Resident Evil 4: Ultimate HD Edition coming to PC

Pre-order Campaign on Steam now live with Free Bonus Materials!

Jan. 21, 2014 — Capcom, a leading worldwide developer and publisher of video games, today announced the ultimate HD edition of Resident Evil® 4 for PC digital download on Steam® globally and available as a retail version for Windows PC in Europe. PC gamers will be able to play the groundbreaking survival horror masterpiece in the highest visual fidelity ever with stunning HD running at a smooth 60 frames per second for the first time. Resident Evil 4 will be available on February 28, 2014 for $19.99/€19.99.

Alongside the announcement, the Steam pre-order campaign has also gone live today which includes a digital soundtrack with more than 60 tracks and a digital artbook for those that purchase early. Details can be found at Resident Evil 4 will include Steam platform support with Steam Achievements, Steam Cloud, Steam Trading Cards, global leaderboards, and full game controller support.  The new PC version will include everything from the prior iterations including subtitle support in English, French, Italian, German, Spanish, and Japanese as well as previously released bonus content such as the Separate Ways epilogue.

RE4PC-1Resident Evil 4 received numerous “Game of the Year” awards when it debuted and currently stands as one of the best-reviewed games of all time with an incredible 96 ranking on MetaCritic. A complete visual overhaul has been performed to bring this revered title to the highest graphical quality ever. Fully optimized for the wide screen, texts have been sharpened and textures have been upgraded on characters, backgrounds and in-game objects.

In Resident Evil 4, special agent Leon S. Kennedy is sent on a mission to rescue the U.S. President’s RE4PC-13daughter who has been kidnapped. Finding his way to a rural village in Europe, he faces new threats that are a departure from the traditional lumbering zombie enemies of the earlier installments in the series. Leon battles horrific new creatures infested by a new threat called Las Plagas and faces off against an aggressive group of enemies including mind-controlled villagers that are tied to Los Illuminados, the mysterious cult which is behind the abduction.

To complement the exciting new direction, the game introduced a modernized control scheme, rear third person view and gameplay mechanics which have blazed the trail for subsequent action titles.

Octodad: Dadliest Catch Surfaces on PC/Mac/Linux January 30th, 2014

Young Horses is proud to announce Octodad: Dadliest Catch is set to release for PC/Mac/Linux January 30th, 2014 on Steam, Humble Store, and GOG.
It’s been almost 3 years since the first Octodad clambered out of our student arms and onto player’s computer screens. We’re now big adult non-student  super official business humans close to sharing another cephalopodian adventure in observance of the mundane we take for granted.The PS4 version of the game is currently targeted for March, but that’s only an estimate at this point.
Besides the concept of Octodad himself, we’ve up until now kept much of Dadliest Catch’s story under wraps. To make the 2 week wait a little easier to bare we’ve put together this trailer giving you a sneak peek into his life. We hope it answers some of your questions and creates a few, or many, fun new ones.

Tom Clancy’s Ghost Recon Online launches on Steam Early Access

SAN FRANCISCO, CALIFORNIA – January 14, 2014 – Today Ubisoft announced that Tom Clancy’s Ghost Recon Online® is coming to Steam™. Since its launch, the tactical 3rd person shooter has evolved significantly with the help of its four million registered users. Players contributed their time and feedback to improve and refine the unique gameplay and team experience provided by the game, which allowed Ubisoft Singapore to continue developing Ghost Recon Online to make it the polished game that players now experience. Steam Early Access kicks off today in Canada and the game will be available worldwide this spring.GRO Arctic Pack

“Bringing Ghost Recon Online to Steam has been our goal since the game’s inception,” says Corey Facteau, Producer at Ubisoft. “We took the time necessary to reach a quality level that can go head to head with the best online games available today before releasing on Steam. As the top shooter for gamers who enjoy team gameplay, we have also seen our audience expand to include MOBA fans, who comprise fifty percent of our user base. To ensure a seamless transition to the new platform, we will use Early Access to fine tune the Ghost Recon Online experience before releasing it to the rest of the world.”

Play Now, Play Free at

Upcoming Starbound patch promises no more character wipes, weapons, and hats!

Recently shared on the official Starbound site, the next patch to the game makes many changes.


  • .ds_store issue affecting OSX 9.1 users (A bug where Finder created an invisible file called .ds_store in the player folder which caused the game to crash).
  • A number of character creation/selection screen crashes related to loading corrupted save files
  • An issue that could prevent the launcher from starting (MSVCRT.dll)
  • DirectX crash bug (303 bug)
  • Several memory leaks, including the slow-but-significant server memory leak a lot of people were experiencing and GUI memory leak
  • Fixed a crash bug related to GUI controls
  • Reduced memory load of FTL animation
  • .abc files with comments no longer crash the game, plus various .abc fixes as far as key signatures/timing
  • A number of issues with players spawning underground
  • A bug where players spawned outside the ship if they’d previously saved the game while in the Captain’s Chair
  • Right shift key was not working as a shift key, now it is
  • An issue tech slots were unusable under certain conditions
  • Wiring system fixes– wires are rendered below UI elements, wires no longer break when crossed into an unloaded sector
  • Added image metadata caching, improved assets caching
  • Added a jeep mech that was supposed to have been in the last patch, but had mysteriously gone missing!
  • Object flipping issues
  • Sped up the crafting window
  • Fixed a sound issue that occurred after many concurrent weapon hits
  • Characters no longer blink while sleeping in beds
  • Assorted minor performance improvements

Starbound Screen 1


  • New game modes! Permadeath and drop-everything-on-death modes.
  • Revolvers, pulse rifles, hand grenades, shivs, Floran needlers, Floran thorn hammer
  • Human guards now wear soldier uniforms
  • More decorative hats! Yay, hats!
  • More random encounters
  • Possibly more content, if it’s finished on time!

