Author Archive

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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What Are You Playing This Weekend?

By Ben Barrett on October 18th, 2014.

Lucky you, RPS readers – there’s a whole other weekend that started just today! I know, only five days after the last one! What a time to be alive. And what’s it for? World peace? Scientific research? Reading?! No: games. Much like last week I’m interested in what you’ll be taking your keyboard-hammer and mouse-sickle to over the next 48 hours and whether it’s the good, the bad or the 480p. If you’re unsure what might be worthy of your time, I’ve got some suggestions, plus a quick glance at what’s going down in the world of streaming this weekend.

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Not For The Weak Minded: Soft Body

By Ben Barrett on October 18th, 2014.

I really can’t deal with going in two directions at once. Give me a complex 3D space to navigate or an army to command and I’m fine. Two dots that need to be moved simultaneously? Blubbering, writhing mess of confusion. Soft Body, awkwardly, relies on just that but manages to be stylish enough to make my flailing more pleasant. In it you control two parts of the same creature on a 2D plane, one analogue stick each. They’re able to interact with the world in different ways and the “ghost” half returns to you if it’s inactive or killed. Take a look at the trailer and thoughts on a preview build below.

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Gentlemen, Start Your Raging: Fenix Rage Demo

By Ben Barrett on October 18th, 2014.

Fenix Rage got a “hey, this might be alright” out of me back in July, reeling me in with its rock soundtrack and bastard-hard platforming. I thought it looked like my sort of thing, but wasn’t positive it’d be able to compete with the meaty works that have come before. It’s now out with a demo, which I jumped into last night. I was delighted to discover that it’s expertly made, slick to control and easy to learn but nigh on impossible to perfect. You can give it a shot now or read on for some more thoughts.

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Dark And Handsome: Calvino Noir

By Ben Barrett on October 18th, 2014.

I’m a well dcumented sucker for a pretty art style, but Calvino Noir is just gorgeous. Drawing on the black and white genre expertly, it’s filled with beams filtering through grates and flashlights illuminating long corridors. It oozes class right up to the late 20s setting and spy-thriller plotline. It’s from the team behind the remarkably colourful Morphopolis, presumably in some sort of second album rebellion. A stealth game at heart, lead Dan Walters doesn’t want to rule out a gung-ho option, but has made it clear this will make the game far more difficult.

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Marvel Puzzle Quest: No, Really, It’s Good

By Ben Barrett on October 12th, 2014.

No, don’t run screaming from the jaws of free-to-play tie-ins, they’re your friends! Okay, that’s a lie, but Marvel Puzzle Quest is different. It’s almost exactly what it says on the genetically-modified tin: a take on the classic match-3 formula with Marvel’s endless stream of heroes, villains and miscellaneous others injected for framing and plot. By all rights, mathematics and universal laws it should be at best a cash-grab and at worst a soulless husk of un-fun. Somehow, it’s neither.

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Octodad Not Octodead, Shorts Out Next Week

By Ben Barrett on October 12th, 2014.

If I was secretly any large animal, I expect it would be a bear. Not least for classic reasons but it also fits my desperate need to hibernate as we approach the winter months. The messy shedding. My giant claw like hands that destroy everything I touch. Octodad has none of these problems, of course. He’s a finely controlled machine, a weapon of precision and has no body hair to speak of. And he’s expanding, according to a new blog post, in a free update launching on the 14th of October. Deets in the depths below.

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Blood Pumping Mini-RTS: Prophour23

By Ben Barrett on October 12th, 2014.

I see you, maggots.

Hello! It’s good to see you in here at Olde Shope Clif, Papyrus, Bow once again. Looking for an oddity, are you? How about this RTS themed around creating, joining and then defending organs against lice? That’s the quick pitch of Prophour23. It’s styled akin to old-timey Biology drawings, complete with yellowing parchment. Spurred on by the likes of Super Hexagon, solo developer Przemek Müller is aiming for a quicker strategy experience, demanding fast thinking and faster movement. It’s also procedurally generated, ensuring each run at it is different.

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