Chatroulette users stumble into a live-action zombie shooter
Chatroulette often brings surprises, but usually not good ones. However, several users were recently greeted with an amazing real life, live-streaming Doom-style first person shooter (FPS) game complete with undead characters and a creepy graveyard setting. To play, they talked the hero character through the scenes, giving commands like “Run! Run, fat boy, run!”, “Go for the head shot!” or “Check what’s in that pot!” The “game” was replete with sound effects, blood and guns, including a “rhino turret” and rocket launcher. The reaction of the players was beyond hilarious, with many adapting surprisingly quickly to the scenario (“Hit him again to make sure he’s dead!”).
The UK production team from Realm Pictures released a companion making-of video, and it’s hard to believe they only spent £900 (about $1,450) on the whole thing. There were video and sound effects experts who did their stuff on-the-fly, along with makeup people, a gun touch-up painter (they used nerf guns), and a cosplayer. The main actor wore a motorcycle helmet with a GoPro camera, light and Teradek HDMI transmitter. 30 intrepid extras from a nearby town played the zombies.
The producers added plenty of on-the-nose FPS touches like overly-dramatic gun-cocking, comic health avatars and useless hand gestures. The show’s director, who also played the hero witih a Batman-style voice, tried to lead players into making the correct decisions. Many didn’t catch on, resulting in a gruesome death, but those with some experience in the genre eventually got to the final scenario, an encounter with the “Boss.” You’ll definitely want to see how that plays out below.
Filed under:
Gaming
Via:
Reddit
Source:
Realm Pictures (YouTube)
Tags: Chatroulette, FirstPersonShooter, FPS, live-action, livestream, omegle, RealmPictures, video
The adorable ‘Kerbal Space Program’ will land on Xbox One
Kerbal Space Program‘s cute little green engineers are coming to Xbox One. Much like the PlayStation 4 version that was announced in June, there isn’t a release date listed for the spaceship-building sim on Xbox. But considering the latter has an Early Access-like program of its own we could theoretically see it on Microsoft’s latest console before it hits the PS4. Maybe. The port’s being handled by mobile-focused developer Flying Tiger, which original developer Squad says will allow them to keep a keen focus on the game’s PC version. As Squad tells it, Flying Tiger has helped immensely in the process of upgrading the game to run on the Unity 5 engine and has “deeply simplified Kerbal‘s upgrade process. Flying Tiger’s resume isn’t what you’d call impressive, but hey neither was Rocksteady’s prior to Batman: Arkham Asylum — we all know how that turned out.
Filed under:
Gaming, Home Entertainment, HD
Source:
Xbox Wire, Kerbal Space Program
Tags: flyingtiger, gaming, hd, hdpostcross, kerbal, kerbalspaceprogram, port, simulator, space, squad, xbox, xboxone, xboxpreviewprogram
Love, space and lasers in a neon-infused Xbox One and Steam game
Lovers in a Dangerous Spacetime was nominated for an award in Visual Art at the 2013 Independent Games Festival, and since then it looks like this little game has gotten a lot bigger and brighter. Plus, it has more creative weapons and interstellar baddies, which is definitely something worth waiting for. Lovers in a Dangerous Spacetime is a cooperative space game for up to two players (or one player and an AI cat companion), where the lovers are on a mission to eradicate all evil creatures in the universe. One player controls the ship’s direction while another fires weapons and deploys shields, and together they try to stay alive long enough to save themselves and planets of cuddly creatures from certain doom. We got our hands on Lovers at GDC 2013 and found it to be delightfully tricky and fairly gorgeous. Lovers in a Dangerous Spacetime is set to launch on September 9th on Xbox One and Steam (PC, Mac and Linux).Slideshow-313980
Steam pre-orders are live now on the Lovers in a Dangerous Spacetime website, while Xbox One pre-orders should go live on August 27th. Find a friend and prepare to save the universe with unabashed, brilliant love — and lasers.
Mostly lasers.
