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Limit Theory: a solo mission to the stars

Wednesday, 5 December 2012 13:37 GMT By Dave Cook

Limit Theory is the procedural space game from Stanford alumni Josh Parnell. VG247′s Dave Cook talks with him about his Kickstarter project, and the pressure of going solo.

Josh Parnell had his first brush with coding at the age of ten. It all started when his parents bought him a book on C++, and although the intricacies of pointers and inheritance might have confused the aspiring game developer at the outset, he stuck with it and hit the books hard,

While most ten-year-olds would have been fixated on riding bikes or playing football, Parnell had his sights set on the stars, and the promise of an infinite universe teeming with possibility convinced him to knuckle down. After a few years spent making fun, workable projects for his own amusement, Parnell decided it was time to carve out a niche in the broader industry.

He then spent two years researching procedurally-generated audio, which led to the creation of a competent music application that reaffirmed his love for coding, and a fondness for dynamic content. But still, the fledgling coder wasn’t satisfied, and yearned to put his knowledge to better use.

The desire to actually see and interact with procedurally-generated content, rather than simply hear it, gave Parnell an end-goal, and three years of burying himself in programming books, and with several Stanford courses under his belt, he’s now developing Limit Theory, an infinite, procedurally space RPG which has recently become fully-funded on Kickstarter.

“I think it’s fair to say that it all started with Morrowind.

“The freedom, the beautiful, strange, and intricate world, and the limitless number of ways that you could choose to play it. That game just blew my mind and ignited my intense love for PC games.”

“Exploration is a huge part of the game, and I’m excited to see it implemented as a real, playable career rather than the usual cool-but-not-functional role that it tends to take in space games.”

The first games you might think of when looking at Parnell’s Limit Theory are EvE Online, Freelancer, and of course, David Braben’s recent foray into Kickstarter, Elite: Dangerous. But for the developer the road to Limit Theory started with Bethesda’s RPG, as it helped him think bigger than the rigid, cinematic corridors and linear worlds that dominated the industry at the time of Morrowind’s launch.

“Morrowind forever spoiled me,” he continued, “and now I can’t go back to enjoying linear gameplay. It goes without saying that Oblivion and Skyrim drove the nails in the coffin. My next big experience was Freelancer, which afforded the same kind of freedom as Morrowind, but in a sci-fi venue. Looking back, Morrowind and Freelancer were almost certainly the most influential games that I ever played, so I guess it’s no surprise that people have noted that Limit Theory looks like “Freelancer 2” or “Morrowind in Space.”

The notion of “Morrowind in space” is a tantalising prospect, but that – believe it or not – actually undersells Parnell’s aspiration for his story-less, visually breathtaking world. Where Bethesda saw you travelling its meticulously-designed world, following its pre-written lore and falling into one of several character classes, Limit Theory offers near-unbound freedom

So in many ways Limit Theory falls closer to EvE Online and Elite, in that players are free to carve out their own persona and reason for existing with its sprawling world. There is no story, so you can adopt the role of, say, a trigger-happy pirate, or an intellectual who uses their mastery of commerce as a weapon. It’s pure role-playing at its finest, where you are free to be whoever you want to be.

This is your entirely your story, Parnell stressed, “Depending on the universe you select, you’ll start the game in one of a few possible situations. You may find yourself on a planet, or perhaps a space station, or just drifting in space. Either way, you’ll have few assets – a basic ship, a handful of credits, and perhaps a cargo hold full of goods.

“Where you go from there is completely up to you. Different players will gravitate toward different openings. Personally, I’ll probably do some easy missions to round up credits in the beginning, because I’m really looking forward to using the procedural mission system. Some players will take to trading. Others will head off to explore.

“Exploration is a huge part of the game, and I’m excited to see it implemented as a real, playable career rather than the usual cool-but-not-functional role that it tends to take in space games. One of the critical components of exploration in Limit Theory is the sensor system. Players can purchase and outfit their ships with sensor equipment of varying grades, which enable the player to record ‘snapshots’ of various game entities.

“The economy is driven by supply-and-demand and brought into equilibrium by the numerous NPC traders that roam the systems looking for profit opportunities. Perhaps the most interesting aspect of trading is the variability of demand.”

