Next week's release of Jurassic Park: The Game represents an interesting--I'd even say, dramatic--shift for longtime adventure game developer Telltale. Although the company has only been around in its current form since 2004, many of its founders were former LucasArts employees who, nearly 20 years ago, pioneered the adventure game format on PCs with the Sam and Max series. In this decade, they've worked out a pretty effective formula of developing episodic, story-based games that have mostly been character-focused comedy/adventures featuring (sometimes devious) puzzles and their patented brand of humor. And while they've dipped their toe into other genres in the past--notably a couple of CSI games--Jurassic Park sees the studio edging a little closer to action territory, with a greater emphasis on speed and survival than in games from the company's past.
Recently, we spoke to Telltale CEO Dan Connors, and Designer Joe Pinney about bringing Jurassic Park to consoles and the PC, about putting players on the clock and (possibly) watching them get killed, as well as some teases about their recently-announced Walking Dead game.
Making a Jurassic Park game the Telltale way
Jurassic Park: The Game takes place immediately after the plot of the 1993 film, and is set on the main site of the chaos, Isla Nublar. The action revolves around a minor character from the film, scientist Dr. Gerry Harding as well as the missing shaving can filled with dino embryos stolen by Wayne Knight’s computer tech character Dennis Nedry. “We wanted to deliver an experience that feels like you’re going into one of those Jurassic Park films.” This is from Jurassic Park: The Game designer Joe Pinney, who explains that this was a chance to get up close and personal with the human stories from the movie while also contending with hungry, angry dinos. Read More...
The upcoming Monolith-developed downloadable shooter continues to be weird and weirdly intriguing as we get closer to its January release.
Ever since the first time I played a first-person shooter like Call of Duty or Halo I’ve always wondered what the future of these games would look like. Would we one day be walking, jumping and crouching to control the in-game character? How awesome would that be? Well, The Gadget Show out of the UK took this idea and ran with it, creating an FPS simulator that completely immerses the player in Battlefield 3. Read More...
EA's latest shooter is looking to take the crown from Modern Warfare a week before that 400 lb. gorilla hits shelves from Activision and Infinity Ward!
Title: Battlefield 3
Platform(s): PS3, Xbox 360, PC
Battlefield 3 and Modern Warfare 3 are two weird games to talk about, because for defenders in each corner, it seems less important how these two shooters play and more important how they sell. BF3 is coming hard at Infinity Ward's latest on the heels of a very public defection of some of IW's senior staff last year and huge numbers for Treyarch's entry in the series last year. The narrative has become that Infinity Ward has been awesome at what they do, but it doesn't take Infinity Ward to sell A Call of Duty game in the millions of copies. And on top of that, how much Infinity Ward are we actually getting with MW3. Read More...
by Russ Frushtick
UPDATE: All this patch talk has us confused! Seems the "day one" patch did arrive on PC last week. The upcoming PC patch is more for minor fixes and tweaks.
ORIGINAL STORY: "Dead Island" is a bit of an odd bird. At times, it's gorgeous, at other times, it's horrendously ugly. Sometimes the multiplayer works flawlessly, and other times it's a struggle just to invite someone into your game. And, despite all of that, I was more than happy to spend 30 hours romping through Banoi, bashing zombie heads in with an electrified sledgehammer.
That's not to say I wouldn't want them to fix some of the issues that seem to have plagued the game since launch. A "day one" patch was promised, but the PC and console versions have not been so lucky. Seems the exact meaning of "day one" is open to debate.
by Russ Frushtick
"Dead Island" has been out for less than a week, and already people are starting to stumble upon some pretty incredibly secrets that the developers have hidden throughout Banoi. One of the more interesting secrets is the existence of colored skulls scattered throughout the island. Picking one up would give you no indication as to its purpose. It's not visible in your inventory and there's no reference of it in any of the hints. But the colored skulls serve more of a purpose than just as easter eggs. They may just be the key to the most powerful weapons in the game.
CHECK OUT OUR DEAD ISLAND WEAPONS CRAFTING GUIDE FOR MORE
Once word started to spread about the colored skulls, internet detectives started scouring the island. If you don't think you have the stomach to search every nook and cranny, this handy guide will show you where to find the skulls, what to do with them and what your reward will be. Special props go to the OTWBoys, whose YouTube channel is filled with handy "Dead Island" secrets.
WARNING: Location spoilers to follow. If you're looking to play through "Dead Island" clean, stop reading now.
by Russ Frushtick
In a zombie apocalypse, a weapon is a must-have, and while traditional weapons like baseball bats and crowbars will keep you alive for a small amount of time, the true survivors are going to be packing custom gear. "Dead Island" attempts to replicate this with custom weapons designed based on blueprints scattered around the zombie-filled island of Banoi.
These custom weapons require a blueprint to unlock, at which point you can build the weapons at any work bench, presuming you have the ingredients. These usually require a base weapon, paired with seemingly-random objects scattered throughout the world.
Since you often won't know what random objects are of value until you find the blueprint, we thought it would be a good idea to collect all of the blueprints we've found so far and list out their descriptions, as well as the required ingredients to make them. We'll be updating this list as we find more, so stay tuned.