Pax Prime 2013  Tagged Articles RSS Feed | Pax Prime 2013  RSS Feed on en Launch Media Network GameSkinny News Roundup - Episode #2 Electric Boogaloo Mon, 09 Sep 2013 02:51:14 -0400 GSRoundTable

Hi inter-peeps! It's that time again for the GameSkinny News Roundup! This week we discuss the biggest news to come out of PAX Prime as well as other big news that came out in the past week.

Unfortunately some of our regular members of the subcast were not able to join us. However, we were lucky to have some awesome folks from the GS Roundtable to help us out!

This time we have StephanieLuiErnesto and Ryan joining us.

What We Talked About:

We decided to change our recording schedule and now we record on Friday nights, but we still hope to have the episode out by that Saturday. This week's episode was recorded on Friday, September 6, 2013 at 9:30 PM EST.

As always, thank you for watching and if you have anything you would like us to change or add, please let us know in the comments below!

This week's recap was brought to you by Ryan.

Pax Prime 2013 - Indie Game Roundup Sun, 08 Sep 2013 20:29:45 -0400 Nicole Nymh

Six months ago at Pax East in Boston, I began my Gameskinny journey. Together, we’re giving you an inside look at some of the best indie titles at Pax Prime 2013 in Seattle, Washington.

With over 88 games on display at the Megabooth, it was a force to be reckoned with on one of the main show floors. Despite Prime being extended to a full four-day schedule, it still didn’t feel like enough time to play everything indie had to offer me at Pax. Aside from the Mega and Mini Indie booths were tons of indie development teams hawking their wares across three different areas, not including tabletop. While this was a bit of an overload, I loved every second of it. Here are some titles that stood out, and why (in no particular order):

Armello  - By: League of Geeks

Platform: iOS                     Release Date: TBA

This turn based RPG drew me in with some absolutely stunning artwork. Turn-based games aren’t really my style, and yet this title kept me around a little longer than normal. I couldn’t turn away from the outstanding graphic work in their iPad build, and the play controls made it easy to pick up. With no help whatsoever, I was able to get my character over to an enemy target, and start an attack as well. The gameplay style definitely makes this title appear user friendly for a somewhat younger crowd, while still drawing the attention of older gamers who may be intrigued by the game’s offering on mobile devices.

Crypt of the Necrodancer – By: BraceYourself Games

Platform:  pc/mac            Release Date:  Late 2013 Early Access 

This is the first of two games on this list which incorporate rhythm and music as a basis for movement and action in game. While this roguelike dungeon crawler seems like any other from a distance, up close and personal it brings a unique flair and personality to the genre. Moving your character through dungeons and passageways must be done in time to the rhythm of the game’s soundtrack, which can be pre-ordered with the game now on their site. Additionally, bonuses like disco lighting and multipliers are also unlocked the longer you can keep in rhythm.

These guys also get special points for adapting their game to allow for gameplay using an old Dance Dance Revolution game pad. The devs said they came up with the idea just a few short days before Pax, and it was a huge hit.

Foul Play – By: Mediatonic

Platform: PC/XBox 360   Release Date:  September 18, 2013 (Steam)

The incredibly polished and theatrical adventures of Daemon Hunter Baron Dashforth are hilariously re-enacted through theater/stage based brawls with both local and online co-op. Recreations of the many monsters and bad guys from Baron Dashforth’s travels make this beat-em-up title incredibly unique. Play to the crowd’s taste with as much blood, gore and violence as possible, and watch them go crazy for your bravado and antics. (Also, Baron Dashforth looks like a very close relative to the Monopoly man, which made me giggle more than once.)


Jungle Rumble – By: Disco Pixel

Platform: iOS/Android   Release Date:  Late 2013

Do you like “Freedom, Happiness and Bananas? “ If you do, and you also enjoy catchy drum beats and rhythms – then Jungle Rumble is a definite must. The second game I found at Pax Prime incorporating rhythm as its function for movement does so in a much more innovative way. Tapping and interacting with the drum rhythm is the only way to move your monkeys, defend your coconuts, and ward off the enemy (also monkeys!). Navigate maze-like treetops, sometimes while racing to beat a timed scrolling level, anticipating the oncoming attacks and impending banana theft. Thinking I would give Jungle Rumble 5 minutes or so of my time, 25 minutes later I came out of the practically meditative trance this game put me into, with a huge smile on my face.


