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Thursday, December 1, 2016

Should You Come Back For No Man’s Sky: Foundation?


No Man’s Sky is one of the most talked about games of 2016. Leading up to its release, many had established astronomical expectations about the title. At launch, the game fulfilled some of those expectations with a massive galaxy to explore, but left many disappointed in other regards, including the absence of a meaningful late-game loop, the inability to explore true multiplayer experiences, and several other lackluster game elements. For myself, my original review in August expressed wonder at the massive procedurally-generated alien universe, but bemoaned the focus on resource gathering, inventory management, and a lack of crafted content. 
Hello Games has remained mostly silent since the No Man’s Sky’s contentious launch, and a few days ago it responded to the gaming community not with words, but instead with a hefty free update called Foundation. The update adds a significant number of new gameplay features, and I spent the last few days acquainting myself with its revised gameplay.
Foundation is a broad-reaching update that includes gameplay changes (new scanning and stacking options), new modes (survival and creative), extensive crafting options (base-building and farming), and graphical improvements (motion blur and improved terrain), among numerous other additions. A remarkable number of game aspects are improved, and I give enormous credit to the developers for implementing such a significant update just a few months after launch. If you’re considering a play of the new content, I’d strongly recommend perusing the official patch notes, which do an admirable job of highlighting the many improvements. While most of this new content doesn’t dramatically change my opinion of the game, these new features establish a firm foundation of systems on which the game can continue to build with subsequent updates. 
When launching No Man’s Sky, players are now presented with three distinct modes. Normal offers a “chill exploration experience,” and is essentially an enhanced continuation of the original. Survival is challenging mode of limited resources and punishing enemies. Finally, Creative mode borrows from Minecraft’s similar structure, and lets you play the game with unlimited health, free building costs for any structure, upgrade, or product, and no need for resource management. Players can maintain a save game on each of the three modes.


In Normal mode, if you have an existing No Man’s Sky save, your character and possessions remain untouched, but you now have extensive new options for crafting, freighter purchases, and several other features. After an absence of a few months, it took me a while to remember the rhythms of what minerals I needed for space fuel, how to prepare for a warp to a new system, and even how to best navigate my spaceship, but most everything comes back after the first hour of play. 
Several quality-of-life changes are immediately apparent. Planets can now be scanned from orbit to determine what major resources can be found there. Quick access menus allow refueling without pausing out of the action. Craftable products can now be stacked, a much needed addition as the game moves into deeper crafting mechanics. In each case, these changes streamline play and keep the focus on exploration and discovery.
The base building and freighter purchase options in Normal mode are both meaningful ways to let a player invest in the No Man’s Sky universe, and provide a sense of ownership. There’s also a wonderful new feature that lets you teleport between your home base and various space stations you have visited, which greatly eases the challenge of getting around. In particular, I like the base crafting UI, which makes it easy to assemble a sprawling planetside home, presuming you have the resources on hand to fund such an endeavor.
Unfortunately, the price in time and in-game money to engage with this system is very high. Bases have a slowly unfolding arc of yet more new resources to gather, and just like before, it can be a laborious process to find a location in the universe that has the resources you need. For instance, I might require minerals from another system to build the science terminal in my base, but once it’s built, I need to find and hire a scientist to operate that terminal. They only appear on certain space stations, and I have no apparent way to track where those stations might be found, unless I happen to remember a previous location that included that alien race.  
Similarly, freighters are a great way to give players increased inventory space, not to mention an awesome giant ship to call their own. But the price of acquiring a freighter is high, and requires significant unit farming for all but the richest in-game avatars. 
Survival mode may be a great addition for some players, but I found its focus on resource gathering missions and frequent death to be tedious. Missions start with multiple suit and ship systems already damaged, and then drops your character on an inhospitable planet. All of my time in this mode was spent taking desperate trips outside of a shelter, gathering a few minerals as my character started to freeze, and then rushing back to safety. This process must be repeated again and again; some may find joy in the rote work, but it didn’t work for me.
Creative mode is an appealing way to try out many of the game’s new elements, especially building out a base without first needing to find the necessary resources. In most ways, this Creative mode is breezy and simple, but I was confounded by the need to still hunt through solar system after solar system to find specialists to man my base’s specialist terminals. 