“Sensor logs can have inherent value based on the contents. For example, a log that records the location of a yet-undiscovered wormhole holds a great deal of value, as does a log of a particularly ore-rich asteroid. Through the use of this sensor log system, the player can convert discoveries into tradable commodities. The faction in control of the system containing the undiscovered wormhole, for example, may be willing to pay top-dollar to purchase the information.”

The existence of a strong and exploitable economy is vital for any space trading game worth its salt, so it’s refreshing to see Parnell put so much thought into the idea of trading scanned information as a means of charting unknown space. It’s complex, sure, but there are many ways to make a living in his universe if this method makes your brain itch.

“Mining is the primary form of raw resource gathering in Limit Theory,” Parnell continued. “There aren’t really any surprises here. To mine, the player needs to locate an asteroid rich with ore, then use a weapon or specialized mining beam to dislodge chunks of ore from the asteroid.

“These chunks must be pulled in with a tractor beam, or scooped up manually into the cargo hold. One of my favourite parts of mining is using the mining beam. Since the game is twitch-based, that means you’re in direct control of the beam, and I often find myself having far too much fun trying to burn my name into asteroids with it.”

I know what we’re all thinking here, and yes you can probably draw phalluses onto the side of asteroids if you want. But this is a world free from shackles, so if that’s your poison then you can roll with it. You can’t spend too long messing about however, as the galactic economy of Limit Theory is also dynamic, and offers rewards to those who master it quickly.

“The economy is driven by supply-and-demand and brought into equilibrium by the numerous NPC traders that roam the systems looking for profit opportunities”, Parnell explained, “Perhaps the most interesting aspect of trading is the variability of demand.

“In a dynamic universe such as Limit Theory, a great many time-dependent factors can influence demand. Construction of a new fleet by a faction preparing to go to war, for example, can naturally inflate the price of various alloys in a region.

“To be a great trader, the player will need to do more than recognize price differences – they’ll need to stay abreast of the events taking place within a given region, so as to be ready to strike when demand presents itself. Information about such events will be disseminated through news consoles on planets and space stations.”

“For me, the biggest challenge in working alone is figuring out how to maintain absolute maximum efficiency at all times. To bring a project of this size to reality without a team, I have to constantly ask myself, ‘Is what I’m doing adding maximal value to the game? ”

When you consider all of the above, it’s hard to bear in mind that all of Limit Theory’s DNA – all the mechanics, assets and engines are created procedurally through tech coded by one man. It’s a colossal undertaking that has been made significantly lighter thanks to Parnell’s generational tools.

“The amount of procedural generation used in the game is fairly staggering,” Parnell admitted. “Star systems, background skyboxes – including stars and nebulae – planets, asteroids, ships, and space stations are all generated procedurally. In terms of the items in game, Limit Theory takes a mixed approach in that some pieces of equipment and commodities are randomized, while others are fixed.

“Technically speaking, there’s not really a galaxy in Limit Theory – or, if you like, it’s all one massive galaxy. Space is organized into a hierarchical structure. Star systems make up regions, regions make up clusters, and clusters make up the universe.

“Since the universe is infinite, it’s obviously not generated or simulated all at once, which creates an interesting set of technical problems to solve. At any given point in time, different pieces of the universe will exist at different levels of detail, based primarily on the player’s location.

“For example, the system in which the player resides is always loaded and simulated at full detail. The local region, on the other hand, is loaded and simulated at a lower level of detail. Finally, the local cluster is loaded and simulated only selectively, at a very coarse level.”

Within that space, the player is doled out missions that are also procedurally generated, including information gathering, resource mining and more. However, completing missions doesn’t just result in a small fee and a pat on the back – it actually changes the game world further. For example, if a faction wants information on an uncharted area of space, you could go mining there and scan new planets or zones to help that faction’s expansion there.

“After completing the mission, the player would, of course, obtain a reward in return for the scanned data. But what’s important to note is that this action doesn’t just represent a fleeting monetary transaction. In finding and providing the requested information, the player has actually affected the knowledge of that particular faction in a very real way.

