Saturday, 17 August 2013

OZ



In my 2nd year at Cali we were to create a 2D platform game based on one of the short novels in the book 'SUM' by David Eagleman. Thus 'OZ' was created. Within the short story of “OZ” in the novel 'SUM'  you are given the chance to meet your creator however you must overcome various obstacles including : Fear , Self-doubt and Self-Pity, this gave us the start of our game and we used this concept. We used three characters in the movie OZ; The Lion, Tin Man and The Scarecrow, the player had to switch between characters to progress through the level. For instance The Scarecrow cant defeat enemies due to 'Fear' so you must switch to The Lions to beat the enmies and there are various platforms that character cannot stand on creating a challenging game as you have to know which character to switch to to progress in the level.

As in the Novel this journey is not a pleasant one, all the levels were created to a dark atmosphere to give a sense of terror and that this is a nightmare scenario. The levels were created on tiler and it was a difficult project for the team as it was software that no one had used before but we worked with what we had and the end product was ok to say the least.

Have a look at the video to see our trailer with some gameplay aspects.

Thanks for reading

ZebruhGaming

Tuesday, 6 August 2013

Interview with 'T-Go Co Games'

Today we speak with Jon Evans the founder of T-Go Co Games creating a strategy mobile game coming soon to IOS and Android. We find out everything about the game and what you can expect when its released. 




1. For the people who don't know, who does T-Go Co games consist of and how did the team come together?


T-Go Co Games was originally just myself with artwork provided by my brother. I started the company while I was finishing university as I had always wanted to make games and the mobile market seemed to have brought back the days when just a few people could work together to make games and actually make a living doing it.

I made my first game (War Machines) just to see if I could make a game. I hadn't done any coding in Objective-C, but I downloaded Xcode and followed a book by Ray Wenderlich called "Learning Cocos2D", and in a few months I had something playable. I wasn't really intending on releasing it, but I decided that it was good enough to warrant having my brother make some art for me and to actually get it out on the app store.

Aside from learning the actual process of creating and submitting a game, I think the biggest thing I took away from this initial experience was that marketing was incredibly important to being successful. I read somewhere that being successful with a game was 1/3 about the game itself, 1/3 marketing, and 1/3 luck. That seems about right to me, yet I still see a lot of indies not marketing their games. It's not necessarily what everyone wants to be doing, but you have to do it if you want to succeed!

This has led me to my current position where I have found talented people to help me make the games that I want to make (and play!), so I can offload some of the development work (and all of the artwork, since I have zero artistic talent!) and spend more time designing and marketing. I've actually spent more time marketing than I had initially wanted to, but I know how important it is so I make sure to keep it up.

The current team consists of myself, Martin Nanni (producer), Ivan Stur (art director), Senshi Antares (texture artist, UI artist), Leandro Wainberg (developer).



2. Diesel Tactics is the new up coming game from T-Go Co Games but are there any other games that have been created in the past that perhaps people aren't aware of? 


As I mentioned, the only game I've made before (that was released anyway!) is War Machines for iOS devices.



3. As i said Diesel Tactics is the new game in development, what is the game about and how did the idea come around?


Diesel Tactics is an asynchronous, turn based, tactical game with an army building component. Wow, that's a mouthful!

The game was inspired primarily by Hero Academy and tabletop games like Warhammer 40k and Dust Tactics.


                               



4. What inspired you in creating Diesel Tactics to be turn based strategy game?


I love tactical games like Hero Academy, but my main issue with it was the random aspect of how you get units and items to use, and the fact that each army had a set deck of those units and items. I wanted a game just like that, but where I could also build my army in the same way that you do in Warhammer and Dust Tactics. I love that aspect of those games (and similarly the deck building aspect of CCGs) as I feel creating your army is like a game by itself and also lets you play the combat portion of the game in a way that you want to.

Something that we want to do with Diesel Tactics is to let players play the game how they want to. They can build a fast, mobile army that can outmaneuver their opponents, or they can make an army of big, tough, hard hitting, but slow units, or anything in between!



