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Are you a little bummed that summer is over?  Just because it’s fall doesn’t mean that you can’t go on a quick vacation.  Instead of a traditional one, how about a video game vacation?  Not only can you travel to some really cool places–both real and imagined–but you can do it from the comfort of your own couch!

Join Real Otaku Gamer for more video game vacation destinations!  After reading, make sure you take the survey at the end to vote for your favorite video game place.

Game: Fallout 3

Place: Washington D.C

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About: Ever wonder what D.C. would look like after a nuclear apocalypse?  Well, thanks to the wonders of video games, players don’t have to imagine anymore.  Fallout 3 focuses on the wreckage that occurs after a nuclear holocaust.  People buried themselves away in “vaults” and re-emerged to live among the wreckage.  During the game, players will wander around in the ruins of D.C., fighting mutants and helping others along the way.

Why Visit: There’s something both disturbing and interesting about looking at our nation’s landmarks in a state of disarray.  It may just be humanity’s fascination with “the end” that makes this gaming franchise so popular.  The large sandbox of a map that players get to wander around in also make this place well-worth it.

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Must See Areas:

  • Go disable a large atomic weapon in Megaton.
  • Visit the Capital Wasteland and our nation’s monuments turned to rubble.
  • Take a walk down the Potomac River. Just don’t take a dip because it’s radioactive.
  • Walk around the metro tunnels and fight mutants.

What do you think? Which video game vacation would you prefer? Click here to take the survey and let ROG know where you’d like to go. Be sure to come back next week for another location.

Week 8: Columbia
Week 7: Citadel
Week 6: USG Ishimura
Week 5: Skyrim
Week 4: Pittsburgh
Week 3: Pandora
Week 2: Chicago
Week 1: Rapture

 

mortal kombat x

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mortal kombat x

Here’s the moment many of us have been waiting for! The release date for Mortal Kombat X was announced!

When will it be released?

Why, April 14, 2015 is the date we will finally see this game on the Xbox One, Xbox 360, PlayStation 4, PlayStation 3, and PC!

Are you excited for this game? Let us know in the comments!

By Sean Jacobs On 8 Jun, 2014 At 10:33 PM | Categorized As Indie Spotlight, News, PlayStation 3/PlayStation 4, Reviews | With 0 Comments
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The brilliantly deranged minds at KrillBite Studios have collaborated within the shadows of their confines to come up with a freakish survival horror title sure to rattle the players cage. Brought to us in a very new and unique perspective we play as an frightened two year old boy, in first person… Yes, you play as a toddler in first person! Me being a horror story buff I instantly clamored at the chance to play Among The Sleep whichwill be later released on PlayStation 4. On the KrillBite Studios Website you can download Among The Sleep onto your PC, Linux or Mac platforms.

 

                                                  “Brought to us in a new and very unique perspective”

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     Among The Sleep begins off with a blank screen with only ambient noise coupled with the soft pitter patter of rain drops rapping against the window pane. You begin to hear the voice of a mother softly whispering to you sleep all the while a gentle, slightly freaky song begins to fade in. Soon afterwards you the protagonist the two year old starts to blink slowly giving us a brief glimpses of the surroundings  which is inside a crib inside a child’s room. As the blinking persists you start to see how your confidant Mr. Teddy is being whisked away by an unseen force to outside the crib down to the floor eventually out your bedroom door, it closes and now your game truly begins.

 

                                                                          “Remember, this is the EARLY ALPHA BUILD”

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     Controls are the basic PC variety you have WASD for your movement then you your mouse for looking around and interacting with the worldly items like toys, furniture, doors etc. Your character being an toddler hasn’t mastered walking so he still crawls around when he needs too. To get into the stand and crawl positions there are two ways to attempt this; Using the CTRL key & the SPACE bar with these two keys you can also climb obstacles in your way. Oh one neat animations in Among The Sleep is when you pause the title by pressing the ESC key your character places his cute little toddler hands over his face to cover his eyes to show game options. While the object interactions when grabbing items within the world is sometimes spotty this early Alpha build plays well enough to get the general idea of where the final build will be.

