Have you ever been so creatively bankrupt that you took a 2005 content expansion for your 2004 game, turned it into a stand-alone game in 2015, and then charged people some 50 bucks for it?
Creative Assembly has.
Released in 2004 February of 2015, Total War: Attila is the 9th installment of the Total War franchise and this time it centers around the decline of one-half of Rome and the rise of another. But also it's about the beginning of one of the world's most violent and generally forgotten eras, one where everyone is rushing to fill the vacuum left by Rome. The harbinger of these fun times is a fellow named Attila, I don't know if you know of him or not but I guess he was a big shot back in the day. Unlike its predecessor, Total War: Rome 2, which was primarily focused on Rome's rise this one is about the ugly and painful fall, and the gameplay attempts to highlight this with a few inventive mechanics.
Now Attila is a Total War game, so we can safely state now that it's been out for little over a year that it doesn't deviate too far from the standard method of operation for a Total War game. However, there are some dramatic changes that should be enough to keep even the most disillusioned fan engaged for at least a few hours.
Recently I've come to view Total War games as stale pretzels. I'll eat them because my low self-esteem dictates just about everything else I do in my life, but I won't particularly enjoy it and I'll quickly move on to better, tastier things that are fresh and contain more flavor. Total War: Attila is a slightly less stale pretzel.....
Read the rest at Keengamer.
Been away awhile. Working on other projects, and the budget constraints have prevented me from picking up the new releases I've wanted. But I still found time to at least poke around Steam for something interesting (and free) , and that's when I came across this delightful short little game, Emily is Away. Emily is Away is a quasi-Visual novel, its an interactive story that's free on Steam. It was released on November 20th last year, so we're getting close to it's 1st Birthday. We're a bit early but I figured we'd cover it now.
Emily is Away is short, and that's the first thing you should know. It's a short little game but there is a lot packed into it and it's a focused experience, you're lead down a specific road and it's meant to make you feel something. The creator, Kyle Seeley, obviously had a specific vision in mind for the game and he carried it out wonderfully.
It's rare that I find a game that completely stops me in my tracks, but if there was one I'd have to say that it was Emily is Away. The basic premise is that you have a friend, who is named Emily (absolutely connected to the title, by the way) and it involves your interactions over the course of five years. But instead of texting or emailing you've got some good old fashioned, classic instant messager. Technology that's a bit before my time but I can appreciate it the same as any other man I assure you.
Without giving too much of the story away you follow the lives of Emily and your character through college and the ups and downs generally associated with it. Do you know the feeling you have when you're chatting around with your friends online and suddenly something changes. You cant physically see the person and it's a bit harder to pick up on with such an impersonal means of communication but you just feel something is off? So you type out your inner thoughts, your concerns and feelings and right before you hit send, you just delete them. That is this game.
I wish there was more to say, but Emily is Away is a perfectly short little experience you can download quickly and finish in the early evening before moving into the hard liquor to help you sleep that night.
Released in early May of this year, Paradox Interactive had one objective for Stellaris, one that they quickly met and more. They wanted to Make Space Great Again. Famous for their wonderfully detailed series of Real Time Strategy games like Europa Universalis 4 and Crusader Kings 2, Stellaris represents their first break with the traditional alternative-history style gameplay and format. You take control of a custom-built species having just entered the space age, sending out colonization ships and explorers to chart the vast and wonderful unknown galaxy. Inevitably this leads to contact with species. Maybe they're friendly, but more often they're really not and then the tone of the game shifts considerably. How do you protect what you've built, and just as importantly, how do you go out and ruin that other guys day?
Leviathans was released October 20th of this year on Steam, but I was lucky enough to get some friends together for a session on the night of the 21st (Stellaris has a multiplayer option, and besides isn't everything more fun with friends?) right alongside a content update including a host of other upgrades to the game, absolutely free in true Paradox fashion.
Read the Rest at Keengamer.