In my original review, I noted my eagerness to see Hello Games create more crafted content to fill up the massive and impressive universe that No Man’s Sky has to offer. Even after several hours of time with the Foundation update, I still have a lot to see. For instance, the update promises significant changes to space battles, but I never encountered those changes during my hours of play. 
Nonetheless, the new additions to No Man’s Sky do little to address my own most pressing need within the game. The endless search for new resources to gather is what ultimately pushed me away from the game, and Foundation does little to change that. If anything, it doubles down on the strategy. Why am I building this base in the middle of a desolate planet? Who or what might antagonize me, beyond random sentinel robots and ticked-off fauna? How is the universe changing and growing in response to my actions as a player? In the absence of answers to these questions, I’m left with little purpose behind the monumental effort involved in crafting and investing in the game universe.
I realize that No Man’s Sky is a freeform experience that, by its nature, seeks to defy traditional structures. I am perhaps old-fashioned in my gaming tastes because I want more structure, but one way or the other, Foundation leaves me with two strong impressions. One, Hello Games is doing excellent work to flesh out New Man Sky’s focus on freeform play. And two, until there’s a deeper reason for me to engage with that content, the game still leaves me with similar feelings that I had at launch. I marvel at the sci-fi grandeur of this universe, but can’t escape the sensation that my role is in fulfilling a never-ending stream of secondary objectives.




Wednesday, November 30, 2016

Ninja Theory Explains Hellblade: Senua's Sacrifice Delay In New Video


Hellblade: Senua's Sacrifice is no longer going to hit its 2016 release window. Developer Ninja Theory has pushed the game to 2017, and detailed how they came to that decision in a new video update.
Product development lead Dominic Matthews stated that one of Ninja Theory's unannounced projects was canceled earlier this year, and that the fallout of that decision, "took time to sort out." Matthews also cites the studio's collaboration with Epic Games and others to "push the motion capture technology forward for the whole video games industry" as another reason for the setback.
Matthews also admits that Hellblade's development progress just hasn't gone as fast as they would have liked, but that being independent gives them the freedom to decide what happens with their game.
"One of the reasons we are creating Hellblade independently is because it puts decisions in our hands," states Matthews. "Rushing the game out for release or compromising on quality is not something we are willing to entertain."
Matthews also mentions that they don't currently have a specific release date in 2017, but they will announce it when they do.

