NaissancE is first-person platforming in an exquisitely beautiful abstract world. I’ll say this: it’s a recipe for conflict within Old Jim Rossignol.
By Duncan Harris on March 5th, 2014.
This is the latest in the series of articles about the art technology of games, in collaboration with the particularly handsome Dead End Thrills.
It’s not every day you find yourself nodding to every comment under a news story, to the point of trolling yourself. But if we pretend for a minute that my buddy’s mother does indeed make $68 an hour on ‘the internet’, that’s precisely what happened when Adam raved about the latest screenshots of Tangiers on Monday. Much as it does look like a stealth game dialed into the furious dystopian frequencies of Lynch, Burroughs, and Cabaret Voltaire, it also kinda looks like a bunch of Dutch angles and Instagram filters slapped on a load of warehouses. Then again, what else should the videogame Videodrome look like?
Maybe Tangiers will be this year’s answer to The Void. Maybe [twirls moustache] it’ll be this year’s answer to Thief, eh?? And maybe you’ll grow a controller-shaped tumour about two months after you’ve finished it that unlocks the DLC. For answers to none of these questions and more, here’s Andalusian lead Alex Harvey. Read the rest of this entry »
By Alec Meer on March 5th, 2014.
Look, I know exactly 42% of you think Going For A Walk games are destroying videogames, but this is one instance where a game would be a whole lot better if it stuck to observation over interaction. Insta-death jump-puzzles are not what a game about exploring a strange, apparently uninhabited new world tinged with tragedy and mystery really needs. Wonderful, sweeping scenery: yes. Vast, surprising architecture: yes. Clangy soundtrack of celestial doom: yes. Russian-language audiologs: yes. Eerie, lonely stomps across apparently infinite alien terrain: yes. Yes! A strange and unsettlingly space-place, free from guns and conventional monsters. Yes. Falling off a ledge again and again: no, why, no, no, no, please, no.
By Nathan Grayson on March 5th, 2014.
Divinity: Original Sin is looking positively divine. Honestly, in the sheer heat of the moment, I might be more excited about it than Pillars of Eternity or Wasteland 2. I already spoke at length with Larian head Swen Vincke during a massive video play session, but that wasn’t enough. Afterward, we chatted about everything from the studio’s rocky, too-close-to-closure-for-comfort history to the possibility of using Divinity’s engine on a non-fantasy RPG to the chances that Larian goes back to Kickstarter. On top of all that, Vincke told me why having gender parity (one male, one female) on his writing team turned out to be the “best decision ever.”
Vincke’s admirably frank answers to roughly a million questions are below.
By Adam Smith on March 5th, 2014.
Tower Of Guns takes place in a tower containing all of the guns you could ever hope to see. Unfortunately, many of those guns are attached to murderbots and you’re going to have to fight through them all to get to the top. Why? Who knows. Who cares! I’ve been playing this single player FPS since last weekend and despite including some of that fancy modern randomisation that’s all the rage, TOG is as old-school as Hanley Castle High. Here’s wot I think.
By Robert Florence on March 4th, 2014.
If you like board games and you know my column, then you’ll know that it’s been a long time since I went into one of my weird–
SLIPS INTO TRANCE
–stream of consciousness type of columns I say uh oh uh oh here we go!
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By Craig Pearson on March 4th, 2014.
I wanted to know what state Space Engineers was in, because it’s been a few months since I last tried it out and it was already pretty impressive back then. How much could a game about building space ships and flying them change in a few months?
Well, on my first playthrough I was slinging ships across the void, watching as they met and crumpled and cooing at the damage model and simple building tools. Since then they’ve added multiplayer and Steam Workshop support, which was how I ended I ended up flying a spaceship the form of a shark into the crotch of a monolithic Homer Simpson. I apologise in advance.
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By Nathan Grayson on March 4th, 2014.
It hasn’t exactly been “business as usual” for Interceptor lately. First the Rise of the Triad necromancer stealthily didn’t quite reveal a new Duke Nukem game, and then Gearbox *did* entirely sue them for it. But while the Borderlands creator is flinging around 87 bazillion pieces of supposed evidence to the contrary, Interceptor believes it’s in the clear – especially in light of the fact that it now owns original Duke Nukem creator 3D Realms. What does all of this madness mean for Interceptor’s future, though? Is owning 3D Realms even a good thing these days, what with the stinking stain of Duke Nukem Forever still fresh on its name? And what happens to series like Shadow Warrior, which have been lent out (to great results) to other developers?
Also, Blood. Will there be Blood? Can there be Blood? All that and more below from CEO Frederik Schreiber and new 3DR head Mike Nielsen below.
By John Walker on March 4th, 2014.
Almost two years late, and following a publisher change and multiple slips, Obsidian’s South Park: The Stick Of Truth is finally out this week. (Today in the States, Australia tomorrow, and Europe on Friday, because, sigh.) But has it been worth the wait? As ever, it’s complicated. Here’s wot I think:
By Christopher Livingston on March 3rd, 2014.
Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, island survival in Under the Ocean.
Where tropical trees once stood, only stumps remain. Beaches are covered with the corpses of crabs, caves littered with the shattered remnants of boulders. An accidental fire burns, warming no one, near a crate stuffed with forgotten items. This island was once beautiful, serene, a paradise. Then I arrived, bringing the apocalypse with me. The apocalypse called crafting. And it all began because I wanted to eat a chicken.
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By Jim Rossignol on March 3rd, 2014.
Strike Vector‘s eye-catching trailers meant that it was destined for my hard-drive. I have a long, over-documented fondness for that genre of game that straddles all types of non-simulatory flight combat, and although it’s taken me a while to catch up with Strike Vector, I’m glad I did. Back in the times of Forsaken and Descent, I would sink lifetimes into these kinds of games, and Strike Vector – a multiplayer take on the idea – feels very much like a cry from that distant and beautifully three-dimensional past.
But does that invocation of the classics lead to greatness? Here’s Wot I Think.