A selection of links, hand-picked by the Guardian games writers.
Agent name-dropped in GTA 5 Easter Egg | CVG UK
Just when you thought that Rockstar North had forgotten all about that seventies paranoid surveillance thriller is announced six years ago...
Rockstar's seemingly hidden an Agent Easter Egg in GTA 5... on the number plate of one of the game's high-end cars.
Here's the footage:
The GTA development team often hides messages on license plates, but usually they're silly jokes or Scottish football teams. Could they have just confirmed their next project?
This is what Metal Gear Solid 5 gameplay looks like during the day | VG247
Another video...
Konami did a live demo of a Metal Gear Solid 5 mission at TGS (not a real mission, but it does take place in a real game location), running on PS4 and showing off the Fox Engine's ability to render sunlight.
Okay, let's have a look then.
Yep, that's MGS alright.
Man vs. Snake: The story of a compulsive competitor | Polygon
Interesting feature on the forthcoming documentary:
The film has already reached its funding goal on Kickstarter, earning $62,298 of its initial $53,470 goal as of press time. It.follows the high score champion of Nibbler, a game you're likely too young to remember and that's largely be lost in the mists of time since. Nibbler is the first billion-point video game, and for 25 years Timothy McVey was the only name to have the highest verified game score of the arcade era of gaming.
In 1984, at the age of 16, McVey walked into the Twin Galaxies arcade in Ottumwa, Iowa and for the next 44 1/2 hours played Nibbler, securing his name as somewhat of a cult hero among arcade game aficionados. Now, after five years of work, filmmakers Seklir and Tim Kinzy have developed a documentary that follows McVey's attempt to reclaim his title following rumors of a newly set higher score in Italy.
If you loved King of Kong, this sounds unmissable.
Atlus' message to fans after Sega buyout | Eurogamer.net
Lots of gamers have been worried about the effect of Sega's recent Atlus buyout. The cult developer of titles like Persona and Shin Megami Tensei now wants to assuage those fears. Here is president and CEO Naoto Hiraoka:
"We have nurtured a great relationship with Sega Inc. for a long time, especially concerning our consumer games business in Japan. I believe the collaboration between the two companies at this time will be mutually beneficial for the following reasons:
• Sega understands our drive to achieve quality and to expand awareness of the Atlus brand.
• Our respective strengths in game development complement each other well.
"We are extremely happy to be able to continue with our business, and be able to report this good news to our fans and customers. Again, we would like to express our gratitude to everyone who has supported us."
Deep Down is Enduringly Mysterious | IGN
Capcom's fantasy action RPG was shown early on as a next-gen title, but little has been revealed since then. It's at the Tokyo Game Show though, where Keza MacDonald discovered a few more details of this apparenrtly time-spanning romp:
Apparently the player can touch artefacts to transport them inside their trapped memories, but given that New York has only been around since the 1600s, how does that work? Do you run in round touching things in museums like a curious, disobedient child? Is there an Assassin's Creed-like Animus set-up?
The Tokyo Game Show demo didn't really answer these questions. There are futuristic-looking elements to the interface that suggest an Animus-like device. The on-screen character was clad in thick armour and brandished a spear, creeping through dark corridors where light from the outside crept through cracks between the stones or spilled from torches, but the UI was all Minority Report-esque floating icons and annotations.
Set in 2094, we seem to be looking at a mix between Assassin's Creed and Dark Souls, with some Dragon's Dogma chucked in?
Porting Canabalt and Super Crate Box to the Commodore 64 | IndieGames.com
This is a fascinating talk given at GDC Europe by retro coder Paul Koller, who converts current indie titles for olde worlde platforms.
In this free GDC Europe 2013 talk titled "Porting Contemporary Games to a Vintage Platform" (courtesy of GDC Vault), Koller explains the challenges he faced in porting these indie hits to old platforms, dealing with procedural levels, loads of bullets, and fast-scrolling parallax backgrounds on a 1 MHz CPU and only 64KB of RAM.
I can't seem to embed the video, so follow the link in the header above. Canabalt works brilliantly!
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