With this, there’s also the news of the highly awaited final wipe. After this patch, all characters will be safe, however your worlds might be a different story.

-This patch contains a fix for save files so after this, you won’t need to worry about our patches destroying your characters or ships. This patch will wipe everything– characters, ships and worlds. It will definitely be the last time we’ll need to wipe characters or ships, and will hopefully be the last time we’ll need to wipe worlds.

I know I can’t wait for this one, what are you guys most excited about from this patch? Leave a comment down below!

Assassin’s Creed: Liberation HD Comparison Screenshots

Set to release as a digital title next week, Assassin’s Creed® Liberation HD is completely remastered, featuring unique gameplay mechanics and an immersive Assassin’s Creed storyline delivered in stunning high definition, as you can obviously see from this batch of comparison screenshots.  Better yet, it’s priced at only $19.99 and features blow darts. Cannot WAIT to try this title out!

Q&A With Octodad creators, Young Horses

I got to talk to Young Horses, the company behind the upcoming game Octodad: Dadliest Catch. I hope you enjoy our first official interview!

Would you mind telling me a bit about each member of the team? How can we follow you each?

Kevin Zuhn is the creative director guy that decides what color of bananas are Octodad canon (it’s yellow btw). You can find him in the trenchescreating Octodad levels and arting the things you find in Octodad’s world.

Kevin Geisler is the stern father programmer with a strict wit and a stricter haircut and is responsible for fixing all the things and making sure this game ever comes out.

Chris Stallman is the bearded mystic that leads the artists in their fight against programmer tyranny and is omniscient creator of all the animated things and the rooms they die in.

Majdi Badri is a comedian trapped in a comedian’s bodymaking Octodad levels and writing dialog and has already donated to your tabletop gaming Kickstarter.

Nick Esparza is the hot new guy (that you used to date on the first Octodad) making sure all our cut scenes are nicely animated so you forget you’re destroying a poor Octopuses life, and not watching The Little Mermaid.

John Murphy wants you to think he is a well-dressed sociopath and sex-addict while designing giant, intricate existential mazes for Octodad to suffer in, but he actually just cares too much. 

Phil Tibitoski is the pretty face of @octodadgame hiding a metal heart of darkness, e-developing the e-businesses, whetting the stones, greasing the pits, testing the tubes, making sure you like us and know about the game.

Seth Parker writes flute sonatas and records sponges and butts to make Octodad sound as realistic as possible.

I’m Devon Scott-Tunkin, the permissive grandfather programmer of the group that works on the bits that make Octodad and all his frienemies move around as badly as possible. I like pie and balance the books.
So how did Young Horses get its start, what’s the history there? 
Young Horses formed in Chicago out of a DePaul University project, the Depaul Gaming Experience. Eight of the original DePaul Gaming Experience members wanted to continue working on a fully realized version of our IGF Student Showcase game, Octodad.  We ran a Kickstarter in 2011 to get enough funds to pay for things like trade shows, company formation, software etc. Otherwise we’ve been working on a shoestring budget out of an apartment. Octodad: Dadliest Catch is our first commercial title.


What’s an average day like for the team?
Kevin Geisler, Kevin Zuhn, and Chris Stallman all live in the apartment that is our office. They usually wake up at a reasonable time and start working with Nick Esparza who also wakes up at a reasonable time. No one drinks orange juice. Then a rotating cast of the rest of us will show up and work. Everyone puts on headphones because I like to make weird bird-like sounds to distract them from their work. Sometimes Chris will only have one headphone on and be sucked into my spell and regret his life. If Majdi is over, jokes and videos will pepper the workday with joy and rage. Nick will fight Majdi for captain of all memes on our Skype Chat. Kevin Geisler works in a room by himself where he has four computers, six monitors, and two robot interns so he can be more efficient than the rest of us.  He emerges to make us feel guilty about our existence, make sometimes clever puns, always clever insults and to get McDonald’s. If Phil is over while me and John are over we will form a terrible Voltron of bad jokes and insults at each other until we all go home to our wives (disclaimer, none of us are technically married). Sometimes the designers will join heads and bash out some great ideas and draw terrible things and diagrams on the whiteboard. The rest of the time we all stare at our screens and only talk to each other in the same room over Skype chat. Like any healthy relationship. Seth lives outside of Chicago and makes the best Google Hangout mustaches.


