Granja escreveu: Vai. Mas esse aí tá na aba 'PC games', que é separado dos jogos de stream. Stream tu vai na aba 'Xbox One Games' e faz stream por lá, PC Games são jogos rodando nativamente no PC
Citação:UBISOFT® ANNOUNCES EXPERIENTIAL VERTICAL ADVENTURE GAME GROW HOME
SAN FRANCISCO, USA – January 22, 2015 – Today, Ubisoft announced Grow Home, a quirky, experiential climbing game in development at Reflections, a Ubisoft studio based in Newcastle, UK. Grow Home will be available for download via Steam for Windows® PC on February 4, 2015.
In Grow Home, players are free to explore the strange, open world full of floating islands, majestic caves and waterfalls, all set in a beautiful and minimalist artistic style. Players take on the role of BUD (Botanical Utility Droid), an excitable, child-like robot sent on a mission to search the galaxy for a new species of plant that can oxygenate his home world. By growing and directing the giant Star Plant into a towering organic sculpture, players will reshape the planet and create a magnificent landscape that lets them climb to new heights. The game’s unique climbing controls and abilities challenge players to continually reach for higher ground, but one wrong move and it’s a long way down.
“Whether it’s BUD’s charming, procedurally-generated animation, the awesome structure of the Star Plant players create or the beautiful landscapes, there is a peaceful, innocent vibe about Grow Home that makes the game utterly unique,†says Pete Young, producer, Reflections, a Ubisoft studio.
Started as an experiment within the Reflections studio by a small team of eight talented developers, Grow Home offers the opportunity to discover a singular open-world based on two main pillars: Climbing and Exploration.
Climbing: The world of Grow Home is built for vertical exploration and the unique climbing mechanic brings unprecedented freedom. Players control BUD’s hands independently to grab onto any surface, scaling the giant Star Plant as it grows and expands.
Exploration: There are no set paths in Grow Home. Players are free to explore the many micro islands and hidden caves in this fun and beautiful open world. Every island encountered is scattered with hidden crystals to power the players’ journey and expand their abilities.
SNOW is the only winter sports game that offers the most authentic riding experience in a massive open-world mountain. SNOW offers the ability to customize your character from entire catalogs of the biggest real-life brands, dynamically reshape the mountain as you want, or compete in real-life events.
Initially announced as Project Scissors, NightCry is the latest horror experience created by Hifumi Kono and Takashi Shimizu. It is being developed by Kono-san's studio, Nude Maker. With their love for horror and their experience working in the genre, Kono-san and Shimizu-san are bringing the ultimate Japanese horror experience to the world.
urthermore, other luminaries in the Japanese game industry have joined the team to realize this vision: Masahiro Ito, creature designer for the Silent Hill franchise; Kiyoshi Arai, famous for his Final Fantasy XII and XIV concept art; Nobuko Toda, a multi-award winning composer and audio director, famous for her work on Metal Gear Solid series and Halo 4; and Michiru Yamane, a veteran composer famous for her work on the Castlevania series; and that's not even the whole team!
The team of experienced & renowned creators involved in NightCry are friends using their own resources and passion to bring this project to life, but we still need your help to bring it to fruition.
Originally planned & announced for iOS, Android, and Vita, the overwhelming fan support and feedback we have received has convinced us to bring the project to Kickstarter so that we can bring the game to PC - and possibly other additional platforms!
rian Fargo and InXile Entertainment announced a new chapter to the classic RPG dungeon-crawler series at PAX South today. This single player PC-centric installment won't be a complete throwback-style game like Wasteland 2, and instead The Bard's Tale 4 will attempt to modernize and revitalize the genre - sort of like how Hearthstone approached the card game.
"This is a special game for me," says Fargo. "It was the first game that really put Interplay on the map, and it just happens that this will fall on the 30th anniversary."
The game will feature modern day approaches to graphics, sound, and design while revisiting all the locales and classes that players love from the early installments in the series like the town of Skara Brae. The game will be a dungeon crawler through and through, but don't expect to have to bust out the old-school tools. HUD elements will be kept to a minimum, there will be plenty of puzzles, and immersion will be the focus.
"I don't think in this day and age we can make you break out the graph paper," says Fargo. "We might have a hardcore mode for that."
There will be a crowdfunding push for The Bard's Tale 4, as well as funding coming from InXile.
