‘Worse Than Death’ is a Scary Emotional Thriller from the Maker of ‘Home – Unique Horror Adventure’

Mobile gamers may be familiar with developer Benjamin Rivers by way of his incredibly interesting narrative horror game Home ($2.99) that released on iOS way back in 2013 following its desktop and console release the previous year. Or you may also know his follow-up title, the sci-fi adventure game Alone With You which released in 2016 on desktop and console but never found its way to mobile. Now Rivers is once again prepping the release of his newest game called Worse than Death, and this one will be finding its way to iOS devices in addition to Switch, PS4, and Steam. Here’s the official description blurb, followed by the announcement trailer for Worse Than Death.

“Worse Than Death is a scary, emotional thriller about a high school reunion that goes horribly wrong. You play Holly, a tough, smart, 28-year-old who returns home to confront her past, only to face a nightmare she could never imagine. As she runs for her life, desperate to rescue her best friend Flynn from a terrible force that’s hunting them both, Holly must survive unexpected truths about her home town, her friends, and even herself.

Worse Than Death is described as “Like an episode of X-Files fused with the dark melodrama of Riverdale” and I feel like that vibe totally comes through in that trailer. Also the incredibly well-animated pixel art is accompanied by comic-like illustrations that were all drawn entirely on an iPad Pro, which I think is pretty cool. Another really cool aspect to this game’s release that I’m not sure I’ve seen before is that the developer is letting players help shape some of the lore ahead of the actual launch. They’ve set up a Discord server where you can read some backstory about a character named Sam who is the town’s lovable bartender, and then each week folks in the server can vote on Sam’s next actions, shaping the outcome of a side story that will tie in directly to the main story in Worse Than Death. Pretty neat! As for a specific release date nothing has been announced yet but it sounds like it’ll be coming pretty soon, so we’ll give you a heads up whenever more details are released.

from TouchArcade https://toucharcade.com/2019/02/20/worse-than-death-announcement-trailer/…

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‘3EALITY’ is Three Auto-Runners that You Play at the Same Time, Launching Next Week

I certainly enjoy auto-runners, but at this point in the life of mobile gaming it takes something truly unique to stand out from the thousands and thousands of them that have released over the years. Handprint Games is prepping the release of their new auto-runner called 3EALITY and, before I even realized its unique hook, it caught my eye with its boppy soundtrack and colorful art style. The really interesting part about 3EALITY though is that it’s not just ONE runner, it’s THREE runners you play at the same time. Hence the “3″ in the title. You can see in the trailer below how this plays out with the screen split into three. As with most runners you can jump and attack enemies, but in 3EALITY every action will affect all three games at the same time, so you need to take that into consideration while playing.

Story-wise, this all makes sense as you’re playing a character named Meta who is part of a rebel alliance in a totalitarian future. You are captured on your way to a rebel meeting, but you have a unique ability to contact “alters” of yourself that exist in alternate realities. So you’re essentially guiding yourself through these dangerous environments to get to the headquarters where you’re being held captive and… rescue yourself, I guess? It’s kind of a trip. While you start out playing all three games simultaneously, if you screw up in one of the games you can actually keep going with two games, and you can screw up in one of those and scale down to playing just a single game. So while it’s hectic it’s also forgiving. It’s a really interesting idea and I’m very curious to see how it actually works in practice when 3EALITY launches this coming Monday the 25th.

from TouchArcade https://toucharcade.com/2019/02/20/3eality-trailer-and-release-date/…

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Mind-Bending Puzzler ‘Vignettes’ Is Receiving an Expansion, with a Steam Version Launching on March 6th

I can’t get enough of those weird mobile titles that you simply would not have been possible in the past. However, the App Store is now apparently over ten years old, so what really constitutes the past? God, I’m getting old. Anyway, Vignettes ($2.99) was the epitome of this incredibly unique and experimental quality that has really flourished under the accessibility of the App Store, and was one of the most memorable games of its time when it first launched on iOS back in 2017. Changing your perspective on objects by manipulating them with the touch screen – and then witnessing them transforming into entirely new items – was an absorbing experience, even if it came and went far too quickly for my liking. Thankfully, the developer has today announced that Vignettes is to receive an expansion in the near future, potentially alongside a new Steam port that is set to release on March 6th.

