Wot I Think: Arma 3′s Campaign

By Craig Pearson on March 28th, 2014.

It's not too baaaaaad

I’ve played Arma 3 for about 70 hours. At least 20 of those hours involved me loading up the editor, planting a helicopter and pilot on the map, and just flying all over the island. Altis is a breathtaking creation. I can’t get over the fact that it exists. Bohemia’s main duty since October has been to create a single-player campaign that uses their remarkable creation and engine, and the final part of The East Wind series of episodes was released a short while ago. I’ve played it and completed, and here’s Wot I Think.

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Wot I Think – Diablo 3: Reaper Of Souls

By Rich Stanton on March 28th, 2014.

The most interesting thing about Reaper of Souls, the first expansion for Diablo 3, is that it’s an admission of guilt. Blizzard are one of the best developers in the world not only because it makes great games, but because it prods and tweaks and adds to them after release until they positively hum with glory. But Reaper of Souls isn’t a nip here and a tuck there. This expansion is Blizzard dealing with the reality that, in many people’s eyes, Diablo 3 just wasn’t very good. But can it be fixed?

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Wot I Think: Age Of Wonders III

By Adam Smith on March 26th, 2014.

It’s only been a month and a half since I wrote my mega-preview of Age Of Wonders III and spending around fifteen hours with a review copy of the game hasn’t done a great deal to change my mind about its many merits. It hasn’t extended its tendrils to tickle any deeper fancies either, although I’ll concede that the world is a little weirder and more wonderful than my initial expeditions suggested. I’ve spent many hours with the long-awaited strategy sequel and here’s wot I think.

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Wot I Think: Extrasolar

By Alec Meer on March 26th, 2014.

Extrasolar is a browser-based game about controlling a lunar rover as it explores the surface of an island on a far-off planet, poring over the photographs it returns, and inadvertently uncovering a conspiracy as you do. It’s out now, and while paid upgrades are available it can very be much played for free – as such the below is a discussion of the experience, not the value proposition.

For the last fortnight or so, I’ve been playing a game for approximately three minutes every hour. (I’d like to say ‘apart from at night’, but thanks to my living on a noisy street and having a baby in the next room, that would be a barefaced lie.) I didn’t do much, myself, though the small amount of clicking and reading at my end did result in a remote-controlled rover travelling vast distances across another world, light years away from our own. So, in a way, I did a great deal.
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Wot I Think: Smite

By Philippa Warr on March 25th, 2014.

Frost giant Ymire is prettttttty cool

“Oh God, it’s like playing League of Legends crossed with Jumanji,” was my initial verdict on Smite. I stand by that assessment but I probably ought to flesh it out a bit in this here Wot I Think piece. Here goes:

Smite is Hi-Rez’s god-themed MOBA. Hang on, are we calling them MOBAs at the moment? ARTS? Lane pushing game? Lords management? Wizard-em-up? Magi-brawler? Five-a-side farming simulator? Whatever your preferred label, it’s Hi-Rez’s take on that genre. You play as one of a pantheon of characters based on the gods of various religions and mythological figures and proceed to do battle across a number of different game modes.

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Wot I Think – BioShock Infinite: Burial At Sea Episode 2

By Alec Meer on March 25th, 2014.

BioShock Infinite’s DLC, BioShock Infinite and BioShock 1 concludes with this second, longer, stealthier half of last November’s return to Rapture. It’s out now.

You’ll hear no politics from me, though by God it’s tempting to correlate Burial At Sea Part 2′s status as a swansong for two BioShock universes with the recent, shock closure of Irrational. Whatever else there is to both tales, at least this concluding DLC for BioShock Infinite reverses the sense of decline we’ve seen since the original BioShock. Despite a multitude of sins it does leapfrog both Infinite and its own, irritatingly slight if visually flabbergasting Part 1. It also includes the single most unpleasant – and frankly needless with it – moment I’ve ever experienced in a videogame.
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Wot I Think: Echo Of The Wilds

By Adam Smith on March 24th, 2014.

that is not a carved stone with googly eyes

Echo Of The Wilds is a mysterious game that initially appears to be both a retro-pixel arthouse tenant and a crafting/survival sim. If that were the sum total of its being, Anthony Case could lay claim to have created an accurate container for indie gaming’s most popular current trends. Heck, the difficulty level is high and there’s enough randomisation to claim roguelike tendencies are in play so we could go for a full house. There are even elements of the mighty Going For A Walk genre but what is it really and wot do I think of it all?

