The Risen 3 Report, Day 2: Voodoo Matt Berry

By Alec Meer on August 13th, 2014.

The good news is that I do now have Risen 3 working on my games PC, and I only had to disable half of the cores in my processor to do it. The bad news is that the events of this second part of the diary were played on crappy laptop integrated graphics before I’d found the fix, so the ugly screenshots will once again destroy your will to live. All will be visually well from part 3 onwards, however.

Part 1 of this series is here, and the Risen 1 Report is here. Plot spoilers in this one, btw.

My freedom did not last. Evil Pirate Porn Star Sister Patty – I’m not sure yet if I’m Selma or Marge – is back at my heels, scoffing and bragging and bellowing impolite assertions about the parentage of passing monkeys, and I’ve got a terrible dilemma on my hands.
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Cardboard Children – Jumanji

By Robert Florence on August 12th, 2014.

Hello youse.

Today I want to talk to you about an old board game called Jumanji. It’s long out of print, and quite difficult to find these days, but it’s a game that delivers a unique experience. The game fell out of favour in some quarters because of its supernatural qualities, but I’ve never let the destruction of a family home get in the way of a good board game experience.

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Wot I Think: Words For Evil

By John Walker on August 12th, 2014.

When I wrote about the fun, if extraordinarily familiar, Letter Quest the other day, a former PopCapper, Dylan Loney, got in touch to say that he too had created a spelling-based side-scrolling combat game – Words For Evil. Well, the more the merrier. I’ve spent a spell of time with it (GEDDIT?!), and here’s wot I think:

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The Risen 3 Report, Day 1: Boobpirate vs Hulk Chicken

By Alec Meer on August 12th, 2014.

Editor’s wibble – I’d hoped to have a full Wot I Think of Risen 3: Titan Lords, Piranha Bytes’ latest openish world RPG by now, but sadly code has been incompatible with my PC. I have been able to play it in short bursts on a laptop with lousy integrated graphics, but there was only so much low-detail 20FPS play I could stand before needing a lie down. However, I am ready to tell of my earliest adventures in its world of pirates, monsters and magic, as The Risen Report returns.

I’m a pirate. I’m on a boat. There’s a fight. I’m on the shore. A beach. An island. A quest for lost treasure. A sister.
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Impressions: Pure Pool

By Adam Smith on August 12th, 2014.

Adam didn't add alt-text messages to this post.

Does anyone expect a pool game to try anything radical? Sure, it’d be interesting if there were tiny little people running around on the table, in danger of being squished by the balls, and I wouldn’t be particularly adverse to some sort of power up that changed the cue ball into a Pac-Manstrosity that devoured anything it struck and pooped out pills and ashes – but pool is pool. Making a good pool game involves recreating the rules, mixing in some decent ball physics and (possibly) figuring out an interesting way to present a career mode. Pure Pool is not content to simply do what others have done, but its ambition is the cause of its downfall.

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The Lighthouse Customer: Rodina

By Christopher Livingston on August 11th, 2014.

Space: not quite as empty as we've been led to believe.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, seamless solar system exploration in Rodina.

What’s space travel like? Enchanting and serene? Gazing at distant galaxies, skimming past slowly-spinning asteroids, watching beautiful and mysterious alien planets grow ever-larger as you draw closer? Or is space travel scary as hell, requiring you to fight your way through turbulent atmospheres as your ship burns inside and out while swarms of hostile alien ships fill your screen with homing missiles?

How about both? Rodina’s got you covered.

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Hands On: The Long Dark Early Access

By John Walker on August 11th, 2014.

The Long Dark is not a friendly game. I have starved to death. Frozen to death. Died of thirst. And been eaten by two wolves. And I have trudged. A great deal. It’s approaching early access next month, and while already proving impressive, certainly could do with some balancing. My impressions so far are below.

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Wot I Think: Mind – Path To Thalamus

By John Walker on August 11th, 2014.

Spanish-born Mind: Path To Thalamus is a first-person puzzler with some really astonishingly pretty levels. Is it a cerebral experience, a sensory delight? (Jokes for neurologists, there!) Here’s wot I think:

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The Sunday Papers

By Graham Smith on August 10th, 2014.

Sunday Papers is late today because I was having too much fun reading the articles. No kidding! Why not join me?

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The RPS Bargain Bucket: Insert Pun

By Cassandra Khaw on August 9th, 2014.

I actually watched movies recently. Including The Lego Movie, which I had somehow missed for months. My god, why didn’t anyone tell me that a film could cause such a pure, electronic sense of joy? I am giddy with love. Especially for Unikitty, who should bleed rainbow sparkles. In commemoration of this incredible revelation, I’m including this absurd short video entitled ‘The Pasta Don’ at the bottom of the page. Yes, it’s related to that despicable, rice-eating pink alpaca from last week. (This may or may not have an attempt to convince a good friend of their vocal talents.) Enjoy the fluff-driven insanity, folks.

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Interview: Early Access, Stealth And Mods In Invisible, Inc.

By Graham Smith on August 8th, 2014.

Invisible, Inc. is coming to Steam Early Access on August 19th. It’s developer Klei’s return to stealth after 2012′s Mark of the Ninja, but this time it’s turn-based, tactical, and about steering a team of operatives through a Syndicate-inspired world of corporate espionage. It’s also their return to procedural generation and permadeath after 2013′s vastly successful Burtonesque survival game, Don’t Starve.

I spoke to company founder and programmer Jamie Cheng about why they came back to stealth game design, the challenges of procedureal generation, the right way to do Early Access, and mods.

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Impressions: Road Rash Spiritual Sequel Road Redemption

By Alec Meer on August 8th, 2014.

“What’s the point of remaking games?” is a familiar question. The answers can be similarly rote: “modern values”, “the audience demanded it”, “publishers abandoned the genre prematurely.” Road Redemption, which is ’90s motorbikes’n'baseball bats hit Road Rash by any other name, offers a stronger answer: “physics.” The physics of rending metal and the physics of plummeting bodies.
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The Flare Path: Dora Explorer

By Tim Stone on August 8th, 2014.

One hundred years ago today, DORA – the Defence of the Realm Act – came into force in the UK. Citizens caught lighting bonfires, flying kites, or feeding crusts to ducks risked prosecution. Shops were obliged to remove binoculars from their shelves. Unpatriotic wargame and simulation correspondents that chose to use their columns to promote rigorous replicas of Teutonic flying machines faced the prospect of sharing prison cells with the kind of troublesome intellectuals that dared to question the sanity of sending the flower of British manhood off to die in France and Belgium. Read the rest of this entry »

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