Subscribe to the latest updates from the PC category

PC Archives

File this one under "finally!" A fan-made Pokémon 3D action-RPG, Pokémon: Generations, has surfaced on All Games Beta. It looks to take the standard Pokémon formula and strip out turn-based gameplay in favor of movement and actions directly controlled by the player.

In a gameplay video, you can watch a trainer pit his Charmander against a Bulbasaur. When the player summons his Charmander, control transfers to the Pokémon itself, leading to a cat and mouse fight. After the battle is won, the trainer manually aims and throws out a Poké Ball to catch the fainted Bulbasaur. It's a small taste of what is hopefully a fully-realized 3D Pokemon experience.

Pokémon: Generations will feature a story mode that bridges the gap between the original Red/Blue/Yellow versions and the subsequent Gold/Silver/Crystal installments. You can stay up to date on the game's progress by joining the game's forums. In the meantime, you can download the game here. Forget whatever you had to do this weekend -- it's time to catch 'em all like you've never caught them before.

Sorry Aeris, this game are no longer sick! As many of you know, the PC version of Final Fantasy VII got a nice little re-release last year via the Square Enix online store. In addition to adding achievements and a 'character booster', the biggest feature added to this updated version was cloud saving. While this sounds like a nice addition at first glance, many users (myself included) quickly found it to be a poorly implemented pain in the ass. To start the game, it would pull the save file from the cloud and temporarily save it to your computer while you were playing. Whenever you saved, it would update that file and then upload a copy of it. When you closed the game, it would automatically delete your local copy. Aside from making it impossible to play the game offline, this presented another major problem: it didn't work half the time.

Sometimes you'd get to a save point only to find that you cannot save because it cannot sync with the server. Other times, you couldn't even start the game for the same reason. It was also impossible to circumvent by manually inserting a save file (believe me, I tried). You could try several attempts in a row, after waiting several minutes, with no luck. This proved really annoying for me when I had the game crash two hours in, unable to save once during that time. I had to start all over again. The same thing happened at a later time and I lost several hours of progress. The mandatory cloud saving made me not want to play the game and only served to frustrate just about everyone who played it.

Luckily, that reign of terror is over. An email from the Square Enix online store went out today to those who bought the game, confirming that cloud saving is now entirely optional. I've included the email after the jump.


We here at Gamnesia have talked about the Banjo-Kazooie style 3D platformer collectathon A Hat in Time quite a bit over the past few weeks, and with good reason. This game looks amazing. Several weeks ago, the new studio Gears for Breakfast launched a Kickstarter campaign with a goal of $30,000. They passed that goal by more than just a little bit. By the end of the campaigns allotted time period, A Hat in Time had garnered over $295,000, almost ten times its original objective. Needless to say, all of the game's stretch goals -- ranging from a cooperative mode, to full voice acting, to extra worlds to explore -- were reached, and in fact, they were reached early enough that for the last few days of the campaign, an interminable stretch goal was added for one new song from famed Banjo-Kazooie composer Grant Kirkhope for every $15,000 the game received past the $200,000 mark.

To make a long story short, A Hat in Time's kickstarter campaign was a huge success, and we here at Gamnesia could not be happier about that, so we contacted the team to talk a bit more in depth about the development process, the inspirations behind the game, the team's goals for A Hat in Time, and even just a little bit about video games in general. William Nicholls, the team's lead environment artist and the great guy with whom we had the honor of speaking, has a lot of interesting and insightful stuff to say, so head past the jump to learn all about A Hat in Time and more!

An abstract action game, which started as an entry for the 2013 7DLR Competition, has just had its full version released. So Many Jagged Shards is a game about finding your way and squeezing through tight spaces as you try to survive and find the black vortex that marks the end of the level, which are all procedurally generated. The interesting thing is that the game started as a bit of a rogue-like title but was changed massively, retaining only a little bit of its roots. The levels, the background, and every single other graphic in the game is made entirely out of flat-shaded triangles.

You can play as one of the three default characters (using the term 'character' loosely), or you can design your own to use with the included editor. You navigate the mazes with your mouse, and activate various powerups you collect with a single click. Enemies will chase you around and steal one of your three hearts if they touch you. Powerups aren't used to fight enemies but instead to manipulate the maze you're in. Depending on your play style, you can reach one of five final levels. The game's soundtrack is generated in real time as you play, and as such will be different every time you play. Hit the jump for the trailer!

So Many Jagged Shards is available here for free on your PC.