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Wot I Think: Powerpuff Girls Defenders of Townsville

By Rich Stanton on March 20th, 2014.

Certain developers stick in your head. The first time I played Radiangames‘ Super Crossfire I thought this is good, looked out for other stuff like the brilliant Inferno+, and eventually found out these neat packages were the labours of one man – Luke Schneider. But disaster struck! Radiangames tried to hit it big with Bombcats, a mobile F2P game, but found only the black dog of rejection and financial ruin! It looked like the end for Luke! Was there nothing to be done? Wait, is that a bird? A plane? No!

POWERPUFF SAVE THE DAY.
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Wot I Think: Luftrausers

By Alec Meer on March 18th, 2014.

Is it a bird? No. Is it a plane? No, not really. Is it a sort of pogoing, semi-submersible death machine? Yeah, pretty much. It’s also the new game from Vlambeer, and it’s out today. Here’s what I made of it.
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Wot I Think: One Finger Death Punch

By Adam Smith on March 17th, 2014.

One Finger Death Punch seems like a self-explanatory title. If it brings to mind a game in which many tiny enemies are punched into pieces using a simple control scheme, then you have understood the intent of the title. The left mouse button punches to the left, the right mouse button punches to the right. Occasionally there are swords, bows and bombs. That’s about all there is to it, so why do I not want to stop playing? Here’s wot I think.

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Wot I Think: Titanfall

By Graham Smith on March 14th, 2014.

Update: In light of recent changes to the game, which have made Capture the Flag mode playable only via a randomised “Variety” mode and in Private Matches, I retract much of what caused me to recommend the game below. See more here.

Titanfall is a first-person shooter with a story but no singleplayer mode. That means that if you play its nine campaign maps through, no NPC ever calls you by name as they remind you to reload, no dastardly villain ever traps you in a small container and takes away your weapons, and no scripted sidekick ever makes an awkward joke about why you never speak. Its story and its characters play out as radio plays, picture-in-picture talking heads, and brief pre- and post-mission cutscenes, but in each you’re treated as just another anonymous soldier. You exist only to be shoved out of a dropship in order to fight in brief, 15-minute matches of what are, essentially, dressed-up versions of six vs. six team deathmatch and capture-and-hold modes.
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Wot I Think: Qvadriga

By Adam Smith on March 13th, 2014.

Turn-based games are the best games. With that fact established, let us acknowledge how unfortunate it is that so many turn-based games focus on a small set of activities, mostly involving military squads, or rapidly expanding kingdoms and galactic federations. Conquest and combat. Qvadriga is different. It is, as far as I know, the first turn-based game about chariot racing in the circuses of the Roman Empire. By breaking a complex and unusual scenario down into a series of tense decisions can Qvadriga find the game at the heart of The Games?

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Wot I Think: Infested Planet

By Graham Smith on March 12th, 2014.

Infested Planet keeps drawing me back. ‘I’m not ready to write about it. I need to play it more before I decide what I think.’ Then the same thing happens as every other time. I play a mission, and it’s not hard exactly, but it is a slog. It’s a battle of attrition, territory claimed inch by inch against a skittering mass of Starship Troopers-inspired bug aliens. There’s thousands of them, and clearing them away feels like fighting a rising tide with a leaky bucket. I’m sick of it. I’m bored of it. I don’t want or need to play anymore.

Right as I’m about to give up, the tide turns. My five soldiers gain a foothold in the war for the map’s capture points, and I claim enough resources to defend my turf against counter-attacks using turrets. From there, I begin to rapidly advance, pummeling my enemy into submission with helicopter bombardments and rocket blasts. My troops mow down thousands, and it feels immensely satisfying to win a hard-fought battle against overwhelming odds. I’m thrilled by it. I’m confused by it. I need to play more.

This is wot I think.
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