Alan Wake is an eerie psychological horror game which originally launched on Xbox 360 and eventually came to PC. The PC version is an absolute treat due to its fantastic graphics and superb optimization. Many of the game’s fanbase have become concerned about the lack of information regarding a sequel and started to believe the franchise had no future. Thankfully, Remedy Entertainment boss Sam Lake has officially confirmed a sequel is in production during an interview with Game Informer.
It’s currently unknown if this will be an Xbox One exclusive or feature a staggered PC release like the upcoming Tomb Raider game. Lake also went onto say he hopes Quantum Break will release on PC, but this is doubtful given its exclusivity contract. It greatly depends if Microsoft starts to take PC gaming seriously and ports their major Xbox One releases.
Whatever the case, I’m pleased to see an Alan Wake revival and hope it ends up on PC. The game isn’t enough to make me rush out and buy Microsoft’s latest console though, but that also applies to every other exclusive franchise they currently own. Although, I am quite a loyal PC gamer so this doesn’t apply to everyone.
Developer Pulsetense Games has announced the release of a new patch and DRM-free version of sci-fi horror sneak ‘em up Solarix. Both patch 1.3 and the non-DRM version of the game are available from the company’s website, www.pulsetense.com.
Pulsetense has addressed a number of issues brought to its attention by the game’s online community, including player movement and enemy AI.
According to the press release, the full list of revisions in the patch are:
Added more check points to the overall of each chapter since even on easy difficulty, the game is now more challenging.
Pistol cross-hair is now in red colour, as requested by some players to improve aiming in brighter areas.
Added auto-weapon switch functionality, when you pick up weapons and items for the first time, to focus better on the related tutorial.
Increased flash-light radius and brightness to see in the dark areas better.
Miner-Zombies have much better sight radius and vision abilities now to detect the player, even on easiest difficulty. This would add extra tension and challenge in the related chapter.
Alert periods are increased for some of the soldiers, in a randomized manner. Some of the guards are more paranoid now, they will insist in searching for the player “more” when they become suspicious. We haven’t applied this to whole of the guards to balance “randomization” of A.I and some “unexpected” behaviour will now add more tension. Be even more careful now, about not to alert them, since some soldiers might not give up until they search every near nook and cranny once they are suspicious.
Soldiers now have limited clip-ammo size for the machine guns. This means that when you are caught, they will still try to hunt you down mercilessly but when they run out of ammo for each clip, they will play reloading animation. Because of this, players will have a bit more “extra time” to manage their escape when they are caught.
One of the criticism to the A.I was that their patrol routes were easy to detect and memorize. Now, we added some randomization to patrol routes of certain guards. Some of them will randomly switch to alternate paths while patrolling. Now, players have to be more careful if they want to knock them out during their patrol routes because it is more “randomized”.
Some of the soldiers & cyborgs now work in teams, alert one, he might “notify” his closest buddy. However, we randomized this feature to add more realism to the A.I. Some of them would prefer to investigate “solo” when they sense danger, some of them would want to work in teams all the time.
Some of the cyborgs have better sight radius and vision abilities now to detect the player, even on easiest difficulty. This would add extra tension and challenge in the related chapters.
Fixed A.I pathing problems around crew quarters in chapter 7 by adding a soundproof volume.
Fixed some collision problems & A.I pathing issues in chapter 4 and chapter 5.
Fixed A.I pathing around crew quarters in chapter 7 by adding a soundproof volume.
Added more easy-to-understand objective descriptions to chapter 2 and chapter 7.
With the recent cancellation of Silent Hills, horror fans have been let down and disappointed, Silent Hills truly looked liked the horror game we have all been waiting for, but sadly in March of 2015, due to conflicts with Konami, the game was sadly cancelled.
However an indie developer has decided to start where Silent Hills left off not recreating the game but starting another game that heavily using the base of how the game looked and felt, from watching the short demonstration of the game it looks very promising the developer has done a very successful job of recreating the P.T look. The game has you exploring a British-based house and exploring and looking at items with things getting progressively more scary and eventually ending with the player being killed.