Tags: asteroidbase, hdpostcross, id@xbox, Indie, lovers-in-a-dangerous-spacetime, loversinadangerousspacetime, STEAM, XboxOne
Nintendo drops the 2DS to $100
Anyone who’s been holding out for a new Nintendo handheld, we really hope you didn’t buy a 2DS last night. Nintendo has dropped the retail price of the 2DS — its dual-screen, non-3D handheld — from $130 to $100. The 2DS is a single plastic block (no clamshell) with two screens, an analog pad, directional pad, four action buttons and a stylus, and it plays most of the games available on the 3DS and DS. The $100 2DS includes a digital copy of Mario Kart 7, just like the former, pricier version.
The 2DS launched in October 2013 for $130 and by January, Nintendo had sold 2.1 million units. The sales came despite the fact that its announcement in August 2013 was widely received with amused bewilderment, to say the least. As it turns out, the 2DS is a handy little system for players who don’t care for 3D gaming, and now it’s a tad more affordable.
Ah, the sweet scent of video game price cuts. Prepare yourselves — the holidays are coming.
Filed under:
Gaming, HD, Nintendo
Source:
Business Wire
Tags: 2ds, hdpostcross, MarioKart7, nintendo, PriceCut
Video games are tackling mental health with mixed results
Mental illness occupies a strange place in video games. After centuries of misdiagnosis and misinterpretation, we’ve begun to comprehend the reasons behind disorders and their prevalence in modern society. Recent research shows that roughly one in five American adults suffers from some form of mental health issue each year. When it comes to the media, though, these conditions are frequently misrepresented and misunderstood, and video games in particular lean on lazy stereotypes and tropes. Mental illness is used as a motivation for villainy, thrown in as an “interesting” game mechanic or mischaracterized as the sum and whole of a character’s personality. There’s a worryingly pervasive stigma surrounding mental conditions, and as one of our most dominant art forms, video games need to do a better job in portraying them.
Gamification

By all accounts — including our own — Darkest Dungeon is a fantastic game. It’s a side-scrolling RPG in which you send a team of four heroes into various dungeons in search of gold and glory, but more importantly, it’s an intriguing portrayal of the effects of trauma on the psyche. These dungeons are cruel and trying, and the game recognizes that in its leveling and affliction systems. Each character has a “stress meter” that, when full, hands them some form of “affliction” like paranoia, selfishness or masochism. At the end of missions, characters are then given “quirks” by the game, which can be positive or negative depending on how the dungeon crawl went.
Having these meters is a simplistic, but effective way of showing that stress is something normal that affects us all. You can “treat” characters between missions to lower stress and cure afflictions and quirks, but do nothing, and the scars left behind seriously affect characters’ psyches. The other side of these quirks, though, is that some are actual conditions like alcoholism, bulimia and claustrophobia, while others hint at illnesses like “egomania” (i.e., narcissistic personality disorder) and “compulsion” (obsessive–compulsive personality disorder). There’s nothing wrong with that, but because the game places these disorders alongside “curio” manias and phobias like automatonophobia (fear of false sentient beings), hagiomania (obsession with sainthood) and satanophobia (fear of demons), it’s a little troubling.
The stress meter is a simple, but effective way of showing it’s something normal that affects us all.
“I actually think stress meters are great, and if anything they are anti-stigmatizing,” says Tracii Kunkel, a clinical psychologist at the Veteran Affairs Medical Center in Orlando, Florida. (His views are his own and do not necessarily represent the VA or any VA programs). Kunkel works extensively with veterans diagnosed with severe mental illness (SMI), including schizophrenia/schizoaffective disorder, bipolar disorder and chronic/severe PTSD. As an expert in the field, he’s all too familiar with the “shame” projected onto patients by society. In addition to aiding the veterans as they adjust to life with SMI, he also provides training on mental illness, stigma and self-stigma (how individuals internalize perceptions of their mental illness).
“We all experience stress,” Kunkel continues, “and it has an impact on our mental and behavioral states. … Portraying a character with mental illness in a video game isn’t a problem in regards to stigma; in fact if done properly, it really could be a positive force. Just as long as it is not done as a stereotype or shown in a way that you see the mental illness and not the person who happens to struggle with mental illness.”