“The sheer amount of learning, of brain-stretching, of hours of frustration but moments of revelation… it excites me now, just thinking about it. Learning is something that can’t be revoked. It’s like money that you get to keep forever.”

“In all likelihood, the faction will go on to set up an outpost in the observed system, and perhaps begin a new operation therein. If the player returns to the system later, they may find new stations, mining barges, and other factional assets roaming about the system, indicating that the knowledge transaction actually had a heavy impact on the universe.

“Had an NPC beaten the player to the job and provided information concerning a different system, the faction might have expanded into an entirely different area. In this manner, I hope to imbue missions with a certain level of meaning, despite the fact that they’re procedural.”

Complete enough missions to become an influential name across the cosmos, and you might just find yourself in command of a whole fleet of ships, adding RTS elements into the mix. Add to this limitless exploration, mining for resources, escorting ships through lawless space for a fee, hunting down bounties across the stars and building a respected fleet, and you have an incredibly ambitious project. I ask Parnell if this level of responsibility ever proves daunting.

“For me, the biggest challenge in working alone is figuring out how to maintain absolute maximum efficiency at all times,” Parnell tells me, “To bring a project of this size to reality without a team, I have to constantly ask myself, ‘Is what I’m doing adding maximal value to the game? If I catch myself doing repetitive or trite labour, I’ve got to stop, step back, and ask ‘what have I done wrong?’

“That’s part of the key to developing Limit Theory. It’s not impossible to build a game like this with one person – but it does require a fairly intense regimen. There’s no time for days and days of tweaking one small piece of the game. There’s no time for writing duplicate code that could have been unified. Most of all, there’s no time for making manual assets.

“Sure, it can get daunting, but one of the many upsides to handling the entire process alone is that it’s hard to get bored. At some point, I might get a bit tired of coding. To give myself a break, I can compose music for a while instead. Or, if that gets tiring too, I can work on the website, design document, images and banners, or figure out how I’m going to approach a certain theoretical problem in the game.”

Make no mistake, Parnell is a busy man right now, but he views it with the refreshing perspective of an optimist, constantly learning through doing. So to him, all of this work is a means to an end beyond Kickstarter and the game’s eventual release.

“The sheer amount of learning, of brain-stretching, of hours of frustration but moments of revelation… it excites me now, just thinking about it. Learning is something that can’t be revoked. It’s like money that you get to keep forever. So regardless of how many copies Limit Theory sells, by release time, I’ll already have made an absurd amount of brain-money.”

“It’d be more than foolish to think that I could make the perfect game in one go. I’m well aware of the fact that Limit Theory is just the tip of a rather enormous iceberg. There’s so much more territory left to be explored.”

It’s making a great deal of real money too of course, thanks to Parnell’s Kickstarter project, so I ask him why he opted for this route over, say, an open alpha model like Prison Architect or Minecraft. Regardless, the public have fully-funded the project and helped Parnell realise the dreams he’s held since he first picked up that C++ book at age ten.

“Kickstarter’s just about the only place I know of where you can say, ‘hey, look at my dream and what could happen if you help me turn it into reality,’ and actually go on to garner enough support from a community to make the dream come true.

“No big name, no studio, and no marketing required. It’s the rawest form of support. It’s the proposal of a vision, and the acceptance or rejection of that vision by others. In the case of Limit Theory, I would say that a great many people enthusiastically supported the vision, and I couldn’t be happier about that.

“It’d be more than foolish to think that I could make the perfect game in one go. I’m well aware of the fact that Limit Theory is just the tip of a rather enormous iceberg. There’s so much more territory left to be explored, both in terms of space sims as well as procedural content generation. Given my unfailing love for both, I just can’t imagine being able to stop any time soon.

“As for Limit Theory, it seems like a very natural progression of my life up to this point. Programming, space games, procedural generation, freedom…this game is where they all come together. How could I not make Limit Theory? I feel as though I’ve been working up to it my whole life.”

If you’d like to pledge to Limit Theory, you can do so over at Parnell’s Kickstarter project page.

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6 Comments

  1. TMRNetShark

    I backed this project over Star Citizen and Elite for one reason… Limit Theory seems like it will be so much more than those two games because it was procedurally generated. We can also make our own ships, have fleets, and if we hit the stretch goal… own and manage planets.