Little Legends: The Battle for Willow Lane - By: Reentry Games

Platforms: iOS/Android/PC/Mac/Web/Ouya      

Release Date: PC/Mac/Web editions available now for early access, Mobile TBA

Little Legends was by far one of the most addicting titles I came across. A traditional match-three title, they have added in elements of local and online co-op, allowing players to use matches of tile themes to load up attacks on their opponents. Beyond that, earning gold and points while leveling up your player and equipment allows you to level up a lovable “Floom.” I’m honestly not sure what your Floom is for, but I’m definitely excited to find out. What makes Little Legends stand out from the rest you ask – players compete against each other in real time, using the same board. More than once I exclaimed when I found a great match, only to watch that match be utilized by my opponent before I could act on it. Frustrating, but incredibly fun.


Faeria - by Abrakam

Platforms: PC/Mac/Linux (Mobile TBA?)   Release Date: TBA, Betas Sept 2013

Faeria caught my eye in a different show floor area of Pax Prime, and boasts a unique blend of boardgame/tabletop gameplay basics, with deck-building elements. While I am normally wary of turn-based games (which seemed ever-present at Pax this year), and also not usually a deckbuilding fan, the artwork and style called to me from across the booths. Players were allowed 20 minute demos, teaming up one on one to build terrain, collect and build resources, and utilize cards to play spells, creatures and objects. Utilizing three actions per turn, you slowly worked toward attacking and eliminating your opponent’s home base, and it never really felt cumbersome. Open beta sign up is going on now, and you can bet I’m on the list.


Contraption Maker – by Spotkin

Platforms: PC/Mac          Release Date: Early access available now on Steam (Alpha)

This game put the tools, challenges and frustrating fun of Rube Goldberg projects into my hands. Creator Spotkin, the makers of the original “Incredible Machine,” have definitely built heart, soul and giggles into the different ways to solve simple problems. The current alpha build offers 5 challenge puzzles, or an available sandbox mode. Use the available tools to fill in the gaps of a Rube Goldberg machine, and press play to test and re-test your contraption. Once it’s complete, record the video and save it for posterity.


Even four days isn't enough for everything.

These are some games I loved, but couldn't squeeze into my crazy crazy schedules.

  • Spellirium by Untold Entertainment Inc., for PC and Mac. Solve puzzles by spelling words from a 7x7 letter grid.
  • Life Goes On by Infinite Monkeys Entertainment for PC, Mac and Linux. A Limbo-esque problem solving platformer – kill your character repeatedly, in order to solve problems with his corpses.
  • Legend of Dungeon by Robot Loves Kitty, for PC, Mac and Linux. Randomly generated dungeons fuel this  RPG roguelike with pretty pretty pixels.
  • Always Sometimes Monsters by Vagabond Dog. After hitting rock bottom and setting out on the road, will you be able to overcome?
  • Contrast by Compulsion Games. A puzzle platformer with striking 2D/3D gameplay and art styles--take control of your own shadow to get through unique and innovative levels.
  • Death Road to Canada by Rocketcat Games. Road trip simulator meets hoard style zombie killing, with horse heads.
PAX 2013 Show Floor Walkthrough Sun, 08 Sep 2013 19:41:31 -0400 MMO Reporter

Have you ever wondered what the PAX show floor looks like? Have you wanted to attend but couldn't get tickets? 

Chris and Sallennia take you on a tour of the PAX show floor during the opening day media hour so that you can see for yourself! 

PAX 2013 Interview with Cory Herndon, Senior Narrative Designer on Wildstar Sun, 08 Sep 2013 19:27:09 -0400 MMO Reporter

We take a few minutes on PAX 2013 Day 2 to chat with Cory Herndon, Senior Narrative Designer for Wildstar. We cover topics ranging from the maniacal Chua to the work that Cory does on the game.

PAX 2013 Wildstar Media Presentation Sun, 08 Sep 2013 19:19:36 -0400 MMO Reporter

Stephan Frost takes us through the dungeons and raids systems of Wildstar, the upcoming sci-fi MMO from Carbine Studios. 

This presentation shows off the telegraph system, how boss combat will work, and includes information about Crowd Control and how groups will have to work together to be successful. 

Wildstar is slated to launch in Spring 2014, and will have a subscription model, with the option to purchase game time with in-game currency. 

Wildstar Gameplay Footage from PAX 2013 Sun, 08 Sep 2013 14:53:11 -0400 MMO Reporter

In this great video from PAX Prime 2013, the team from Wildstar Reporter gets some hands on time with Wildstar

Playing as a Granok Warrior, we get a chance to see the telegraph system in action, so of the mid-level content (level 20) as well as a peak at the questing system. 

Wildstar, being produced by Carbine Studios, is slated for release in Spring 2014, and will have a subscription as well as the ability to purchase subscription time with in-game currency. 

See you in-game!

Guild Wars 2 announces World vs World Season 1 Sat, 07 Sep 2013 22:30:20 -0400 EmilyOrange

Starting on October 4th and running seven weeks through November 21st is a new initiative by ArenaNet called World vs World: Season 1.