There’s a fine line between accuracy and inaccuracy, or positivity and negativity. In other games that have played with similar ideas, such as Eternal Darkness, “sanity” is tracked by a meter. It’s clear that quantifying someone’s “craziness” is not helpful, and it shows the fine line developers walk when tackling such issues. You could argue that, as Eternal Darkness heavily plays on HP Lovecraftian motifs, its portrayal of mental health fits with its world. A common theme in Lovecraft’s work is that enough contact with otherworldly stimuli can cause even the most rational of humans lose their grasp on reality. Whether you want to use the writing of someone with such infamously dated and nihilistic views as Lovecraft to defend modern game mechanics is another question.
Villainy

From Far Cry 3 and BioShock to Final Fantasy and Call of Duty, video games are full of antagonists whose sole reason for villainy is mental instability. Many creative industries use “insanity” as a crutch to avoid thinking of any actual motivation for wrongdoing, but few with such raw abandon as video games. Just search for “crazy video game villains” or some skew of that phrase and you’ll find list after list ranking them. “Insanity is a great trait for a video game villain,” writes IGN freelancer Seth Macy, “because their motivations for evil can then easily be explained.”
“Mental illness is a cop-out, a cheap tool used to get right to the violence.”
— Tracii Kunkel, VA clinical psychologist
Sure, except, insanity does not make someone evil, and the term “insane” is frequently used as a synonym for those suffering from real, treatable conditions and disorders. “Mental illness is a cop-out,” says Kunkel, “a cheap tool used to get right to the violence, because the assumption is that people with mental illness have no control of their behaviors.” This flippant attitude to mental illness is something we’re all guilty of from time to time, and it does nothing to erase the stigma surrounding it.
Far Cry 3‘s antagonist, Vaas Montenegro, is a mainstay of these lists, and a great example of this “criminally insane villain” trope. He’s a man with no motivation other than to inflict pain for pain’s sake, no character beyond his instability. He’s completely flawed. No matter how wrong someone’s actions are, they’re always motivated by something.
“The ‘crazy villain’ trope isn’t just in video games,” explains Kunkel. “Whenever a shocking act of violence occurs, we immediately start looking for the mental illness. I understand the need people have for an explanation in the case of traumatic events, but mental illness should not be the default. … The number one damaging myth about mental illness is that people with mental illness are inherently violent.” Put simply, equating mental illness with violence is not accurate, and it’s truly harmful to those suffering and recovering from conditions.
Best intentions

The problem is, even developers with the best intentions can get things wrong. Jumpy Car ADHD is an Android game that hopes to help improve the understanding of ADHD. It’s specifically targeted at those affected directly or indirectly by the disorder, and it backfires. Although the game gives out some accurate information between levels, the developer made some key errors in designing the experience that could lead someone diagnosed with the disorder projecting shame onto themselves.
An ADHD child worrying about being blamed for being “hyper,” it’s safe to say, is not helped by the developer calling the enemies “hypers,” or by reading the instruction “you must avoid the bad hyper.” In addition, the playable character is called “crazy car.” The result, explains Kunkel is that “the child with ADHD who does relate to the car is taught that he/she is crazy and bad.”
Narrative perspective

A subtler integration of mental illness is the use of narrative perspective, which can be a powerful empathetic tool. Putting a reader, viewer or gamer inside another person’s mind allows them to experience reality from someone else’s viewpoint. Examples of first-person narrative are everywhere, but it was used to stunning effect in Knut Hamsun’s Hunger, a 19th-century novel that puts you in the mind of a struggling writer during his decline into poverty and starvation. Given video games routinely have you roleplaying as a character, the medium is a perfect fit for the technique.