 

I will not speak anymore on the technical issues like the system freezes every so often because KrillBite Studios is obviously abreast on that issue. Remember, this is the EARLY ALPHA BUILD.

 

                                          “I can already see the silver lining of a potential masterpiece”

 

What really drew me to Among The Sleep is the idea of what KrillBite could think of imaginatively with this genre this is NEW territory. I can’t wait to dig deeper into this title as development progresses. So, far I have enjoyed the dark and freakishly frightening ambiance they have going on it in this average home in suburbia. I always told my wife what scares me the most in horror films/ video games are children & kiddie music. Though, at this point there is only one child the main character the music is definitely there or not. See its the slightly drowned out noise of the house that gets me it gives you the false idea that everything is OK. All I have to do is find mommy though, mommy as you will figure out is hard to find. Among The Sleep aims to be one of the best atmospheric survival horror games released. This early alpha build I can already see the silver lining of a potential masterpiece, lets hope KrillBite Studios delivers when the final build launches to the public on PC, MAC, Linux & PlayStation 4.

 

To get in on the action of building this potential classic, keep a close eye on Among The Sleep for its future releases up to its final launch. If you would like a taste of the action now go to KrillBite Studios Among The Sleep’s website and download the Alpha PC build or whatever available platform of your liking.

 

Stay tuned for upcoming news!

 

 

UPDATE: As of May 29th Among The Sleep has been released (so that means you wont be able to play the Alpha build) it is available on www.SteamPowered.com it is available for $17.99 GO NOW and try out this game it is sure to please all my survival horror fans!

 

STAY TUNED FOR RealOtakuGamer.com’s full review of this final build!

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Two years ago when a couple guys wanted to come back to their 1st love they created at the beginning of their careers, they decided to take it to Kickstarter and hoping that that the fans would help bring what they love back to life. After surpassing their goals by $17,232 Zojoi has cleared the path to recreating the game two generation of gamers loved and now so shall this current generation of gamers. Zojoi, thats right the studio behind the classic point and click adventure, Shadowgate from the days of NES has taken the time to answer a few questions about their upcoming title and the re-imaging of that decades old title of might and magic. These Questions were answered by Karl Roelofs, Design Director at Zojoi

 

 

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What made you guys come back to this classic series; was there an outcry from your faithful supporters?

 

Dave and I always had the desire to bring back the original game and tell the other stories from the world of Shadowgate we have written. When we saw that retro-gaming was being embraced by fans again, we decided that the time was right to re-introduce the franchise. So we reached out via Kickstarter and found that fans of the original game (especially the NES players), as well as new enthusiasts, were excited about what we had planned.

 

 

When designing this updated version what from the past titles did you want to redesign and what did you completely scrap?

 

Well, we definitely did not want to do a port – we had done this about ten times before – so we spent a lot of time looking at each puzzle, deciding whether it was something we wanted to keep. I would say that 95% of the puzzles are either completely new or use the same location but are altered in some way to fit with the storyline better. There are a few puzzles from the original that we completely scrapped since they really didn’t fit into our narrative anymore. We’re pretty happy with the outcome.

 

 

What added features and or content have you added?

 

We weren’t constrained by a disk or a cartridge, so we were able to add some of the things that we always wanted to. New to this version of Shadowgate is an in-game map that tracks the locations you have travelled to as well as records the cryptic clues found along the way. We provide 45 in-game and Steam-based achievements that range from experiencing all the deaths in the game to beating the game within a certain amount of turns. We have several side quests and new creature interactions, a full-blown interactive soundtrack by Rich Douglas and three difficult levels that change the puzzles in the game based upon your skill level. Really, there is a ton of new stuff here.

 

 

When designing this game have you placed any Easter eggs of sorts giving a nod to your fans of the past games?