5. You discuss on tgocogames.com that you have always had a love for board games bringing the strategy of board games to mobile devices, What created the passion you have for board games and do you have a favourite board game you play?


When I was pretty young I remember being introduced to the board game Talisman, which was a step up in complexity from the games that I was used to playing, and just thinking it was awesome! The fact that the characters were actually different from each other (unlike, say, Monopoly), the idea that you could actually improve your character as you played, and the concept that skill had more to do with things than luck, were all things that made me realize how deep and interesting a board game could be.

I remember after that that I always wanted to modify rules or add new ones to all the games I played, as I often felt things didn't work well (even if it was just the fact that I didn't really understand their purpose as a kid!) and I wanted to make it more like the game I wanted to play.

When mobile gaming came around I saw a real possibility to make games like all the ones that I loved growing up (with my own twist on things of course!), and I think other people are realizing the same thing as so many games are coming out that are translations of board games. I actually had on my list of games that I wanted to make was something like Warhammer Quest since I thought it would translate amazingly to mobile devices, and it turns out I was right!

My current favourite board games are Dust Tactics and a bit of a silly one (but great to play with a few drinks!) called Dungeon Fighter.



6. What happens on a daily development cycle for Diesel Tactics?


Wow, this one really depends on the day! Most days right now are dealing with creating our menus and in game UI system, implementing the code for the combat system, advertising our game through social media (and doing interviews!), finalizing the animations for the units, and a lot of tweaking and changes as we see things come together! I'm basically involved in everything, so my days are generally all over the place, which is nice as it keeps me busy.




7. Diesel Tactics is a game you can play against other players over IOS and Andriod, how does this concept work and how will it differ from the offline modes?


Well, first of all, Diesel Tactics won't have an offline mode! Just like Hero Academy (and a lot of other asynchronous games), there is only an online mode.

The game works just like any other asynchronous turn based game (like Hero Academy or Words With Friends) where you play multiple simultaneous games and you have a few days to input turns. The big difference with Diesel Tactics is that it uses a WeGo combat system. This is because the game has a random chance element that a lot of asynchronous games do not. For example, when you shoot at someone you have a percent chance to hit and to wound them. We can't let the player know whether they hit or not until after they submit all of their attacks as they can undo moves and redo them until they are satisfied with their orders. Because of this we let both players input their attack orders, and only then do we calculate who hit who and who died. All attacks from both sides happen at the same time (though the initiative of the units themselves matters!), which is why it's called a WeGo combat system: it's not "I go then you go", but "we go!"



8. There are thousands and thousands of mobile games available in store. How does Diesel Tactics differ from other mobile games to avoid it being overlooked?


I've honestly looked for years and have yet to find a game with asynchronous turn based tactical combat AND army building. Forget about something like that with a WeGo combat system!

Also, as I said earlier, marketing is something that matters so much for this exact reason. There are thousands of apps out there, so you've gotta make sure people know about yours! I put a lot of time into advertising and marketing and I'm hoping that we're slowly getting into the general gaming zeitgeist. I feel that once we have some gameplay videos and a couple trailers that we can really start getting the word out!



9. Will T-Go Co games always just be about mobile games or will it ever venture into any other platforms?


We'd love to get into games on Mac and PC (and maybe other platforms!) soon, and in fact one of the things we want to do for our (possible) Kickstarter campaign is to have Diesel Tactics come out on those platforms as well. The biggest plus of mobile gaming is the low barrier to entry, though that has dropped dramatically for Mac and PC recently, so having our game out on them is a definite possibility!




10. After Diesel Tactics is there any other games that your looking to develop and what is the next step for T-Go Co Games?


Once the game is released the plan is to add more nations (teams) to the game. We're starting with 2 and would like to have at least 4-5.


While we are doing that we will likely begin work on our next project, which I'm not sure what it will be yet, but we have a bunch of ideas on the table!