2013’s Depression Quest is a great example of how to achieve empathy and understanding through perspective. It’s a text-based game in which you must make choices on how to handle your condition, which helps improve the player’s understanding of clinical depression. It’s also the only title Kunkel brought up when asked about accurate portrayals of mental illness in video games. Of course, it’s difficult to judge other titles by a text-based game’s standards, but there are action games that are attempting to use a narrative lens to accurately convey the effects of mental illness.
Hellblade is one such game. Its protagonist, Senua, is suffering from schizoaffective disorder after her tribe is murdered by a Viking raiding party. As the game is viewed through her eyes, we see the reality Senua has created for herself through illness. Common traits of the disorder, such as visual and auditory hallucinations, scattered speech and thoughts and paranoid delusions are all represented in the game.

Although at its heart Hellblade is a third-person fantasy combat game, it’s striving for realism in the areas that matter. Developer Ninja Theory — best known for DmC: Devil May Cry — is working with Paul Fletcher, professor of health neuroscience at the University of Cambridge, to ensure an accurate depiction of the condition. Fletcher notes that “games in which the player sees ‘madness’ as inexplicable, chaotic and uncontrollable are simply reinforcing a stereotype, just going with the herd instinct.” To avoid this issue, Ninja Theory has worked with Fletcher throughout the project’s lifespan. This began with some simple advice on “the nature of the symptoms,” but quickly expanded into more than a Q&A. “They were interested in the many ways in which perception and experience can change in the setting of severe mental distress and, following conversations about this, how normal perceptual systems may work and how they may go wrong in all of us.”
“Games in which the player sees ‘madness’ as inexplicable, chaotic and uncontrollable are simply reinforcing a stereotype.”
— Paul Fletcher, professor of health neuroscience at Cambridge University
From these discussions, Ninja Theory developed a solid understanding of the condition, and began, with Fletcher’s assistance, to work with groups of people that have suffered or are suffering from schizoaffective disorder in order to gather their experiences and ensure that their narrative ideas are in line with what’s possible. In an early demo shown to journalists at Gamescom, hallucinations such as visual shifts or conflicting voices are blended into the narrative through cutscenes and gameplay.
Despite the developer’s obvious desire to get things right, its handling of mental illness still worries Kunkel. “I will have to see the game when it gets released, but it feels right now like they are using mental illness as a tool to drive the game and making the illness the focus, rather than Senua herself.” Kunkel does say he’s “truly impressed” with Ninja Theory’s approach, and has a “great respect” for Fletcher. “I think Hellblade looks like it is going to be a great view into what someone’s first psychotic break may look like,” he adds, but “such breaks are only part of the experience of schizophrenia.”
So there’s an obvious danger that this integration of mental illness into a combat game can devolve into gamification or, even worse, be used exploitatively as a way to shift copies of an otherwise typical combat game. “I don’t have a problem with the combat, which I see, in its demands for complex manual skills, as a part of the gamer’s enjoyment and a way of personifying the danger which Senua feels,” says Fletcher. “Of course, one might worry that the game could equate violence with mental illness, but the story is much more one of a person whose problems have arisen from violence done to her and who is herself far from violent.”
This integration of violence and combat into Senua’s psychotic break does trouble Kunkel, though. “When the most significantly damaging myth about mental illness, and schizophrenia in particular, is that ‘these people’ are violent and not in sync with reality,” he explains, presenting a character “who either lives in a constant psychotic break, or goes into breaks, where she perceives people as demons and lops off their heads with a giant sword,” is not helpful. Kunkel recognizes that the character is fighting a hostile force, but says, “The fact remains that they are suggesting that she does not see reality and attacks violently.”
Ninja Theory has shown a great deal of willingness to adapt its ideas in order to achieve not only realism, but also sensitivity. If the development team is able to frame its action hooks, narrative and characterization correctly, then it will have achieved something special. “It is extraordinarily rare that someone might be offered an opportunity to guide a character suffering these experiences and, through doing so, to perhaps gain an understanding and empathy,” says Fletcher.
