A Mysterious State Of Mind: Virginia Interview

By Adam Smith on July 8th, 2014.

Virginia set up camp in our collective consciousness the moment we saw its stylish agents and what looked like a small town diner. Inspired by Twin Peaks, The Outer Limits and The X-Files, it’s a game about the investigation into a missing person case in one of America’s first States. This is an America in touch with its fictional history as well as its actual past, and I wanted to know more about how those influences will sit together, and how the game would actually play. I also took the opportunity to ask the team about a few of their favourite things. The team are designer/writer Jonathan Burroughs, animator/artist Terry Kenny and composer Lyndon Holland. Here are their answers.

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Video Preview: Epic’s Fortnite Is… Interesting, Early

By Nathan Grayson on July 8th, 2014.

For the past many years, Epic was known as the One True King of console grimdark. Gears of War was about colossal mountain men with veins running rivulets through their stone hewn necks and stubble-dappled chins, their rage matched only by their apocalyptic sorrow and love of running in slow motion to popular songs that described their situation eerily well. But now we have, well, pretty much the opposite. Fortnite is bright, silly, and PC-only. It’s also basically Gears of War’s ever-popular horde mode plus Minecraft, Left 4 Dead, and a bunch of its own ingredients. It’s certainly unique, but I don’t think it’s great. Yet. Watch below to hear my impressions after a full day of playing a pre-alpha build.

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The Lighthouse Customer: Bot Colony

By Christopher Livingston on July 7th, 2014.

Soldier robots? Oh, I'm sure that's a good idea.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, speaking with robots, and the resulting loss of his sanity, in Bot Colony.

Science-fiction writers love driving robots crazy, from Speedy in Asimov’s “Runaround” to Ash attempting a magazine-murder in Alien. Is it time for a robot to drive a human crazy instead? Considering that talking to a robot in Bot Colony for a couple hours reduced me to wailing “BLOOP! BLOOP! BLOOP!” into my headset, it just might be. There’s video evidence below: I’ll let you be the judge. Bloop.

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Hands And Face On: Alien Isolation On Oculus Rift

By Brendan Caldwell on July 7th, 2014.

Imagine the Xenomorph from Alien is in the room with you right now. Where exactly? You don’t know. But you do know it’s in there. You lean a little forward, peeping over that stack of empty pizza boxes. Meat feast. You have been meaning to tidy those away. You peer into the gloom. You hear something above you. Something scuttling. Something dark. You look up! But it is too late. You have been eaten. Well done, imagination!

Of course, it is looking possible you will not need your imagination to enjoy these scenarios anymore because the folks making Alien: Isolation at Creative Assembley and SEGA have been tinkering with the Oculus Rift development kits and have shown us their deliciously scary ‘prototype’.

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DevLog Watch: Tim Cosmonaut, Path To The Sky, More

By Graham Smith on July 7th, 2014.

Hype gets a bad reputation. If you think of it as nothing more than advertising, then there’s always the chance that these screenshots, trailers, GIFs and promises add up to nothing more than disappointment and an empty wallet. But if you think those same things as a form of entertainment and a source of enjoyment in their own right, then you’ve got nothing to lose. You can board the hype train, look out the window, and take pleasure in whatever you can see. The destination doesn’t matter and there’s always another view around the next bend.

This month: purple explosions in Wings of Saint Nazaire, rope physics in Tim Cosmonaut, roaming hands in Return of the Obra Dinn, and procedural loveliness in Path to the Sky.

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S.EXE: Groin Gravitators

By Cara Ellison on July 4th, 2014.

COME HERE YOU BIG OWLHAIRED FOOL

My circumstances have changed yet again as I make my way around the world on a silly adventure with game developers. I find myself writing this week’s S.EXE in the muggy heart of the most boisterous American city, New York. It is currently pissing it down, and yet, as my friend Rob Dubbin remarks, it is hot like ‘a city on the surface of Venus’ and comes accompanied with a particular pungent smell.

My computer is hating Vampire: The Masquerade – Bloodlines, so before I wrestle the next instalment of my diary into the RPS featuresmachine, I thought I’d utilise the things around me to bring you a change of scenery. These things are: my partner in crime and Kotaku comics Elizabeth Simins, beer, and a copy of Andrew Gray’s Groin Gravitators on Ouya or internet. Join me to play a game about Peter Molyneux’s groin!