Ubisoft Montréal's upcoming next-gen sandbox Watch Dogs is poised to bring unique changes to the genre, with mobile connectivity and seamless multiplayer intersection found in the main game. In an interview with The Guardian, lead designer Danny Belanger, creative director Jonathan Morin, and producer Dominic Guay discussed their plan for Watch Dogs over the next ten years.

"Here's the way we think about it: even if we change our minds mid-course or after shipping Watch Dogs and say 'scratch that, we'll do something else', the planning helps to make a strong core. We've all seen TV series where after a season there are a lot of mysteries; then at the start of season two you think, they didn't know what was going to happen - they're just stringing us along! You feel it! And it's the same with games. If there's a clear long-term plan, you'll have stronger characters, the universe will be more coherent. So when you have the luxury of creating a new brand - which is happening less and less in this industry, you need to do just that. We've been doing the same thing Bungie has been doing – we're trying to see how our characters and world will evolve." — Dominic Guay

More on this after the jump.

Thatgamecompany is a studio known for their Sony exclusive projects Flow, Flower, and Journey. However, with the release of Journey, the studios' three-game contract with Sony ended, and the team is now excited to have ownership over their IPs and develop for whatever platforms they want to. In an interview with The Telegraph, Thatgamecompany's Jenova Chen described some of the studio's goals with their newest project, which they've yet to officially reveal. Chen says their next game will move away from being largely about him and the team and onto relating on an emotional level with a larger audience:

"Our goal is always to make games that can move people, that are designed for everybody so the whole family should be able to play it together and that bring people together and really move them in a way. It feels like the history of the studio and everything we do is slowly heading towards that direction. Cloud and Flower are very much egocentric about my own expression, Flow is more utilitarian and Journey is more about collaboration between various creative voices in the team. Our next game is going to be something that will relate to a wide audience on a human level. It is very exciting to see my own maturing and the team’s maturing and I’m curious to see what this next game could be." -- Jenova Chen

Within the interview Chen also confirms that the secret project is still in the pre-production stages. So, while he states that the studio often spends about 75% of a game's development period in pre-production, we probably won't be seeing the release of their new game any time soon. Head past the jump for more details.

I am sure many of you have played the games of the Assassin’s Creed series, but I’m still going to talk about them for a little bit. So, keep in mind that spoilers are sure to follow.

Ever since I first played the first Assassin’s Creed game in December 2011, I’ve been in love with the series. The second game soon followed and in my opinion it was a masterpiece. Brotherhood was amazing and Revelations was great. But ever since I played the Assassin’s Creed III, I have been thinking more about the Templars and their motives, and what they want fort his world. Haytham Kenway, Connor’s father was an amazing character; ironically, I liked him more than the main protagonist of the game, and he was a heavy influence on my opinions in this article.

I'm going to dive into the Templar rhetoric, after the jump.

Feel like wasting a few hours? Why not do it with a genetically engineered penguin rocking some sweet sneakers and plasma claws? Pizeltruss' game Ripple Dot Zero is just that. The game was released this last weekend and it's an amazing experience. It's very reminiscent of the classic Genesis titles, such as the previously mentioned Sonic the Hedgehog and Strider.

The game's protagonist is, as mentioned above, a genetically engineered penguin in really cool shoes. You start the game breaking out of a prison in a laboratory, and the game is filled with running and jumping around on spring pads. The Strider aspect of it comes with Ripple (the penguin) possessing a sweet pair of plasma claws that are as potent as nobody's business and have quite the respectable reach. Oh yeah, and the music is glorious. Ever so glorious.

Play Ripple Dot Zero here for free in your browser.

Proteus, the award winning indie game from developers Ed Key and David Kanaga, is the latest indie game snatched up by Sony for the Playstation Network and Playstation Vita. In a post from this morning on Sony's Playstation blog, Curve Studios' Rob Clarke announced the company's collaboration with Key to port the title to Sony platforms.

"We've already had Proteus up on the big screens here in the office, and it's looking like nothing the PlayStation has ever seen before," says Clarke, who serves as Curve's PR and Marketing Director. Clarke has promised that the Playstation version of the game will be an overhaul from the original PC version. A release date has not yet been set, but trust me when I say that I can't wait.