Kunkel says he’s looking forward to Hellblade, in spite of his misgivings. Right now his experience of the game is through development diaries and trailers, of course, so his concerns are just that: concerns. Ninja Theory is very early in the development phase. Although Hellblade could be just as stigmatizing as past games that have misused “madness” as a selling point to sell games, there’s also the potential for it to do a real service to those living with mental illness. Fletcher believes that, although it’s not Ninja Theory’s aim, an accurate portrayal of schizoaffective disorder could actually make the game a success. “If it’s done well, and sensitively,” he says, “indeed, it’s a great selling point.”
[Image credits: Bandai Namco (Pac-Man); Paper Relics (Phrenology diagram); Red Hook Studios (Darkest Dungeon); Ubisoft (Far Cry 3); Dr. Ivo Pinto Applications (Jumpy Car ADHD); Zoe Quinn (Depression Quest); Ninja Theory (Hellblade)]
Filed under:
Gaming
Tags: DarkestDungeon, DepressionQuest, EternalDarkness, farcry3, Hellblade, mentalhealth, mentalillness, NinjaTheory, psychology, redhookstudios, seriousmentalillness, SMI, stigma, ubisoft, va
‘Calendula’ wants to be a weird mix of ‘Twin Peaks’ and ‘PT’
Why would anyone play a game that doesn’t want to be played? It’s a question with an answer, though it may be buried within the spastic, terrifying scenes of Calendula, the game in development at Blooming Buds, a small studio in Madrid, Spain. Developers describe Calendula as a game with roots in experimental art and classic horror, taking inspiration from famed thriller TV series Twin Peaks and PT, Hideo Kojima’s spooky demo for the PlayStation 4. Designer Aleix Garrido says that Calendula aims to break classic video game conventions and the fourth wall in one weird blow. It all begins with a question posed by Calendula itself: How do you play a game that doesn’t want to be played?Slideshow-313747
So far, here’s what we know about Calendula‘s gameplay: It has some kind of narrative and a vast variety of mechanics. Also, it looks super trippy. That’s about it.
“In the end, the combination of all the elements is what builds Calendula‘s uncanny atmosphere,” he says. “The game is full of symbolism and abstractions that will help players figure out what has really happened. We want every player to find their own meaning.”
Garrido is aware of the challenge inherent in marketing a mysterious, nebulous game that might not be a game at all. Blooming Buds does describe it as a video game, but also as an “experience” and “your deepest secret.” The teaser trailer is intriguing, but it does little to explain how Calendula actually plays. And this is just how Garrido likes it.
“We want mystery to become one of our marketing points,” he says. “It can be risky nowadays with the huge amount of great games out there, but we think that this mystery fits within the kind of game that we present.”
Despite the mystery (or perhaps because of it), Calendula is gaining traction via word of mouth, mainly from fellow developers who have played it at conventions. Steve Gaynor, co-founder of Gone Home studio Fullbright, recommended Calendula to video game fans on Twitter this week, and Rami Ismail, one half of Nuclear Throne studio Vlambeer, similarly described his 15 minutes with the game as “pretty damn intense.“
Calendula is due to blow your mind — or so Blooming Buds hopes — in 2016.
Tags: bloomingbuds, calendula, hdpostcross, horror, Indie, mystery, PT, TwinPeaks
Playdate: Walking blindly into ‘Everybody’s Gone to the Rapture’
Welcome back to Playdate, where Engadget runs through the latest games while broadcasting them live on Twitch. If you’re feeling a bit of déjà vu that’s entirely natural; you have been here before. Whereas JXE Streams was our awkwardly named show while we figured out what was going to happen with streaming moving forward, well, we’ve figured out what we’re doing with streaming moving forward. Mostly. Hence us going back to the moniker we started with last year. Think of this as a vote of confidence from us that we’re moving toward consistency and normalcy for our broadcasts. It’s a good thing!