Season 1 was announced at PAX Prime 2013 and means that servers will now competitively fight for not only glory and WvW rank, but also new achievements, a new title, and treasure chests with unknown items in the arena of player-versus-player action. Servers will be separated into leagues based on their current competitiveness and then will fight within those leagues of either nine or twelve worlds for seven weeks facing all similarly-ranked worlds.

Guild Wars 2's massive World vs World battle arenas have always been competitive. They are the large-scale player-versus-player arenas that developers described for years. They stay fresh with the balancing mechanisms like free teleporting when your server is losing, but the new leagues are meant to make WvW even more cutthroat.

You can read the specifics here, but I can assure you the zergs will be bigger and the keeps will be assaulted more often once people feel there is an "end" to their toiling conflict.

The best thing about World vs World Season 1 is that all players can re-spec their WvW ability points. This is especially powerful with the new ability trees that have recently been added.

If you want to be better at managing supplies or using trebuchets, WvW: Season 1's launch on October 4th will give you a new opportunity to be powerful. The stakes will certainly be high once players have new abilities and more to fight for. 

"Hopefully we will keep getting better" - Penny Arcade's Mike Krahulik Apologizes Thu, 05 Sep 2013 14:26:44 -0400 Amanda Wallace

If you've somehow missed the controversy, you can read more about it here

After re-opening the whole Dickwolves controversy Monday, Mike Krahulik (aka Gabe) from Penny Arcade posted a blog post titled "Some Clarification." In the post,  a decent read if you've been offended by PA's recent activities, outlines the situation and his personal feelings on the matter. 

Mike says that the whole rape culture statement that he was accused of making with the initial comic was never the intention of Penny Arcade;

the comic itself obviously points out the absurd morality of the average MMO where you are actually forced to help some people and ignore others in the same situation. Oddly enough, the first comic by itself is exactly the opposite of what this whole thing has turned into.

The Dickwolves situation bloomed into something else because of the response Penny Arcade made to the hurt feelings expressed by fans and critics alike. Instead of moving on or issuing a sincere apology, they made a joke out of the discomfort of others. 

Mike apologizes for the follow-up strip, expressing regret for what he calls...

"a knee jerk was a massive AOE that hurt a lot of innocent people. We should have just stopped right then but we kept going and made the merchandise."

The merchandise he discusses is a shirt with the a wolf's head and with the word "Dickwolves" on it. People who were initially unaware of the conflict became more aware and became much, much angrier. 

"I apologized for it at the time and I will still apologize for it. Everything we did after that initial comic strip was a mistake and I regret all of it."

According to Mike, what he meant when he said that they never should've pulled the Dickwolves merch (the statement made this Monday), was the pulling the merchandise reignited the dying controversy. He believes that if they had just stopped talking about Dickwolves it would've gone away. 

You can read the entire statement on the Penny Arcade website

What do you think about Mike's apology? 

Guild Wars 2 Living Story Update: Tequatl Rising Wed, 04 Sep 2013 21:00:21 -0400 EmilyOrange

During the PAX Guild Wars 2 Anniversary Bash Livestream, not only was the Super Adventure Box previewed, but Arenanet allowed 180 players to try the next living story step called Tequatl Rising. Many players have already fought the giant dragon minion called Tequatl in Sparkfly Fen, but the release on September 17th will revamp the event to make it way more challenging with new mechanics and higher expectations.


The Mechanics

Tequatl has always shot out undead fingers, but those fingers weren't always covered in poison. He always could be harmed by hylek guns, but those are going to be more powerful. In short, the entire fight will be more epic.

The megalaser will be more mega and the whole thing will be strewn with more bone walls than you can imagine. The shockwave that Tequatl causes when he moves will be new to all players. The scale of the event will be upped, too. It will now take at least 100 high-level players (or dev hacks) to beat the nasty dragon. Tequatl's poison breath and minions will probably take down a lot of heroes in the coming weeks who underestimate his power, but for those who are prepared the difficulty might just be fun.


How Will We Handle?

I'm not sure if we'll be able to defeat Zhaitan's lieutenant every time, but the new looking for group tool along with the experience of our commanders should help players organize enough to down Tequatl. In this case, the challenge might be fun. We've had zerg-to-zerg events (Scarlet's invasion), solo events (Queen's gauntlet), and jumping puzzles (Super Adventure Box) recently so I think a coordinated effort event is in store. I think this is the right update at the right time and that players will come up with strategies to easily sown Tequatl. I'm super excited to play and I think you should be too.