Id like to thank T-Go Co games doing the interview with myself and you can check out all there social media below:


I hope you enjoyed the interview guys and be sure to check out the company and the development on the game. 

Thanks for Reading 

Check back for more indie developers and other gaming news,

ZebruhGaming





Friday, 2 August 2013

Why gamers love Retro Video Games

Square Pixalated graphics, little to no voice overs, bland story line with little innovation, its a strange affair why us gamers love old games, but we do. There is something about retro games that make us gamers giddy at heart, but why do we love them so much? And why do retro themed titles like Hotline Miami, Super Meatboy and Fez still make it within an industry focused on compelling story lines and outstanding graphics?


Well as i raise this question i understand there is no definitive answer. There are a number of reasons why people love retro games and the spec for classifying what a retro game is can be quite large so it is difficult to cover every aspect. However there are a number of points I intend to cover to why we love these games as much as we do.


                                           (Photo taken at Scottish Game Jam 2013)

 An aspect of why we love retro games is because the amount of passion that actually goes into making them a worthy experience. Now thats not to say that current gen developers dont have a passion for what they're doing. Its a sense that games like 'The Last of Us' will have loads of people working on it, a number of peoples views on the development of the game and they have deadlines to be met with the company they are working for overlooking everything that they do, to make sure its done to there standard. With this there doesnt seem to be a lot of room for personal involvement in creating the game and it can be said what the company care for, are sales and how much money they can make. However with retro games, it is usually a small based team that can put there heart into it and put all there personal feelings into the game. They work for themselves and if there happy with what there doing thats that. With small teams working for themselves there is a bigger sense of risk, they put the things that they will enjoy in the hopes that others will. They know the benefits of the money side of things but create the game more on hobby based terms and sharing an experience with others and this is something that we appreciate greatly. I think a number of people are aware of what goes into creating a game and the difficulties it brings and we appreciate the fact that 2-4 people have came together to create a fun experience for us to enjoy.



Taking a trip down memory lane. There is something about the new retro themed games with there 8 bit graphics, that take us back to a time when blowing on the game cartridge was a legit way to solve any freezing issues and hundreds of tangled wires behind the TV that we gamers miss and love. It reminds us of when we were young and everything that games meant to us. So as games have developed and they keep, in essence, to there roots, we cant help but be in awe as a square man jumps about a 2D platform.



Borderlands DLC out soon; DLC coming to Bioshock; New patch for Aliens: Colonial Marines; Mario Nintendo 64 patch? Not quite. Something that happens near enough with every game is downloadable content that either adds extra to the already 'finished' game, or a patch that is suppose to fix various areas of the game. This is something that gamers have learned to accept, but why? Back in the day when a game released it was finished. It was a complete experience and we would play that over and over again. The next we would actually here something about the game being released was the sequel to the previous one. Thats not to say that with the DLC's that come out for current gen games that we dont enjoy them. Its the patches that are, in my opinion, the most irritating and the fact that games that get released are generally not finished. An example would be The Walking Dead telltale game an amazing game that received a number of awards for being that good. However when released on disc with all the episode, its buggy, at times jumpy and slow and we accept it. Reviews brush by the these facts stating everything amazing about it despite some minor bugs. But why have we grown accustom to these faults in a game?  That is a reason why people love retro games, its finished. Its the experience that the developer intended for you to have with nothing to add. A complete experience for you to enjoy.




Press A to open door, Grapple highlighted objects, Follow the yellow brick road. The challenge and mystery within current gen games seems to be lost. A number of people miss the challenge of learning things themselves and a case of not being carried through a story. There is an obvious reason why current gen games do what they do, they want you to follow the story and progress with each cut scene that comes but to do that they may have to highlight various things so you dont fall off track. But some gamers hate that. Most want to be thrown into the world and to learn everything themselves. It gives the player a sense of achievement and takes them through the emotions as they get to there goal. Super Meatboy again a perfect example you play the game you learn and enjoy, similar to Mario and Megaman, you play you learn what you do and enjoy the experience. Even if half way through the experience you lose your shit and throw controllers off walls, gamers are an insane bunch for a challenge. With Hotline Miami you will die a million times before you learn yourself what you have to do to get to your goal, and when you do it there is a brilliant sense of relief and accomplishment. Where as current gen games after failing a few times or waiting about not knowing what to do, you'll probably get a hint of some sort to push you in the right direction which can put a downer on the experience.