With only a PC and Mac teaser trailer to witness so far, the developers have not provided too many details on what additional new content may be included in this expansion. We don’t even know whether the update will launch alongside these ports, or if it will serve as an in-app purchase or just a free update – at the moment, all we have to go on is a confirmation tweet. To be honest, part of me would like it to stay that way – one of the coolest parts of Vignettes was going into it with basically no knowledge, expectations or instructions on what you’re about to encounter. That sense of intrigue and discovery was part of what makes Vignettes so memorable, and I’m glad that even more gamers will be able to try out this expanded experience on even more platforms in the near future.

For more information on this update, keep an eye on our forum thread or head to our Discord server for even more discussion on what eccentric encounters may be found in Vignettes in the coming weeks.

from TouchArcade https://toucharcade.com/2019/02/20/vignettes-expansion-steam-port/…

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‘Immortal Rogue’ Review – A Kickass Vampire Roguelike

When I was first turned on to Immortal Rogue (), I was attracted by the unique narrative system. After actually playing, though, what’s kept me interested is the gameplay. Sure, the retro visuals don’t hurt, and the soundtrack is pretty great too, but I’m a sucker for hard games with minimal tolerance for mistakes—and, to be sure, Immortal Rogue is one of those games.

Before we really dig into the nitty-gritty gameplay mechanics and controls, however, let’s take a look at the two aspects which first grab attention: Visuals, and sound. Upon opening the game, we are greeted by an ancient battlefield… and a singular figure, cloaked in purple, standing tall amidst the ruins. This landscape, beautiful in its own way, establishes the tone (and, to a certain extent, the narrative). As we begin, the music rises to the forefront—mournful, reflective, the theme is cemented. There are no heroes here, no deeds of outstanding valour or wisdom. There is only the survivor of an ancient battle, and a predator.

Moving into the game proper, we are introduced to the basic controls—swipe to dash, tap to attack, and a short hold into a swipe to execute a heavy attack. With the exception of the heavy attack, these all feel fluid, responsive, and—dare I say it—intuitive. Unfortunately, the heavy attack takes quite a bit of trial and error before it feels as smooth—quite often I found myself dashing when I wanted to use my heavy, or using my heavy when I wanted to attack. This usually wasn’t a major inconvenience, but, on the other hand, it only rarely occured in the middle of a mob, and boss fights require a more methodical approach to begin with. Builds with a focus on charging heavy attacks and maneuvering around a fight may be somewhat hampered, however.

Utilising the basic controls and surviving a few hundred years is a fairly straightforward affair; mastering them, and not only surviving but thriving, is something else entirely. Attacks feel solid and impactful, and the immediately apparent strategies are rewarding. It is easy to imagine the first century, or even the first several centuries, as frenzied feedings in chaotic bloodbaths—after all, they are. While there is no visual animation emphasising the point, there is an undeniable parallel between the pattern of dashing onto enemies and hacking them to death, and a bloodthirsty animal ravaging its prey. I can only hope it is intentional, because the visceral feeling it evokes upon slaying the first mini-boss is nothing less than thrilling.

With experience comes wisdom, however, and in this case wisdom reveals a different, safer, playstyle: Dashing from attack to attack. All weapons have a combo; for most, this is a three-hit combo; for others, it is a two- or four-hit combo. After completing the combo, there is a delay before it can be used again. Dashing, or using heavy attacks, resets that delay, allowing for multiple combos to be chained back-to-back—and, more importantly, never letting your opponent, or opponents, attack. Done well, this technique transforms the image of a blood-starved vampire into one of a calculating predator, stalking its prey from the shadows.