PAX Prime 2013: Here's what's cookin at Gearbox Wed, 04 Sep 2013 08:40:50 -0400 GirlGoneGaming

Amongst all of the PAX Coverage, a relatively low-key panel was held for Gearbox, the developers of Borderlands fame, but of course that doesn't mean they haven't been busy shaking things up! During their panel, Gearbox confirmed that they have actually been working on two brand spankin' new titles, both headed straight to the next generation of consoles.

While being relatively hush about the projects, Randy Pitchford, big boss over at Gearbox, let conveniently slip that as part of their upcoming Community Day fans will be able to hustle early beta access to one of the titles with the purchase of a digital access pass. 

Included in the Community Day digital access pack will be beta pass, a HD live stream of the event, plus two exclusive Borderlands 2 heads and skins, along with Homeworld HD and Homeworld Classic. You will be able to snag the access pack for a cool $20, which is a small price to pay if you're interested.

And if you have yet to get your fill of killing psychos on  Pandora, The Ultimate Vault Hunter 2 pack also drops today so go cop that!

So Mark your calendars! Gearbox Community Day will be held on September 14 in Dallas, TX.

Why I'm Still Supporting PAX, Even If I Probably Shouldn't Tue, 03 Sep 2013 22:25:12 -0400 Amanda Wallace

Chances are you've heard about the issues surrounding the promoters of PAX.  Founders of PAX's namesake and parent organization Penny Arcade Jerry Holkins and Mike Krahulik have made it very difficult to support them lately. 

There is almost too much to sum up. For one, there is the dickwolves controversy, which had finally almost been put to rest since it's 2010 inception, brought back like a festering wound over the weekend. The comic that started the mess wasn't the worst part, but rather the way that Penny Arcade handled it, which was to say that it was just comedy, and to start selling "Team Dickwolves" merchandise. As you can imagine, the people originally offended by the rape joke were further incensed by the companies handling of the situation. There is a timeline here for those interested in reading more about it.  To say that the whole situation spiraled out of control is to put it lightly. It famously included Mike Krahulik saying it felt "pretty good" to encourage rape culture, a quote that I'm pretty sure was meant sarcastically. 

More recently the creators of PAX stirred up another controversy when Mike again insulted a marginalized group, this time transgender people. Whether or not he intended to do so, once again it was made worse by the continued fighting. What could have been an opportunity to educate or inform became a mud slinging contest with a great deal of controversy. Games backed out of PAX, including Gone Home, and transgender and allied attendees vowed not to return. The later apology was viewed as being "too little, too late." 

Whatever good will PAX might have regained from hosting panels at Prime about transitioning in the games industry and diversity support, they managed to once again inflame the public with their Monday closing panel where Mike said that "pulling the dickwolves merchandise was a mistake." 

 This was, at it's heart, an unnecessary jab at the people who were initially offended by the dickwolves controversy. They didn't have to mention it ever again. But they chose to. They brought it up again, long after it had died, and decided to make it a joke. They wear the blanket of satire, but are they just perpetuating bigotry? 

At their heart, they are comedians and comic writers, but they are now the public face of a multi-million dollar gaming empire. Child's Play, the charity boosted by it's assocation with Penny Arcade, raised $5 million dollars last year. The PAX conventions are huge, both in terms of merchandising and in their support of the games industry. They have to realize that what they say has weight, and when so many are listening, they can offend. But instead of handling it professionally, they lash out and offend even deeper. 

There are people who now want nothing to do with PAX. Brilliant, intelligent game designers who would've brought a great deal of diversity and creativity to PAX. They have been hurtful, offensive and dumb, all in the name of satire and a joke that wasn't that funny to begin with. 

The people who are choosing to end all future involvement with PAX are well within their rights. They have been hurt. They have seen people they love be insulted with casual disregard. 

I don't support Mike Krahulik, and I don't support Jerry Holkins. I can't understand how they could reopen this wound and taint an organization. 

It isn't with some sort of sense of bravery that I say that I will be attending PAX East next year if I can. I wish that Mike and Jerry would resign and allow their business to be taken over by people who have more sense. I wish that they hadn't said all of the things that they said. 

But I've seen first hand the massive good that the Penny Arcade Expo has done for indie developers, and it's an industry that I love. My friends are indie developers. My boyfriend is an indie developer. PAX gives them the opportunity to be seen. I honestly can't think of another convention with the scope of PAX, and it's distressing that it has been tainted by hate and bigotry, all in the name of comedy.

In a statement, Mike Krahulik said "We want PAX to be a place where everyone feels welcome....From not allowing booth babes to making sure we have panels that represent our attendees."  I think everyone is hoping for a less controversial PAX, and hopefully there will come a time when the people who have been rightfully offended feel comfortable enough to return. 