All these aspects discussed are purely opinion based. Some people may hate retro games fuck knows why, but there is something special about these old fashioned games that we love and will always have a place in our heart for years to come. Be it nostalgia or the difficulty of the game there are a number of reasons why they leave a print on our lives, whatever the reason there's nothing truer than the fact they mean something to us and they are gems to be cherished for a long time to come.


So why do you love Retro games? Let me know in the comments.

Thanks for reading


ZebruhGaming

You can follow me on twitter and Google + for updates on everything i post.

https://twitter.com/gmasson1


Id also like to thank the people that contributed through my post on Google+ to get a broad outlook of retro games, it is much appreciated.


 This Blog claims no credit for any images or videos posted unless noted otherwise. Images on this blog are copyright to its respectful owners. If there is an image appearing on this blog that belongs to you and do not wish for it appear on this blog, please E-mail with a link to said image and it will be promptly removed.



Tuesday, 30 July 2013

Interview With 'The Basement Studios'

Today we have an interview with a Small Indie development team creating a different kind of game that is fun, innovative and most certainly addictive.



The Basement Studios have been hard at work creating Typocalypse 3D and we get up close and personal exploring various aspects of this sure hit coming to www.Kongregate.com. Enjoy.


1. Firstly for those who don't know, who does 'The Basement Studios' consist of and how did the team form?

Hey! First of all I’d like to thank you Gavin for giving us the opportunity for an interview. We’re a very small indie game development team and we need all the support and exposure we can get.

I’m Andreas Grech, the programmer on the game. With me are Cameron Saliba, the artist and Richard Schembri, the website developer. About six months ago, I started working on a prototype for a typing-shooter game in Unity. A week and a half later, I showed it to Cameron and he was really psyched about it! And that’s when our little indie game dev “company” was born. Roughly two months later, I approached Richard who’s an old schoolmate of ours and told him about the plans I had for a website which would store and display detailed player and game session statistics. He liked the idea and came on board to take charge of this site.



2.The current game in development 'Typocalypse 3D' is currently in the beta stage and will be available on Kongregate.com in the future. How would you describe the game for the readers?
That’s correct. Typocalypse 3D is a typing shooter game which will be released in August, 2013. In the game, you will take the role of a soldier who was assigned to single-handedly defend the stranded army barracks in the middle of nowhere.

To fight off the countless waves of zombies (yup, there are zombies), you must correctly type the word above their heads and this will down them. But you must also make use of the powerups that periodically drop in the field. There are currently four powerups in the game; Slow Time, Landmines, Rapid Fire and C4.

The Slow Time powerup slows time itself, allowing you to handle the incoming zombie waves better. Rapid Fire makes the player go berserk, killing the nearest zombies instantly...while also slowing down time. Landmines and C4 on the other hand are explosives which are dropped on the field. The landmines detonate on enemy impact and the C4 are detonated manually by typing the word above the explosive. Both do area damage to nearby zombies. There are three difficulties in the game, varying from a slow typer to a typing wizard, so anyone can take a stab at it to measure their typing skills.


3. 'Typocalypse 3D' isn't the kind of game you usually see today and it is very original. How did the team come about the creation of the game?

Back in 2010, my friend Marc Tanti and I attended a two-day XNA course at our local university, and for the second day the instructor told us to come up with a small XNA game; so we teamed up, rushed to my basement, and in ~15 hours we came up with a typing game we called Typocalypse.

