Wot I Think of The Evil Within’s DLC

By Rich Stanton on April 24th, 2015.

The Evil Within [official site] is one of those gems that, because it was released in that pre-Christmas period when EVERY GAME IS, went a little under-appreciated. Basically it’s a fantastic re-working of the survival horror genre, and in particular Resident Evil, as psychological torment rather than biological gauntlet – and my opinion of it increases over time. But with two pieces of DLC, both now released, developer Tango Gameworks has moved TEW even further away from the action beats of its inspiration.

Click to once again enter the world of survival horror.

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The Flare Path: Island Hops

By Tim Stone on April 24th, 2015.

No man is a Britten-Norman Islander entire of itself;
Every Manston is a piece of the continent, a part of the main plane;
If a CLOD be washed away by the Sea Fury,
Eurofighter is the less,
as Wellington as if a promontory were,
as Wellington as any manor of thy little friends or of thine own were.
Any man’s death diminishes Me 262,
because I am involved in Grummankind.
And therefore never send to know for whom the Bell JetRanger VTOLs;
it VTOLs for thee.

(John Do 17, 1624/C/3) Read the rest of this entry »

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The Most Pointless Hardware In PC Gaming

By Jeremy Laird on April 23rd, 2015.

Catharsis comes in many forms. But there’s none so satisfying as a good old fashioned sweary rant. Hell, I’m not even talking about a pseudo-Charlie-Brooker-but-not-nearly-as-witty polemic. More shouting obscenities into the wind. The time has come for me to unload on my top ten most cursed ruses in PC gaming hardware. In truth, the following is not entirely devoid of practical insight. But you have been warned. It ain’t pretty. Read the rest of this entry »

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COGWATCH – 4. The Long Dark

By Quintin Smith on April 23rd, 2015.

Hey! It’s a new episode of Quinns’ weekly video series in which he examines one mechanic in one game. This week: how first-person survival game The Long Dark [official site] uses item degradation as more than a nuisance, creating tension and reward among its chilly snowdrifts and ferocious wolves.

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Building A Self-Sufficient City In Cities: Skylines – Part Two

By Duncan Geere on April 23rd, 2015.

Welcome to the second instalment of my attempt to recreate an arcology in Cities: Skylines. As those of you who read the first part will know, I’m not talking about the bubble-topped utopia palaces of SimCity 2000 – I’m talking about a real arcology in the real world. Like Masdar City.

Masdar City is a sustainable, self-contained settlement under construction in the desert south-west of Abu Dhabi in the United Arab Emirates. It was originally supposed to have been completed by 2014, but the global financial crisis has meant that right now it just consists of a handful of office blocks. I’ve recreated the detailed plans for the city in Cities: Skylines, and I’m about to see if anyone actually wants to live in the paradise that I’ve created.

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Is Deus Ex Still The Best Game Ever?
Part Five: Living, Playing, Ending

By John Walker on April 23rd, 2015.

My chronicle of returning to Deus Ex fifteen years later, to see if I’m right when I tell anyone who comes near that it’s the best game ever, is nearing its end. You can read the whole saga here.

In this fifth part I contemplate the significant change in approach in the last third of the game, and then make my choice for the ending.

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Wot I Think: Dungeons 2

By Alec Meer on April 23rd, 2015.

someone tell Cara

Dungeons 2 [official site] is a strategy-management game which borrows heavily from Dungeon Keeper – to whit, you’re an evil overlord building a vast underground lair then training up a bestial army within it. After a series of disappointments, might this be the much-needed heir to Bullfrog’s classic? It’s out tomorrow, and here’s what I think.

There’s a room type in Dungeons 2 called The Tinkerer’s Cave. I don’t know if this is a deliberate statement of intent, but a tinkerer’s cave is how I always saw Dungeon Keeper. It wasn’t a manic strategy game and it wasn’t about balancing the books, even though both those aspects were very much a part of it. It was a tinkerer’s cave, a big underground space to muck around in, to carve into shapes which pleased me and to fight minor fires in with a mixture of ingenuity and panic. That’s what I’ve missed in the long years since Dungeon Keeper 2. And that’s what, against many odds, Dungeons 2 has.