The project titled Allison Road will have a lot of expectation if it intends to take the place Silent Hills was in, Lilith Ltd is the six person team and has been developing the game since september only just weeks after the release of P.T.the trailer is intended to how off how the final game should look but note that this is a vertical slice and not the stuff you will see in the final version.
Do you think Alison Road can live up to the hype that Silent Hills did?
Thank you VG24/7 for providing us with this information
Frictional Games, the makers of the Amnesia and Penumbra series have just released a gameplay trailer for their upcoming Sci-Fi horror game, SOMA.
Despite the name, I remember everything about Amnesia: Dark Descent. It was a game of slightly clichéd flashbacks, ghosts and notes that led Daniel down the road of rediscovery. The game was well devised and it was enjoyable. The trend for good games continues with the sequel, Amnesia: A Machine for Pigs. Which had darker undertones and was generally more gruesome.
The minds behind these games posted on their website:
“After almost five years of blood, sweat and tears we can finally make the following announcement: SOMA, our upcoming sci-fi horror game, will be released on the 22nd September this fall on PS4 and PC.”
The new trailer shows off some of the gameplay. You play the role of Simon and you are in what looks to be some sort of power station where the workers have been killed and their robot helpers all but destroyed. The game consists of some puzzle elements and if the creators past games are anything to go by, a few jump scares too.
According to the official website Simon is not an amnesiac, he knows who he is but isn’t sure on his situation. So no more looking for clues into his past like previous games. Take a look at the SOMA gameplay below, let us know what you think in the comments. The game is set to be released on the 22nd September 2015, don’t forget!
The Evil Within’s latest DLC takes a completely different approach to the game and its stealth/action gameplay. First of all, the most important thing to notice is that the gameplay has no guns whatsoever, forcing the player to use only stealth.
The DLC, named The Assignment, sees a chapter from Juli Kidman’s perspective. A peculiar fact about the game and its gameplay is that the player has to save the game… by petting a cat! Though it may sound strange, if you played the original game, petting a cat is nothing compared to the weirdness found in the game.
As previously mentioned, the DLC focuses mainly on stealth, having removed all weapons inside the one hour gameplay. The players need to rely on sneaking, hiding and distractions to get through, but Tango Gameworks made sure you have all the features required at your disposal. They even added a shouting feature in order to aid players in progressing through the game, as well as new puzzles which rely on Kidman’s flashlight.
There have been a lot of controversy from players who prefer to use the action gameplay when playing the game, however fans of the more stealthy approach will be keen on giving this DLC a try.
Thank you Kotaku for providing us with this information
The Farm 51 has announced a next-generation shooter named Get Even. For anyone unfamiliar, the Polish developer was responsible for the creation of Painkiller: Hell & Damnation, the horror-blended first person shooter that featured wild weapons and even wilder enemies. Their newest project is promising to blur the lines of single-player and multiplayer action.
The most interesting, amazing and impressive aspect about this title is the visually stunning, photo-realistic graphics. We’ve seen this type of eye-candy already with Ubisoft’s upcoming title,“The Division,” but not necessarily to the extreme of Get Even. The trailer emphasizes the “What is real?,” tag at the end, after giving us insights of some parts of the game engine and video characteristics, which in some instances cannot be distinguished between what is made by rendering engine and what is real.
Get Even is said to employ a Phantom system, much like the popular horror-action title Dark Souls. This unique vision will allow players to infiltrate the games of friends and strangers and take control of enemy units. Because of this, you won’t know if the enemies that you are fighting with in your own game are purely A.I. or are being controlled by a human.
“Weapons that fire around corners play a large part in Get Even, allowing the user to shoot from a safe position. These weapons can be linked with the player’s in-game smart phone to not only add a sight functionality, but use apps to bolster attack options. Corner-shot weapons are fully customizable throughout the game,” the developers have explained.