As a freshly turned vampire you will sleep for centuries, waking only to feed. …

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Epic Games Is Suing the Organisers of the Disastrous “Fortnite Live” Festival

As much as the recent and disastrous Fortnite Live” event in England last weekend was a hilarious exercise in schadenfreude, the parallels to Fyre Festival don’t stop there. Just as the idyllic influencer-packed musical celebration was sued for being an extremely misleading waste of money to all that attended, the slightly less idyllic – and, must be stressed, entirely unofficial – Fortnite (Free) festival is now facing the full legal might of Epic Games. As reported by Eurogamer, Epic are now suing the organisers for unlicensed use of the game’s name, imagery and branding.

In a statement issued to journalists, Epic underlined how “the quality of our player experience is incredibly important to us…Epic Games was not in any way associated with the event that took place in Norwich and we’ve issued a claim against the organizers in the High Court of London.” Since this action has been taken, the creator of the festival has explained to local newspapers how this claim has not only forced him to cancel future “Fortnite Live” events, but his business has ‘ceased all trading activities immediately’, with his company’s assets being distributed to creditors, including disgruntled attendees looking for refunds.

From past personal experience of terrible staged events in the UK, I don’t believe that this was a deliberately calculated attempt to scam people. It’s far more likely that an organiser of low-budget childrens’ parties like these decided to capitalise on the Fortnite brand and popularity without knowing anything about what Fortnite is, or truly understanding its position as the Next Big Thing in popular culture. I’m sure that many readers have experienced similar events – fairly sure I’ve been to some equally dire Pokemon-themed ones in the past – but in a less connected and technologically-advanced age where there isn’t the perfect storm of inadequate resources to actually play the game combined with the potential for it to go viral on social media. Either way, I’m not too sure – but as it’s undoubtedly negative publicity for Epic, it’s unsurprising that they’re going to want to crack down on any future “Fortnite Live” festivals entirely.

I don’t want to defend the organisers too much, as many parents and children in Norwich undoubtedly had an awful experience that will likely leave them slightly out of pocket. If it had been even just a passable event, it’s likely that this would have flown completely under the radar, as I’m sure many similar occasions have. Ultimately, Epic Games have every right to defend their IP, but I hope that this doesn’t deter more genuine/capable organisers of organising legitimate celebrations of Fortnite in the future.

[Sources: Eurogamer, Lincolnshire Live]

from TouchArcade https://toucharcade.com/2019/02/20/epic-sues-fortnite-festival/…

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Mobile-Centric MMORPG ‘World of Legends’ Soft Launches on iOS and Android

The library of MMORPGs on mobile is surprisingly robust. I used to think an MMORPG on a mobile device didn’t make any sense as in my mind they’ve always been these games you sit at your computer and play for hours at a time. But in reality it makes perfect sense, as mobile devices have become incredibly powerful and they’re more or less always connected, and since the gameplay in MMORPGs can often be of the bite-sized variety the genre actually fits really well on mobile. There are also several types of MMORPGs on mobile. There’s the full-sized version that simply tries to emulate a desktop MMORPG but on the touchscreen, like Villagers and Heroes or Old School Runescape. Then there’s the sort of outlier like Lineage 2: Revolution which has all the trappings of a full-fledged MMORPG but allows you to tailor it to your specific tastes, either playing everything yourself or letting the game play itself for you, and everything in between. Finally, the most prolific type on the App Store is the free to play MMORPG which functions really similarly to a social RPG but with more robust multiplayer components. One new entry of this variety is World of Legends from Mighty Bear Games. Have a look.