The sequel to Beyond Good & Evil has been off and on in development under Ubisoft for a long time. Fans of the cult-classic have been waiting eagerly for even the tiniest bit of news ever since its announcement years back, and it was even incorrectly thought that perhaps Beyond Good & Evil 2 would be at E3 2013. With the wait having been so long, Ubisoft has confirmed that the game is now in development for next generation platforms. Unfortunately, based on a recent interview with creator of Beyond Good & Evil Michel Ancel, it looks like next generation won't be including Wii U. Ancel says that, though it would be "possible," it would be "painful" to bring Beyond Good & Evil 2 to current platforms:

"I think [on current platforms] Beyond Good & Evil 2 was possible, but it'd be painful. It's always possible to do anything on any kind of console, but sometimes you need to spend your energy not on the optimizations or things like that." -- Michel Ancel

Head past the jump for the full statement.

Aliens: Colonial Marines is one of the worst reviewed games of the entire year. After time spent in development hell, the title finally reached a retail release in February. The critical response was universally negative. After a fantastic demo and many "in-game" trailers, fans had a lot to look forward to; however, the product was a far cry from anything that was advertised.

Randy Pitchford, CEO of Gearbox, helped create the title. He is... less than ashamed about the PR tactics of Colonial Marines -- in fact, he encourages it. Mr. Pitchford has recently gone to Twitter, stating that a demo created while a work in progress is honest. A demo created after the work is done is dishonest. There's a little more to it, but that's basically the statement in a nutshell. Check out the tweet after the jump.

What Pitchford fails to realize is that the demo for Colonial Marines was completely different from the actual game. He has no respect for developers that had the project shoved upon them, and he has no mental regrets when he takes the credit. The screenshots and trailers of Colonial Marines were inaccurate, and the fact Randy is still denying that five months later is ridiculous.

Don't buy Aliens: Colonial Marines.

Dominic Guay, senior producer on Ubisoft's Watch Dogs, has revealed that the upcoming open world title has been in development since 2009. In an interview with Turkish site Merlin'In Kazani, Guay mentioned this detail by way of responding to the question of Watch Dogs being inspired by the television show "Person of Interest," which began airing in 2011.

"Actually we were many years into development when we heard of that show for the first time. Making a new IP like WATCH_DOGS is a long process and we started to craft our vision in early 2009. The game was already pretty much set in its direction at that time so similitudes were random or most probably based on having similar real-world inspirations [sic]."

Kevin Messman's new game Rotational is very much a gaming love letter to Terry Cavanagh's Hexagon. However, unlike Hexagon, Rotational is a 3D game. Your one and only goal is to rotate the sphere in the center so its grey tip never touches a cube. The cubes will slowly close in on you and you rotate your sphere so the tip goes through the one open side, which is boldly outlined. After you fail, the game shows you your progress in the game in a percentage, and you can press your space bar to instantly restart the game with no delay. The music for the game was composed by Andrew Gleeson (Melodisle), and it fits perfectly into the techno/trippy atmosphere.

Rotational can be downloaded here for absolutely no charge.

Silver Dollar Games is a developer with an insanely diverse catalog of games under their belt. They're known for producing decent games for XBLIG at a speed that would give any other developer whiplash, using any and all ideas their staff comes up with. I had that in mind when I picked up my controller to play One Finger Death Punch, expecting a mediocre game with about a half an hour of gameplay. The game did win Microsoft's Dream.Build.Play competition for 2012, but that did little to raise my expectations. However, once I hit the combat, all of my doubts were thrown out the window.

One Finger Death Punch uses only two buttons: X and B. X lets you attack left and B lets you attack right. You might be thinking that this is too simple to be any form of entertaining. However, the game somehow manages to give the player an almost deep gameplay experience with only two buttons. Enemies come from either side of the screen and you simply dispatch them as soon as they get close enough. Timing is everything, and attacking half a second too early or too late can leave you open for attack. The game throws in enemies with weapons you can commandeer, enemies who jump from one side to another, enemies with more health, and plenty more varieties. The game has 250 levels of epic music and stick figure carnage, and it is currently on Steam Greenlight. Hit the jump to see the trailer.

Pick up One Finger Death Punch on the XBLIG Marketplace for 80 Microsoft points and on Steam soon.

Ansh Patel's new game Woman is an interesting and educational experience. It's a Twine-built interactive fiction that lets you read through a conversation between two feminists, one from the West and one from the Arab world, as the make their way through a nameless city while meeting an abundance of characters that point out some key differences between the two cultures and how they view feminism and women in general.

You play a third, faceless entity who listens in on the conversation and makes decisions that cause the conversation to alter slightly at each choice. Woman touches on a variety of topics, including religion, education, appearance, and family while letting both sides share their views and opinions without trying to push one side as correct and superior over the other.

Woman can be played in your browser as the full experience or the more hasty chapter by chapter version.