 

Absolutely! We pay homage to several things from original game that didn’t quite make it in this version. Players may get to finally find out what is behind that locked door in the well room and we also give a shout-out to fans of Déjà vu and Ace Harding. Also, should you choose, you can switch from orchestral music to the original 8bit NES music (composed by Hiroyuki Masuno). Additionally, we’ve elevated the role that death plays by scattering a number of hidden deaths throughout the game. These offer several particularly nasty yet humorous ways to meet your end.

 

Who from the original development staff came back to help with this iteration?

 

Dave and I are the only members from the original team (we designed the original game as well as created all the art). We then reached out to a team of folks, many whom we had worked with in the past and they were just as excited to re-imagine this game as we were. Our team is really an awesome group and for the last year and a half has been pouring their hearts and souls into making Shadowgate every bit as memorable as the original.

 

 

How excited was it for you to have the chance to have better orchestrated soundtrack for Shadowgate this time around?

 

We are ecstatic to have Rich Douglas provide not only the soundtrack for Shadowgate but an unbelievable sound design (sound effects, ambience, etc.) Rich took his inspiration from the original soundtrack but went way beyond that, creating both familiar orchestrated themes and brand-new epic compositions. Additionally, the game supports multiple tracks of instrumentation that can be added or removed to enhance the ambiance of a particular room or situation. This really amps up the intensity when you are encountering deadly traps and monsters throughout the castle.

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What do you think is next for your studios?

 

Well, from a Shadowgate perspective, we just made the game available for pre-order at www.shadowgate.com and should have the game out on Windows and Mac this summer. After that, we will release the game on iOS and Android before moving on to doing localization for other languages. We’ll then be looking at other console platforms and since we’ve built the PAC (point and click) engine, making developing other games easier, we plan to re-visit the world of Shadowgate very soon. In fact, we have the story-arc planned for the next two games.

 



 

 

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Hi, Sean Jacobs here I would like to present my interview with Switchblade Monkeys the wonder team behind the upcoming title Secret Ponchos. I would like to apologize for the delay but, I went Clark Kent and transcribed my interview via my handy digital voice recorder. Lets get into this tasty treat why don’t we.

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Me: Hi, Sean Jacobs here from RealOtakuGamer.com can you Please introduce yourself to our readers at realotakugamer.com

Yousuf Mapara: Hi, I’m Yousuf Mapara and I am the Creative Director (and President of Switchblade Monkeys) of Secret Ponchos.

Me: Well, you just answered my second question because I was going to ask you what you’re relation to Secret Ponchos was!

(Shared Laughter)

Me: What inspired Switchblade monkeys to create such a unique game like Secret Ponchos?

Yousuf Mapara: We really wanted to make a game that takes us back to multiplayer fun, That’s just fun to pick up and is not this huuuge learning curve of like 30-40 hours just to be able to have fun. We are all hardcore fighting game kinda fans and so we love that depth but not the (inaudible) Though, the main thing is that we wanted to make a Spaghetti Western game so, that’s where it all started, ya know? its just such a cool genre. Basically our musician and I were sitting playing Soul Calibur and we had um, were playing Ennio Morricone in the background at the same time and all of a sudden everything just magically synced up the music, the epic trumpets and uh ya know the drama from the music and it felt like everything we felt like everything we were doing was just choreographed to the music so, we were like “WOW we really need to make a fighting western game”

Me: Isn’t it weird how things just come together like that?

Yousuf Mapara: I know, I know it wish there was a cooler version on how the game started but, its stupid but, that’s how it came together.

(Shared laughter)

Me: That’s OK because that is the most organic way to come up with an great idea.

 Me: Were there any other influences drawn from other games pulled into making Secret Ponchos?

Yousuf Mapara: We really wanted to make a game that has this competitive, you pick it up and we want your adrenaline to start pumping, that kind of fun. You pick it up and we want it to feel competitive, fun kind of game… I remember lining up to Street Fighter and getting our quarters and this is the type of game that we wanted to make so you could enjoy. A lot of games recently are awesome experiences but, they have also have became like interactive stories with a lot of cinematic experiences

Me: Yeah, like watching a movie you sometime play.

