Rock, Paper, Shotgun

Archive for November, 2011

Syndicoop: Four Men vs All The Other Men

By Alec Meer on November 1st, 2011.

yeah, whatever, bang bang

A reasonable number of folk around these parts are, I think it’s safe to sweepingly generalise, a little nonplussed that Starbreeze’s Syndicate remake is going down the mostly linear manshooter path. All along, though, we’ve been told the game’s four-player co-op mode would entail a more direct nod to the strategicish Bullfrog original. Is that, could that be, true? Time to find out.
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Level With Me, Jack Monahan

By Robert Yang on November 1st, 2011.

Doesn't look so dark to me.
“Level with Me” is a series of conversations about level design between modder Robert Yang and a level designer of a first person game. At the end of each interview, they collaborate on a Portal 2 level shared across all the sessions – and at the very end of the series, you’ll get to download and play this “roundtable level.” This is Part 2 of 7.

Upon visiting the game artist forum Polycount, the first thing you’ll see will be Jack “Gauss” Monahan telling someone the rail mount on their M4A1 gun model is misaligned by a few millimeters. He was also lead level designer on the 2009 shooter Darkest of Days, a well-intentioned time-traveling adventure where you annihilate entire Roman legions in the face with a laser rifle. Now, he blogs at Design Reboot and works on his indie UDK shooter, Animal Memory.
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Jump To Attention: InMomentum Out Now

By John Walker on November 1st, 2011.

Ooh, a person!

One of those games that really captured RPS’s attention during its development, InMomentum, is now out. It’s up on Steam for a very decent £5.59 – a price that includes all future DLC by the way. Project lead, Norbert Varga, explained to us, “We don’t sell DLC. That’s not how we roll.”

You can see the game’s launch trailer below.

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The Games Industry On… Poached Eggs

By Alec Meer on November 1st, 2011.

The right pan in the wrong place can make all the difference in the world

It’s not all news, opinions and minor complaints about videogames round here, you know. The games industry is bigger, brighter and smarter than the flood of trailers about shooting men to death might suggest, and I feel compelled to reflect that. As a new convert to the fine art of the poached egg (how did I manage to miss it all these years?), I was in need of significant help in perfecting the creation of this versatile, bird protein-based dish. But where could I possibly find it from? I turned to the one place I knew I could trust: the games industry. To use vinegar or not to use vinegar? Cling film or bespoke device? Salt or whirlpool? Shallow or deep-pan? There was much to consider. It seemed monstrously selfish to keep the advice of assorted developers, publishers and journalists to myself, however, so allow me to be your spiritual coach to poaching an egg – Oprah Vinegar-Free, if you will.

Contributing to this most essential of features are good folk from the likes of 2K Marin, Reflections, Ubisoft Montreal, Splash Damage, Positech, Honeyslug and Relentless, plus a raft of indie devs and games journos. Many, many thanks to everyone who sent in their eggstraordinary tips. That’s right, I went there.
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A Good Steer: Roadeo

By Jim Rossignol on November 1st, 2011.

A good steer.
The current Indiegames’ browser game pick is a game with a near-genius idea and decent execution. Roadeo is a two-player racing game where one person drives the car, and the other plays as the road. Yep. The car loses by coming off the road, while the road loses by crashing into the other scenery in the map. It can be played competitive or co-operatively. It’s quite the thing. Go take a look, or have a gander at the trailer below. (Try playing solo for maximum confusion.)
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Gaming Made Me: Carmageddon

By Andrew Smee on November 1st, 2011.

This was a really disconcerting face to look at during a loading screen, you know

I was nine years old, visiting far-flung relatives in Malaysia. Back then, piracy was huge over there, with entire shops in respectable shopping malls dedicated purely to the sale of pirated software of all stripes. To a young kid with no real concept of money and ownership, all I saw was shelves of games in poorly-photocopied plastic wallets that my well-meaning relatives happily bought for me, armfuls at a time. Though their behaviour was confusing, I wasn’t about to stop them and I hurried along, pulling game after ill-gotten game into a small pile of treasure. Then, on one rack near the back, a single image stood out: a bald man daubed in blood with eyes like the devil clutching a steering wheel, and stamped with a big, fat, deliciously intoxicating 18 Certificate.

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Doom 3: The Sourcening Approaches

By Alec Meer on November 1st, 2011.

Don't make me, er, shine my flashlight on you

So on the ball is RPS that the first post even slightly related to spooky goings-on we’ve run this week comes a full day after Hallowe’en. That’s just our shtick – spurning pagan festivals is what we do, as is being too lazy/non-cynical to compile ‘TOP TEN SCARIEST NOSES IN VIDEOGAMES’ posts to farm traffic.

Spooky this really isn’t, but it does concern aged, ultra-darkened, infamous manshoot Doom 3, the long-awaited source code release for which is finally near. “DOOM 3 source is packaged and tested, we are waiting on final lawyer clearance for release,” claimed id tech guru and lover of non-existent drivers John Carmack on the Twitters yesterday. So, in theory, an enormous amount of unfettered access to the still-power id Tech 4 could arrive in modders’ and developers’ hands any day now. I reckon some quite amazing indie/amateur stuff could be created off the back of it.

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