Get Real is expected to be released somewhere in 2015. It is said that it will be released for PC, PS4, and Xbox One.
Thank you Tech Spot for providing us with this information Image and video courtesy of Tech Spot
SEGA has officially unveiled Alien: Isolation. In the game, you will take the role of Ellen Ripley’s daughter, Amanda. The game is planned for a late 2014 release on PC, Xbox 360, PS3, PS4 and Xbox One.
“Creative Assembly has created a truly incredible gaming experience, capturing perfectly the very core of what has made the Alien franchise remain relevant after 35 years,” said Jeffrey Godsick, president of Twentieth Century Fox Consumer Products. “This partnership has led to the creation of a game that is simply outstanding and sets the tone for what is to come this year for the 35th anniversary of Alien.”
One of the plot threads that is teased in the “Alien” franchise, but hasn’t been explored in the films, is the throwaway line about Ellen Ripley’s daughter, whom she outlived thanks to her 50 year stasis between the first two films. Now it seems that story is finally getting told, in the form of a new “Alien” video game from SEGA, Twentieth Century Fox, and Creative Assembly, titled Alien: Isolation. You can see the announcement trailer, a developer diary, and some screenshots for the game below along with the full press release.
“In Alien: Isolation, we have taken the series back to the roots of Ridley Scott’s 1979 movie, the original survival horror,” said Alistair Hope, Creative Lead at Creative Assembly. “Our Alien is a truly terrifying creature, as intelligent as he is hostile, relentless, brutal and unstoppable. This is the Alien game fans of the series have always wanted.”
With the psychological horror game Alone, Greenwood Games hoped to develop the first title exclusively for the Oculus Rift through crowdfunding. Unfortunately, the financing goal of $25.000 was not reached. The group of supporters for the horror game project was simple too small.
This is a real shame and when we reported on the game last month we were eager to find out how this game would turn out. Whether or not Greenwood Games will still be able to complete Alone is not clear at this time – what is certain is that the team in its current form will be dissolved. Dan Wallace and Bryan Cohen are currently weighing several options as to how Alone can nevertheless still be completed. Among possibilities under discussion are continuing to develop Alone in their free time and a second Kickstarter campaign as soon as the Oculus Rift VR goggles are available for purchase in order to benefit from the larger group of potential players once the 3D goggles are more widespread. However, another option is not to develop Alone further in its current form. Instead, they could focus on the game within the game, the co-op title The Witching Hour, and develop that into a platform-independent standalone title.
“This Kickstarter campaign created a fantastic community for us, which helped us a lot with their feedback and ideas. Even though we did not ultimately reach our financing goal, we would still like to thank every one of them individually for their support. It really means a lot to us, and we would never have gotten this far without their help,” says Dan Wallace, co-founder of Greenwood Games. “Since we still haven’t made a final decision on the future of Alone, we will keep everyone who is interested up-to-date via Facebook, Twitter, and our newsletter at greenwoodgames.com.”
The concept is what really excited me about Alone, a way to play a horror game from a completely fresh perspective and it is a shame that it may never see the light of day.
In Q1 next year, Greenwood Games will be launching on of the most innovative additions to the horror gaming genre in years. The game is called Alone and will require use of an Oculus Rift VR headset and while we didn’t need any more reasons to invest in the virtual reality goggles, this just reaffirms me that I need to start saving for their release.
Alone puts players into a lonely house at night. Next to an open window, you sit on the couch and play the horror game The Witching Hour, while outside the wind rustles through the woods. But after the first few minutes of the game, strange things start to happen in the house. Stranger and stranger noises, which are actually coming from the game on the television, are suddenly in the player’s living room, creating a spooky atmosphere. Doomed to motionlessness on the sofa and unable to investigate the dragging noises in the attic or the whispering voices, players are at the mercy of their imagination and growing paranoia.
It doesn’t matter if your own living room is bright pink, because when you’ve got headphones on and the VR headset on, you’re sitting there looking through the eyes of someone stuck on a couch in a creepy living room, playing a horror game… I can’t think of anything more atmospheric and freaky that than!