    I’m super excited for this game and I hope that it is very successful!

    #1 2 years ago
  2. OwnedWhenStoned

    I backed all 3…

    #2 2 years ago
  3. RandomTiger

    @2 Same here, I imagine they will each have their strengths and weaknesses.

    #3 2 years ago
  4. TMRNetShark

    Oh, don’t get me wrong… all three look amazing! I am just amazed that the space sim genre is coming back with each one of these entries.

    #4 2 years ago
  5. RandomTiger

    None for years and now they seem to be coming out the woodwork, Miner Wars came out a few days ago and Strike Suit Zero is on the way too. My concern is that this is just a bit of a blip, I want to see the genre back for good and evolve with new releases like other healthy genres. I would also like to see some of them reach the console at some point.

    #5 2 years ago
  6. TMRNetShark

    Healthy genres? JRPGs have sucked (for awhile now)… which lead to the few western RPGS. Shooters are littered in every month and the only part of “healthy” is EA and Activision’s check book. The next big genres after that are strategy and action/adventure titles… both of which usually have a number following it (I’m referring to sequels).

    My point it, an industry usually squeezes a certain market until it’s dead. Shooters, as being the most popular genre today, still have some squeeze left in them.

    A blip? Maybe. But having three more games to play is three more games I get to play. Space sims/RTS games are the games I play the most. I still play Starlancer, Freelancer, Sins, X3, Homeworld, Galactic Civilization, Endless Space, and Freespace 2. Yes, Eve Online is good and cool… if you like getting blown up by someone with 3 years more experience than you.

    #6 2 years ago

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  • Clock Tower spiritual successor Night Cry has landed on Kickstarter

    The Kickstarter for Clock Tower spiritual successor, Project Scissors, recently announced as Night Cry, has launched. A teaser directed by The Grudge director Takashi Shimizu was released for the game earlier this month, and the full short film can be viewed below. Shimizu is also creative director on the project and Silent Hill creative and environment […]

  • Toukiden Kiwami mission trailer released, pre-order bonuses detailed

    Pre-order bonuses for Toukiden Kiwami have been announced for PlayStation 4 and Vita. Here’s the pre-order bonus list for each participating retailer: North America GameStop – Armor inspired by new slayers Reki and Soma’s costumes and classic armor from Toukiden‘s six original NPC slayers. Amazon – 2 exclusive pieces of armor: a set of Tenko […]

  • More Final Fantasy Type-0 HD, Final Fantasy 15 info doled out by Tabata

    Final Fantasy Type-0 HD director Hajime Tabata took part in a Reddit AMA yesterday, and answered a variety of questions pertaining to the game and Final Fantasy 15. According to Tabata, the first playthrough of the game will last around 40 hours, but “the real fun” starts from the second playthrough which contains new events. […]

  • This video gives you an idea of what Borderlands Online is like

    A video for Borderlands Online, the China-exclusive title from 2K, Shanda Games and Gearbox, has been released. Posted on MMO Culture, the video was released to announce the “technical test” which started today. Borderlands Online is an instance-based online shooter, and will probably never reach western shores. Still, you can have a look anyway.

  • Guild Wars 2: Heart of Thorns is the MMO’s first expansion

    The first expansion for Guild Wars 2, Heart of Thorns, was announced today during PAX South, and ArenNet has posted a few content details for it on the official webiste. Heart of Thorns contains a reimagined progression with the new Mastery system, which provides new training opportunities for characters beyond level 80. Players will be […]

  • Turn-based action platformer Ronin has been polished up, nets a publisher

    Tomasz Waclawek has polished up his freeware title Ronin and will be releasing it through publisher Devolver Digital later this year. The turn-based action platformer stars a vengeful ninja who is determined to kill important memebers of a powerful corporation. Weapons at your disposal include razor wire and a katana, or you avoid combat by […]

  • Footage of cancelled Justice League brawler surfaces

    Footage of the cancelled Double Helix-developed Justice League brawler has surfaced online. The game was supposed to be a tie-in title for the also cancelled Justice League film directed by George Miller, according to leaked images and information from 2012. Jon Gwyn, the game’s artist and now Rockstar San Diego staffer, said at the time […]

  • Free Icona Vulcano DLC for DriveClub releases next week

    Sony has posted a video of the Icona Vulcano, which will be released as DLC next week for DriveClub. The video was posted on Facebook and we’ve embedded the video below courtesy of GamesHQMeida. It was announced earlier this week the Icona Vulcano would be released on the PS Store as a free download.