The Virtual Life – Becoming A Monster In Tyranny


Tyranny is a CRPG in the style of Baldur's Gate and Pillars of Eternity that has a novel concept: you play the bad guy. And we're not talking a mischievous cackling Snidely Whiplash huckster, either. No, you are a capital-B bad person constantly doing evil things to the denizens of a fantasy land. I sat down with fellow editor Matt Miller, who reviewed the title, to talk about playing a game that lets us play the evildoer in year filled with despair and chaos.
Javy: Heya Miller. So let’s be real here for a sec: This year has sucked. This year has sucked hard. David Bowie, Leonard Cohen dead. The environment continues to fall to pieces. Tumultuous events happening all over the world. Despair around every corner. Real breaking of the seals kind of stuff, in a way.
I’ve had kind of a weird relationship with games this year. Like, they’ve always been escapist devices to me ever since I was a kid, but 2016 was the year they straight up became coping mechanisms in a way that’s maybe a little unhealthy? Titanfall 2. Wolfenstein. No Man’s Sky. All great ways to push my own problems, and anxieties about the world around me to the side and just not deal with things head on.
But then we have Tyranny, and Tyranny is a capital-I interesting game to me in that even though it’s about as fantastical as you can get, its dark world and the game’s inclination to force you to always be...well, pretty evil is an interesting experience to play in what feels like a pretty bleak time for humanity.
You ended up reviewing the game for us. What did you think of it? What’s interesting about it to you?
Miller: Well, I share your sentiment about this year’s frustrations. I’m a pretty optimistic guy by nature, but some of the events of recent months have really tested the bounds of that optimism. I’m of the opinion that games have a powerful ability to act as a catharsis for our feelings, including an outlet for aggression, a channel for our need to compete, and sometimes just as a way to step back from the frustrations of day-to-day life and inhabit a different mindspace for a while.
With those thoughts in mind, Tyranny arrived at an unusual time. No matter your take on the recent election here in the United States, in the forefront of everyone’s mind is the idea of leaders who might be acting in ethically questionable ways. Tyranny is a game that is fundamentally about enforcing and encouraging a corrupt and evil government, so it hits home for anyone whose mind has been considering the implications of power and corruption – whichever side of the political spectrum you happen to fall.
For me, Tyranny’s focus on corruption, manipulation, and strong-arming comes at a time when that’s not exactly what I’m looking for out of a gaming experience. But, at the same time, there’s no doubt that Tyranny is a solid and artful exploration of the concept of evil, and I can’t help but appreciate its approach to communicating about the nature of power.
You had a chance to explore the game as well, I believe. What was your experience like?
Javy: I came away with mixed feelings from my time with Tyranny. It was interesting; I actually got to chat with the dev team when they revealed the game, and one of the questions I asked was if there would be a “morally grey” path that, while not falling into lawful good or anything like that, would let players try to rise above the evil and they implied there would be that option.
However, most of the choices in Tyranny seem to fall between “be mildly evil” and “be incredibly evil,” and I just don’t know how I feel about that. It’s certainly a unique experience in the realm of games, especially when most games that let you be the bad guy often have a sense of humor (like Dungeon Keeper 2 or Overlord). However, it’s so somber and serious and out to make you be a bad person, there doesn’t seem to be a way to rise above it and man, I don’t know. I really feel like you’re holding out on the player by not offering them the opportunity to try and bring light into that world even if that attempt ends in failure.


Miller: Yeah, from a design perspective, the mostly evil choices in conversations and actions has an unusual effect. As I talked about in my review, I think there’s an unusual limitation on the sense of narrative freedom when you take one whole end of the moral spectrum out of the equation. If I’m playing a game with the choice to save an innocent, and then I brutally kill them instead, that instills a genuine sense that I’m playing an evil character. When that choice is taken away, and my only choice is to either kill him, or torture him, it lessens the impact of the choice for me.
Now, that said, I think Tyranny does some very interesting things to provide narrative agency in other ways, and I really appreciate that the game has so many branching paths even within the spectrum of mostly evil or barbaric choices. Do you know what I mean?
Javy: Oh yeah, for sure. Even though it restricts itself with that limited moral spectrum, it carves out that space and offers the player loads of narrative possibilities. The game’s opening, which has you making tactical choices on a battle map over a period of a few years during a war, is one of my favorite intros in a game in years because it literally shapes the game to come: the land, the factions, how people respond to you. It’s kind of astonishing at times. I loved how people would recall my actions during the war or how I had burned on faction or another.
I also really liked how the game managed to come up with factions who have their own interesting stories and clashing philosophical beliefs even in a world where, well, most people are scumbags. I think that’s the best thing I can say for Tyranny: it takes up a niche and then stretches that niche to its breaking point.
Miller: Yeah, you had mentioned “lawful good” before, which is an interesting idea to unpack. In Dungeons & Dragons, the moral spectrum is defined both by good and evil, but also law and chaos, and I think the latter of those two is where Obsidian went to find complexity. The two major factions you’re dealing with in the game are sort of representative of law and chaos. One leader and his forces are this very regimented and ordered group of soldiers, even if they’re still pretty evil. The other faction is this chaotic army of killers who have no respect for rule of law or the way things are supposed to be done, but they get their tasks completed through pure mob rule.
Between those two ideologies, there are some significant ideas to play with, and I think Obsidian did a good job of exploring that more nuanced understanding of morality in Tyranny.
One of the other topics I wanted to get your take on is the party members. For me, because most of my companions were pretty awful and unlikeable, I struggled to find a connection to them in the same way I would in some other similar RPGs. Did you find that to be true, or was there something refreshing or novel for you about AI teammates who were self-proclaimed murderers and traitors?
Javy: Initially i found it refreshing, but I think one of Tyranny’s failings is that it couldn’t make those characters interesting. It’s one thing to have monstrous characters as your companions, but you’ve got to make them intriguing in some way beyond how awful they are. Like, honestly, everyone who was my ally in this game felt like some third-rate Game Of Thrones henchmen who gets killed off by a random bandit. Evil and interesting is definitely a character type that’s possible, as proven by Star Wars: Knights of The Old Republic’s HK-47 or even Saren in Mass Effect.
But yeah, notable companions is something that Tyranny doesn’t really do that well, and it’s bummer because it would be fascinating to find yourself working together with people who are downright villainous but have compelling reasons for being that way.


