You can’t really wear full body armour or elaborate cosplay during your everyday life without severely limiting your employment and romantic prospects. Which is why Console to Closet compiles fashionable, video game character-inspired outfits that you can proudly sport in public.
In her Geek & Sundry debut above, McGinnis introduces herself and discusses her fashion process. See below for some examples of her geek-chic ensembles.
2K Games upcoming first person shooter Evolve gets compared to Left 4 Dead quite a bit, and it’s easy to see why.
Although set in completely different worlds with completely different objectives, Evolve is a competitive first person shooter that only works if four team mates are willing to communicate with each other…constantly.
In the game, four players take on trapper, support, assault, and medic roles as they set off to find and take down a giant monster, who’s being controlled by a fifth player.
As the monster attempts to feast on various wildlife, collecting enough power to evolve through three different stages in order to reach its full level of chaotic energy, the hunters must quickly strategize about the best -and more importantly, fastest- way to kill the giant Godzilla like creature before he reaches the third stage.
Evolve, oddly enough, is both unique and just another title in a massive pack of first person shooters.
It looks like a map pulled from Lost Planet, and it handles like the majority of FPS’ you can pick up off the shelf at a local games store.
Although, it re-imagines itself in so many different venues that Evolve feels like a genre of its own.
The most fascinating gameplay aspect to the game is the ability to play as the monster, the evil boss at the end of the level.
During the show, attendees had the choice of lining up for any one of the five positions within the game. Let’s just say that while I waited five minutes to play as a medic, the line wrapping around the entire 2K booth to play as the monster was estimated at over a two hour wait.
It was also refreshing to see a first person shooter take players out of the typical barren militia inspired landscape and drop them into an Amazon rainforest like valley.
All of this, encompassed in one of 2K’s only competitive first person shooter titles, makes playing a game heavily reliant on an extremely well operated online system fun again.
From the brief time allotted to play the demo, it was hard to get a good grasp of what the game truly offered, but in that time, 2K had appropriately set the tone of the game and immersed the barrage of players within their realm.
If Evolve takes off it may be one of the game changing titles the industry was looking for, but there are still concerns it will fall in the cracks.
As pretty as it was, it wasn’t memorable. Decently paced, but not adrenaline fuelled by any stretch of the imagination.
It’s innovation won’t be enough to hold an audience over. It’ll feel like a gimmick, being able to play as the giant boss and annihilate friends, and the hype will quickly fade.
At this point, with just over a couple of months until release, 2K has the time to make some quick changes and fix the tiny aspects of the game that take away from its full potential.
Evolve may be one of the best competitive, four-versus-one, first person shooters on the market but it’s just not quite there yet.
One of gaming’s biggest conventions is bursting at the seams as more and more Canadian developers set up shop.
PAX East, an annual expo put on by the all things gaming website Penny Arcade, has become one of the biggest gaming consumer expos around the world, focusing on the array of independent studios that have seen a resurgence in the past couple of years.
At the forefront of the resurgence, and one of the most dominating presences at the convention, are Toronto, Montreal, and Vancouver’s top developers and studios, taking over an entire section of the showroom floor for their Canuck titles.
“There’s a really strong development scene in Canada, in general, but especially in Toronto,” Nathan Vella, co-founder of Capy Games said. “The small guys are doing extremely well, and the big guys are doing extremely well.”
Vella, who was at PAX to show off the first playable demo for his studio’s newest game, Below, pointed out fellow developers he was surrounded by, friends and colleagues from the great white north.
Including Vancouver native Ryan Clark, lead designer of the heavily anticipated dance controlled, rhythm based, dungeon crawling RPG Crypt of the Necrodancer.
“Vancouver’s community is very close knit and very large. But it wasn’t until recently that a meetup was started called Full Indie where we’d get together, hang out, and play games,” Clark said. “The people have always been there but with the resurgence of the indie scene, we’ve been able to see each other’s work and collaborate together.
Clark isn’t the only success to come out of the west coast city, either. A friend of Vancouver’s legendary Indie House, a fraternity of indie developers, including Towerfall developer Matt Thorson, Clark knows first hand just how tightly knit the independent community is in Vancouver.
Having a group of other independent developers to showcase games with, Toronto’s Luis Hernandez added, when there’s a lack of AAA developers helps move the scene forward and pushes the community to reach out beyond their city walls.
“PAX is the first time I’m actually seeing people play my game, and it’s an interesting experience. It’s different than I thought it would be, but that’s why I like these kinds of conventions,” he said.
For Christine Love, developer of the Hate Analogue series and a first time showcaser at PAX East, it’s a chance to interact with a community of fans she’s only been able to talk to over Twitter.
“People are really digging it, and it’s great to see that,” Love said. “But look at this entire section. Toronto has taken over the Megabooth,” she said, referring to one of the largest sections of the showroom floor and the spot designated for some of the biggest indie games.
With each new fan, and each distant high five from one local designer to the next, each dev has the same answer to if they’ll be returning to the convention.
“We’ll keep coming back as long as they’re running it. What’s better than watching people play games and hanging with you friends,” Vella said with a smirk. “Besides, our friends list is growing each year with more people coming down all the time.”
The Evil Within’s first look is unsurprisingly gory, but surprisingly lacks any traditional “scare” elements.
Bethesda and Tango Gameworks showcased off their first gameplay demo to audiences at PAX East on Friday, and the reaction from most people in the room was a collective sigh of disappointment.
An unsatisfying dismissal the entire community has become far too used to doing.
Broken down into two demos, the first takes place in a rapidly decaying urban city and the second takes place in a basement area resembling a large, Nightmare on Elm Street boiler room.
The demos are very monochromatic, with the only burst of colour coming in either vibrant red or oozy purple blood.
In a way, it’s what the entire experience feels like. There’s no room for anything besides shoot, run, and escape, but without any actual fear driving the need to make your way out.
It’s obligatory; you dash around the corner because you know you need to in order to progress to the next level and move the story forward, but there’s no real incentive for it otherwise.
In the first demo, for example, there are slow moving zombie like monsters who half-enthusiastically chase you until they’re effectively killed, via gunshot and fire.
Even their deaths are timidly boring.
The only interesting thing about the semi-original monsters is their last moment before they perish. The sound the monsters make, a mix of a shriek and a guttural moan, was fascinating, but unfortunately that was the only thing impressive about the game.
For the rest of the demo, all the main character, Sebastian, does is swim through water and run over rubble, without any kind of background score or major sound effects to make the tedious work enjoyable.
It ends, suddenly, when a gigantic piranha looking fish jumps out of the water, catches Sebastian within his claws, and fades to black.
In the second demo, players are introduced to one of the game’s biggest foes, the keeper.
The keeper is a medley of horror icons blended into one hulking figure.
With the body of Leatherface, the head of Cubed, and an overall presence of Jason Voorhees, the Keeper isn’t anything we haven’t seen before. In fact, it’s all we’ve ever seen.
It’s in the second demo, however, the game decides to get gory. Vivid red blood replaces the purple ooze reminiscent of what made up Ivan Ooze in Mighty Morphin Power Rangers: The Movie.
Even with the added gore, however, the horror game still isn’t scary. It’s not even disturbing.
It’s more of a caricature of a horror game than anything else.
It’s just as bland as the first demo, too, but with added, mindless violence.
Considering this is the first game from Shinji Mikami’s -creator of the Resident Evil series- new studio, one has to believe what Bethesda showed off at PAX won’t resemble the final product by a long shot.
By a long shot, of course, that means nothing at all.