If there’s one game that keeps me coming back to it, it’s Neverwinter Nights. While it often gets overshadowed by its 2/2.5 edition based cousins, Baldur’s Gate and Planescape: Torment, Neverwinter has its own charms that has brought me back time and again. For one, there’s no THACO. For two, there’s about a million professional quality campaigns for the game, that are free to download. For three, it’s the best creation of pure Dungeons and Dragons you can find on a computer.
Baldur’s Gate and Planescape are video games. Brilliant video games. But they scratch a different itch than playing on an actual table, with actual friends. Neverwinter gets closer to that desire.
So today we had Atari and Cryptic (developers of City of Heroes) announce their new game, Neverwinter, a fourth edition game following in the footsteps of Neverwinter Nights. Below the cut we have both details, and things we’d like to see in a Neverwinter sequel. Like this one.
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You know, I was behind Bioware when they said there’d be a conversation wheel. That was okay. Sure, it was a problem, but it was okay. A step back, but maybe two steps forward at the same time. I had plenty of faith in them.
Then, of course, they decided us PC gamers didn’t deserve to use the overhead perspective. You know, the only perspective I used while playing Dragon Age, because it was by far the most useful. Apparently, the boys down at Bioware think that what we, the PC gamers who bought the game in droves, don’t deserve to be able to play the game the most useful way. Apparently it’s such a drain of resources on the development using a toolset that’s “almost identical” that really, they just don’t want to put it in.
Between this and the most likely lack of support for new modding tools, and Bioware seems to be shitting all over the horse that got them there. There was a time, in the past, when Bioware cared about its PC customers, but apparently that time is passing. And my interest in Dragon Age 2 is passing with it.
I’ve recently gotten back into the creation tools and modding tools in the original LittleBigPlanet; as a whole, the game is fantastic, and the modding tools add an absolutely absurd amount of quality content (and even more dreck). Playing around with the tools, and making absolutely absurd levels really gets you excited for the horrible levels that could be made with new tools, and LittleBigPlanet 2 will bring these in spades.
This new trailer is actually pretty generic. It shows off some cool new features, has some exciting encounters (with a walking robotic chicken!), but at this point it just gets me excited about the sort of things I could make. The horrible, terrible things the creation gun and the power glove and the sack bots could offer.
So check it out, and go remind yourself about why LittleBigPlanet was one of the best games released this generation.
I wasn’t the hugest fan of Limbo, though some of my fellow writers really loved it. However, I would dare say I’m the hugest fan of LittleBigPlanet, and intrepid modders have combined the two into a Sackboy filled nightmare.
This LittleBigPlanet level doesn’t quite capture the atmospheric tensions of the original game, but you know what? It’s a fine job, done by some fine folks named Bra2008. I’m assuming that means s/he has 2008 bras. Or 2008 brahs. I don’t know which is more terrifying.
Check it out, anyway. I’m tempted to fire up LBP just to play this level.
Sure, we all know Starcraft 2 is coming out in less than a week. We know it’ll be more pulse pounding, fighting game strategy where you’ll never win an online match. It’ll probably be pretty awesome. Will we review it? Maybe. Maybe we will.
What’s even more amazing, though, is the editor. Sure, we knew it would allow you racing games and stuff. That was pretty fantastic. But someone with the beta decided they’d make a carbon copy of flOw, ThatGameCompany’s game about the evolution of life. Even cool is some of the other stuff that’s been made, showing the raw potential of SC2’s editor.
And yes, I could link to this Kotaku post with a good selection of them, but you could also hit the jump to see my favorites. Weeding out the amount of time you spend watching the less impressive ones.
Personally, I think the robust modding tools for Starcraft 2 are a huge selling point. My favorite times in the original Starcraft were playing the random RPG levels that people created. Sure, you didn’t have a lot of power with the old editor, but I appreciated the random Final Fantasy VII homage game, where you leveled up your character as time passed. They were neat, and I hope to see similar things from Starcraft 2. Just with more awesome.
Alien Swarm. You probably have it, since it was free. People who make mods and are Pokemon fans have it, too. Well, technically, people who make L4D maps who then port those maps into Alien Swarm to see how the SDK holds up have it. Semantics! Take a look at this awesome mod that recreates Pallet Town in Alien Swarm.
…And it’s coming out Monday. For free. If there has ever been a time to be excited, it is now!
For those of you not quite in the know, know this: Alien Swarm was a total conversion mod of Unreal Tournament 2004, developed by Black Cat Games, which turned UT2004 into a top down, 4 player cooperative shooter. The team was hired by Valve, and have now built the game in the Source engine, with some beefed up graphics and gameplay, thanks in no small part to being, y’know, employed by Valve.
The game’s free, too (I imagine you might have to own a Source engine game to download it, but you know what? If you haven’t played Half Life 2, and have Steam, WHAT ARE YOU DOING WITH YOUR LIFE?). Did I mention that? A free game. I love free games. They’re some of my favorite things.
Surprise edit: while doing the rounds for things to post about, I found RPS’ post on this subject, which included a very new games journalism piece on the original Alien Swarm. Which is…not really a preview, but a “this is how we played it once” kind of thing. In case you’re curious.
A couple more pictures after the jump. Jump
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