Miller: I think a couple of the characters had that quality. The most memorable for me was the beastwoman character (Kills-In-Shadow), who for me fit some of those criteria you described. Her culture was compelling, being sort of half-tribal and half-animalistic. She was disturbing, but also occasionally the mismatch of her attitudes with the other characters could be humorous, even if ultimately she was a pretty dark and disturbing companion.
But generally, I agree with you; I think I would have been much more enmeshed in Tyranny as a whole if I was more intrigued by the individual companions.
Another feature that we haven’t had a chance to talk about is the setting, which was actually one of the things I really liked in the game. In particular, I think the individual areas you visit, which are often wracked by these horrible magical edicts, really sell the idea of a world beaten into ruin. But I’ve talked to one of our other editors who played, and they didn’t love the setting as much. Where did you come down on that topic?
Javy: I was a big fan of it, actually. Maybe not the world itself in terms of the dark fantasy elements (they all felt pretty generic), but I think the amount of control you have over that world in the introductory sequence helps make it feel like it’s your own more than something like Baldur’s Gate or Pillars of Eternity even if its grandeur doesn’t match a setting like Arcanum: Of Steamworks And Magick Obscura.
But that doesn’t matter because we have such a strong role in helping shape the world. It’s truly a situation of interactivity making the stale and familiar fresh again, to the point that I’m looking forward to doing another full playthrough to see just how much everything changes.
So I guess since we’re talking about being EVIL, how do you think Tyranny stacks up against other games, like Dungeon Keeper, that also lets you be the bad guy/gal? Does its somber tone sets it apart, even if it doesn’t necessarily make it better? Do you think that Tyranny is worth playing through even if it might make the player uncomfortable, just for the novelty of the experience?
Miller: I think Tyranny is a really surprising game. Games like Dungeon Keeper or Overlord have a sort of mustache-twirling villainy to them that is amusing – kind of the same idea as that animated movie, Despicable Me. A sort of delighting in the bad guy, but in an amusing way.
Tyranny doesn’t really have that quality. It’s a deep and rewarding story, but it’s not tongue-in-cheek or humorous. It’s a pretty straight-faced attempt at confronting the nature of unchecked power, and a group of characters who have no choice but to act in evil ways to survive and thrive in that world.
Javy: Yeah, I'm still not entirely sure how to process Tyranny as an experience. It's arrived at a curious moment in our history and perhaps, more than we're willing to admit, serves as a clearer mirror to who we are than the vast majority of games. On one hand, I'm super thankful it exists because it's the only game I've played in the last two months that has served as something other than pure escapism, existing as an artifact that reflects the time and forcing me to confront some of the realities the world we live in right now.
However, at the same time, Tyranny's commitment to brutal nihilism feels short-sighted. To not allow the player to at least pursue hope is a limitation that borders on crippling.
I'm curious to see how the game's reputation takes shape in the years to come. It's a game that makes a classic, explicit, and sometimes compelling argument that the vast majority of people, particularly those with any smidge of power, are monsters. I hope that the future proves Tyranny's underlying philosophy wrong but I'd be lying if I said that my optimism wasn't in short, ever-diminishing supply as we find ourselves barreling toward uncertain times.