  • The Bard’s Tale 4 announced by inXile Entertainment at PAX South

    The Bard’s Tale 4 was announced today by inXile Entertainment CEO Brian Fargo during a panel at PAX South. inXile hinted around back in December that a sequel was in the works. Granted, The Bard’s Tale wasn’t mentioned. Still, everyone figured this was the game when Wasteland 2 project lead Chris Keenan stated the team […]

  • Here’s another Majora’s Mask 3DS vs N64 comparison video

    Last week, YouTube user Master0fHyrule uploaded a Majora’s Mask 3DS vs N64 comparison video, and we’ve embedded it for you below. The video shows 4.5 minutes of footage which appears before hitting the start button and the first meeting between Link and the Skull Kid. Another comparison video was released by another user back in […]

  • The Game Awards 2015 already in the planning stages

    The Game Awards 2015 are already in the planning stages, according to Geoff Keighley. The inaugural show took place on December 6, 2014. Keighley announced the 2015 show during his Storytime with Geoff Keighley panel at PAX South this weekend and through Twitter. He said more details will be announced in the spring. You can […]

  • Fahrenheit: Indigo Prophecy Remastered listed for January release

    It looks like Quantic Dream’s Indigo Prophecy is returning in remastered form next week, if an Amazon listing is any indication. According to the listing posted on NeoGAF, the uncut version of the game contains Steam DRM and will release January 29 at 12pm PST/3pm EST for a Linux, Mac and PC download. Titled Fahrenheit: […]

  • Indie Flash Sale kicks off on North American PS Store

    The North American end of the PlayStation Store is hosting a Flash Sale a beefy list of indie games and some films. The sales includes titles such as Resogun, Shadow Warrior, The Unfinished Swan, FEZ, Costume Quest 2, Joe Danger, Brothers: a Tale of Two Sons, and more for up to 80% off. The full […]

  • The Witcher 3 Twitch stream to show 15 minutes of new gameplay footage

    New The Witcher 3: Wild Hunt gameplay footage will be shown Monday, January 26 on GOG.com’s Twitch channel. Along with the footage, the developers will be answering questions from the community as well as providing commentary on the gameplay being shown. Live questions posted via Twitter chat will be answered by senior gameplay designer Damien […]

  • Borderlands 3 information teased for tomorrow’s Gearbox PAX South panel

    During PAX South this weekend, Gearbox Software is hosting a panel titled Inside Gearbox Software which will provide “the latest news and updates on Borderlands and upcoming Gearbox titles.” Yesterday during Gearbox’s panel called Question and Answer Time, CEO Rady Pitchford was asked “when or if” fans can expect Borderlands 3. “I’ll tell you what,” […]

  • Best Buy cancels multiple pre-order units of Limited Edition Majora’s Mask New 3DS XL

    Multiple sources reported overnight Best Buy has cancelled some pre-orders for the Limited Edition Majora’s Mask New 3DS XL. As of press time, it appears to only affect those who pre-ordered more than one system. Only one system was allotted per order, so the cancellation notices were sent out to comply with the restriction. Those […]

  • Rob Huebel is your KillCameraman in this CoD: Advanced Warfare video

    A live-action video for Call of Duty: Advanced Warfare – Havoc has been released by Activision. Subtitled: Randall Higgins: KillCameraman gives you a look at the action from a different perspective. In the video, Higgins is played by comedic actor and writer Rob Huebel (Children’s Hospital, Parks and Rec, The Mindy Project). The first DLC […]

  • Xbox App features included with Windows 10 January build outlined

    The January build of the Windows 10 Technical Preview includes a basic version of the Xbox App announced earlier this week. With the initial preview release, the team at Microsoft wanted to only include the basics such as high resolution monitor support along with keyboard and mouse input. Additional functionality will be released with each […]