What’s nice about something like World of Legends is that it’s designed from the start for mobile. It plays in portrait orientation and features a tap-to-move control system, so it’s the type of game that’s easy to bust out and play with just one free hand when you have some time to kill. It’s hyper-focused on collecting loot and upgrading your character with new weapons and gear, as well as unlocking and upgrading a big roster of helper characters that’ll help you out in battle. The actual battles remind me a bit of the Battleheart games as you can tap and focus your characters onto specific enemies while they just whale away with attacks and you can supplement the offense by dragging and dropping various special abilities into the playfield. As of today World of Legends is soft-launched in Southeast Asia, Australia, New Zealand, United Kingdoms, Canada, and Brazil so if you want to take it for a spin yourself and have an account in any of those regions this link should get you to the iOS version and this link should get you to the Android version.

from TouchArcade https://toucharcade.com/2019/02/19/world-of-legends-soft-launch/…

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Red Hook Studios Announces ‘Darkest Dungeon 2’, Only Confirmed for Desktop So Far

In early 2016 developer Red Hook Studios released Darkest Dungeon on PC, an extremely dark turn-based roguelike RPG. Its standout feature was its “stress” system where members of your party could be afflicted by various types of psychological problems that could affect their performance in battle, adding a really interesting layer of strategy to the gameplay. Darkest Dungeon also featured an impressive roster of cool playable classes and a bad ass gothic aesthetic, and almost immediately became a sensation with players. Darkest Dungeon initially released as part of Steam Early Access and stayed there for almost a year before becoming “complete” with console ports releasing for PlayStation in late 2016, an iPad version called Darkest Dungeon: Tablet Edition ($4.99) in the summer of 2017, and ports for Xbox and Nintendo Switch this past year. Now just over three years after that initial release on desktop, Red Hook has officially announced Darkest Dungeon 2 with the following teaser.

Not a ton of information about Darkest Dungeon 2 has been revealed just yet, but Red Hook did conduct an exclusive interview with PC Gamer and divulged a few nuggets. Most notably is that, like the original Darkest Dungeon, they’ll be releasing the sequel on Steam Early Access first and will polish and tweak the game based on early player feedback before considering a full release. They also say that the combat system from the first game will be returning but receiving a “tune-up” and that the metagame structure will be “completely different” this time around.

One thing not mentioned is what platforms Darkest Dungeon 2 will ultimately end up on, though that’s not very surprising at this point. Fans clamored for a mobile version of the first game for a long time as it seemed like it would be a perfect fit for the platform, but when Darkest Dungeon did finally arrive on the iPad in 2017 it came with some concessions. The biggest being that the aspect ratio didn’t fit the full screen of the iPad due to how Red Hook originally created the assets, so players had to deal with black borders. Also an iPhone version was deemed unfeasible due to a similar reason that the UI assets were never originally created for such small screens and the work involved in completely redoing them for the iPhone would be too much. Hopefully these types of things will be taken into consideration from the start for Darkest Dungeon 2 and we’ll keep our fingers crossed that at some point in the future we’ll be receiving the sequel on mobile.

from TouchArcade https://toucharcade.com/2019/02/19/darkest-dungeon-2-announced/…

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Google Is Up to Something in Gaming at GDC

Invites for Google’s GDC Keynote, which will be held at 10:00 AM on 3/19/19, went out this morning to a bunch of folks in the gaming media. This has led to loads of speculation as to what they’ll announce, as there has been loads of rumors (some much more solid than other) circulating. The speculation I personally find to be the most reasonable involves Google having some massive announcement surrounding Project Stream, which is what their not-so-secret Project Yeti was officially revealed as late last year. Basically, Project Stream is an OnLive-like game streaming service which will both lean heavily on Google’s existing services like YouTube along with either a piece of companion hardware or some sort of viewer app that could work on basically every reasonably modern Android-powered smart TV. From there, it’s only a few small logical leaps to assume all this stuff could eventually come to mobile devices.