Gaming News of the Week Episode 2! Tue, 03 Sep 2013 11:49:32 -0400 Rothalack

This weeks news is all PAX Prime, a few other little things, but mostly PAX. We have tons of articles coming through the site about PAX Prime so you can get all the news you could possibly need right here. These are the few things that popped out for me.

The news from PAX Prime this year has been less impressive than I was hoping. It all seems pretty uneventful compared to the announcements made at E3. I guess that's comparing apples to oranges though. I think PAX East takes place at a perfect time for announcements to be more important then Prime, just because it's not so shortly after E3. E3 being the monster of announcements. 

PAX Prime 2013 - "Twitch: Then. Now. FOR-EV-ER." Tue, 03 Sep 2013 01:37:58 -0400 sgonzoo

For those of you unaware to the awesomeness of, sit back and be amazed. Twitch has completely revolutionized live gameplay and the entire gaming community. Thanks to their own servers I was able to watch their panel at PAX Prime live from the comfort of my home (thanks good guy Twitch). 

Humble Beginnings

Twitch began as a gaming sub-section of back in 2007. Unbeknownst to Twitch founder Emmett Shear and COO Kevin Lynn, their sub-section was going to grow into a gaming community with the capabilities of connecting online and console gamers with each other to watch, play, and enjoy the thrill of video games.

This open platform for gamers to broadcast live feed of gameplay would hit 30 million views by January of 2010. By this time, there was a social cam on Facebook and the ever popular Kappa emote graced chatrooms and "changed the internet forever"... kinda. 

Wanting to enhance their platform to the broadcasters' liking, in February 2011, JustinTV reached out to other platforms with a simple question; what did they have to do to make other broadcasters switch to JustinTV. Working with their collected feedback, they eventually had a wave of broadcasters like Day [9] make the switch.

And in June of 2011, Shear and Lynn decided to make the monumental move of separating from JustinTV to a site that could focus solely on gaming; Twitch was born. After making their début at E3, Twitch reached 8 million unique viewers within its first month. With such growth, the Twitch offices were able to expand without any resentment. Lynn's response towards their big move? "I wouldn't have to spend another 3 hours for a meeting in a tight closet with 5 other guys."

The Big Move

The move of offices was a sign of rapid expansion for the company as they reached milestone after milestone. The very new and highly succesful Twitch launched its first mobile app in October, sponsored its first major tournament via with 18-19,000 uCurrents in November and closed the year with 12 million unique viewers with the promising drive of continual growth through new users like Siglemic that helped expose Twitch's community.

Twitch was skyrocketing through their first year and everyone wanted to take part of their endeavors. After a few changes to their logo, a Webby People's Voice Award for Best Game-Related Website, and another 5 million unique viewers, Twitch started receiving the much wanted attention from other colleagues in the field.

In September of 2012, Twitch announced a $15 million Series B investment. With this major investment, Twitch was able to enhance the transcript program as well as build a European point of presence network and not to mention scale their network. By doing so, this allowed for faster and easier broadcasting on an international level.

Twitch also decided to give back to the community by partnering up with Alienware for $50k in scholarships for pro-gaming students. Lynn argued that "if you could get a scholarship for throwing a ball into a basket then you should get one for playing video games." They also got the Twitch community to raise more than $1 million for charity. And almost as great karma, they closed out yet another succesful year with Planet Side 2 being the first game released to feature Twitch.


This current year, Twitch was already announced a must-have app for consoles when integrated with Call of Duty: Black Ops II following its console début with Xbox 360. They also announced the exciting integration with Xbox One and the PS4.

2013 has been another great year for Twitch with their partnership with ReedPOP that allows them to have access to show floors and offer live stream of these events. And in August, the biggest event in Twitch's history took place: International 3 weekend. This weekend full of tournaments brought 4.5 million viewers in a single day. And to top it all off, Twitch is currently reaching 40 million unique viewers per month.

The Future of Twitch

Having started off as sub-section to a now multi-million viewer platform, Twitch has come a long way and will continue to venture and strengthen its community. Looking into its not so distant future, Shear and Lynn have confirmed many exciting new movements for the company. For example, transitioning video services to HLS. By doing so, there will be an unlimited amount of permitted streams everywhere, ability to rewind live streams and an open edge capacity will become available to scale up to multi-media concurrent users.

The other major thing to look out for on Twitch's home front is its first big community broadcast, "Twitch Friends Forever." TFF will essentially invite different broadcasters to learn more about them and promote each within the community. This broadcast would allow users to learn about popular or new broadcasters to keep an eye out for. And finally as mentioned earlier the next generation console integrations which will open up a whole new community of console gamers to bond with PC gamers over their different broadcasts. 