  • Standalone version of DayZ has sold 3 million units

    The standalone version of DayZ sold 3 million units, Bohemia Interactive has announced. Release Just over a year ago on Steam Early Access, the milestone was hit yesterday. The standalone version was created by Dean Hall as a Arma 2 modification which has been updated 24 times since its initial release. In 2014, the development […]

  • The Witcher 3: Wild Hunt video shows gameplay clips, global hands-on events

    CD Projekt has released a video for The Witcher 3: Wild Hunt, giving a glimpse of gameplay and noting that hands-on impressions of the game will be bombarding the Internet next week. We’ll have extensive coverage of The Witcher 3 on Monday Jan 26 at 3pm GMT. The Witcher 3: Wild Hunt is coming to […]

  • Microsoft looking into possible HoloLens support for PC, Xbox One

    Microsoft’s HoloLens may be a dedicated device, but the company is obviously looking into how it could be used with PC and Xbox One. Speaking with Polygon, Xbox boss Phil Spencer said should the stand-alone product become a success, “specific scenarios” on how it could be used with Xbox One are already being brainstormed. “We […]

  • Final Fantasy Type-0 HD video compares PSP graphics to PS4, Xbox One

    A video for Final Fantasy Type-0 comparing the upcoming console version of the game to the original PSP version has been released by Square Enix. While comparing PSP graphics to those of PlayStation 4 and Xbox One seems rather unfair, it’s worth a watch anyway. Final Fantasy Type-0 HD releases March 17 in North America […]

  • Payday 2′s The Bomb Heists and Dragan Character Pack released

    In case you forgot, The Bomb Heists and Dragan Character content packs for Payday 2 were released yesterday. The new heist pack is available for $6.99/€6.99/£4.99 and the Dragan character will run you $4.99/€4.99/£3.99 through Steam and other digital distribution sites. Here’s the details: The Bomb Heists A new contact, called the Butcher, brought to […]

  • Rockstar offers tips on scaling GTA Online creations to support 30 players

    Rockstar has posted a tutorial of sorts on how to edit your GTA Online’s creations to support up to 30 players. According to the developer, when selecting Load Creation, users will be able to access any previously published Jobs and edit them in any way they wish. Users can also increase the Maximum Players races […]

  • Video for Life is Strange shows you how to rewind time

    If you could rewind time, would you change the events of your day or leave things be? In Life is Strange, you will make this choice. In the developer diary below, Dontnot Entertainment touches upon the main character’s ability to rewind time. How Max’s ability works and originated is also discussed. The first episode of […]

  • Take a look at one of the historical battles in Total War: Attila

    The Creative Assembly has revealed historical battles for Total War: Attila and shown off one of them. In the latest episode of Rally Point, developer Creative Assembly takes a look at one of the nine historical battles that will be included in Total War: Attila when it launches next month. But before you see the […]

  • ARMA 3 video lists 33 of its features, teases upcoming expansion

    ARMA 3 is an impressive military simulator, but that’s not the only thing impressive about it. In fact, this video lists 33 of the game’s most notable features. ARMA 3′s latest video gives you a tour of many of its strengths. It goes over the number of vehicles, weapons and playable area. But that’s not […]

  • No Man’s Sky dev explains what you actually do in the game

    No Man’s Sky is simultaneously the most intriguing mystery and the most scary. Developer Hello Games is asked some questions and gives some solid answers. Eurogamer asked Hello Games’ Sean Murray a number of questions that are on everyone’s mind when they think about No Man’s Sky. The biggest one being, what do you actually […]

  • Dying Light physical release set for February 27, Be The Zombie mode goes free

    The release date for the physical version of Dying Light has been confirmed for Europe, along with the release dates for all regions. Dying Light developer Techland has confirmed that the PC version of the game will release digitally, worldwide, on January 27. The physical version and the digital PS4 and Xbox One versions will […]

  • Guild Wars 2 is $10 this weekend

    ArenaNet is offering Guild Wars 2 for $10 this weekend only, and hosting a double XP event during the same period. The regular and Digital Deluxe editions of Guild Wars 2 are both offered at 75% off this weekend. The regular edition can be yours for just $10 while the Deluxe is $15. The offer […]