RollerCoaster Tycoon World Production Blog Post #1
Hi RollerCoaster Tycoon Fans, I’m “Mattlab”, Atari’s Executive Producer on RollerCoaster Tycoon World.
As the producer of RollerCoaster Tycoon World, my job is to lead the work on the game with the help of our awesome crew from Atari, the AAA development team at Area 52 Games, and of course, our dedicated RCT fans. A longtime fan of RCT myself, I am honored to help the team take on the next iteration of the beloved franchise. RCT is in fact what brought me to Atari so many years ago. In all, we have built a fantastic team of industry experts, who are fans themselves, ensuring that this new game will bring the franchise to a whole new level.
To get a sense of what our plans are, here is a sneak preview into the world of team RCTW:
We have spent a lot of time thinking about what this game means. With that in mind, we have focused our effort around 4 main foundations: Designing, Building, Playing and Sharing.
Designing
In our first production blog, we will talk about “Designing”. This starts with terrain and scenery – elevating how important these two are now in the game.
We have spent a considerable amount of time designing a map and terrain generator that let players set their game in a variety of environments. You’ll never start with the same setting twice! Our special map tool ensures that players can randomly generate terrain that is fun and yet presents unique design challenges. Having played with it here at Atari HQ we can say it really creates some stunning locations and allows for things to be created that were simply not possible in previous games.
While new challenges and maps are always fun, this new terrain system has also allowed us to create an amazing new in-game terrain editing tool. Imagine being met with rolling hills or large mountains right in the middle of your park! With our new tool you will be able to shape these almost any way you like. The tool is completely brush-based. Think of it like painting your new terrain as you adjust various sliders and brush types to bring your vision to life. It will be one of the first things we hope to be able to share with players during our Closed Alphas (more on how to get in in a later post).
All before you ever let a single peep into your park we have allowed players to create some of the most dynamic and amazing environments ever. With so many rides, attractions, coasters, and scenery objects to choose from, players will have endless varied ways to have fun and design their dream parks.
What’s Next:
This is where things get really exciting! Now, we get to start sharing what we have made with the world. Be sure to sign up for our Newsletter and Forums to stay tuned to all future dev blogs, news, press releases, contests, beta programs and more. We monitor our forums every day and we ask that you join them and continue to post and engage with the community. We will make sure to pull questions from there when we can and focus our blogs around answering as many as possible as we head towards launch!
Until then though… here is a little teaser screenshot of one of our new flat rides!
darkkinder escreveu: <div style="width: 760px;overflow:hidden;"><div style="width: 500px;height: 420px;margin-right: 8px;float:left;overflow: hidden;"><iframe width="500" height="380" src="https://www.kickstarter.com/projects/playism/project-scissors-nightcry/widget/video.html" frameborder="0"> </iframe></div><div style="width:240px;height:420px;float:left;overflow:hidden;"><iframe frameborder="0" width="240" height="420" src="https://www.kickstarter.com/projects/playism/project-scissors-nightcry/widget/card.html"></iframe></div></div>
Initially announced as Project Scissors, NightCry is the latest horror experience created by Hifumi Kono and Takashi Shimizu. It is being developed by Kono-san's studio, Nude Maker. With their love for horror and their experience working in the genre, Kono-san and Shimizu-san are bringing the ultimate Japanese horror experience to the world.
urthermore, other luminaries in the Japanese game industry have joined the team to realize this vision: Masahiro Ito, creature designer for the Silent Hill franchise; Kiyoshi Arai, famous for his Final Fantasy XII and XIV concept art; Nobuko Toda, a multi-award winning composer and audio director, famous for her work on Metal Gear Solid series and Halo 4; and Michiru Yamane, a veteran composer famous for her work on the Castlevania series; and that's not even the whole team!
The team of experienced & renowned creators involved in NightCry are friends using their own resources and passion to bring this project to life, but we still need your help to bring it to fruition.
Originally planned & announced for iOS, Android, and Vita, the overwhelming fan support and feedback we have received has convinced us to bring the project to Kickstarter so that we can bring the game to PC - and possibly other additional platforms!
Nossa, tá muito cru isso daí. Num estágio desses era melhor nem mostrar o jogo em si, pois tem chances de afastar apoiadores. Coloquem umas artworks que funcionaria melhor.