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Dote Night: The Bouncers Of Smite

By Philippa Warr on April 22nd, 2015.

No really, this is supposed to be hilarious

I write a lot about Riot’s approach to negative player behaviour in League of Legends but it occurred to me that I don’t really dig into how other MOBAs – Smite and Dota, particularly – approach the subject. I think that’s because Riot are very keen to talk about the work that they do and pick out interesting bits and bobs from their research for use in talks and so on. Well, following a number of professional player bans in Smite stemming from an account sharing incident I emailed Hi-Rez with questions about how they approach the subject and to find out more about this particular situation. eSports manager Adam Mierzejewski (also known as HiRezAPC) got back to me to tell me a bit more.

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Flowers And Entropy In Free Game Menagerie

By Alice O'Connor on April 22nd, 2015.

The fine folks at Oleomingus have released another curious little free game, Menagerie [official site]. Based on a script and performance by Prayas Abhinav, Vidisha Saini, and Agat Sharma, it’s a gorgeous room filled with replicating men and deteriorating conversation. Pip and Alice had a look.

Pip: Alice, I feel like we’ve both drooled over Oleomingus screenshots and teasers and game snippets independently. What say we convene and discuss the leafy bathroom chat that is Menagerie TOGETHER? I’m launching it right now so I can tell you all about my favourite leaves, by the way.

Alice: Pip, a game about a chat which becomes increasingly incoherent sounds ideal for us. Also, it is the prettiest dang thing I’ve seen in a while.

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Building A Self-Sufficient City In Cities: Skylines – Part One

By Duncan Geere on April 22nd, 2015.

Cities: Skylines [official site] is our RPS Game Of The Month for April. As part of our month of coverage, we asked Duncan Geere to build an arcology in the game. This is his attempt.

Arcologies are pretty awesome, as town planning concepts go. The towering, fishbowl-topped edifices that seasoned gamers will recognise from SimCity 2000 were one of that game’s most beloved features, but they bear only a passing resemblance to the real thing. In reality (and I use that word loosely because no-one’s ever successfully finished one) an arcology is merely a sustainable, self-contained settlement that can supply most of the needs of a large population that dwells within.

Cities: Skylines doesn’t include the arcologies of SimCity 2000, and at the time of writing there’s only one in the Steam workshop. So I thought it might be a fun experiment to try and build one myself – one a little closer to the true meaning of the term. I wanted to build a city that relies as little as possible on the outside world, with minimal impact on natural resources. As many planners in the real world have discovered, that is far harder than it appears.

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Cardboard Children – Munchkin: Axe Cop

By Robert Florence on April 21st, 2015.

Hello youse.

In all my years of writing this column, I’ve never actually properly covered Munchkin. I think that’s something I should do, because the game is very very popular. I mean – it’s super popular. It’s so popular that you can buy about a million different flavours of Munchkin game. There’s a Conan one. And an Adventure Time one. And a Penny Arcade one. And a million expansions. And sweatshirts. And spin-off games. It’s a whole big corner of the board game industry on its own.

I decided I’d give it a proper chance, and bought one with a flavour I liked. So, today – Munchkin: Axe Cop.

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Is Deus Ex Still The Best Game Ever?
Part Four: Fratricide, Gratified And Dissatisfied

By John Walker on April 21st, 2015.

And so continues my chronicle of returning to Deus Ex fifteen years later, to see if I’m right when I tell anyone who comes near that it’s the best game ever. You can read the whole saga here.

In this fourth edition, I once more fail to save my brother, become increasingly frustrated with the limits of the game’s intelligence, and ponder whether real choice is actually usefully conveyed to the player.

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Cities: Skylines – The Great Blueness

By Philippa Warr on April 21st, 2015.

The Great Greyness

An experiment with colour mods in Cities: Skylines…

Long ago there were no colours in the world at all. Almost everything was grey, and what was not grey was black or white. It was a time that was called The Great Greyness.

Every morning a Wizard who lived during the time of The Great Greyness would open his window to look out at the wide land.

“Something is very wrong with the world,” he would say.

“It is hard to tell when the rainy days stop and the sunny days begin.”
– Arnold Lobel

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