  • Cyberpunk 2077 development still going, but the focus is on The Witcher 3, says dev

    If you’re dying to hear anything about CD Projekt Red’s Cyberpunk 2077, you’ll be waiting a while still. The focus is on The Witcher 3 right now. Ever since Cyberpunk 2077′s announcement all the way back in 2012 developer CD Projekt Red has been really quiet about the sci-fi RPG. We’ve not seen any gameplay […]

  • Digital pet Animin gamecards get May release

    With AR being all the go, it might be worth checking out virtual pet Animin for iOS and Android. Game-cards for Animin, the virtual pet for iOS and Android, are set to appear at UK retail this May, the developers have announced. Animin sits on your touch device and does cute stuff. The little dude […]

  • You won’t need a new GPU for DirectX 12, except for some features

    Microsoft has clarified that while you’ll need a new GPU to get the full potential of DirectX 12, existing hardware will support it just fine. Microsoft’s Mike Ybarra said in a press meeting following the Windows 10 event that you will need a new graphics card to get “the full benefits” of DirectX 12. “There […]

  • Assassin’s Creed Victory: fans speculate over characters and locations

    Ubisoft has not yet started talking about Assassin’s Creed: Victory, so some eager fans are speculating about everything they can just from those leaked screens. A very popular thread right now on the Ubisoft forums attempts to gather fans’ specualtion about characters, events and story of Assassin’s Creed: Victory. What followed was quite a lot […]

  • This is what co-op looks like in Dying Light

    Dying Light’s cop-op mode has been given a short demo by developer Techland. Dying Light supports drop-in/ drop-out co-op for up to four players. The entire campaign is playable in co-op, and there are special co-op challenges. Watch as four members of developer Techland take on the game’s zombie apocalypse. Dying Light is out January […]

  • Get Saints Row 2, Saints Row: The Third and all DLC for $5

    Bundle Stars’ latest bundle packs Saints Row 2 and the complete Saints Row: The Third for $5. The Saints Row bundle is priced $5. It is live now and for another 14 days. It comes with Saints Row 2, Saints Row: The Third – The Full Package, which is basically the game plus all the […]

  • Destiny: Xur location and inventory for January 23, 24

    Xur: Agent of the Nine has made the trek to Destiny’s Tower for another week of business. Destiny’s Exotics vendor, Xur: Agent of the Nine has arrived at the Tower as per the weekly schedule. Xur will sell you Exotic weapons and armour pieces if you have the Strange Coins to afford it. He also […]

  • Bloodborne is getting two special edition PS4s in Japan

    Sony will launch two limited-edition, Bloodborne-themed PlayStation 4 bundles in Japan. Two bundles are available, one in black and another in white, complete with a controller and a headset. The hard disk cover is engraved with the title and the cover shot. Both bundles come with the collector’s edition release of the game, which was […]

  • Best Destiny videos of the week – Xur vs Cryptarch rap battle

    Destiny has once more produced a slew of entertaining, educational and occasionally baffling videos. Destiny players have repeatedly sparked crazes by exploiting the game’s little foibles – Sparrow surfing is one example. This latest one is kind of mysterious; I don’t know how it’s done, or why you would want to, but Hidden Reach has […]

  • The Sims 4 free for 48 hours with Origin Game Time

    The Sims 4 is the latest game to be offered free through Origin’s Game Time promotion. The Sims 4 is now free to download from Origin, granting you a 48 hour window to try it out and see if you want to pay for the full game. The free time starts counting as soon as […]

  • Check out Destiny’s new PvP mode, Doubles

    Destiny Crucible players can enjoy a new kind of PvP action with Doubles. Destiny may not be as PvP focused as some Halo fans were hoping, but Bungie is slowly ramping up Crucible support, starting with better Iron Banner events. Some time ago the developer promised to introduce experimental game modes, and the latest Bungie […]

  • Halo: New Blood novel launching digitally in March

    A new Halo novel will explore the backstory of Gunnery Sergeant Edward Buck. Halo: New Blood is a digital-first short novel launching on March 2. The 60,000 word novel was penned by Matt Forbeck, an award-winning author of many licensed fantasy and sci-fi publications. It’s an all-new story, but fans of Halo 3: ODST will […]

