching my Steam for Linux client had me smiling from ear to ear with the new additions.

Amd, not to be entirely overzealous here, but I am also looking forward to Counter-Stike: Global Offensive making its Linux debut. We know it is on the way.

Half-Life 2 is available through Steam, either stand alone for $9.99 (USD) or the Orange Box for $19.99 (USD).

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Valve Experiments with Left4Dead that Responds to Sweating

Company believes how people respond to games can help develop better titles.

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Motion-sensing peripherals like Microsoft’s Kinect allow you to game with your whole body, but Valve is looking into the idea of games that respond to your body.

VentureBeat reports that Valve has experimental psychologist Mark Ambinder working on game development and its response to player feedback. Ambinder was at the NeuroGaming Conference and Expo last week where he was talking about emotion in games. According to VB, he also mentioned that Valve is exploring the idea of biofeedback to determine how a user is responding to a game.

“One thing we are very interested in is the notion of biofeedback and how it can be applied to game design,” he is quoted as saying. “There is potential on both sides of the equation, both for using physiological signals to quantify an emotional state while people are playing the game.”

To that end, Valve has experimented with various different ways of measuring gamers’ emotional states while playing its games. These experiments involved measuring sweat, arousal, eye movements (they even made a version of Portal 2 controlled via the player’s eyes). The idea is that the game can take information based on these metric and modify the game based on your emotional state.

It’s not an entirely new concept. In June of last year, a Microsoft patent described a system that served advertisements based on users’ reactions to content. In a nutshell, the system involves associating the content a person was looking at or interacting with online with certain emotional tags and analyzing their movements and facial expressions to match content with moods. Users would then be served ads based on their emotional states.

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Game On: Ouya Raises $15 Million in New Funding

Ouya, the Android-based game console that received nearly $8.6 million from its Kickstarter campaign, is getting more money to put toward game development and its upcoming retail launch.

Bonnie Cha @allthingsd.com

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The Los Angeles-based startup announced today that it has raised $15 million in new funding, led by Kleiner Perkins Caulfield & Byers. Other investors include the Mayfield Fund, Nvidia, Shasta Ventures and Occam Partners.

In addition to the funding news, Ouya revealed that Kleiner Perkins general partner and former Electronic Arts executive Bing Gordon will join its board of directors, where he will advise the company on its retail strategy, product development and supporting the game developer community.

For those unfamiliar with Ouya, it’s a TV game console based on the Android operating system and features its own built-in store for downloading games and apps. Compared to other popular videogame systems like the Xbox and Sony PlayStation, Ouya costs a fraction of the price at $99, and features a more open platform that allows anyone to create a game for the system. Also, all games are free to try.

Ouya was created by videogame industry veteran Juile Uhrman, who didn’t even have an actual product when she took her idea to crowdfunding site Kickstarter, and received more than 63,000 backers and $8.6 million in pledges within a month.

In late March, the company shipped the first units to its Kickstarter backers, and in June, Ouya will be available at various retailers nationwide, including Target, Best Buy, GameStop and Amazon. Originally slated for release on June 4, that date has now been pushed back to June 25.

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Though the $99 price tag is attractive, I have my doubts about its mass-market appeal. When I got a preview of Ouya in late March, I found many of the games to be retro-style arcade games or those you’d find on a smartphone or tablet, and I’m not sure that’s going to draw people looking for popular games like Call of Duty or Assassin’s Creed.

Uhrman told me they are working with big studios to bring AAA titles to the platform, and has more than 12,000 developers registered to make an Ouya game.

But Ouya isn’t the only one playing the alternative console game. Companies like GameStick and Green Throttle also also taking a stab at the market. And software maker BlueStacks just announced its plans to bring an Android-powered game console called GamePop. Looks like it’s game on.

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Windows 8 growing on Steam while Linux barely moves?

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The results from April’s Steam survey tell an interesting story, while Windows 7 is remains the dominant OS, making up about 70% of the machines running Steam, the number of Windows 8 users is on the rise. In the last month alone, the number of Windows 8 users has increased by almost 1%. That sounds pretty insignificant but considering there are 50 million registered Steam accounts and around 4.5 million daily users 1% accounts for a significant number of gamers. Frustratingly, Valve don’t say how many people take part in the survey (you need to opt in to have your computer polled) but even if we treat this information cautiously we can at least take away that the number of people adopting Windows 8 is far from insubstantial.

Even today Microsoft announced that they’ve sold more than 100 million Windows 8 licenses.

Conversely, Linux ain’t doing so good. Despite the welcoming hand Valve have extended to Linux users - creating a Linux version of their Steam client, porting their back catalogue to the open source OS, and adding more Linux games to their library every week - the number of machines running versions of Linux has shrunk in the last month. And, it was not a large audience to begin with, only accounting for a little more than a single per cent.

Valve have said numerous times in the past that they take their data collection seriously and will often let the numbers speak for themselves. If the user base remains small Valve may put fewer resources into Linux development. Of course, if the Gabe Cube, when it eventually launches, runs Linux natively I imagine we’ll see a spike in those numbers.

