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TotalBiscuit, The Cynical Brit

TotalBiscuit, The Cynical Brit
- Watch the BBC report and judge for yourself whether or not they did a good job. This video is an attempt to explain Twitch.tv to those who don't understand videogame streaming better than BBC Newsnights feature on the subject, which drew hostility from a great deal of people due to its condescending and misleading approach. Footage used under Fair Use doctrine for educational purposes. Footage credits are as follows. Riot Games - League of Legends LCSESL - Intel Extreme MastersCloud9.SingSing - DOTA 2 streamThe Creatures - Speedrunners charity streamValve - The International DOTA2 tournamentTrump - Hearthstone stream footageNerdcubed - Watchdogs Stream highlightsXSimpleBlaze - Minecraft Medieval Tower tutorialDay9TV - Amnesia playthroughDyrus - The Worst of DyrusTwitch.tv - Hideo Kojima interviewPolaris - Co-optional podcast highlights Show less

The 15 most brutal mods of all time Remember when buying a game didn’t feel like a guarantee of seeing the ending? There are still hard games out there, Dark Souls flying the flag most recently, but increasingly, the challenge has dripped out or at least softened, often leading to sadly wasted opportunities. What would Skyrim be like, for instance, if its ice and snow wasn’t simply cosmetic, but actually punished you for going mountain climbing in your underpants? With a quick mod – Frostfall in this case – you’re forced to dress up warm before facing the elements, and things become much more interesting. Misery Game: Stalker: Call of PripyatLink: ModDB All those weapons scattered around? Project Nevada Fallout: New VegasLink: Nexus Mods Nevada is a good example of making things more difficult without being openly psychotic. Brutal Doom Game: DoomLink: ModDB

Sign In Don't have a Microsoft account? Sign up now Microsoft account What's this? Email or phone Password Can't access your account? Sign in with a single-use code Expeditions: Conquistador, RPG+combats tactiques en Amq. Centr. - 9/10 ds CPC ! Comment vous est venue l'idée d'un CRPG situé pendant la conquête de l'Amérique centrale par les Espagnols, et quelles sont vos principales sources d'inspiration ? Nous voulions faire un jeu où non seulement il y aurait de l'exploration, mais où celle-ci serait une composante centrale, à la fois en termes de gameplay et de narration. Evidemment le jeu The Age of Exploration nous est tout de suite venu à l'esprit, et il nous a semblé que la période la plus proche, marquée par une entreprise d'exploration massive, était celle de la découverte des continents américains par l'Europe. Tout particulièrement la conquête de l'Amérique du centre et du Sud par les Espagnols, aventure riche en conflits et potentiels narratifs ; étonnament cette dernière n'est pas particulièrement utilisée dans les jeux vidéos (ni même dans les autres oeuvres de fiction en général, si on fait abstraction de tout ce qui traite de l'El Dorado). Comment fonctionnent ces capacités ?

Risk of Rain Risk of Rain, c’est d’abord une belle success-story de deux développeurs, Paul Morse et Duncan Drummond, réunis sous une structure créée pour l’occasion : Hopoo Games. Après un Kickstarter rondement mené avec 30.000 $ réunis (pour un objectif initial de 7000 $), le jeu s’est finalement vu accueilli par Chucklefish (Starbound), qui a offert à Risk of Rain un beau forum ainsi que la possibilité d’être édité. Et en plus les développeurs ont été aidés par Matthew Griffin de Yeti Trunk pour l’intégration du mode multijoueur ! Si c’est pas beau tout ça… Mais dans les faits, ça donne quoi ? Risk of Rain est un platformer en pixel-art orienté action empruntant quelques mécaniques de gameplay au rogue-like, le tout avec un système de permadeath. En somme, un bon gros défouloir bien frustrant… mais très jouissif. Avant de plonger en enfer, un choix entre plusieurs personnages est proposé, disposant chacun de caractéristiques propres. Graphismes18/20 Musique15/20 Jouabilité16/20 Durée de vie18/20

Les Merveilleuses Aventures de Loulou | Avec des morceaux de Kinders dedans. ‘Drive on Moscow’: How I Conquered Russia on My iPad — War is Boring The sheer scope of the battle of Moscow was exceptional. Both sides committed more than a million men to the battle; the Red Army also lost nearly a million men, but still the German forces were halted.—The Drive on Moscow 1941 by Niklas Zetterling and Anders Frankson The fate of the world hung in the balance as summer turned to autumn in October 1941. But something was wrong. Time was running out. Yet the men of Army Group Center recognized that Moscow was their objective and its capture, it was widely assumed, would bring about an end to the fighting. Drive on Moscow is a simulation of Operation Typhoon and the subsequent Soviet counteroffensive. Fortunately, Drive on Moscow has no ordinary pedigree. It did. Drive on Moscow puts players in command of the German or Soviet forces. The Germans automatically win if they capture Moscow. The map, which spans the greater Moscow region, is divided into Risk-like spaces. It all seemed like a joke. No complicated game mechanics here.

Humble Sid Meier Bundle (pay what you want and help charity) The perfect XCOM run: How Zemalf beat Impossible Ironman with zero deaths Youtuber Antti Kokkonen, who uploads Let's Plays to Youtube under the username Zemalf, is one of the best XCOM players in the world. On January 11, he finished a 50 hour run of XCOM: Enemy Within on Impossible Ironman difficulty without losing a single country. Or Interceptor. Or mission. Or soldier. It was a perfect run on the game's hardest difficulty (and his first time through Enemy Within). "I consider myself an okay player, but the run did go really well," he told PC Gamer. As the XCOM faithful know, Enemy Unknown and Enemy Within operate on a reverse difficulty curve. If there's a consistent theme through all of Zemalf's run, it's luck. We've incorporated some of those LP videos below, timestamped to dramatic and crazy and revelatory moments in the run. Danger zone: surviving the early missions Chance gets Zemalf out of more than one seemingly impossible situation. At this point, the sectoids get to take two shots at his sniper, who is perilously vulnerable in half cover.

The Unsung Story Swan Song | iOS Board Games Unsung Story: Tale of the Guardians has less than 96 hours remaining on Kickstarter. Currently sitting at $484,299, Playdek has a little more than $100k to raise this week. As Kickstarters can pull off amazing things in the final hours, I still brand it too close to call. Either way, Playdek has 4 long days ahead and has been firing on all cylinders. My opinion: This is not the most ambitious video game project we have seen on Kickstarter, but for someone in our space, it a definitive moment. The Kickstarter itself has had quite the challenge. Playdek Reveals Game Mechanic Details From the Kickstarter update: Quote: The battle system for Unsung Story is a turn based system that puts importance on speed for each units actions. Instead of a square tile system, Unsung Story will use triangular tiles, with units standing not at the center of tiles, but at the intersections. This image below depicts different target choices for the player in this triangular based system.

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