Yousuf Mapara: …and we wanted to take a step back from that, we have developed plenty of projects like that at AAA studios and we wanted to get to the feeling of  “ah man you got me this time I’m going to go home and practice to get the best of you”

Me: Given the multiplayer nature of Secret Ponchos when it is released will Switchblade Monkey launch some sort of DLC to compliment that element?

Yousuf Mapara: You know uh, so our model for DLC is very interesting we don’t want to be very aggressive with dlc. When you buy Secret Ponchos its a complete experience on its own you don’t need to pay more money or buy stuff to be able to fulfill your experience, with that being said the genre is such an interesting genre for character archetypes that we only scratched the surface with our characters so, we are going to keep expanding on the Secret Ponchos Universe and that’s a better road to DLC. As long as the fans want to see the game universe expanded we will keep have new guys and use DLC to fund new characters.

Me: When I was doing research on you guys on YouTube that’s what I was thinking. I was like  They could be in a good position to be able to spin DLC in a good way if infused correctly. I don’t like the aggressive DLC, I don’t like aggressive salesmanship at all so like, if your company create a great package its going to make us the fans want to buy it.

Yousuf Mapara: Yeah don’t want people to have their defenses up when playing our games as if we are trying to pitch them, if they bought the game its a fun universe, right? we hope people are looking forward to new expansions and new characters and we could use DLC to fund that. When you are really excited for a game, like Diablo and you are really looking forward to the expansion and its a worthwhile purchase that is the type of feel we want to lean towards.

Me: What about this game excites you the most and what can you tell people about secret ponchos that haven’t heard of it?

Yousuf Mapara: The two things we are the most proud of is the art style we really tried to focus on a great art style but, secondly when you look at team shooters and fighting games and there is a lot of them and they are all feeling kind of similar it was really exciting that we have found a new twist a new presentation for a combat game in this genre hey we are a small indie company and just by moving the camera over top we kinda made our own type of combat game and that’s what we are excited about it doesn’t have this superficial feel of a slight change on an existing shooter game it has its own thing and that’s what we are most excited about.

 Me: Thank you again Yousuf and it was a pleasure standing here with you and playing with your staff on multiple matches. I can’t wait for Secret Ponchos and the many ways you will possibly expand its universe.

*Before our scheduled interview Yousuf and I had several conversations one that revealed that Secret Ponchos will be on the Steam for early access. Secret Ponchos was originally slated for PS4 release but, after the outcry of the PC community Switchblade Monkeys have decided to appease the masses and give the Steam community an early shot of the former PlayStation 4 exclusive.

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Here is the Trailer for the game.

 

By Tiffany Marshall On 19 Mar, 2014 At 04:28 PM | Categorized As International News, News, PC Games, ROG News, Xbox 360/Xbox One | With 0 Comments
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Titanfall has arrived on the scene of gaming.. er.. at least for Xbox One and PC. Unfortunately, Titanfall for Xbox 360 has been delayed again.  This time, the game has been pushed back to April 8th for North America and April 11th for Europe.  Originally Titanfall was delayed til March 25th.

In the blog post, they went on to ensure gamers that are waiting that the Xbox 360 version won’t be any less than the Xbox One and PC versions:

The game will feature the same 6v6 gameplay, maps, modes, weapons and Burn Cards as the Xbox One and PC versions of the game.

I have to say this makes me very curious as to what else may be going on and what problems are occurring that there’s yet another delay with the 360 version coming out nearly a month after Titanfall’s launch on the Xbox One and PC.  What do you think is going on?  Are you waiting on the Xbox 360 version of Titanfall? Let us know in the comments.

Source: Titanfall Blog

_-Alpha-Protocol-PC-_

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Have you ever watched a Bond film and thought “that’s what I want to do”? Well, you might change your mind after you play Alpha Protocol. Not because the game is specifically bad, but because you’ll get a feel of what being a spy in the field is actually like.