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The Flare Path: Inspired By True Emergencies

By Tim Stone on July 4th, 2014.

Today in The Flare Path…

  • I gloss over the fact that I’ve spent most of the past week sprawled on a dusty kilim waiting for the likes of DaPerforator, \\\Your_Wurst_Nightmare///, and BeatrixPotshotter to poke their heads above pockmarked parapets.
  • I win the Battle of Gettysburg in under eight minutes.
  • I attempt to recreate Operation Chariot using a state-of-the-art Deutsche Gesellschaft zur Rettung Schiffbrüchiger maritime rescue cruiser.

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Week in Tech: Microsoft Loves Desktops, 3D SSDs, AMD

By Jeremy Laird on July 3rd, 2014.

Bit of a mishmash this week while deep and meaningful matters continue to machinate. First up comes news that Microsoft wants your love. Yes, you, the lowly, worthless, mouthbreathing desktop user. Apparently the next significant version of Windows, codenamed Threshold, is designed to win desktop users back. Since there’s actually a fair bit to like about Windows 8 in terms of under-the-hood optimisations that get overlooked thanks to the idiocy of the interface changes, Threshold might turn out to be a very good thing indeed. Meanwhile, ever the SSD innovator, Samsung has now added 3D chip tech to its SSD line up in the shape of the new 850 Pro and with it introduced a rather epic 10 year warranty. Oh, and AMD’s answer to Nvidia’s GeForce Experience software continues to mature…

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Impressions: Space Run

By Adam Smith on July 3rd, 2014.

Space! It isn’t just about commanding gleaming armadas and piloting sleek starships. No, sir. There’s plenty of time for all that, young cadet, but in a place so vast (space really is quite large) there’s a lot of demand for workers. Janitors and miners have been hot business for a while but it’s couriers we’re after now. Space Truckers, like in that one Dennis Hopper movie that hardly anybody remembers. Space Run is about a delivery man who is constantly on the edge of annihilation and it’s brilliant.

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Cardboard Children – Rab’s Top 50 (10-1): The Video

By Robert Florence on July 1st, 2014.

Hello youse!

The list is COMPLETE. It’s my Top Ten Board Games of ALL TIME. Each one is a game that you NEED NEED NEED to own. My thanks to my 7 year old daughter for her direction of this series.

Check it out!

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RPS Blather About: Mountain

By Alice O'Connor on July 1st, 2014.

Just a typical mountain.

Team RPS recently adopted pet mountains. Or befriended mountains. Incarnated as mountains, possibly. We’ve been playing a lot of Mountain, in short. It’s a “mountain simulator,” a little ambient game released today by David OReilly. Mountain will sit happily in a window in the background then occasionally chime to offer you a mountainous thought or alert you to a glorious sunrise. It’s only $1 so I shan’t explain more right now. You should buy it and see for yourself.

Should you demand more inspiration–or wish to play along with us–here, listen in on snippets from the RPS staffroom chatter as we discovered the joys, wonders, and mysteries of mountains. We hadn’t expected biplanes and giant chairs. Or tragedies, Graham.

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Lyrical Ballast: Impressions Of A Sunless Sea

By Adam Smith on July 1st, 2014.

We’re deep down now, deep down where dreams and figments tumble and churn together like silt, deep down in sleep, where pain and sorrow fall drop by drop into the Sunless Sea, and wisdom comes in whispers of text and through the rubbery fronds of some ancient lifeform. Now in Early Access, Sunless Sea is the first ‘proper’ game from Failbetter, the clever-clogs creators of Fallen London and the Story Nexus platform. I’ve been navigating its strange shores for the past few days.

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Ubisoft On Far Cry 4′s Story, Box Art, Team Diversity

By Nathan Grayson on July 1st, 2014.

Far Cry 3 was a lot of things, but a narrative tour de force wasn’t exactly one of them. To hear Far Cry 3 writer Jeffrey Yohalem tell it, there were good intentions putting the wind beneath its hang gliders, the komodo (and/or blood) in its dragons, but the end result was rather… misguided. When Far Cry 4 was first announced, it seemed like it might be off to a similarly shaky start with box art that left some feeling uncomfortable, but the E3 game demo ended up telling a different tale.

That said, we still don’t know much about this one is about, so I sat down with Far Cry 4 narrative director Mark Thompson to talk premise, plot, controversy, the inherent problems of videogame info hype cycles, and heaps more. Machete your way past the break for the full thing.

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