Is there any one team member that always tries to throw something really crazy into the game?
John and I like to joke about adding hidden, questionable, adult content to the game, but we never actually do. Kevin Zuhn has a pretty strict world of what flies in Octodad’s world (and we want the game to be more Spongebob/Adventure Time than Adult Swim). With how ridiculous the Octodad character is, it’s pretty important to not overshadow that with a crazy world. We had to cut Octodad’s secret mad scientist basement and an airplane that was also a church.


Alright so, for someone who’s had ZERO information given to them about Octodad, how would you describe it? 

Someone on twitter once described it as, “raw ass.” While I think that’s pretty descriptive, “You’re an Octopus in a suit. You have a perfectly normal suburban life with a human wife and kids. Nobody knows you’re an Octopus. Do whatever it takes to keep it that way.” gives a little more information and also makes it sound like a Pixar version of Breaking Bad. “It’s 3D QWOP + Chicken Boo, but you’re an Octopus, and a good dad.” also works.


So how did you guys come up with the idea for such an interesting and unique game? 
Someone had an idea for an Octopus that controlled a robot human by moving levers inside of his head. Being good designers always in search of elegance, someone suggested why not just make it in an Octopus in a suit. Everyone thought that was the stupidest thing we’d ever heard so of course we had to do it.


The art style is very interesting, and having played the demo, I’m very curious about inspiration that you had.
We immersed ourselves in 1950s advertising and media, scouring the internet for whatever it could provide. Then drew from a childhood filled with cartoons. Then thought about how long things might take to make and how to best streamline content creation. Add all those together and what you see is the result. Also some Team Fortress 2.


Same thing with the music and sound effects. What did you use as inspiration when creating them?
Seth spent a lot of time engrossed in Koji Kondo’s huge body of work for the various Mario games.  Some of his favorite tracks come from Super Mario Galaxy (“Gusty Garden Galaxy,” in particular).  Also, the music from games like Little Big Planet definitely were a consideration in trying to develop a musical style for Dadliest Catch.  Seth wanted to make a soundtrack that was quirky, yet allowed him to express himself musically.  This game hopefully does that.  I know Seth’s had a lot of fun making it because he heavily used his own performances on flute and guitar instead of sample libraries and that has opened a lot of new capabilities for him.  The overall audio aesthetic that we’re going for is one that is fun and quirky and complements the goofiness of the Octodad character and story, but one that also gets the job done.


Anything you can tell us that we should look specifically forward to?
    You should look forward to having a wacky day at the aquarium with Octodad’s family on PC/Mac in late January 2014 and the PS4 version to follow soon after in early 2014. The Windows version of the game comes with the editor we used to make the game and Steam Workshop support, so we hope to see some crazy stuff from the mod community. There’s some really adorable and heart wrenching stuff happening in the plot and voice acting that we can’t wait to share with you. The PS4 version has Move support to fully simulate life as an Octopus and stream it to Twitch. The Mac version has a multitouch mode for the trackpad since Macbook users don’t like to use mice. We have some unannounced modes that should make the game much more replayable as well. Oh and secret things to find. Secrets.

Thanks guys! Nice talking to you and can’t wait to play the game!
Check out the Octodad website HERE and the Steam Page HERE.

SteamWorld Dig Coming to PC This December!

Branded as a “platform mining adventure” in a Steampunk / Western setting, SteamWorld Dig lets 2_archaea_dig2players take the role of the Eastwood-esque robot protagonist Rusty in order to save a mining town in need. The plot thickens as he digs deeper into the dark, rich underground.

Thanks to its immersive gameplay, unique mechanics and stunning presentation, praise for SteamWorld Dig has been unanimous. This is what leading gaming sites say about the game:

  • ”SteamWorld Dig is easily the best eShop game of the year.” (9.5/10,
  • “…an utterly phenomenal video game.” (10/10,
  • “A totally unexpected love letter to bold concepts.” (9/10,
  • “…super-fun, addictive and inspired gamified manual labour…” (9/10,
  • “Image&Form has created an interesting and beautiful world…”(9.5/10,

Moreover, in a recent top list prestigious declared that SteamWorld Dig is among the ten best 3DS games ever made. This made it simple for Valve, the company behind leading game-download service Steam, to embrace this David among Goliaths and put SteamWorld Dig on the fast track for release on Steam.

“SteamWorld Dig now plays at 60 frames per second in full HD, and features gamepad support as well 6_drill_caveas keyboard controls,” notes lead designer Olle Håkansson. “We have added many nifty features such as achievements, bloom filters and cloud saves, but put our main focus into making the experience feel custom-tailored for the desktop… and it looks and feels marvelous.”

So is this a departure from the 3DS? “No, it’s not,” assures Sigurgeirsson. “Nintendo has treated us like royalty, and the Nintendo community is fantastic. We would be very foolish to turn our backs on them. As with SteamWorld Dig, our next SteamWorld game will appear on the 3DS day one.”

SteamWorld Dig will be launched on Steam December 5, 2013. The suggested retail price will be $9.99 / £6.99 / €8.99, although gamers on Steam can expect a celebratory release sale.

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