All in all, Twitch's increasing community and interactive management team have created the go-to place for live streaming gameplay content. Whether a user is there to compete with other users, broadcast their own skills and techniques, or take notes from other gamers, Twitch has what they're looking for. 

Pax Prime: Look at XCOM: Enemy Within Mon, 02 Sep 2013 23:08:40 -0400 Amanda Wallace

This weekend at Pax Prime, I got the opportunity to watch a demo of XCOM: Enemy Within a new expansion for the XCOM series. 

The demo was set on top of a dam. First they demonstrated the devastating effects of the alien characters on the basic army units, and then brought in the new heavy weaponry that comes with XCOM: Enemy Within. 

The two new modifications for soldiers in Enemy Within are G-Mod soldiers and Mech Troopers. Mech troopers have tank guns and can cause collateral damage to the surrounding area. Big and bold, they're a new tank-style class that will certainly wow. The G-Mod soldiers are genetically engineered soldiers, who you can modify parts of them. The genetically modified soldier demonstrated was a sniper with genetically modified legs. This allowed her to jump to areas previously inaccessible due to lack of ladder, giving her greater range. 

Another genetic modification was neural feedback, which gives soldiers defense against neural assault by sectoids and alien species, and appeared to actually hit back. Genetic modifications can affect brain, eyes, legs, skin and chest, and each soldier is slotted with five options. If you choose to go the mech trooper route you open up a whole other tree of options, but unfortunately close off the genetic modication route. 

The demonstration showed the efficacy of the G-Mod troops and the Mech Troopers, and also introduced players to the power-suit wearing sectoids, a super strong enemy type that will be sure to be a game changer in certain conflicts. 

Firaxis, XCOM's developer will be releasing the Enemy Within as a standalone DLC for PC and Mac for $30. Unfortunately for XCOM fans on the PS3 and Xbox 360, the DLC will have to be purchased as part of the Commander's Edition of XCOM: Enemy Unknown. The Commander's Edition will include the base game, all previous DLC, as well as Enemy Within.  

Pax Prime: Peak at Telltales' Upcoming Title the Wolf Among Us Mon, 02 Sep 2013 22:36:57 -0400 Amanda Wallace

At Pax Saturday, I got the chance to play Telltale games' soon to be released the Wolf Among Us. Based off of the comic series Fables, The Wolf Among Us is the point and click adventure you've been waiting for after last years critically acclaimed the Walking Dead. 

After a two hour wait, fans were brought inside the Telltale booth, built up to look like a grimy hotel, steeped in florescence and lost cat posters. The demo was about twenty minutes long. 

The game itself is solid, at least as far as demonstrated. Fans of both Telltale and the Fables series will be sated. It's difficult to avoid comparisons between the Wolf Among Us and the Walking Dead, as the series bear many similarities to each other. 

The Pax Demo features Sheriffy Bigby responding to a call at the Toad's apartment complex to deal with an old, drunken rival, the Woodsman. 

Play/Graphic Style

Much as in the Walking Deadthe Wolf Among Us features decisions that will carry over throughout the series. If you slight a character early on in the game, he will remember it for the rest of the game. Characters that die remain dead. It's a moral system that assists in telling the story and lends itself to multiple play throughs. 

The best part of the demo was the look and feel. It had a stylized appearance, similar to games like Borderlands or the Walking Dead. But the colors are what really lend themselves to the atmosphere. The game is colorful, but gritty. Crayola grimy. It's flourescent, but noir reminiscent. 


The combat system was, for me, a sticking point. Like the Walking Dead, it is a game that is assisted by Quick Time events. This is not a slight against the game, it makes the encounters feel more cinematic and evolved. The situation is with a part of the combat that involves matching right trigger presses with a circular location on the screen. The purpose of these things were not initially very clear, and it dragged on the combat longer than was probably necessary. Eventually they became clear, and combat flowed more smoothly. 


The game is exactly what people who loved the Walking Dead were waiting for, and is an excellent addition to the Fables canon. 

Pax Prime: Inside Peak at Watch Dogs Mon, 02 Sep 2013 22:13:18 -0400 Amanda Wallace

Ubisoft's next big title is Watch Dog's, which turns hacking and an entire city into your weapon. This year at Pax Prime, attendees could watch a brief demonstration of the possiblities for playing Watch Dog's. 

A lot of games seem to be focusing on integrating tablet technology with next and current gen technologies. Watch Dogs is no exception. Users can download a free application on their tablets and control aspects of the city in their friend's games. 

The demonstration at Pax Prime involved two Ubisoft employees, one on the console and the other on a tablet device. The console user was in a free-roam style of play, outside of a mission. While they are in that mode, they can be sent challenges from their tablet-bound friends. 

