DayZ, the free-to-play zombie apocalypse survival mod for Arma 2: Combined Operations (Bohemia Interactive Studio, 2009), can be disorienting at first. Gameplay takes place on an open-world map covering 225 square kilometres, built from satellite data of a part of Czechoslovakia. Each time you begin anew, you start without a map, and with little idea about just where you are, and often less idea about where you can find equipment (and more importantly find water).
You’d think there would be some handy online resources to help you out. And you’d be right.
If you want the thrill of discovery, you might want to give the maps part a miss. Otherwise, let’s look at what resources are available to you.
E3 has it’s own gravity-well, an “event” horizon (no pun intended) that pulls in game-development, and mangles development, PR and marketing schedules in its fierce, distorting grip.
Hastily cobbled together demonstrations, unrepresentative footage and more, all of which contrive to steal as much as a full quarter’s development time away from actually working on making genuine progress on the game. Perhaps the worst place to get news about games is E3 and the E3 floor. Better, more reliable, news and media mostly happen after E3 is done.
Even the trailers get tainted by E3’s peculiar distortions and gravitic homogeneity.
What can I say? Bethesda Softworks/Zenimax Online Studios should throw lots of money at Peter Hollens to enhance their game soundtracks. This man has a fantastic voice.
Go on, do it. As much money as it takes.
Starforge is – so far as we know at this time – an entirely procedurally-generated first/third-person sci-fi survival/construction game. Yes, alright, I’m going to say “Minecraft in space”, though that’s a very loose sort of description.
This release (whose announcement was enough to take down the Web-servers for the game) shows off a little of this indie title in its earliest playable form.
There’s a new video, showing gameplay footage of Wild Games Studio’s upcoming fantasy action game, Dungeon Gate.
In it, our hero Dysan, will explore a large world while shape-shifting into just about everything he can think of and smouldering with generic vengeance, and beating the heck out of things.
This game (currently in alpha) reminds me partly of making Redstone circuits in Minecraft, and partly of some of the more complex and ambitious scripted systems in Second Life – where object oriented programming can involve actual visible objects, and motion and colour can be used to monitor or debug system states.