Kickstarter: Invisigun Heroes
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My Twitter: @GIntrospection
PAX Panels to look in on. You might find something you’ll like and a nice way to give your legs a break from the showroom floor. These are at least the ones I thought were interesting at first glance.
Sound Design roundtable from Indie Successes.
Journalists and Developers talking about bad games that they love.
Co-Founder of EEDAR using live stats to granted to him from companies to show trends and methodologies that companies use when deciding on the direction of their games.
YouTuber people talking about YouTuber Gaming content, communities, and engagement.
Sat with a few of them on the plane ride from PAX East back in March. Nice enough fellows. 8 Months since they left IGN. Hopefully there’s a success story somewhere in there.
Timeframe: 10am – 6pm
With PAX Prime rearing its head for August 28th-31st, it might be time to start getting your Airborne ready and figuring out what to do for PAX this year. For those that aren’t familiar with what goes on in and around the convention center, this is probably relevant to your interests.
This isn’t a post about what I hit during PAX, since at the time of writing this PAX Prime 2015 hasn’t even happened yet. This is a preview of games that has piqued my interested and am hoping to get my hands on it for a playthrough.
For those that don’t know, Indie MegaBooth is a section of PAX specifically carved out for the Indie developers with something innovative, stylish or fun to get some exposure and hands on the controllers.
There are a lot of great looking games on the list, and while I’m only going to talk about a handful of them I still encourage others to take a look at the indie megabooth site and give a few of them a try or to find me and the indie megabooth developers at the booth during PAX and spend a few minutes finding hidden gems waiting in smaller lines than the over publicized 2 hour linecon that you’ll find in the rest of the showroom floor. Some of these games are already available on Steam and other systems so you can even check them out now.
The boring stuff: Dreadnought is an online-multiplayer starship arena game for PC, blah blah blah.
The interesting: The pacing for Dreadnought is much different than traditional online-multiplayer games. You have your fast-paced and hectic, aka Call of Duty; you’re always running and scoping out the next area while calling in for backup, aka Battlefield and Counter-Strike; or you’re always running from place to place to find the next person to force-feed bullets aka Halo. Dreadnought, however, fluctuates considerably while playing. Because you’re controlling such colossal ships, it’s not like you won’t be spotted from time to time, but the stages are massive enough that you aren’t constantly in a struggle against a constant barrage of laser fire.
The Wii U version of Super Smash Bros was fine. If you’ve played any other version of Smash Bros’s Free-For-All, than you know exactly what to expect. On a side note, Wii-Fit Trainer is pretty strong.
The 3DS Version of the game, however, was a mixed bag. There were two kinds of stations, the Free-For-All station and the Smash-Run Station. I opted for the Smash-Run station to try my hand at something different… (SO MUCH WAITING) After each demo ran for about 6 minutes, with 3 people in line per station, and what you get is a timed labyrinth with enemies akin to those found in Subspace Emissary from Super Smash Bros Brawl where you collected stat-increases to help you fight in a Free-For-All against the CPU after the labryinth section was complete. It helped that I picked a fast character so I can at least have mobility on my side and explore the maze as much as I could in the 5 minutes alloted, but with a slow character this game mode feels opposite the pace of what Smash Bros is used to. Multiplayer smash bros is a game of high-intensity, fluid, frantic, fun but this game mode is anything but that. I don’t want to say it’s as bad as how Sonic turned itself into, because they made A LOT of strange design changes to get that to happen. But, Smash-Run is definitely not as enjoyable as the FFA modes because the mechanics of the characters aren’t designed for exploring and traversing, but for combat with a character in front of you. Guilty Gear tried designing the same explore+beat-em-up in GG:Isuka and that mode was pretty garbage as well, but they also understood that exploration was going to be slow and limited. We’ll have to see when the game gets dropped later in October 2014.