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Overland is looking like something to keep an eye on; combining turn-based tactics with survival strategy in the absence of zombies, with a particularly underexplored visual style (that of flat, lightly shaded isometric low detail, low poly models) is a thing that should get as much attention as anyone can manage to give it.

Survival as a genre in and of itself is surprisingly popular, so this can go on the pile with How to Survive, Project Zomboid, and even Rust and ARK.

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+Scott Manley on a report regarding Star Citizen and Kickstarter funding.

I find it of particular interest that I don't see any commentary either on the article Scott refers to or subsequent discussion that points out that Star Citizen is arguably one of the reasons that subsequent Kickstarter videogame activity has been suppressed. Unlike Star Citizen, most of the games which have come after actually delivered what they said they would at least close to their scheduled delivery date.

Elite: Dangerous has been playable for quite a while, with most of the functionality that even the stretch goals and imagined community desires wanted. (That they are about to release a strangely overpriced and questionably solid expansion is an article for a different day.)

Limit Theory at least had the excuse of the sole developer having an emotional breakdown – and even he is back in the saddle during development on the game. It'll be late, but as the only responsible party, the creator gets a bit of a pass from the community for obvious and good reasons.

Rogue System actually had a failed Kickstarter at about the same time as SC, ED, and LT – but has since gone on to a more preorder/alpha buy-in and has released development versions which are surprisingly playable, with a roadmap and milestones that the creator appears to be able to hit on a regular basis. (When the creator feels that letting things slide by a week is just too much, this is a guy you want working on your project.)

So, while there have been a lot of successes in the wake of SC, especially in light of the recent hubbub with Polygon's expose on the financial state ( ; out there, I think it's safe to say that while SC itself may have made ridiculous amounts of money selling pictures of ships that simply can't be flown and won't be able to be flown anytime soon in the tiny, broken, framework of a game that they have – that really doesn't count as a success for anyone but Roberts and whoever else is on the board. It certainly doesn't count as a success for gamers; you'd think that you actually require a game to play, and the bits that you've paid for to play with, before you can count as a success.

SC itself appears to be a bit of a black swan when it comes to funding. It's not an event you can make future decisions on, either direction. But it's safe to say that SC has been a public enough failure to deliver on Kickstarter promises that there is a good chance that it has affected Kickstarter projects, and in particular videogame Kickstarter projects, in a negative way. An article which talks about how SC is receive more pledge money than Kickstarters for video games since would seem to have a journalistic requirement to point out that SC very well could be responsible for part of that influence – negatively.

Personally, I'm happy that I dodged that bullet. It was a serious red flag from day one when you could "buy" ships that weren't intended to be integrated into the game itself until much further down the development path early on. The old-timers around here used to call that "buying a pig in a poke." With SC, there wasn't even a particularly good poke to go with the pig.

Eventually, SC will come out with some sort of game. If the investors (because that's what people who buy into things on Kickstarter and speculatively by buying ships that don't exist directly from the company) are particularly lucky, it will be at least as solid as ED was when it actually saw people getting to play it. But only if they're particularly lucky. As it stands now, no one who is invested into SC appears particularly lucky.

In a real sense, neither are those who would like more videogame Kickstarters to be supported.

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Sometimes what you need is a good old Descent 3 versus Sublevel Zero trailer fight.

What, you don't recall Descent 3? Then you're in for a treat.

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I may be at DragonCon still, but I can still give you heads up on new mecha wargames.

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The Sixth Gun looks like something that should have entered my field of view long before now. Reconstruction Era Western-supernatural comic about six pistols -- "mystical weapons forged by hatred, and oiled in betrayal"?

Yeah, I think they're speaking my language.

I even kind of want a copy of the RPG, even if it is a Savage Worlds game. Who cares about the mechanics, though, since I'll just be stripping them out and retooling it for Sorcerer's Charnel Gods  ( suppliment, which was clearly a match made in Hell.
During the darkest days of the Civil War, wicked cutthroats came into possession of six pistols of otherworldly power. In time, the Sixth Gun, the most dangerous of the weapons, vanished.

The First of the Six strikes with ungodly force. The Second spreads Perdition’s flames. The Third kills with a flesh-rotting disease. The Fourth calls up the spirits of those it has slain. The Fifth can heal the wielder from even a fatal wound. And theSixth is the key to rewriting the world.

Discover the secret of The Six—mystical weapons forged by hatred, and oiled in betrayal—in The Sixth Gun roleplaying game. Inside you’ll find details on Cullen Bunn and Brian Hurtt’s incredible world from the Harvey and Eisner Award nominated comic series by the same name. It includes new Edges and Hindrances, guns and gear, Setting Rules, rules for sorcery and voodoo, an Adventure Generator, and a host of nefarious rogues, gadflies, and scoundrels, for one of the wildest Westerns in all of comics!

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Andrei Tarkovski is one of the 20th century's premiere Soviet film directors. If you're reading this Community, you probably are aware of at least one of his works, Stalker, inspired by the novel Roadside Picnic and directly responsible for the creation of the STALKER series of FPS as well as Metro 2025.

Not exactly up on your late 70's Soviet filmographies? That's cool. Go watch the lot for free.

Education in film. It's what's for dinner.

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Ghost Recon: Wildlands appears to be getting us back to some crazy military action -- that's not actually military, but an off-the-books pseudo-military organization causing various drug cartels to go down the hard way.

It's gorgeous, frankly. Absolutely stunning, and I really appreciate the flexibility in ways to approach the problem, which is something I miss from the older GR titles. Open world, multi-approach, co-op, and you're singing my song. I'd love for the planning stage to work its way back in, but -- we'll see.

Ubisoft, you have my attention.

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Rainbow Six: Siege is looking a lot more broad than it has been being played as with the staunch focus on the PvP mode. Now we're getting background and broader world-building.

And Angela Bassett.

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Kult -- the absolute best horror RPG of all time in my opinion, if that means anything -- is looking to get restarted and Kickstarted?

Yes, please!

My GMing life started with Call of Cthulhu (and Robotech, if we're being completist, which was a horror in its own way), but *Kult was a turning point in understanding to what level, both in volume and quality, the elements of visceral, personal horror could be drawn into a game. Moral evolution, both positive and negative, played key points in exploring and exposing the nature of the world. In CoC, exploring the universe and understanding it drove you mad and out of control. In Kult, madness was ultimately a personal choice, an act, and by its adoption the world at large made itself more open to you. That's a huge distinction and wiggled its way deep into my appreciation of horror even as my affection for certain kinds of terrible worked its way back into Kult.

But then there were the mechanics, which at first were serviceable but had this weird chunk of detailed kung-fu combat mechanics dropped down in the middle -- and then 2nd Edition came along and the systems only got worse. This, too, was an education in the industry, as it were, of RPG development and helped me grasp nuances of the production side of things, and very likely primed me to be looking for what eventually became named story games long before they actually existed.

Kult ? Yes, please!

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It looks like Lego Worlds has been out less than a day and it's already making people unreasonably happy. Ridiculously happy. Deliriously happy.

For myself, I can definitely see a significant temptation at $15, or even given that it's pretty much just exploration and collection – and building, of course. But then I noticed that it is in Steam Early Access, which means that it is in no wise a completed game. It appears to have a reasonable combat system, a significant construction system, no crafting system (yet), but this isn't hugely different from Minecraft when it first saw light.

That is the parallel that you are going to see a lot as regards this game: the Lego Minecraft.

If we are particularly lucky, that's exactly what we'll end up with.

There doesn't appear to be a Mac version nor can I find any mention of one planned, so you Apple fan boys are just going to have to do without your Legos. That seems fair.
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