At PAXAus this year, I attended a panel called "Press X To Woo" that dealt with these very issues, and I had a chance to speak with [...]

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Wade Savage is a WA filmmaker turned game designer as he looks to his upcoming project Skourge Legacy as a new way to tell a story and create something that’s entirely his own. A melting pot of elements from Pokemon, Fallout, and old-school beat-’em-up’s, the […]

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Developed by brothers Adam and Matt Carr, Starslinger Kings was a fun but sparse little demo that I played at last year’s PAX Aus. At the time, it was little more than controlling a little mech person against a constant wave of enemies coming to […]

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During PAX, Nick and Paddy attended a panel called, “Boss Level: Meet the Brains in Charge of the Aussie Games Industry,” which was all about exactly that. An informal Q&A of sorts, members of the audience were invited up to ask questions of Game Developers […]

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Asymmetrical multiplayer is just a cool concept, it really is, and I don’t know why we hadn’t come up with it sooner as an industry. Crawl feels like looking through to an alternate timeline, to what might have been if gaming had pushed the boundaries […]

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Armello is a digital board game that goes beyond simply adapting an existing board game into a digital version. Armello was designed to be a board game played in a virtual space, including all the mechanics that just wouldn’t work for a real board game […]

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I’m not an especially big space buff, the idea of the final frontier doesn’t give me my jollies except for the potential alien shooting that takes place therein. When I saw Earthlight VR being promoted at PAXAus, however, I was intrigued for two reasons. One, […]

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Blockpocalypse is a party game in the same way that Mario Party is a party game: It gathers four players together under the false pretense of “fun” before turning them against one another. That isn’t to say that the game isn’t fun at all, quite […]

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Assault Android Cactus, in my opinion, is one of the best examples of an Early Access title done right. I’ve played it at different times throughout its various stages of development, going as far back as when they just had a grid to represent the […]

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Rogue Singularity seems like the kind of game that I could get really into: A platformer with procedurally generated levels, giant death-trap machines, and an emphasis on fast playthroughs. Before speaking with developer Scott Beca, I made many frustrated and profanity-strewn attempts to beat my […]

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