Both Marc and I worked on the programming of the game round the clock to try and get as much work done as possible in the few hours that we had. When the gameplay was finished at ~5 in the morning, Marc recorded the sound effects and ambiance and then we left the basement to go and show off our game to the class. Funnily enough, we were then too tired the following day (we slept in class) and ended up not demoing the game after all...but I digress.

And so, as my first project in Unity, I chose to “rewrite” my old typing game in 3D...and now we have Typocalypse 3D!





4. The development cycle can be a grinding process, but on a usual day to day basis how does your team go about the development cycle of the game?

All three of us have non-gamedev related day jobs and because of that we have to work nights. Stereotypically enough, we “operate” from a basement and thus it was very appropriate to name our team that. Working in a basement has its benefits; for starters, we can immerse ourselves working on the game without any social distractions from the outside. In fact, the only time we need to leave the basement is when we need our coffee fix...but that’s only until I manage to acquire some coffee machine to leave in our room.

We meet round 3-4 times a week and try to get as much possible during this time, especially collaborative work (level design, mechanics tweaks and fine tuning, etc...). We start by jotting down on the whiteboard what stuff needs to be finished by that day and then brainstorm the best way to go around it. After every couple of hours we stop for a coffee break and then carry on with the “work”.

We also have a lot of game design sessions where we sit down together on one computer and collaboratively tweak the mechanics of the game for hours on end to make sure that we get things right.


5. 'Typocalypse 3D' is a unity developed game and with unity it can be put on various platforms. In the future is there any plans to make it available for different platforms?

Given the textual and typing nature of the game, it is a bit difficult to port the game to a mobile device (small screen, small keyboard etc...) so for the time being we have no plans of porting the game to other platforms.

Then again, we could always remove the on-screen words and add joystick support with a cross hair to turn it into an Action game ;p


6. Is there any specific kind of games that created an inspiration for the kind of genre that you have developed for?

There is no specific game that was of particular inspiration, apart from the original Typocalypse, but after the idea settled we did some research on the current typing games that are currently on the market to see what’s been going on in the the genre. We found some good typing games, but we also realized that there aren’t actually that many games which focus on this genre specifically, especially games that combine typing skills with action elements.





7. There are a number of zombie games out in the gaming industry and it is a very popular genre. What does your game offer that differs from the others currently in the genre?


In it’s essence, Typocalypse 3D is a typing game but what’s particularly interesting about it is that unlike other games of the genre, it takes more than focused typing to survive. See, the game starts easy enough and you will definitely survive with just your typing skills in the beginning, but as the game gets progressively harder, you will need to make strategic use of the multiple powerups you collect throughout your endurance to survive the waves.

There is some learning curve when it comes to using the powerups strategically due to some induced tunnel effect in the game, but every new powerup you collect is presented with a small instruction panel so that the you understand what the powerup is responsible for and how to use it to your advantage.



8. With the beta version of the game out the players can, for now, only take the role of an 'Endurance' level in essence really a survival mode. What can the players be excited for in the 'Story' mode within game and is there any other modes that will be released?

Exactly, the Endurance mode serves as a battle for the highest score with the leaderboards shown on Kongregate.com. On the other hand, what we have in mind for the Story mode is a rail shooter in which the player moves from area to area clearing waves of multiple enemy types, while at the same progressing on the main story.

It is not yet confirmed if we will work on the Story mode of the game or not, and this all depends on the feedback we get once we release the game with the only the Endurance mode.


9. Apart from 'Typocalypse 3D' is there any other games that The Basement Studios are working on or hoping to work on in the future?

Typocalypse 3D will be the our first game, and after it’s released, we will be working on a new game which we’ll submit for a game development competition here in Malta. The competition is tied to a preset theme, so that will restrict us a bit...but I’m sure we’ll come up with something which is, hopefully, both fun to play and interesting as well, whatever that may be.