For the initial test of Public Stream, Google made Assassin’s Creed Osyssey playable inside of a Chrome web browser:

Stepping back a bit, this makes a ton of sense, and it feels like all the pieces are moving into a place where the hardware you’re actually playing games on becomes totally irrelevant. It’s not like this suggestion is some far-fetched Sci-Fi future either, as OnLive was doing this, on the first generation iPad, nine years ago:

Lots of folks raised their eyebrows at Microsoft pushing to make Xbox Live cross platform, but perhaps they see the writing on the wall too. As internet connections get better, and as latency improves, there’s very few reasons remaining for you to actually do all the processing to run a game locally versus just playing it on some cloud platform.

Hell, I play a ton of games on my PC, and pretty much just budget to spend around $1,000 every couple years on a new video card. If that stops being a thing, and all the games I like are just streamable with latency comparable to being rendered locally? AND if that same stream works on everything I have from my PC to my TV to my phone? Man, that is an awesome future. I guess we’ll see what happens at GDC.

from TouchArcade https://toucharcade.com/2019/02/19/google-is-up-to-something-in-gaming-at-gdc/…

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‘Fortnite’ V7.40 Content Update Available Now Adding the Driftboard Limited Time Item and the Driftin’ Limited Time Mode

Fortnite (Free) finally got controller support on iOS and Android with Patch 7.30 and even allowed for 60fps gameplay on a few Android devices. Patch 7.40 arrived a few days ago with the return of gifting and the ability to earn the Season 8 Battle Pass for free. Today, the content update for patch 7.40 has arrived bringing a new limited time item, the Driftboard and a new Limited Time Mode.

The Driftboard Limited Time Item lets you ride around in style and pull off tricks while firing at enemies. You can get a Driftboard from a Red Supply Drop for use in the Driftin’ Limited Time Mode where you race to eliminate enemies as the last team standing. This mode will have two teams of 32 players and all chests and ammo boxes have been removed. The Catch Limited Time Mode is also available going by the patch notes which replaces all weapons with things that can be tossed like grenades.

If you do play Fortnite, we have a dedicated channel in our Discord. Make sure to join our Discord channel here to squad up and get some Victory Royales. If you play only on Nintendo Switch, you can now play with PS4 gamers as well thanks to Sony finally allowing true cross play. If you’re curious about which Android devices can run Fortnite at 60fps, read this. With the Resident Evil 2 mode in PUBG Mobile, which of the two Battle Royale kings are you currently playing?

from TouchArcade https://toucharcade.com/2019/02/19/fortnite-driftboard-driftin-limited-time-patch-content-update-details/…

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More ‘Gunslugs: Rogue Tactics’ Gameplay Footage Released

It’s been about a month since we last checked in on Gunslugs: Rogue Tactics, and today developer Orangepixel has released another lengthy video of the game in action. To back things up, Gunslugs: Rogue Tactics is more or less Gunslugs 3, but the extremely fast-paced run ‘n gun action of the first two games has been transformed into a more methodical, strategic affair with a ton of stealth elements. Hence the “tactics” part of the title. The biggest change since our last look at Rogue Tactics is that a mission system has been built into the game which will see you hopping into a level and looking to complete certain tasks. You can also see lots of the cool gadgets and different stealth mechanics on display in this latest video.

Gunslugs: Rogue Tactics was actually officially announced back in November of 2017, and work continued off and on for the next year alongside other projects as Orangepixel shaped the game into something they were satisfied with. We got a lengthy look at the game in November of last year, but not long after that the art style was basically totally revamped for the better, which you can see in the previous video released last month. As Orangepixel points out in our forums, Gunslugs: Rogue Tactics likely won’t make its intended March launch window, but it’s still coming along nicely and it shouldn’t be TOO much longer until the game is finished. If you just can’t wait you can actually get in on beta versions of the game by joining the Orangepixel Patreon. We’ll continue keeping tabs on this one as development of Gunslugs: Rogue Tactics continues.

from TouchArcade https://toucharcade.com/2019/02/18/new-gunslugs-rogue-tactics-video/…

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