Author Archive

Better Than Stoke, I Guess: Basingstoke

By Ben Barrett on October 25th, 2014.

Another day in the hive mind.

I feel like instead of picking on an individual place, post-apocalyptic survival roguelike Basingstoke should just be called Your Town. Who doesn’t feel like they’re beating back invading alien dog-things in a pitch black nightmare when they’re walking home? Or maybe that’s just a similarity Basingstoke and Glasgow share? I’ll admit this won’t feel realistic to me without the accents. The horrific wasteland that is my home aside, Alice brought news of Revenge of the Titans dev Puppygames’ last ditch effort to save themselves from bankruptcy in August. Now they’ve released a trailer and new details on what you’ll get up to.

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Far Cry 4 Kyrat Trailers: Not A Great Holiday Destination

By Ben Barrett on October 25th, 2014.

As a brochure for a(n imaginary) place, these Far Cry 4 trailers aren’t doing a great job of selling me on Kyrat. Sure it’s got the natural beauty of snowy mountains, lush plains and ancient ruins but literally everything there is trying to kill you. There’s animal attacks, rebels with mortors, mad dictators, spirit people, arena fights – for a (pretend) small Himalayan state they’ve sure crammed in a lot of death. These two latest videos focus specifically on this place and what you’ll find there.

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CoD Advanced Warfare Launches Trailer, Not Game

By Ben Barrett on October 24th, 2014.

Mitchell's just seen your twitter account

It’s a good year for videogame trailer one-liners, but who would have guessed at the start of the year that the best of them would be delivered by Kevin Spacey? The poster-boy of this year’s Call of Duty installment and for Evil Capitalism actually says the name of the game in the launch trailer. That’s bold – and I’ve never smiled so hard at something so cliché.

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Show Me Your Moves: Toxikk

By Ben Barrett on October 24th, 2014.

Whooooaaaaaa

I’ve been keeping one of my infinite eyeballs on arena FPS Toxikk while the rest stare at Unreal Tournament, Blizzard and my own naval. It’s a genre I’m convinced only needs a small push to skyrocket in popularity now that we live in an age of Twitch streams and YouTubers. Much like MOBAs it’s a genre ripe for spectating and competition in equal measure but just needs that one uber-popular game to gather a following. Will this be it? Time will tell, but for now Reakktor have revealed how they’re planning for movement to work. As discussed in the video below, this is the starting point as all other balance – weapons and map size particularly – revolves around it.

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Signal And Noise: British Science Museum’s Transmission

By Ben Barrett on October 24th, 2014.

Transmission is a puzzle game created by the British Science Museum to teach people about the various methods of electronic communication used throughout history. It’s educational, which means it’s for kids, and because it’s a dumb science game for kids, it’s okay that I got so insultingly stuck, repeatedly even with all the multiple routes and optional objectives. I’m not the target audience, see. I’ve got work to do and no you suck.

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Fairy Bloom Ultra Encore Released & Some Freesia Logic

By Ben Barrett on October 24th, 2014.

Ah, understandable naming conventions, may you never spread to the shores of Japan. Fairy Bloom is a freeware Japanese indie game from 2005 about defending a giant plant from evil red versions of yourself. All the fun of a button-mashing action platformer without any of that payment-requiring plot, progression or 3rd dimension. It’s alright and still available if you’re into that.

Fairy Bloom Freesia was released in 2012, taking the basic concepts of Fairy Bloom, particularly that enemies could be hit into each other, and adding to it. It removed the plant and made your character the target, adding a block button and more complex play area as well as unlocks and more complex combos. The newly released Ultra Encore strips all that away again, being an HD version of the original game. The right direction? Well, no.

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Survive With A Society In Primitives

By Ben Barrett on October 23rd, 2014.

Well done, traveller, you’ve almost made it to the end of survival week. And you’re still capable of rational thought and reading! Truly you are an immortal of our time. I’ve got a reward for you. Primitives, a student game by seven final year-ers at the Queensland University of Technology, starts in a similar fashion – chop down a tree, make a campfire, get some stone, try not to eat your own face off in hunger. The twist comes when you start building huts, causing AI compatriots to arrive and turn the game into more of a third-person RTS. It’s also totally free and available in a beta state now. Trailer and some thoughts below.