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Alpha Protocol is an action role-playing stealth game. What a mouthful, but accurate. It was released in 2010, and for a four year old game it feels…older. That’s not a bad thing, mind you.  Most gamers would say their favorites are from a generation of consoles that are no longer distributed, but those games are chosen quite often out of nostalgia. On the one hand those games were the best of their time, but on the other hand they fall short compared to some modern innovations. The point here is that Alpha Protocol feels like one of those games. Something you loved for what it was back when you played it the first time, but over the years it has lost its edge.

To start, Alpha Protocol is truly a spy story. You are Michael Thorton, a new recruit in the Alpha Protocol program, and your job is to serve your country and stop the bad guys. Sounds simple enough given this is the idea behind more than few games. However, you are a spy. Your job is to get things done with minimal exposure. Whether you kill everyone in your way or just leave them with a tortuous headache, no one should know you’re there. Stealth is a great game mechanic, and Alpha Protocol does a great job of using it. Except for the bugs.

Let me talk about those for a moment because most of the issues I had with this game stem from bugged stealth mechanics. There were times when I would be crouched behind a wall, completely out of sight and fully buffed in sound dampening, and taking a few steps alerted a guard more than ten feet away. This would then alert every guard on the map. And if I should come out of cover and actually be seen, one guard would be enough to expose my location to every guard who would then proceed to start shooting. It’s easy enough to rid yourself of guards and turn off an alarm, but in a minute I’ll tell you why this was such a problem.

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This game is good. It’s hard to call it great, and at times it isn’t all that fun, but it’s good. Agent Thorton is betrayed on his first assignment for Alpha Protocol and is set on a path to make things right. Here is where my favorite aspect of the game comes in. Choice. As Thorton you get to choose what happens. How you interact with others can determine how they respond to you and your actions. Gaining friendship has advantages, but so does rivalry. Who you get on your side can change the outcome; deciding who to ally with and who to piss off, that’s the trick. This game requires you to pay attention. Between gathered intelligence, dossier information, and other tidbits you collect along the way there is an abundance of knowledge. Knowing where you’re going, why you’re going there, and who you’re facing will make things far easier. The game doesn’t do all the thinking for you. The missions you choose to do, and the order you choose to do them in, also has impact.

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That’s all great, but how do you actually play? It’s simple enough. There is combat, stealth, hacking, and collecting. In combat you can put points into different weapons: shotguns, SMGs, assault rifles, pistols, and hands. There are also gadgets; from grenades, to flash bangs, to health kits, you can carry a minimal set into missions and use them for different situations. Stealth, while not a requirement in mission, is a good way to get all that you want. Hacking is dealt with in three ways: computers, keypads, and safes. Hacking a computer requires finding a series of non-moving letters and numbers amongst a stream of flashing figures. A keypad is simply hacked by matching numbers is ascending order to their circuit. A safe is a lock picking screen where you move pins into position and click them in place. Collecting is just what it sounds like. Make sure you explore every room because information, money, and security systems may be hiding anywhere (which is useful when you are lacking cash to buy that armor you want). You will spend the majority of the game working on these skills, getting used to being in cover and sneaking into position, only to reach “boss” fights and the final mission.

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Remember when I said how bugged the stealth system was? Here is where that becomes important. Boss fights, including most of the final mission, are tough. Add in the fact that stealth becomes useless and they get tougher. Here, fight a helicopter that can shoot you through cover, never loses target lock, and you have to fire one RPG at a time at it and those RPGs are scattered across the map. On top of that, here are five men who are going to shoot you, chase you, and know where you are because the helicopter never loses target lock. And if one enemy knows where you are, they all do. It’s infuriating.

I will say that I had fun with this game. The story pulls you in, and you feel like a true spy when things go right. The stealth is fantastic, when it works. The characters are ranging, and often have unexpected stories. I plan to try it again, make some different choices and see what happens, but I do like where my initial instincts lead. And that’s good. This isn’t a game that says “here, make a choice” and then gives you a cookie cutter ending. Who you decide to be will change the path, and that’s nice to see.

