Sorry for missing yesterday. My job has decided to amp up the stress and waggle my schedule around like a car in Crackdown. If anyone reading this is head of QA, or head of design, for a major gaming studio, please give me a job…

Anyways, useless pleas for escape aside, here are todays.

Single Player
Journeys in Desolate Lands

Adventure game based on various post apocalyptic themes. You are a precog venturing around the ruined future, trying to find the catalyst of this future. Intelligence operatives constantly record every word you utter while in this dream state, allowing you to be brought back by making a verbal report of the catalyst. Each progressive future will show the changes made because of what you found, and how the government reacted.

Multi Player
Strange Rectangles

A bunch of people play rectangles that are a float in a large blue field. You’re mission is to find circles of different colors and stay on top of them to suck them dry of points. Green is the most, blue is second, white is third, red is fourth and grey is fifth in terms of points given. Gameplay is actually more similar to bumper cars, with a few power-ups (larger size, energy shield that makes you temporarily untouchable, a little bouncy ball you can throw at someone) scattered about.

GOD Online

Players choose an archetype order, chaos, nature, technology, they then choose a set of 6-10 powers. Players then enter the dynamically generated instance where they and the members of their party are matched with the appropriate number of players from the other archetypes. The goal in an instance is to convert all of the people to either one archetype or two complimentary archetypes. The towns cannot follow gods of opposite denominations, for instance a town can worship both nature and chaos, but not both nature and technology. After all the peoples in a town have been converted to any of the faiths, there begins a fifteen minute countdown in which players may command their followers in bids to convert more or destroy other players followers. At the end of fifteen minutes or when two non-opposing archetypes have been completely eliminated, players take in followers equal to the number of followers they have left alive.

These followers are then used in up to eight player cooperative PvE RTS battles to capture skills and artifacts as well as advance the story campaign.
(Yes Caab I’m looking at you, and Gig too. Next time I’ll be more original I swear. No Peter Molyneux I’ve never played your damned game.)

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