Like the core game, the Brave New World expansion quickly devolves into the same cycle of rote resource accumulation of filling culture, gold, science, tourism, faith, and happiness buckets.
stories by Rob Savillo
Editor’s Pick The Last of Us game designer Anthon Newman discusses how the moment-to-moment action of smashing skulls elicits panic, anxiety, and chaos — all together underscoring the struggles of the game’s characters.
Company of Heroes 2 adds new mechanics with interesting gameplay ramifications but does a poor job of easing new players into the rules systems.
GamesBeat staff discuss their experiences with and opinions on 4A Games’ Metro: Light Last.
Skyward Collapse is about carefully balancing the downward spiral of chaos in a world that you can only influence, not control.
In Metro 2033, you turned the same weapons that changed the surface into a wasteland against a sentient, peaceful species out of your own fears. Do you fully understand what you’ve done? Do you deserve forgiveness?
Guest Post What the are the best HTML5 game engines? The most popular HTML5 games to date? The best libraries for HTML5 games? Clay.io used a spider to find out.
Even with a new Zerg campaign and seven additional units for multiplayer, this expansion feels like retreading similar — albeit well-designed – ground.
Developer Gearbox has focused too much on providing fan service than including any original or creative ideas of its own.
For all the great amount of detail put into the game, the lack of real, permanent consequences and a fully simulated opponent is a huge letdown.
Producer Jason Hughes explains how Adhesive Games is figuring out how to apply free-to-play to a traditionally niche genre.
But can Hawken’s amazing attention to detail, capturing the weighty power of a multi-ton war machine, carry it through the pitfalls of free-to-play game design?
Double Fine’s foray into free-to-play is just the latest example of a business model taking precedence over good game design.
XCOM: Enemy Unknown producer Garth DeAngelis discusses soldier progression as writer Rob Savillo deconstructs how the game approaches the player’s attachment to his squad as compared to past entries in the X-Com series.
Covering how to use Satellites, which alien abduction missions to prioritize, how to design your main base, and more, this guide to Enemy Unknown’s strategy layer will have you beating back the alien invasion in no time at all.
Explore possible skill progressions for your soldiers and learn how to better enact your Earthly vengeance against the alien menace on the battlefield.
XCOM: Enemy Unknown is unlike any game you’ve ever played before, melding real-time resource management with turn-based, squad-level tactics.
We asked indie developers to pitch us a game in one Tweet. Here is the sixth submission, Ravenmark: Scourge of Estellion from Witching Hour Studios.
If you’ve ever wanted to lead an alien invasion of Earth, XCOM: Enemy Unknown’s new multiplayer mode will let you command extraterrestrial ground forces against other players in turn-based, tactical battles.
Firaxis’ update to the classic X-Com: UFO Defense brings new innovations — including mission variety, the two-action system, and sticky-cover indicators — to the series while unfortunately leaving at least three others at the door.
Nick “the newibe” Marinelli talks MAGFest: a long weekend of playing the Atari 2600 all the way through the PlayStation 3, listening to bands like Minibosses and Earthbound Papas, cosplaying, attempting game challenges, watching discussion panels featuring Sid Meier and Chris Hazard, and drinking with abandon.
Baltimore’s Gamescape showcased talent with a passion for galaxies, black holes, and exploding stars…and everything they represent.
While this expansion improves diplomacy with the addition of espionage and religion, it proves unable to correct the major issues of the original release.
Even with its “simplistic” aesthetic and presentation, Lone Survivor manages to surpass many high-profile games by way of its narrative strengths. Drawing clear influence from Silent Hill, Lone Survivor successfully builds upon the psychological thriller.
Firaxis has released its second developer diary for the upcoming XCOM: Enemy Unknown. In this episode, the studio focuses on the game’s art direction, emphasizing the influence of “the sheer terror” of the original, X-Com: UFO Defense.
Naval War: Arctic Circle is a dull grey warship riding atop a dull blue ocean underneath a dull grey, overcast sky. Boredom permeates so much of the experience that GamesBeat can’t even recommend this to the most ardent grognards.
Armored Core V demands proficiency yet also provides a space for you to hone your skills. In a blend of Japanese philosophy and machine aesthetics that appeals to American values, From Software wants you to transcend the input device and become one with your core.
X-Com: UFO Defense, a strategy game from the early ’90s, is a sort of enigma. Although the original is revered as a masterstroke in design, every stab at a sequel or spiritual successor has fallen short. What about the X-Com formula is so elusive?
When I spoke with Jake Solomon, lead designer for Firaxis Games’ XCOM: Enemy Unknown (a “reimagining” of the original), that question weighed heavily on my mind.