  • Destiny players purchased 1.1 million Ice Breakers last week

    Destiny players know what’s hot, and Exotic sniper rifle Ice Breaker is definitely warm. Destiny vendor Xur offered Ice Breaker for sale last weekend, much to the delight of everyone yet to find this terrific bit of gear. According to the latest Bungle Weekly Update, Xur sold 1,143,320 Ice Breakers. He left the tower with […]

  • Dragon Age: Inquisition nets GLAAD special recognition award

    Dragon Age: Inquisition has been honoured for its diverse representation by LGBT advocacy body GLAAD. Dragon Age: Inquisition will receive a special recognition award for “the many complex and unique LGBT characters prominently integrated throughout the game”. GLAAD doesn’t normally honour video games (maybe one day, if we ever have enough that deserve it), but […]

  • The Order: 1886 AR game is full of puzzles

    The Order: 1886 has spawned a new promotional website with lots of info to ferret out. Called The Order Exposed, the new site pertains to be the blog of a missing researcher, who had been hoping to uncover the secrets of the alternate history. This on its own is quite interesting but it’s also full […]

  • Grow Home is the next game to follow Child of Light, Valiant Hearts

    Ubisoft has announced another small passion project in the wake of the success of recent releases. Child of Light, Valiant Hearts: The Great War and Far Cry 3: Blood Dragon are all the products of a new initiative at Ubisoft where the publisher lets key developers rest after big triple-A projects by working on something […]

  • What mysterious reveal is Xbox teasing for May 4?

    Xbox is teasing something we’ll be waiting quite a while to learn more about. Xbox community manager Raj Patel tweeted the following earlier today: Hmm… pic.twitter.com/4wBGu6xsDc — Raj Patel (@Rajio) January 22, 2015 NeoGAF users spotted the morse code in the background of the image, which translates as follows: “Presented by Xbox, 10am PDT, 1pm […]

  • 2011 PSN hack class action settlement claim forms available

    PlayStation Network members affected by the 2011 hack and downtime can now claim part of a $15 million settlement. The PSN was down for months on end in 2011 following a major hack, which resulted in user details being compromised. Sony apologised and provided free games as compensation, but unhappy gamers banded together in a […]

  • Final Fantasy 15 has a true open world

    Final Fantasy 15 doesn’t just have “open world gameplay”, it has a true open world – one continuous stretch of environment. “The world is connected by continuous land,” director Hajime Tabata told Gamespot. “If those areas were disconnected, it would feel distant from reality. You’ll find that you’ll be able to walk or drive or […]

  • Suikoden, Suikoden 2 EU PSN release date locked down

    Suikoden and its first sequel will be available via the European PlayStation Network soon. Suikoden publisher Konami has confirmed a February 4 release date for the two RPG classics. CONFIRMED! #Suikoden I & II EU #PSN release date is FEB 4TH! http://t.co/ObOIvZDJAK pic.twitter.com/aM760R2Gez — Konami UK (@KonamiUK) January 22, 2015 It’s been a long wait […]

  • Dying Light physical release set for February 20, says Gamestop Italy

    Dying Light’s physical release has been delayed, but at least one European retailer thinks it knows what’s going on. Dying Light’s physical release date is February 20, according to Gamestop Italy. According to Tmag (Italian, via Google Translate), there’s been no response from local representatives of publisher Warner Bros. Although the digital release will take […]

  • Free online multiplayer update now available for Trials Fusion

    Online multiplayer is now available as a free update to Trials Fusion. The online component includes three new four to eight player multiplayer modes on PC, PS4 and Xbox One and up to four players on Xbox 360. These are the three new gameplay modes included with the update can be found through a previous […]

  • This video for indie survival horror Monstrum features all in-game footage

    Monstrum launches on Steam Early Access January 29 and today, you can have a look at a video for it featuring all in-game footage. Developed by Team Junkfish the survival horror game set on a derelict cargo ship which combines roguelike elements, such as procedurally generated levels and permadeath thanks to AI driven predators. Monstrum […]