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There are other things I could cover. How bad targeting is, how wonky movement can be, how bad pathing is for NPCs, how many boss fights I won because of glitches…

If I were to recommend this game it would be lightly. If you like stealth games and spy stories try it out. If you don’t, skip it. Alpha Protocol requires dedication. It asks you to sit down, pay attention, and accept that things will not always go the way you want. You may do a bit of reloading, but know that the only save option is auto saves.

With all that said, you can always use brute force, and then stealth doesn’t matter so much. It will take more time, you’ll face more enemies, and you may lose out on some of the finer points, but at least you’ll know why all the guards are after you.

By Amy McGarey On 25 Feb, 2014 At 06:28 PM | Categorized As Featured, Indie Spotlight, PC Games, Reviews, ROG News | With 0 Comments
Banished gameplay

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Fifteen people have been banished from their city and left to their own devices in Medieval times. Can you help them get back on their feet? Banished is a city builder/real time strategy on PC where you start with a randomly generated map and fifteen citizens who must survive harsh weather, natural disasters and disease. You assign citizens to specific jobs like farmer, woodcutter, builder, and hunter. The objective is to repopulate the map and have enough resources to keep your citizens alive.

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The Trailer

Banished is about as open to interpretation as Minecraft. All of the things you can build are available right off the bat, all you need are the resources and the workers to build them. The game is incredibly challenging because you have to multitask. Not only do you have to keep your food supply up, but you also have to make sure you have enough firewood ready for the winter. Chopping logs into firewood is a separate job from cutting down trees, so you have to remember to tell your laborers to chop down wood. You also have to make sure your people have warm clothes to wear, so hunters gather leather while tailors make clothes. Then, you have to remember that all of these people need tools to work with, so make sure your laborers are gathering iron and wood so your blacksmith can make tools. It can be quite a mess at times.

The thing I like least about this game is that what you start out with is all you get. Because of that, the game gets monotonous after awhile. There are no objectives other than “don’t die.” You can’t really make upgrades. It’s not like Age of Empires where you can buy upgrades to help your citizens work more efficiently. It’s also not like Sim City where you can make advances in education and medicine. I realize this is a game set in Medieval times and isn’t meant to be advanced through time, but I would have at least liked to see the technology in the game advance through the period.

Banished gameplay

Even though there are no real objectives to Banished, at least you can use the achievements as guidance for how you want to progress in the game. Most of the achievements start at having a population of 300. After a couple hours of play, my town was only up to 100 citizens. The more you play the game, the better you get at managing your town. You also get faster at expanding your population. I think this is the type of game that gets better with more practice. The last city I built, which I named South Park, was growing fast and had more than enough workers. I had tons of food and I kept up a steady amount of firewood. However, earlier in the game I had turned off tool production since I had reached a good amount, and told that worker to go do something else. There isn’t any alert about being low on tools like there is for pretty much every other resource in the game, so I had forgotten to send my blacksmith back to work. Now none of my citizens can do their jobs and the blacksmith can’t keep up with demand. That’s an example of how once you think you’ve mastered Banished, you’ll eventually make a mistake.

Here are some tips where I’ve learned from my mistakes:

  1. Keep building houses! This is the number one way to keep your population growing. Your citizens have babies, and those babies grow up to be workers. The parents get old too, and die of old age eventually. In one of my earlier towns, I didn’t keep up with building houses and it turned out all my citizens were over the age of 80!
  2. Never turn off firewood production. At the beginning of the game, you’re going to think once you’ve hit your woodcutter’s limit for firewood, that you can send him to a different job and turn off firewood production. You will run out quick, especially as you expand your population. Always keep several woodcutters available to make firewood. That “Low Firewood” alert is annoying!
  3. Keep a couple laborers handy for when you need raw materials. These are citizens who don’t get assigned to specific jobs, they just hang out until you need someone to cut down a tree, or gather stone or iron. It’s really a good idea to always have laborers gathering raw resources.
  4. Create hunters and gatherers first thing. These guys gather food quicker than farming. So while you’re planting farms and orchards and waiting for livestock to mate, hunters and gatherers are going to be your main food source. If you have enough workers, you can build more lodges.
  5. Herbalists aren’t that big of a deal. In my last and best town, I decided not to worry about an herbalist hut. As a result, that was one more worker for something important, my citizens were still at maximum happiness, and I was at maximum health for my longest time yet!

