Rock, Paper, Shotgun

Archive for October, 2010

Minecraft Hellshot, Plus Darwinian Invasion

By John Walker on October 11th, 2010.

It's a bit gloomy, eh?

I was worried that people haven’t had an opportunity to complain that we write too much about Minecraft for a bit. So here’s two Minecraft things at once. First up, yesterday developer Notch released a screenshot of the Hell dimension that’s appearing in the Halloween update. You can speculate for yourself what the various block types in here might be – there’s five new ones being added overall. Click on that pic above to see it all biggerised. And below, there’s something special. A video of the biggest Darwinian you’ve ever seen.

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More Arkham City Images

By Jim Rossignol on October 11th, 2010.


The Batman and his friends are looking rather handsome indeed. First there was this batch of loveliness, and now there’s a bit more, which I’ve posted below in a gallery fashion. If you’re a fan of wearing leather and punching men in the face, then you scare me. Also, this game is probably going to be a big deal.

Click images for gigantism!

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Blizzard Bans Single Player SCII Cheaters

By Quintin Smith on October 11th, 2010.

^______________^

The digital scoundrels at CheatHappens.com have posted an interesting article about what they’re calling an “unprecedented act” from Blizzard. Namely, at the beginning of this month Blizzard began banning the Battlenet accounts and CD keys of StarCraft II players who were using cheats and trainers (at least one of which was created and distributed by CheatHappens.com) in their single player campaigns and in matches against the AI.

Blizzard’s stance is that since those single player games affect the achievements and score displayed in multiplayer, they can’t be standing for it. In response, CheatHappens point out that these elements “have no bearing on multiplayer standings, matches or games”. Personally, I always thought achievements were harmless. This is causing me to reconsider.

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An Armoured Interview: World Of Tanks

By Phill Cameron on October 11th, 2010.


Last week I had a look at World of Tanks, and it looked pretty good, in a TANKS TANKS TANKS kind of way. Naturally I wanted to know more about the minds behind the idea, and so I had a bit of a chat with Anton Sitnikov, the Lead Designer of World Of Tanks. Broaching such wildly varied questions as ‘Why tanks?’ and ‘Why these tanks?’, it’s an interview of highs and lows, the interview equivalent of swapping out your short and thick gun barrel with something altogether longer and thinner. There’s also some stuff about being Free 2 Play, because that’s an interesting topic right now.
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Gearbox Confuse Me

By Jim Rossignol on October 11th, 2010.


So here’s a thing, and it’s honestly got me confused. Gearbox’s Steve Gibson has been talking to the London Games Festival blog about the various Gearbox projects (but mainly about Duke), and when talking about Steam he says…

[R]ight now if a guy buys a game on Games for Windows and a guy buys a game on Steam – they can’t play together. If another guy bought it in a retail store, he can’t play with the first two guys.

Right now we’re like “Please, work together” Our big concern right now is that these silos are being built. Everybody’s separating out and it’s really… as a developer who just wants gamers to be able to play games together, it’s frustrating right now. Things like that are hurting the PC industry for gamers.

Eh? That… what.

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Conquest: Divide And Conquer Released

By Quintin Smith on October 11th, 2010.

It's not a working day at RPS unless you've sent some tiny men to their deaths.

Quickly, then. Heading over to the IndieGames blog, I find out about this indie multiplayer turn-based strategy game, right? And it’s called Conquest: Divide and Conquer. And it’s out. And there’s a demo!

I’ve had a play against the AI and enjoyed myself. It’s a neat concept. Commanding drop-pods, satellites and missile strikes, you need to control 75% of the cities on a map. Each captured city spawns units, but missile strikes obliterate all units in a hex. Tricky stuff. And I’m guessing it only gets trickier when you’re playing against humans who you can sign cease-fires and alliances with. Conquest also earns brownie points for it incredibly cursory tutorial that encourages trial and error. Me likey. I recommend you guys grab the demo and swamp the servers, so there’ll be plenty of matches for everybody. Video after the jump.
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Eurogamer Retro: Curse Of Monkey Island

By John Walker on October 11th, 2010.

That's the second insult swordfight I've ever seen.

It’s important to admit when you’re wrong. All my life I’ve maintained that The Curse Of Monkey Island was rubbish. So I went back to check, and found out that, well, it’s not. So many of the puzzles are. The tacky line drawings often are. But it’s a better game than I’d remembered. I write all about it over at Eurogamer, including this representative paragraph:

With series regulars like the Voodoo Lady and Stan appearing, now it seems daft that the game works so hard to reintroduce them. But with over half a decade having passed, a good proportion of the potential audience wouldn’t have had any idea who they were. Plus a lot of the references were starting to feel dated back then and now seem positively archaic.

During my eighties childhood, about 70 per cent of the programmes I watched included quicksand at some point. To misquote comedian Adam Carolla, until the age of 10 I was certain I was either going to die by falling in quicksand or by being eaten by cannibals who would first make me their god. Now, outside of madman Bear Grills’ on-screen suicide attempts, there’s not a drip of quicksand to be found. And worrying about being eaten by cannibals is perhaps considered culturally insensitive.

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Stood Up, Count Down: Dinner Date

By Quintin Smith on October 11th, 2010.

I’ve got some bad news, courtesy of GameSetWatch. In five weeks and two days, you will be stood up on a date.

In what might be the hardest sell ever, for the low-low price of $12.45 ($9.95 if you pre-order, which will be available on Nov 3rd) upcoming indie title Dinner Date will offer you the chance to “play as the subconsciousness of Julian Luxemburg, waiting for his date to arrive. You listen in on his thoughts while tapping the table, looking at the clock and eventually reluctantly starting to eat.” Thoughts and a video await you below. Hurry! They’ve been waiting so long…
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The Lego Wish-Granter

By Jim Rossignol on October 11th, 2010.


Whoa, the backstory for the Lego Universe MMO is the same as the plot for Roadside Picnic. It’s (roughly) true! Check out the new trailer, below.

John is on this one, by the way, so we should have a review coming up later in the month. Healing notwithstanding. I had a play too and, despite some generic MMO elements, it’s got a lot of intriguing ideas.
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2K: No Minerva’s Den

By Jim Rossignol on October 11th, 2010.


A post on the 2K forums announces that we aren’t getting what looks like a pretty decent single-player DLC for Bioshock 2:

We will not be offering Protector Trials and Minerva’s Den on the PC in the future – and I want to say that I’m sorry for the disappointment this will cause to PC players out there. As always, if any of these issues change in the future, I will update you guys first, but at this point in time I don’t want to make you wait any longer and these are the most definite answers I have and you guys should deem them final decisions.

Tsk.

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The Sunday Papers

By Jim Rossignol on October 10th, 2010.


Sundays are for realising that I finally have to take over from Gillen, making a cup of tea, and setting about doing some link-dredging in the depths of the internet. Just in case you were wondering, there will be no failure in the new regime, but simply a fresh set of esoteric interests and off-topic blathering. Here we go:

  • GDC Online has been taking place in Austin this week, and there’s been plenty of interesting material emerging from its sessions. One of these was Richard Bartle’s discussion of the creation of the original online RPG, MUD. It was, apparently, a reaction to the British class system. Strong stuff. Particularly when people chose to interpret that as the reason MMOs have levels in. (I’d say that was more to do with D&D.) But there are nevertheless some other good quotes in there, too, particularly about how game designers should be saying something with their work. Which is a sentiment which links to…
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