Jump between 8- and 16-bit environments

What is the world coming to when Destructoid community members start making their own videogames? The endtimes are near! Repent! Repent!

The disarmingly charming and fetchingly fetching Ben “AgentMOO” Shostak already has a game under his belt —Agent MOO: Maximum Overdeathon XBLIG — but genius never rests! MOO and his buddySteve Jenkinshave joined forces forHigh Strangeness, a top-down action-adventure in the vein of SNES classics likeSecret of ManaorZombies Ate My Neighbors. It’s been in production since at least 2009, when it wasone of the very firstsuccessfully funded Kickstarter projects, and ought to land on PC and other unannounced platforms in late 2013.

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I had a chance to play the demo, which was showcased in public for the first time during MAGFest 11. You run around town whacking specters with a flashlight, but towards the end you gain the ability to shift the environment from an 8-bit look to a 16-bit one (hence the “12-bit” label). You use this skill to solve puzzles and see markings that are invisible in the other view. Unfortunately, the feature was only briefly explored before the demo ended.

The art, bySam Bennett, jumps between striking watercolor paintings and 8- / 16-bit pixel objects — a marriage of old-school charm and modern sensibilities. Then on chiptune soundtrack duty is Rich “Disasterpeace” Vreeland, best known for his work onFEZ. Sounds like quite the package, don’t it? You’ll be doing yourself a favor by keeping an eye onHigh Strangenesseither onFacebookor thedevelopment blog.

Promotional art for Warframe`s Duviri Paradox, which shows Dominus Thrax and the cast of the expansion.

Naoe, Sorin, and Jinchiro looking serious

Sekiro

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GTA V

State of Decay

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Oraxia, a spider-inspired Warframe with multiple legs. Webs appear on the background.