Wot I Think: Detective Grimoire

By John Walker on August 19th, 2014.

Detective Grimoire, after a successful 2012 Kickstarter, two years’ delay, and an iOS/Android release in February, has finally made it to PC. Using my top-notch investigative skills, I’ve divulged exactly Wot I Think:

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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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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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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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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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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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Wot I Think: Halfway

By Marsh Davies on August 1st, 2014.

Halfway is almost there, but not quite. It’s also a turn-based tactics game in the vein of XCOM, but with a fixed cast of characters rather than permadying squaddies and none of that base-upgrading meta stuff. It’s set in space and often in between it; some mysterious calamity has sent the starship Goliath ricocheting in and out of hyperspace limbo, the “halfway” of the title. As the only surviving crew members, your ragtag group must reclaim the vessel from an unidentified invading force by shooting in their general direction over low walls and hissing with exasperation at the inventory system.

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Wot I Think: Sacred 3

By John Walker on August 1st, 2014.

Sacred has always been Diablo’s cheeky little cousin. Made with none of the precision or flair of Blizzard’s series, they’ve been bumbling action-RPGs that have attempted humour, mostly missed, and been generic but inoffensive click-a-thons. Hey folks, that’s all about to change with Sacred 3! This game is properly, unambiguously rubbish. Here’s wot I think:

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Wot I Think: The Room

By John Walker on July 31st, 2014.

The Room, BAFTA winning mobile puzzling mega-hit, has at last reached the PC in HD glory. I’ve slid my bottom into the slot on my chair, pressed the button that popped up on my mouse, and rotated my head until it faces the screen, which caused a mechanical whirring sound and the revealing of wot I think:

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Wot I Think: UnEpic

By John Walker on July 30th, 2014.

UnEpic has been around for quite a while now. Adam first played a demo of it in October 2011, and it’s been in Early Alpha for a good while since. But now it is, they say, complete. Released as a final version, feature complete. I’ve played it a few times over the years, but started from scratch with this final build. Here’s wot I think:

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Wot I Think: Bik

By Jon Blyth on July 28th, 2014.

Please elaborate as I'm not sure whether to laugh.

Sometimes, you get a little glimpse of how you’re perceived by the world. That can be flattering, like when you leave a suicide note and hide in the wardrobe while everyone starts improvising really sweet eulogies over a human beatbox. Then there’s this line of an email, which neatly captures why I was considered appropriate for this review of sci-fi point-and-click adventure game Bik:

“The trailer maybe contains a scene in which an alien uses a machine to force feed poop into a child’s mouth? And you are that child!”

Some games writers focus on social justice, others carve themselves a sex niche. I’m the poop guy. Hi!

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Wot I Think: Gods Will Be Watching

By John Walker on July 24th, 2014.

Deconstructeam’s Ludum Dare entry Gods Will Be Watching is now a fully-realised game, released by oh-so-impish publishers Devolver Digital. Described as a “point and click thriller”, it’s, well, not that. It’s something else. Something… well, here’s wot I think:

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