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on December 16, 2025
While it's not quite Minecraft in space as some might have gathered, this delightful indie brings a celestial twist to some of that game's fundamentals. Astroneer features space-themed exploration, item crafting, assembly, and loads of survival gameplay to b
Chivalry may have lifted much of its design from the standard FPS multiplayer, but cleverly uses that established context as a foundation that allows the developers to instead focus on the things the game can do that no others can. In that pursuit, it is a success that may have similar company, but no true equal.
Someone needs to have a nice sitdown with the gaming industry about VR and what it can and can't do. The ability to transport the viewer inside a scene is incredible, and if that scene happens to be in the cockpit of some kind of ship, then it opens up a whole range of movement options that would otherwise be a bad idea. Putting the player behind the eyes of a protagonist who walks around freely in the standard FPS viewpoint, on the other hand, is something that has only sounded awesome. It's hasn't been. Really, seriously, it's kind of sucked, and while wanting it to be different won't change that, clever viewing systems just might. So now Minecraft has official VR support, and it's taken an interesting approach to the presentation that's a little awkward but usable.
What do I mean by that? In game development terms, a "vertical slice," is a gameplay segment of finished or near-finished quality that showcases all the planned features of a game to potential investors. At the start of a project, these are a massive sink for time and effort, since they essentially involve doing all the hard parts of finishing a game to complete one 10-minute section. Generally, they’re seen as a bad practice. However, toward the end of development, it’s a lot easier to pull assets together for a vertical slice. Of course, if you’re shopping your game around to publishers at that stage, you’re probably in a lot of trouble, but a standalone "vertical slice" can also serve as a strong alternative to a traditional demo.
We've been running around games killing our friends for years, but Assassins' Creed was smart enough to really step back from the chaos that results in, and focus on the joy that comes from the hunt and moment of success instead.
Sometimes, though, developers go the extra mile and build a vertical slice to demonstrate their game. This is a lot of work – even re-using assets from the game, you’re looking at many hours of scripting and scenario design – but the payoff speaks for itself. Bravely Default’s demo is essentially its own mini-RPG, with three dungeons to conquer, five bosses to fight, and a whole bunch of enjoyable grinding to do in the interim. It has condensed versions of the streetpass and job mechanics from the main game that allow you to familiarize yourself and get to the fun quickly. The demo may take all of its assets from the main game, but it uses them to craft an experience entirely distinct from it. In doing so, it gets straight to the essence of what makes the full game fun. What’s more, if you master the demo, you get rewards to help you out in the early game, as well as a head start on streetpasses.
Galactic Café went a step further with their Stanley Parable demo, creating new content not just for the free demo on steam, but for various venues that showcased the game. While all offered a short bit of meta-commentary on the nature of demos (pretty much the only way you could convey the core concept of the game without spoiling it), each was tailored to a specific scenario. The demo at PAX took some lighthearted jabs at Octodad (which was just across from it in the Indie Megabooth), and at one point made the player stand up and apologize to the audience for playing the demo so poorly. A special version made for Game Grumps addressed Danny and Ross by name. In this case, the demos were an unbridled success, building enough hype for the small indie game to garner 100,000 sales in 3 days.
While Mojang may in fact be too busy at the moment to make that a reality, let's be very clear about something. If Nintendo had really wanted Minecraft Desert Town on the Wii U, it would be in the works or out already. That's not to say it would be easy to make happen, but ultimately they are the kind of company that can make something like that a reality if they really wanted to.
Over the past few weeks I’ve spent a frankly irresponsible amount of time on my 3DS, a great deal of it with A Link Between Worlds . But when I wasn’t busy rescuing princesses from other princesses (or, uh, doing actual work for the site) I was delving into Bravely Default . Not just the full game, but the demo. Most of us have, at one point or another, obsessively played a demo for a game that had us hyped, but what may surprise you is that I’ve sunk over 10 hours into a single playthrough of this one. Any way you slice it, that’s a lot of content for free software. Well, I say "any way," but it comes pre-sliced, vertically.
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