Greenwood Games is now looking for supporters on Kickstarter to transform the prototype into a finished game. The basic financing will already be secured with US-$ 25,000; stretch goals include the localization and further development. The idea for Alone came from the fascination of founders Bryan Cohen and Dan Wallace with horror games, the Oculus Rift VR goggles, and the decision to take part in the Oculus Rift VR game jam in August, 2013. The fact that neither of them owned an Oculus Rift at that point was no obstacle. Rather, the inability to test on the Rift with the appropriate hardware resulted in an essential element of the game, the forced motionlessness of the player – but Alone manages to turn this adversity into a virtue, thanks to the skilled use of 3D goggles and sound, strengthening the game experience even more and leaving behind a lasting impression.
If you have Oculus Rift, Headphones, and an Xbox Gamepad, then you can download the 10 minute proof of concept demo on the official website at www.greenwoodgames.com.
Solarix is a first-person survival-horror game set in a beautiful (yet chaotic) science-fiction setting. The game follows the story of an electrical engineer on an off-planet colony, desperately fighting not just for his life but for what defines him as a human being. The game, story, and design are influenced by iconic science-fiction/horror games & films such as Alien, System Shock, Dead Space, and 2001: A Space Odyssey, while the gameplay is in part inspired by the stealth of Thief and Dishonored.
“Our vision for the game is simple: horror that goes beyond jump-scares, into a deep feeling of unease and insecurity. Central to both story and gameplay are the monsters—human, yet totally inhuman—as well as the level design—humbling in scale and filled with detail—both of which are integral to the overall atmosphere of isolation and desperation.” – Pulsetense Games.
eTeknix recently had a chance to try out a pre-alpha build of the game and things are certainly shaping up nicely, they’ve got a strong team behind them at the moment and the renders of the games environments as well as the character models are looking darker than ever. While the game isn’t scheduled to come out until “sometime in 2014” it is certainly going to be worth keeping an eye on, especially for fans of richly influenced sci-fi horror that are wanting some new and exciting.
“We focus on quality over quantity and strive to maintain the initial goal: a genuinely scary game by all aspects of its existence.” – Pulsetense Games.
Independent game development studio Red Barrels, founded by veterans from some of gaming’s biggest franchises, today announced that the highly anticipated survival horror game Outlast is now available on Steam.
Frightening previewers since this year’s PAX East, where some attendees were so startled that they jumped through the booth (OK maybe not that startled!), Outlast follows investigative journalist Miles Upshur as he explores Mount Massive Asylum with his trusty night-vision camera, hoping to break the story of his life. But his story – and his life – is quickly put in danger as he discovers a mystery that walks a terrifying line between science and religion, nature and something else entirely…
“Outlast contains intense violence, gore, graphic sexual content, and strong language,” said Game Designer and Red Barrels Co-founder Philippe Morin. “Please enjoy!”
Inspired by Red Barrels’ true passion for the horror genre and real-life cases of criminal insanity provided by scientific consulting firm Thwacke, Outlast features:
A True Survival Horror Experience: You are no fighter – if you want to survive the horrors of the asylum, your only chance is to run… or hide
Immersive Graphics: AAA-quality graphics give players a detailed, terrifying world to explore
Hide and Sneak: Stealth-based gameplay, with parkour-inspired platforming elements
Unpredictable Enemies: Players cannot know when – and from where – one of the asylum’s terrifying inhabitants will finally catch up to them
Real Horror: Outlast’s setting and characters are inspired by real asylums and cases of criminal insanity
For more information about Red Barrels and Outlast, please visit redbarrelsgames.com.
The trailer looks pretty epic and quite scary too, it’s rare to see a proper horror game that isn’t just about machine gunning your way through to the end and Outlast looks like a fresh entry to the genre, with more in common with classic Resident Evil and Silent Hill from the PS1 than most modern scare titles.