During a coffee-driven and sleep deprived week, we came up with a Unity joystick-supported local multiplayer coop prototype for the new game, which we’re hoping we’ll be able to use for this competition.


10. Aside from being hard at work in developing the game, how does the team like to relax in their spare time?

When we want to take a break from the game, we usually stop to make some coffee and then either watch some standup comedy or play some games. This gives us time to clear our heads and be able to come up with new ideas for our game (thinking outside the box and all that...).

All in all though, we actually consider the time we spend working on the game as a break from everything else, including the day job and other real life responsibilities. That makes us appreciate more how lucky we are to be working in such an industry.






This is a wee extra for the fans who are already following the development of the game and would like to know more about the people behind the creation. We asked there hobbies, there favorite game and a genre they'd like to see more in the gaming industry.


Andreas Grech, the programmer.

Hobbies: Programming and Music.

Fav game: Uplink

More genre expansion: Local coop multiplayer games


Cameron Saliba, the artist.

Hobbies: Playing games on the PS3

Fav game: Uncharted

More genre expansion: Action-JRPG games.


Richard Schembri, the website developer.

Hobbies: Boxing, drawing and motorcycle riding.

Fav game: No More Heroes series

More genre expansion: RTS on mobile platforms



Id Like to thank The Basement Studios for taking the time out there busy schedule to participate with the interview. Be sure to check out the game you wont be disappointed and who doesnt love shooting zombies?...Exactly!


You can for now play the Beta here : http://www.kongregate.com/games/agnt666/typocalypse-3d_preview?guest_access_key=c76fbfc36958b892437d06fd0746cbd985ac8dab69592fe4e1af134c40da8315


You can also 'Like' and 'Follow' The Basement Studios for updates on the release of the game and future projects :

 Facebook: https://www.facebook.com/thebasementstudios

Twitter: https://twitter.com/0xTheBasement

IndieDB: http://www.indiedb.com/company/the-basement-studios



Thanks for reading

ZebruhGaming

Follow me on twitter for more game news, reviews and perhaps more Indie Development Interviews.


Friday, 26 July 2013

Xcom: Enemy Unknown Review



Xcom: Enemy Unknown is a tactical piece of art with its 2 turn based gaming style it brings something new and fresh to the table that is difficult, time consuming and very enjoyable.

The game brings you into a world where alien life has took home on earth and there main cause is destruction, this sparks the Xcom mission to rid the world of these extra terrestrials and calm the panic across the globe. You play as the commander and your objective is to control the Xcom squad in killing off the aliens and restore the peace within the world. Your role as the commander is to control basically the whole operation and the completion of the game lies on your shoulders.  Giving out instructions to what the scientists should research next, what the engineers need to make and build for the next project, where to put satellites across the globe to intercept UFO's, these are just a few of the many things you have to control as commander of the Xcom operation. All these aspects are easy to learn but hard to get right. Numerous hours can be spent on putting out satellites and interceptor ships but one small overlook can have a country in panic and this is something that you dont want to happen.



" So it is very important you learn the best tactics..."







With each country having its various benefits to the operation ; more engineers, more scientists, squad members, money, equipment and more, it is futile that you tend to the needs of every country to create a well structure organization. This deems very difficult as anything can go wrong at any given moment. If you decide to take on a mission to wipe out the alien life forms after a UFO crash, deploying your best men, equipping them with the best utilities you have and still fail, the whole operation will be hanging by a thread and it is very difficult to restore peace within the country that you have failed in. So it is very important that you learn the best tactics with the different squad types to stop failure being an option.