The Score

With all its frustrations, I would give Banished 8 out of 10. Even though there are no clear cut objectives, it’s very rewarding when you’ve learned something new on your own and can implement it in a new town. As a huge fan of strategy games, I’ll be playing Banished for weeks to come.

If you want to get banished you can buy it on Steam or DRM free from the source!

By Will On 18 Feb, 2014 At 07:53 PM | Categorized As Featured, Mobile Gaming, PC Games, Portable/Mobile Gaming, Reviews, Reviews, ROG News | With 0 Comments
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One of the best ways to know how well a story is written is when it drags you in and become emotionally attached to a character or plot within it. Nihilumbra has that story and character as the tutorial just had me in tears as I had flashbacks in all the most negative ways. The more and more I played the more and more I was dragged into the depths of depression as I tried all that I could to to enjoy the game. I completed as much as I could after the tutorial but I couldn’t go any further. I closed the game and tried to calm my nerves. Coffee, cigarettes, talking to family, all of this couldn’t get me out of this funk I’m in, so I’m carrying on as I write this review.

The Good:

The story, the story, the story. What else can be said about a silent protagonist that escapes “The Void” only to be tracked down by monsters that want to make the hero a part of “The Void” yet again? Nothing, but what really makes the story come to life is the narrator.  The disembodied voice, helps out when needed but in between moments of usefulness, he decides to rip into you verbally. It adds a new wrinkle in the game, as you have assistance, yet you have this sense of someone giving you the middle finger while your the only one there.

The artwork done on the game is by far the best I’ve ever seen. With the unique monsters and the lead character itself (Him, Her?! The hell if I know.) looking like nothing I’ve never seen before.

The game gives you colors as your power ups. Blue makes the ground covered in ice, as green allows you to bounce higher after leaping off a high perch. These powers are so balanced that there’s not one that’s overpowered, and you will catch yourself using all the powers through the game.  You use the mouse scroll wheel to quickly switch between the acquired powers and you move with WASD keys so for those FPS players that want a game that they don’t have to relearn the controles, this is for you!

The Bad and The Ugly:

This game is the first form of entertainment that actually made me cry, due to the story hitting too close to home. I might be reaching far, but the best part of the game might also be a downfall about it. I might not have been in the right mindset to take on such a emotional role, but it had to be done.

The minor thing that was such  was that when the voice over started and you went on to the next screen, you would have to kill yourself somehow to go back and listen to it all over again.

Overall it was a awesome game, but I wouldn’t recommend it to gamers who had a tough, personal issue in the past.

Nihilumbra is now available on PC, Linux, and Mac, buy directly from official website to get both a Desura and Steam key for the game. You can also play on the go by downloading it on any of your iOS devices. This review is based off the gaming experience on PC so gameplay might be different on your mobile devices.

By Tiffany Marshall On 13 Feb, 2014 At 06:22 PM | Categorized As International News, News, PC Games, ROG News, Xbox 360/Xbox One | With 0 Comments
Titanfall

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Titanfall

If you want to play the Titanfall Beta, now’s your time to turn in your applications.  In order to participate, you must have either a PC or Xbox One.

Those that are selected will know by February 17th at 11:59pm PST.

You can apply for the beta here.

Titanfall will be available on the Xbox One and PC on March 11th in North America, March 13th in Europe and Australia, March 14th in the UK and New Zealand, and on the Xbox 360 on March 25th in North America, and on March 28th in Europe.

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