Early Version Of Ark: Survival Evolved Coming To PS4 Next Week


Studio Wildcard has been working to bring its dino-survival game Ark: Survival Evolved over to the PlayStation 4, and it's finally close. How close? Does next week work for you?
Ark: Survivor's Pack includes the content from the still-in-development Survival Evolved and its Scorched Earth expansion, and it will be available December 6. The bundle is priced at $54.99, and it will also give you access to the game's updates as it approaches a proper spring 2017 release. In addition, PlayStation 4 players can get the bionic Giganotosaurus skin and a set of manticore armor.  
If you're in North America and aren't quite ready to invest in both chunks of the game, you'll have to wait. In Europe, the base game and its expansion will be available separately, but they won't be available as standalone products here until spring.
Our Take
That's a tough skin to beat, as far as cosmetics go. Just don't bother asking why your character is still using spears if they're able to construct such an impressive technical marvel. 

Kingdoms and Castles



Developer Lion Shield is made up of Pete Angstadt and Michael Peddicord, who have worked on games like Abzu, Journey, and Spore. The two have banded together to create Kingdoms and Castles, a game that borrows heavily from the Maxis school of city-builder games.
Although the game focuses on having you build up your town house by house, several elements can get in your way. Weather changes with the seasons (Winter can be a rough season), vikings and dragons can attack, and your population can starve.

http://www.gameinformer.com/games/kingdoms_and_castles/b/pc/archive/2016/11/30/the-city-builder-is-a-little-bit-minecraft-a-little-bit-simcity.aspx


Tuesday, November 29, 2016

This Week's GTA 5 Sales and Bonuses Revealed


Rockstar Games has announced the latest weekly bonuses and sales for Grand Theft Auto V's multiplayer mode, GTA Online.
Starting with the bonuses, players can earn double GTA$ and RP in the Drop Zone and Power Play Adversary modes, as well as the newest one, Kill Quota. These modes will pay out double until December 8.
Moving to this week's GTA Online sales, Rockstar has discounted properties, vehicles, weapons, and armor. For properties, Rockstar is offering 50 percent off all executive offices, as well as office decor and customization items.

All the Xbox One Backwards Compatibility Games


Xbox One Backwards Compatibility Lineup (As of November 22, 2016):