And what better way to do that than by exploring the mystery of Everybody’s Gone to the Rapture? Tune in at 6 pm ET/ 3 pm PT (barring any jank) as Sean Buckley and myself plod through developer The Chinese Room’s latest game absolutely blind. Neither of us have played it before, read any reviews or know really anything about the game other than it looks absolutely stunning thanks in no small part to the developer’s use of Cryengine. Oh, and as an extreme juxtaposition, we’re breaking Rapture‘s tranquility to give away five codes for the incredibly frantic Call of Duty: Black Ops 3 multiplayer beta on PlayStation 4. There may be a haiku contest involved so get your syllable-counting fingers ready.
So, join us here on this post, twitch.tv/joystiq or the Engadget Gaming homepage and follow along as we try to figure out exactly what happened and how to get to The Rapture.
http://www.twitch.tv/joystiq/embedWatch live video from Joystiq on www.twitch.tv
We’re streaming Everybody’s Gone to the Rapture through OBS at 720p on PS4, so rest assured that the game looks much prettier in your house and on your TV.
Filed under:
Gaming, Home Entertainment, HD
Source:
Twitch
Tags: beta, callofdutyblackops3, cryengine, EverybodysGoneToTheRapture, gaming, giveaway, hd, hdpostcross, playdate, PlayStation, ps4, sony, streaming, thechineseroom, twitch
Third-person MOBA ‘Smite’ finally exits beta, launches on Xbox One
If you couldn’t get into the beta for Hi-Rez Studios’ Xbox One port of Smite, today’s your lucky day: you never will. Today, the free-to-play third-person MOBA finally left beta for a full launch on Xbox Live. The game was originally slated for an early 2015 launch, but hit delays that extended the beta to summer. Waiting for a launch is always a drag, but at least we got some cool stats out of it — according to Hi-Rez studios, players defeated more than 300,000 Gods (other players) and killed more than 3 million NPC minions during the beta. Yeesh. Want to join in on the number-crunching slaughter? Head over to Xbox Live — the game is free.
Tags: hi-rez-studios, hirez, hirezstudios, smite, xbox, xboxone
‘Hearthstone’s’ tournament-themed expansion lands August 24th
If you’re aching for more variety in your Hearthstone cards, you don’t have too much longer to wait. Blizzard has revealed that the game’s latest expansion, The Grand Tournament, will arrive on August 24th for both desktop and mobile players. As mentioned earlier, how much it costs depends on both your in-game experience and how many of those 132 new, championship-themed cards you’re determined to own. You can buy packs using 100 gold if you’re willing to grind through enough matches, while you can spend between $3 to $50 to get two to 40 packs all at once. Just remember to act quickly if you want the pre-purchase set, which offers 50 packs for $50 — that disappears the moment The Grand Tournament is available.
Via:
Talk Android
Source:
Battle.net
Tags: activision, Activision-Blizzard, android, Blizzard, expansion, gaming, hearthstone, ios, mac, TheGrandTournament, video, windows
Valve and JJ Abrams’ Bad Robot made ‘Team Fortress 2’ football
Back when Valve and JJ Abrams’ Bad Robot production company announced a partnership involving games and film projects it came as a complete surprise. That theme continues with the duo’s first collaboration: a mode for Team Fortress 2 combining soccer, hockey and basketball dubbed “PASS Time.” It’s only in beta as of now (a concept that Bad Robot found immensely intriguing, apparently) though. The official game description is as follows:
“RED and BLU face off in an epic battle to score more goals than their opponents. Coordinated passing, aerial shots, interceptions, team-based formations and plays, defensive lines and the like make for strategically chaotic play.”
And there you have it. It’s not a JJ Abrams-helmed Half-life flick, and it isn’t quite a Lost game made by Gabe Newell either, but it’s a start. There are more details over at the source including bits on different strategies like this gem: “As with most sports, try not to die. Especially if the match ends in a tie — ’cause that’s when true Sudden Death kicks in.” Should you want to play, all you have to do is boot the game.
Filed under:
Desktops, Gaming, Home Entertainment, HD
Source:
Team Fortress
Tags: badrobot, basketball, beta, football, gaming, hd, hdpostcross, jjabrams, mod, passtime, pcgaming, soccer, teamfortress, teamfortress2, valve