These challenges are things like "races," where the console user runs through the streets, avoiding obstacles set by the tablet-user. The tablet user has command of the CtOS, the Central Operating System for the city of Chicago in game. The tablet-user views the in-game screen as an illuminated mini-map. The more of a rampage the console-user inflicts, the more facilities that the CtOS allows the tablet-user to have. 

This functionality looks incredibly fascinating, and like the perfect augment for your non-gamer friends who want to be in on the action. 

Watch Dogs will be available at launch for all next gen consoles and late November for the Wii, Playstation 3, and Xbox 360. 

Omegathon - Final Round Winner Mon, 02 Sep 2013 22:11:34 -0400 Smoky Grey

The Omegathon Final Round was today at PAX. A series of one on one matches in a mystery game with a trip to Tokyo on the line.

Today's matches featured a game called Spy Party. In Spy Party you play a one on one match. The players either play as a spy or a sniper trying to kill that spy. The spy walks around a room filled with people trying to complete objectives while keeping themselves hidden from the sniper. The sniper watches the room full of people waiting for the spy to slip up.

This game is pretty interesting to watch. Sometimes the sniper hits his mark, sometimes the sniper hits an innocent civilian. There were quite a few hits, misses, innocent kills, and curse words thrown around the stage today.

Two Players Entered, Only One Left... To Tokyo

The winner of the Omegathon Final round is Nantucket. He took the win by avoiding the sniper and letting a poor innocent civilian get shot in his stead. After his impressive win in Spy Party he will be receiving an all expenses paid trip for two to the Tokyo Games Show.

The Destructoid TV Panel: We tricked people into liking us, and you can too! Mon, 02 Sep 2013 21:57:18 -0400 Cottagepk

The Destructoid TV Panel was created to teach people the best way to stream. During the panel they gave a list of what they did to be successful.

The List

Chat with the viewers

In order to maintain a good audience you should include them in your stream. Make sure you respond to questions, heed their warnings, and do what they want, to some extent.

Make sure your Co-Host isn't shit

If you are like some streamers and add a buddy to the mix make sure you know them well enough to either help, hurt, or love them. Be sure to pick someone who is easy to converse with and someone who has an interesting personality. 

Stay Regular (scheduling and content)

Keep a schedule of consistent content. Have a set date where you post content and be consistent with the theme of the content. You can't just do a fighting game one day and a horror game the next.

Invite Surprises, live situations make you more vulnerable so take advantage of it.

When discussing how they interview game developers, one member of the panel discussed the surprise of being live. Anything can happen when in a live interview or stream. So when something random happens, embrace it. Surprises that happen when on the air open up your personality to your viewers and allow you to touch on some better, more interesting subjects.

Sell your personality

You make your personality, sell it. Sell yourself to your audience by being you. Have fun, let loose, don't be afraid to be yourself because it only leads to a boring stream where you no longer feel comfortable. When you're not comfortable, your audience isn't.

Providing Interest Content

Your content doesn't always have to be the newest game, it could be retro games. Just like before, you gotta sell your personality to achieve your goal. The goal is to make your content unique, to do that you need to do something unique. Pets are a good way to attract viewers because you can interact with them on camera during loading screens, cutscenes, and they make great Co-Host cause you obviously love them.

The panel concluded with a long Q&A session, which was irrelevant to the panel.

For more PAX Prime coverage stick to GameSkinny. For more gameplays and commentaries, visit my YouTube channel.

Penny Dreadful: An Unsatisfying and Awkward Q&A With Gabe and Tycho Mon, 02 Sep 2013 17:06:14 -0400 Destrolyn.Bechgeddig

It had the ingredients for a great Q&A session. Mike Krahulik and Jerry Holkins (Gabe and Tycho) were to be interviewed by one of their closest associates, Robert Khoo. It meant that the masterminds behind one of the most succesful comic-strips turned international business models could actually be more comfortable and candid as opposed to being interviewed by some relative stranger.

However, it unfortunately turned into something unsatisfying and awkward.

On Your Marks...

It started off well. Khoo asked those difficult questions that someone not as in cahoots with Holkins and Krahulik could ask. For example, it gave an opportunity for them to talk about why Greenhouse, an online sales platform that attempted to compete with Steam, failed, and why it was a misstep to have even tried.

But most intriguing was the question asked about how the financial success of Penny Arcade had, if at all, changed their lives. The polar responses from the duo gave a unique insight into the mindsets and working dynamic of the pair.

And from these questions, it seemed it would start as it meant to go on.

Get Awkward...

Unfortunately, Khoo's closeness opened the way for questions that were maybe too personal and inappropriate for such a session.

