Any game described “fwooshy” will immediately take up space on my hard-drive, and if it’s also described as a “feel good flight sim” then I am down with it. That’s what Sky Rogue is: a procedurally-generated arcade flight-sim painted in that happy blue that doesn’t exist in nature (the one that Billy Connolly describes as “Fuckin’ BLUUUUUEEE!”), but the blue that I think of when I think of Sega Dreamcast games. In that bluingest of blues you’ll pick your aircraft, kit out its weaponry, and shoot things.
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By Craig Pearson on February 11th, 2014.
By Alec Meer on February 11th, 2014.
A brief history of my car maintenance attempts:
1) Reinserting a loose spark plug cable by hand, then driving 80 miles. This caused one of the engine’s valves to meet its maker with such ferocity that the exhaust partially detached while the vehicle was in motion. Apparently, at least. It could have been a double-whammy of coincidence/ineptitude.
2) Topping up the engine oil but forgetting to replace the cap afterwards. This caused boiling oil to explode out of the bonnet, in the manner of a particular catastrophic World of Goo error.
3) In another car whose exhaust fell off (not actually my fault that time), in order to avoid paying to repair it I carried the broken pipe on the back seat of the car for months, so that I might show it to any police officer who stopped me & my raucously loud vehicle and claim it had only just come off.
4) The same car later suffered a handbrake failure, which I also avoided getting repaired for weeks due to my conviction that I should run this ailing vehicle into the ground rather than prolong its misery. This resulted in getting four strangers to push against the car’s front while I reversed up a hill in Cardiff after I’d unwittingly tried to park on a downward slope, in order to prevent it rolling into a very expensive-looking car just in front of it.
By Porpentine on February 9th, 2014.
The sky is eating the island. Guess the language inside your friend’s head. More hellish glitch zones than you can shake a #<#<<##U#YGE#&4378 at.
By Adam Smith on February 6th, 2014.
Hawken is one of the most attractive games I’ve ever seen, all shuddering steel and clouds of debris, and it is exclusively about large robots fighting. There’s no cutscene-laden narrative, no downtime and no pricetag. There are maybe six people in the world who don’t like to see mechs fighting twenty four hours a day so Hawken should be the most popular game in the world. That’s not the case though and, ahead of its full launch, publishers Meteor are moving their multiplayer bot-battler to Steam. Current account-holders will receive codes by the end of this week, allowing them to reinstall through Steam without losing their progress and items. Once the migration has occurred the game will become publicly available, some time later this month.
By Adam Smith on February 5th, 2014.
The freely available alpha for Guild of Dungeoneering feels a little like a concept in search of some content, which isn’t necessarily a bad place to be at this stage in development. Each dungeon dive plays out like the kind of boardgame that would have me laying out tiles on my bedroom floor, forced to alter the rules of play whenever furniture or a wall blocked a path. The player constructs the dungeon, placing corridors, rooms and monsters, and attempting to guide an adventurer through safely. Whenever the adventurer defeats a monster, points are earned and these can be spent to place treasure. It’s a neat idea and the alpha is worth a look but the adventurers themselves are empty vessels, in need of character and development.
By John Walker on February 3rd, 2014.
I know that headline sounds unlikely, but it really does. Or at least appears to, in its Kickstarter pitch. This is the work of Canadian indies Pixels And Poutine, looking for just $10,000 CAD, emphasising its arcadey ways and splitscreen multiplayer.
By Porpentine on February 2nd, 2014.
Watched over by machines of loving paleness. The childhood pastime of making your toys fuck.
By Alec Meer on January 31st, 2014.
Okay, okay. God. OK. I will finally consider upgrading my processor after five years of this Core i7 920 being just fine. Between Steam Home Streaming needing to encode video eversoquickly and now Oxide/Stardock’s Star Swarm offering me the awesome sight of several thousand on-screen spaceships, I am ready to accept that my PC’s futureproofed days might at last be behind it. Fasterfasterfaster.
Star Swarm isn’t a game. It’s a benchmark for a game I want, a space RTS on a massive scale. We saw the video earlier this month, but the actual demo/bench is out now, and it wants to make your PC have a little cry.
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By John Walker on January 29th, 2014.
Serena is perhaps the most peculiar tribute anyone could pay to a person. A dark, gruesome adventure game, portraying loss and misery, named for someone who went through tough times at the hands of a prize jerk. I mean, flowers work too.
It’s also free, designed to show off Senscape’s Dagon engine built for their Kickstarter success, Asylum. Senscape being the new company headed by Agustin Cordes, he of notorious horror adventure, Scratches. And Serena being a game made by him, with contributions from a whole bunch of other indie adventure developers, including Space Quest’s Scott Murphy and John Mandel.
By John Walker on January 28th, 2014.
I adored Puzzle Quest. But I’ve yet to truly adore anything else that’s followed in its wake (including Puzzle Quest 2), with the exception of 10,000,000. There is something spellbinding about 10m’s distillation of the concept, simplifying the combination of match-3 with RPG, down to this fast-paced compulsive madness. (Having finished it twice, I’d like to remind creator Luca Redwood to RELEASE THE NEW CONTENT SOON.)
And then out of Ludum Dare comes Faif. Yes, Faif. It’s the idea minimalised even further. It’s in development now, but playable as that process goes along. New elements are being regularly added, or tweaked, and it’s free to follow along.