Week in Tech: MMOuse, Shield, Superwide Is Super Cool

By Jeremy Laird on August 7th, 2014.

Not being hugely of the MMO persuasion, the extent to which fixed-configuration mice generate significant anguish is, to coin a Tuckerism, beyond my jaunty-bonneted purview. However, the fellows at ROCCAT are apparently feeling someone’s pain and the result is the new Nyth, a modular mouse for MMOists that comes complete with 3D-printing intrigue. Rejoice. Meanwhile, I’ve had a little face time with both the Nvidia Shield tablet and one of those 34-inch superwide LCDs. GOP-style gut reaction to each after the jump (see, cultural references to make people happy both sides of the pond).
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Wot I Think: The Sun At Night

By Alec Meer on August 7th, 2014.

The Sun At Night is an action platformer with a touch of Metroidvania to it, starring Laika, the first dog in space. Who now talks, fires guns and cheekily reads people’s letters. It’s out now, developed by Minicore Studios.

Double-jumping robo-dog with a spine-mounted deathray and commentary on the horrors of war? The Sun at Night aims nowhere if not high.

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Wot I Think – Letter Quest: Grimm’s Journey

By John Walker on August 7th, 2014.

I just killed a giant rabbit with the word DOILY. And that is why, no matter how much Letter Quest might be a whopping great rip-off of Bookworm Adventures, I am enjoying myself.

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Dote Night: Videogame Photography

By Philippa Warr on August 6th, 2014.

Part of a miscellany of serious thoughts, animal gifs, and anecdotage from the realm of MOBAs/hero brawlers/lane-pushers/ARTS/tactical wizard-em-ups. One day Pip might even tell you the story of how she bumped into Na’Vi’s Dendi at a dessert buffet cart.

This week I wanted to share something a little different when it comes to Dota 2. It’s not based on scientific research or a pet theory; it’s about bringing a hobby from the physical world into a game world. A game within a game, perhaps.

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Impressions: Road Not Taken

By John Walker on August 6th, 2014.

There’s a reason this is titled “Impressions”, and not “Wot I Think”. That is, I’m really no good at this game. Or, this game is incredibly difficult. Road Not Taken is a combination of sokobanish puzzling, Triple Town object combination, and roguelite imminent failure. I’ve been playing for a couple of days, and I’m really struggling to get past what is ostensibly the fourth level. Thing is, I’ve been absolutely loving my time playing it.

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Wot I Think: Unrest

By Adam Smith on August 6th, 2014.

Unrest is an RPG that takes place during a period of conflict in a fantastical interpretation of Ancient India. Rebellion is brewing, and even royalty and nobles are not safe from the political, social and racial struggles that threaten to erupt. With a perspective that shifts between player characters from different backgrounds, the game shows life from several angles. The setting is convincing and the writing is subtle and effective, but Unrest creates difficulties for itself. How does it handle those difficulties and is the journey worth the effort? Here’s wot I think.

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Lo-Fi Let’s Play: Crimson Crown (Transylvania II)

By Leigh Alexander on August 6th, 2014.

I’ve been doing a series of Let’s Play videos exploring old adventures, text games and lost design forms from the 1980s Apple IIe and Commodore 64 era. In a time when young men shout over new action games, I will talk softly over strange old ones. Come along on a visitation of a different era that’s one part meditations on my childhood, one part adventure game criticism, and one part preservation effort. Bonus: Everyone says the quiet talk, lo-fi handmade feel and keyboard tapping triggers ASMR responses. Please enjoy!

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Cardboard Children – The Unopened Box

By Robert Florence on August 5th, 2014.

Oh what potential there is in the unopened box. For my birthday last week (37 years old! Am I the oldest person on Rock Paper Shotgun? Oh my goodness. Maybe.) my girlfriend ordered me an indie board game called CAVE EVIL. It was pretty expensive, but it’s a real home-made thing, a unique and beautiful thing. It sits unopened, in an unopened box. When I’ve played it I’ll be sure to tell you about it, but at the moment it sits unopened inside an unopened box.

An unopened box. Can I explain to you why an unopened box excites me so much? Please read on.

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Tunnel Vision: Actual Games

By Alec Meer on August 5th, 2014.

I’m three columns into this series of Oculus Rift round-ups, and it’s telling that so far I haven’t covered anything that would fit the formalist description of a game. No, I’m not getting involved in anyone’s tiresome war about Proteus or Gone Home, but sticking to a more universal whipping boy – the first-gen Oculus’ issues with readable text, usable HUDs and motion sickness. Clearly VR still being the wild west plays a major role in keeping devs from making large-scale games for it, as does there being a limited install base for now, but the real problem is getting any of this stuff past experiment status. Let’s look at some of the games which try to regardless.
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Wasteland 2: Fargo On NPCs, DLC & Save-Scumming

By Alec Meer on August 5th, 2014.

When I sat down for a chat with Wasteland 2′s Brian Fargo (he of Interplay as-was, and now of InXile as-is), it wasn’t yet known that the Kickstarted alterna-Fallout RPG was to have its release date moved from August to September. Hence, I didn’t ask him about that. But we did talk about the state the game’s in now, what post-release plans are, sneaking recordings of his revivalist preacher granddad onto the soundtrack, mysterious NPCs, butterfly effect consequences and the importance of continuity.
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The Lighthouse Customer: Son of Nor

By Christopher Livingston on August 4th, 2014.

I'm like Magneto, but with sand. There's also a giant butt.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, terraforming sand and terrorizing villagers with Son of Nor.

I lift my hands and the sand at my feet forms into a towering pillar. I point my palms down and the sand retreats, creating a deep sinkhole. I am a Son of Nor, a mystic imbued with telekinetic powers and charged with the protection of my village. And I’ll totally get around to protecting my village at some point. For reals, you guys, I will. Right now, though, I’m trying to raise a sand pillar high enough to cover the buttcrack of the giant nude statue that looms over the town. Why? I have my reasons, and those reasons are: I have sand powers and there’s a giant elevated stone butt.

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Wot I Think: Quarries of Scred

By Joel Goodwin on August 4th, 2014.

Back in 2009, Kieron Gillen foretold that someone, somewhere would punch Terry Cavanagh in the face for the notorious yet optional VVVVVV challenge of Veni Vidi Vici. I can see a similar punishment being doled out for developer “Noble Kale” for his game Quarries of Scred because almost every time I play, no matter how determined I am to win, it kills me with rocks. Always bloody rocks.

So let me tell you wot I think about Quarries of Scred, a game I describe as the Flappy Bird of the Boulder Dash family.

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Video: Slowly Starving To Death In Eidolon

By John Walker on August 4th, 2014.

The extremely pretty Eidolon is out now – an explore-them-up set in a future Washington that has been reclaimed by Nature. Unquestionably looking like Shelter meets Proteus, it plays differently to both, this game primarily a survival simulator. However, with no information at all, including that bit, I started playing and recorded my efforts. You can watch them below.

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