Never meet your heroes, or have Robert Khoo interview them.

Asking about how Holkins and Krahulik would have responded to sexually charged fandom if they had not met their respective partners, was a clear faux pas as both tried to skirt around answers that they clearly didn't want to give, despite Khoo's insistence. The pair looked visually awkward on stage and it didn't exactly make for great viewing.

Furthermore, Khoo's deliberate provoking into unearthing some of the tensions in their working relationship was more than a little cringe worthy, offering little by the way of piercing the PR and hype veils that punters had hoped for. If anything, it put up further barriers up in trying to catch a glimpse of their real personalities. 


Thankfully, the playful, if not at times scathing, banter between the three ensured things picked up a little. But it only peaked as far as descending into a tirade of anecdotes, reminiscence, and idle prattle. What's more, this went on for so long that there wasn't even time for the audience to ask any questions of the superstars.

There was the odd flit of interest; Holkins, when asked about role models, stated that, "when you do not see yourself represented, you must represent yourself;" and a closing analysis of just how close they were to selling Penny Arcade, and why they decided not to take the multi-million offer.

But otherwise, the hour was overall uncomfortable and bland. It's a shame, because to try to get a less exalted portrait of Penny Arcade's creators was something many had savoured with great curiosity.

Never meet your heroes, or have Robert Khoo interview them.

PAX Prime 2013: Keiji Inafune Talks About His Past and Announces Mighty No. 9! Mon, 02 Sep 2013 14:11:54 -0400 Ryan Chizmar

Keiji Inafune, the man known as "the father of Mega Man," held a panel at PAX Prime this past weekend. During the panel he discussed many things about his past, such as why he chose to work at Capcom (it was closer to his home than Konami, his first choice), how he went from character artist to being the producer of the Mega Man series, as well as what he thought when he first saw the Western art that was produced in the early days of the Mega Man legacy (at the time he thought "Westerners really don't get art").

He started work at Capcom as an artist for the Street Fighter series and after about one to two months, he started working on Mega Man. One interesting fact that popped up is the reasoning behind why the Mega Man team decided to make Mega Man blue: the color palette for blue on the NES and Famicom had the largest variety of any color, thus making it easier to be more descriptive with the character design.

Another interesting fact is when he became the head of Mega Man X, he initially wanted Zero to be the main character but still call it a Mega Man game. However, internally they wouldn't allow that to happen, so he added in Mega Man as the main character but he left the coolest parts to be played as Zero.

While it was very interesting to hear about his past, Mr. Inafune had a huge surprise for every old school gaming fan. About halfway into the panel he played a video which announced the new title his studio Comcept has been working on: Mighty No. 9. 

Everyone in the audience was very excited to hear about this latest project and rightfully so. It looks like Mr. Inafune's love letter to all Mega Man fans considering the staff is composed of people who have all worked on past Mega Man titles.

Expressing how he wants to give back to the fans he decided to create a Kickstarter to fund Mighty No. 9, thus making it all dependant upon them. He and his team will listen to fan feedback and implement ideas into the game, thus truly making it something everyone interested can enjoy. Some donation rewards include helping create a challenge, helping create an enemy, and you can also have your face or voice in the game.

Before the panel came to a conclusion, Mr. Inafune had one last announcement which actually turned out to be a gift to everyone in the audience. Those who attended the panel were given a special Mighty No. 9 t-shirt, each with an individual Mighty Number, as well as a registration form that linked the number they received to the Mighty No. 9 forums making that number truly their own. Those who pledge $9,999 or more on their Kickstarter campaign can also receive a shirt, but they are Mighty Numbers 1 through 8 making them extremely rare.

Within thirty minutes the Kickstarter campaign reached $10,000 of its $900,000 goal and not even 48 hours after it was announced it has already been fully funded. Comcept plans on bringing the game initially to PC with Mac and Linux versions available if they reach a stretch goal of $1,350,000. Also, if they happen to reach $2,500,000 in donations they will also release a version for the PS3, Xbox 360, and Wii U.

They have partnered up with the fine folks at The Humble Bundle and Fangamer to distribute the game and game-related goods for those who have backed the project. As of now, Mr. Inafune has stated that Capcom have yet to say anything about the project, so things look to be in the clear...for now.

Being a huge Mega Man fan myself, I really hope this project gets released. It looks absolutely amazing and I wish I had at least $250 to donate to the project so I could get the signed hardcover artbook/strategy guide. Once thing is for certain, as evidenced by the swift funding of this project, people still want to play these kinds of games and if given the chance, they will put up the money for it.

What are your thoughts? Do you want the signed hardcover artbook/strategy guide as much as I do? Or do you want to go all the way and have dinner with the man himself? Let me know in the comments below!