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Easy Access To Unreal Tournament’s Weekly Builds

By Ben Barrett on October 19th, 2014.

As has been previously documented, the prospect of a new Unreal Tournament game fills me with joy. It’s a sort of violent, twitch-shooting, wall-dodging, gib-splattering joy but I take what I can get. Development continues apace, though naturally not nearly as fast as I’d like, with weekly livestreamed updates. There’s new builds of the game every Friday and still radical changes being made to even the most basic systems of movement, shooting and aiming. These builds are now officially available to all (as opposed to the community hosted jerry-rigging I last reported on) though still “non-representative pre-alpha” to use Epic’s phraseology.

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On Sale And Not Bad: Injustice – Gods Among Us

By Ben Barrett on October 19th, 2014.

Unless the RPS archives are lying to me, we’ve never posted about Injustice: Gods Among Us before – a heinous crime. I’d go so far to call it a great injust-nope, can’t do it. It’s the most recent fighting game output of Netherrealm Studios, them behind the Mortal Kombat reboot and upcoming sequel, featuring the DC Comics cast. It was brought to my attention by being currently on sale on Steam, making it the perfect time to tell you it’s rather good. It won’t compete with Street Fighter in pure depth of systems and endless fanbase, but does do one thing Capcom don’t seem to dream of: decent singleplayer.

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A Faint Signal: Antenna

By Ben Barrett on October 19th, 2014.

I’m maybe romanticizing, but the total lack of information about Antenna has made it tantalising. There’s no website, no information about who’s making it or their plans. The one hundred and eight second trailer, embedded below, has the barest glimpses of directing a robot around a black and white planet. A one-line greenlight descriptor is of little extra help:

A machine, ponders its loneliness. It scans the radio spectrum for an answer to its question.

And that’s it. That’s all we have.

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Scripting In The Stars: Limit Theory

By Ben Barrett on October 19th, 2014.

I’d almost entirely forgotten about ultra-pretty, hyper-ambitious procedural space-sim Limit Theory until the ghost of Craig Pearson came to me in a dream. In the spirit of Halloween he informed me there was a neeeeew viiiideeeeeoooo before disappearing in a puff of saltires. Thanks Craig.

In one of his largest updates yet, solo dev Josh Parnell details the work he’s been doing over the past two months. A lot of it involves the custom scripting language he’s built to both design the base game and enable easier modding, on which he goes into detail. There’s also a half hour of absolutely gorgeous footage.

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Dark And Dank Too: Deep Dungeons Of Doom

By Ben Barrett on October 19th, 2014.

I've done alliteration jokes before, of course, so there's definitely dangerous deliberation in distancing from dat

It’s important to be precise in game names. You wouldn’t want to confuse Deep Dungeons of Doom with the Shallow Dungeons of Doom, which I believe is a local Glaswegian duck-feeding pond. Nor with the Deep Dungeons of Joy which is a family-friendly burger joint in London with a great view of the Jubilee line, or the common phrase “deep pockets of doom” mostly attributed to the sort of people who go on The Apprentice. No, these are Deep, as in arranged as a series of rooms in a vertical fashion; Dungeons, adventuring places; of Doom, where you’re likely to meet your end. They’re also rather fun.

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On The Horizon: Distance

By Ben Barrett on October 18th, 2014.

Today in ‘games that desperately need to be out I mean come on already you kickstarted it in 2012 for goodness’ sake’: Distance. I’m not quite sure how this one slipped under my “rad neon games” radar (I have a lot of radars) but it’s probably for the best I wasn’t waiting for it all this time. From Refract Studios, formed by the team behind the ostensibly similar Nitronic Rush, it’s a flashy, fast and fantastic-looking arcade racer. You’re only sometimes trackbound, taking to the air at opportune moments to jump over obstacles or even reach full flight. It’s pretty much the game we all thought up as kids, only with slightly less plasma cannons. New trailer below.

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