From Linux Game News:

Real or fallacy?
It seems every time we look at what Microsoft and what they are doing in regards to Windows 8, the numbers are always strong. Then somehow, magically, Linux is falling short.
The reason this article has been reblogged is due to it’s entertainment value. And quite frankly, I think we all need a good laugh once in a while.

From Microsoft Chief Marketing Officer and Chief Financial Officer for Windows, Tami Reller:

“We recently surpassed the 100 million licenses sold mark for Windows 8. This number includes Windows licenses that ship on a new tablet or PC, as well as upgrades to Windows 8. This is up from the 60 million license number we provided in January.”

Which leads to the fact, suggestively, that Microsoft is rolling out all these license to OEM’s, rather than having actual sales. Sure, upgrades can be suggested. But I have yet to meet anyone who is all hyped to install Windows 8 on their PC or laptop.

But seriously, how many of you are running Windows 8 on you box?

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Don’t Starve Review - Linux PC Mac

By Carli Velocci @pastemagazine.com ”don-t-starve-review-linux-pc-mac”

I feel like the developers at Klei Entertainment really wanted to make a survival horror game and messed up somewhere down the line in a good way. Normally titles in this genre involve characters trying to live through a horrific experience with only their physical prowess and weapons to defend themselves. With Don’t Starve, Klei decided to take the survival aspect very seriously, but remembered they were making a “survival horror” game and threw in every monster they could think of for good measure. What popped out of the Klei machine was something that doesn’t look like anything else out there.

It’s so wrong, yet so right.

The game has been in beta for many months, available for free to customers who pre-ordered on Steam. Slowly Klei has been fleshing it out, adding features and fixing bugs, and now it’s finally available in its completed form for PC. I’ve had the beta since late 2012, and have been eagerly waiting for the final version. Even while playing an incomplete product, I could tell that I would be pleased.

Don’t Starve follows your character—Wilson, the Gentleman Scientist—after he is dropped into the wilderness by a demon named Maxwell. Maxwell performs his only real purpose—telling you that you need to find food before nightfall—and then disappears. You then have to use the environment and your wits to collect materials, food and objects in order to survive starvation, insanity, constantly growing facial hair and the hoards of monsters that show up.

There isn’t much of a story, but what it lacks in plot it makes up for in atmosphere and world development. It’s immediately obvious upon launch that the game oozes personality. It takes a lot of inspiration from Tim Burton animation and black comedy, and combines it all with its own unique brand of humor. You can combine seemingly random objects to create science machines that help you to create even more objects. The idea that this actually works, and is one of the most important things to know about the game, is absurd considering you’re in the middle of the woods equipped with nothing. Another example concerns the monsters, which may be adorable upon first glance—the spiders have giant mouths with pointy little fangs and their bodies are so round that you just want to pick them up and squeeze them—but you soon begin to fear every sudden movement. Rustling bushes could be filled with nightmare fuel, and sometimes literally, as there are creatures that are made completely from the stuff.

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That’s where the main fun comes in. Don’t Starve succeeds in creating memorable monsters, introducing dozens of uniquely-styled beasts ranging from small and harmless to large and dangerous to small and terrifying. There are so many kinds, and because of the game’s seemingly random spawn points and secret wormholes, you have the opportunity to encounter different ones. During my first playthrough, for example, I only ran into normal animals such as birds, turkeys and pigs (granted the pig walked on two legs and had a house, but I’m not going to split hairs). However, my second attempt led me to a wormhole that was filled with giant eyes on two legs that were way faster than I was. Needless to say, I didn’t survive long and you probably won’t either.

During your initial playthroughs it’s very difficult to gauge what animals you shouldn’t chase, and which ones you can take in a fight. The game lacks a real tutorial, so it’s really up to trial and error as to how well you do. Luckily scores are graded not on how well you survive, but how long, and you gain experience points in return that increase your character’s level and unlock more characters and more features. This leveling system is suited well to the uncertainty of the action as players will be penalized less for mistakes made early on. The jump from level one to level two is obviously smaller than two to three. This also allows for players to customize their experience. As there are almost too many things you can pick up and create, each playthrough can be unique.

The sheer number of options is almost too overwhelming, though, especially for beginner players. While it’s doable to check out Don’t Starve blind, it’s helpful to know exactly what you’re getting into. This game is deceptively huge. There are so many monsters and so many things to collect that things become a bit muddled when you’re trying to actually create something that matters. Your backpack is going to fill up very quickly, so that desire to check out everything will probably just get in the way of a successful run. The fullness of the game is going to contribute heavily to wanting to replay it, but it can become frustrating when you have so many things to keep track of that you end up losing.

If you can get over the size of Don’t Starve, and put in the effort to sift through its density, then you could have a very fun time. The characters you unlock and the things you create are unusual but totally logical and it’s a kick to create them while lost in a foreboding wilderness.

Now excuse me. I have to go find a bunch of sticks in order to shave my awful beard.

Don’t Starve was developed by Klei Entertainment. It is available for the PC, Mac and Linux.

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