New titles are bolded
  • A Kingdom for Keflings
  • A World of Keflings
  • Aegis Wing
  • Age of Booty
  • Alan Wake
  • Alan Wake's American Nightmare
  • Alien Hominid HD
  • Altered Beast
  • Anomaly Warzone Earth
  • Arkanoid Live
  • Assassin's Creed
  • Assassin's Creed II
  • Asteroids & Deluxe
  • AstroPop
  • Aqua
  • Babel Rising
  • Banjo Kazooie: Nuts n Bolts
  • Banjo Tooie
  • Banjo Kazooie
  • BattleBlock Theater
  • Battlestations: Midway
  • Bayonetta
  • Bejeweled 2
  • Bejeweled 3
  • Bellator: MMA Onslaught
  • Beyond Good & Evil HD
  • Bionic Commando Rearmed 2
  • Bloodforge
  • Blood Knights
  • Blood of the Werewolf
  • BloodRayne: Betrayal
  • Blue Dragon
  • Bomberman Live: Battlefest
  • Boom Boom Rocket
  • Borderlands
  • Bound by Flame
  • Braid
  • Brain Challenge
  • Burnout Paradise
  • Call of Duty 2
  • Call of Duty 3
  • Call of Duty: Black Ops
  • Call of Duty: World at War
  • Call of Juarez Gunslinger
  • Capcom Arcade Cabinet
  • Carcassonne
  • Castle Crashers
  • Castlestorm
  • Castlevania: Symphony of the Night
  • The Cave
  • Centipede & Millipede
  • Comic Jumper
  • Comix Zone
  • Condemned
  • Counter-Strike: Global Offensive
  • Crazy Taxi
  • Crystal Quest
  • Crystal Defenders
  • Dark Souls
  • Dark Void
  • de Blob 2
  • Dead Space
  • Dead Space Ignition
  • Deadliest Warrior: Legends
  • Deathspank: Thongs of Virtue
  • Defense Grid
  • Deus Ex: Human Revolution
  • Deus Ex: Human Revolution Director's Cut
  • Dig Dug
  • Dirt 3
  • Dirt Showdown
  • Discs of Tron
  • Disney Castle of Illusion Starring Mickey Mouse
  • Domino Master
  • Doom
  • Doom II
  • Doom 3: BFG Edition
  • Doritos Crash Course
  • Double Dragon: Neon
  • Dragon's Lair
  • DuckTales Remastered
  • Duke Nukem: Manhattan Project
  • Dungeons & Dragons: Chronicles of Mystara
  • Dungeon Siege III
  • E4: Every Extend Extra Extreme
  • Earthworm Jim HD
  • Eat Lead: The Return of Matt Hazard
  • The Elder Scrolls IV: Oblivion
  • Encleverment Experiment
  • Escape Dead Island
  • Fable II
  • Fable III
  • Faery: Legends of Avalon
  • Fallout 3
  • Fallout: New Vegas
  • Far Cry 3 Blood Dragon
  • Feeding Frenzy
  • Feeding Frenzy 2
  • Final Fight: Double Impact
  • Flashback
  • Flock
  • Forza Horizon
  • Fret Nice
  • Frogger
  • Frogger 2
  • FunTown Mahjong
  • Galaga
  • Galaga Legions
  • Galaga Legions DX
  • Garou: Mark of the Wolves
  • Gatling Gears
  • Gears of War
  • Gears of War 2
  • Gears of War 3
  • Gears of War: Judgment
  • Geometry Wars: Retro Evolved
  • Ghostbusters: Sanctum of Slime
  • Golden Axe
  • Go! Go! Break Steady
  • Grid 2
  • Gripshift
  • Guardian Heroes
  • Gunstar Heroes
  • Guwange
  • Half-Minute Hero: Super Mega Neo Climax
  • Halo: Reach
  • Halo: Spartan Assault
  • Halo Wars
  • Hardwood Backgammon
  • Hardwood Hearts
  • Hardwood Spades
  • Heavy Weapon
  • Hexic 2
  • Hexic HD
  • Hydro Thunder
  • I Am Alive
  • Ikaruga
  • Interpol: The Trail of Dr. Chaos
  • Iron Brigade
  • Jeremy McGrath's Offroad
  • Jet Set Radio
  • Jetpac Refuelled
  • Joe Danger Special Edition