" you feel a strange attachment to these characters ... "





Tactics and soldier variety is the real beauty that sets this a side from any other game. Hiring a number of soldiers, all beginning at rookie level, it is your job to take them to the battlefield and promote them through the ranks creating different attributes and abilities for each. With a maximum number of 6, the squad can vary from Heavy, Assault, Support and Marksmen each with there own type of equipment to create a well based squad for any mission. But having variety in soldier isn't enough on the battlefield. Being tactically smart is the key in winning any mission. As you are met with a number of different enemies also with different abilities you have to take a real understanding in how the maneuver on the map and you have to be careful when positioning you squad. You have only two turns to position where you want your soldiers and what to do, one slip up of maneuvering can see one of your best men die on the field and it will leave you heartbroken. That's right, heartbroken. As the game has such depth with the customization of your characters, creating the way they look, how they fight and even renaming them with nicknames you feel a strange attachment to these characters and watching them fall on the battlefield is a tragic event.







" ... they come off dull and you feel no real emotion for them "




The same however can not be said for the supporting cast. As you progress you are met with a number of other characters within the research labs and engineering labs that lead you through the story but they come off dull and you feel no real emotion for them as they dont develop much as individuals. There is also the cliche of the council dictating your every move who seems to be bald man in a dark room that you never see, makes you lose any connection to the supporting cast creating a mundane story at best. 




Nonetheless, Xcom: Enemy Unknown is tactically splendid and will have you sitting for hours putting the world back to its original form and destroying all alien life form reducing the panic across the globe. With a mix of tactics behind the scenes and on the battlefield each aspect will have you satisfied with what youve accomplished outweighing the poor supporting cast and unexciting story, leaving a more than enjoyable game for tactical lovers.


                                                              8 out of 10



Thanks for reading

ZebruhGaming


Tuesday, 23 July 2013

PlayStation Plus Games of the month JULY



Before buying my PS plus subscription i found it rather difficult to actually find the games on the web that were available for this month. There were a countless number of websites that gave me previous games that were available but nothing very clear on what the new releases were. So after purchasing, i was very pleased with the games and it will be something that i will be buying more regularly i thought i would do a monthly post of the games to look out for with PS plus and the others that are available.

Each month i will show my two favorite games of the month and the others in a list that come out to keep things short n sweet.


XCOM: Enemy Unknown -
This is by far my favorite of the selection from PS plus this month. Its a type of game ive never played before  and its just brilliant. Its a nice tactical game and anyone who likes hard thinking games where u need to out smart your enemy it is something you should consider playing. A real gem in my opinion.



                                         







                                                                                                              Saints Row the Third -


 Fun, stupid, over the top game play creates a fun game worth checking out. The customization you have within the game i thought was very nice and you can create your character to look basically like anything you want. And for the gameplay its generally fucking stupid, but far too much fun to give it a miss.













The others for the month of July include:

PS3

  • Battlefield 3
  • Uncharted 3
  • Payday - The Heist 
  • Little big Planet Gokarting
  • Catherine
  • Demon's Soulds
  • ICO & Shadow of the colossus
  • Malicious

PsVita

  • Uncharted: Golden Abyss
  • Gravity Rush
  • Sine Mora
  • Ninja Gaiden
  • Unit 13

Thanks for reading and be sure to check my favorite for August soon.

ZebruhGaming


Follow me on twitter https://twitter.com/gmasson1

Also if anyone wants to add me on Ps3 you can do so by adding 'Hullmate'

 This Blog claims no credit for any images or videos posted unless noted otherwise. Images on this blog are copyright to its respectful owners. If there is an image appearing on this blog that belongs to you and do not wish for it appear on this blog, please E-mail with a link to said image and it will be promptly removed.







Saturday, 20 July 2013

The Walking Dead Season 4 Comic Con Trailer! [HD]




As presented at San Diego Comic-Con the first trailer for The Walking Dead Season 4. Due for release October 13th which i am assuming is the USA release date, so UK release shouldnt be long after that if not a a few days probably a week tops. Its a nice lengthy trailer with loads going on, a lot of zombies and possible new threats for the group. However no Governor? Not sure if its deliberate and he will be a surprise appearance or there leaving him out this season to open up the floor for the 5th? who knows but be sure to check the video out and start getting excited.



As you can see the video was shared from HDDreew so i take no credit for the video and you can check out his stuff from the link of the video. 

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