  • Joe Danger 2: The Movie
  • Joust
  • Joy Ride Turbo
  • Jurassic Park: The Game
  • Just Cause 2
  • Kameo
  • Kane & Lynch 2
  • Killer Is Dead
  • The King of Fighters '98
  • Lazy Raiders
  • Left 4 Dead
  • Left 4 Dead 2
  • Lego Batman
  • Lego Pirates of the Caribbean: The Video Game
  • Lego Star Wars: The Complete Saga
  • Limbo
  • Lode Runner
  • Lost Odyssey
  • Lumines Live!
  • Magic: The Gathering 2012
  • Mars: War Logs
  • Mass Effect
  • Mass Effect 2
  • Mass Effect 3
  • The Maw
  • Medal of Honor: Airborne
  • Metal Slug 3
  • Metal Slug XX
  • Might & Magic Clash of Heroes
  • Military Madness
  • Mirror's Edge
  • Missile Command
  • Monaco: What's Yours Is Mine
  • Monday Night Combat
  • Monkey Island: SE
  • Monkey Island 2: SE
  • Motocross Madness
  • Ms. Splosion Man
  • Ms Pac-Man
  • Mutant Blobs Attack
  • MX vs. ATV Reflex
  • N+
  • NBA Jam: On Fire Edition
  • Neogeo Battle Coliseum
  • Nights Into Dreams
  • Of Orcs and Men
  • Omega Five
  • Operation Flashpoint: Dragon Rising
  • Operation Flashpoint: Red River
  • The Orange Box
  • Outland
  • Pac-Man
  • Pac-Man C.E
  • Pac-Man CE DX+
  • Pac-Man Museum
  • Peggle
  • Perfect Dark
  • Perfect Dark Zero
  • Phantasy Star II
  • Phantom Breaker: Battle Grounds
  • Pinball FX
  • Plants vs. Zombies
  • Portal: Still Alive
  • Portal 2
  • Prince of Persia
  • Pure
  • Putty Squad
  • Puzzle Quest
  • Puzzle Quest 2
  • Puzzle Quest: Galactrix
  • QIX++ Puzzlegeddon
  • Rage
  • Rayman 3 HD
  • Rayman Legends
  • Rayman Origins
  • Red Dead Redemption
  • Red Faction: Battlegrounds
  • R-Type Dimensions
  • Runner 2
  • Sacred 3
  • Sacred Citadel
  • Saints Row IV
  • Sam & Max: Beyond Time & Space
  • Sam & Max Save the World
  • Samurai Shodown II
  • Scarygirl
  • Sega Vintage Collection: Alex Kidd & Co.
  • Sega Vintage Collection: Monster World
  • Sega Vintage Collection: Streets of Rage
  • Shadow Complex
  • Shank 2
  • Shred Nebula
  • Silent Hill: Downpour
  • Skate 3
  • Skullgirls
  • Small Arms
  • Sonic & All-Stars Racing Transformed
  • Sonic & Knuckles
  • Sonic CD
  • Sonic The Fighters
  • Sonic The Hedgehog
  • Sonic The Hedgehog 2
  • Sonic The Hedgehog 3
  • Sonic The Hedgehog 4: Episode 1
  • Sonic The Hedgehog 4: Episode II
  • Soulcalibur
  • Soulcalibur II
  • South Park: The Stick of Truth
  • Space Giraffe
  • Spelunky
  • Splosion Man
  • SSX
  • Star Wars: The Force Unleashed
  • Star Wars: The Force Unleashed II
  • Super Meat Boy
  • Supreme Commander 2
  • Syberia
  • Tekken Tag Tournament 2
  • Texas Hold 'Em
  • Ticket to Ride
  • Tom Clancy's Rainbow Six Vegas
  • Tom Clancy's Rainbow Six Vegas 2
  • Torchlight
  • Tour de France 2009
  • Tour de France 2011
  • Toy Soldiers
  • Toy Soldiers Cold War
  • Toy Story 3
  • Trials HD
  • Trine 2
  • Tron: Evolution
  • Ugly Americans: Apocalypsegeddon
  • Unbound Saga
  • Virtua Fighter 5 Final Showdown
  • Viva Piñata
  • Viva Piñata: Trouble in Paradise
  • The Witcher 2: Assassins of Kings
  • Wolfenstein 3D
  • World Puzzle
  • XCOM: Enemy Unknown
  • Zuma
  • Zuma's Revenge!