Solve Free Puzzle Games With Flying Kicks And Shoving

By Graham Smith on November 14th, 2013 at 8:00 am.

A swift kick to your productivity at work.

PuzzleScript is Stephen Lavelle’s simple, entry-level tool for making puzzle games. Ending is Aaron Steed’s free (on PC) puzzle game about surviving and destroying a world of shoving, crushing traps. It’s the best puzzle game I’ve played this year and Adam liked it too.

When Aaron Steed and PuzzleScript combine, you get Shoving and Flying Kick, two free PuzzleScript games that will eat your day.
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Interview: Steve Swink On The Scale Of SCALE

By John Walker on November 13th, 2013 at 9:00 pm.

Steve Swink is a man of damned good ideas. Thankfully, he also makes them into games. And from what I’ve played of an early build of SCALE, his latest is something pretty special. First winning crowds over at GDC this year, it’s now in the very final days of a Kickstarter, topping its target late last night. We caught up with Steve to learn how the idea began, before growing and growing into a full-sized videogame.

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By Riker’s Beard! Redshirt Beams Down At Last

By Alec Meer on November 13th, 2013 at 8:00 pm.

Stardate -309131.9634703195 (or so a random website tells me it is): a videogame is released, on the internet. I think Oor Graham plans to bring you An Opinion on social networking meets Star Trek comedy game Redshirt a little further down the line, but according to the Captain’s Log (my RPS inbox full’o’press releases) The Tiniest Shark-developed, Positech-published sci-fi, turn-based management sim has made itself available for purchase as of this very day. Disaster-strewn social ladder-climbing within the confines of a starship also puts me in mind of Red Dwarf at its most well-grounded, which is a good thing. I do hope there’s a Gazpacho Soup achievement.
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Bwah? – Neal Stephenson’s CLANG, 39 Others Greenlit

By Nathan Grayson on November 13th, 2013 at 7:00 pm.

Maybe Valve should put a yellow light in front of Steam Greenlight, because it needs to slooooooooow down – for just a second or two, anyway. I mean, don’t get me wrong: I’m all for tons of games getting the go-ahead to drown in sweet, sweet Greenlight green, but this week’s batch included – among a few other questionable/forgettable picks – Neal Stephenson’s CLANG. You know, the one whose development has been mostly halted and may not ever reach completion? Admittedly, Stephenson claims it’ll get finished no matter what… somehow, but maybe Valve should’ve held off until it was in a less questionable position? Or given the slot to a more deserving game? With improvements come new complications. Guess it’s true what they say: it’s not easy bein’ green(light).

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World Of Warplanes Finally Reaches The Open Skies

By Alec Meer on November 13th, 2013 at 6:00 pm.

World of Warplanes has been released. Released, this World of Warplanes has. Planes, this World of War has, which have now been released.

But seriously, World of Warplanes has been released.
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Dungeonland Now Free To Play, If You Squint A Bit

By Alec Meer on November 13th, 2013 at 5:00 pm.

Here’s what I know about Dungeonland:

 

 

 

As such, I am definitely the man to tell you that it’s now gone semi-free-to-play.
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PC: The Review

By John Walker on November 13th, 2013 at 4:30 pm.

The day has finally arrived! Rock, Paper, Shotgun’s review of the PC can finally be unveiled…


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O:MFG! – SOE Finally Optimizes PlanetSide 2

By Nathan Grayson on November 13th, 2013 at 4:00 pm.

Whoa. I'm so shiny, I can see a mirror's reflection in myself.

If I didn’t know any better, I’d say SOE wanted to keep PlanetSide 2 all to itself. That would explain why the technicolor dream MMOFPS has been the stuff of mid (and even some high) range rigs’ nightmares since day one. But then, nobody likes the idea of being desperately poor and all alone forever, so I’m guessing SOE just made a gigantic boo-boo on its priority list. But now, finally, it’s managed to set all of that right with a huge optimization patch. If your machine choked, sputtered, and excused itself from the table (or life) after trying a bite of PlanetSide 2, now might be the time to give it another go.

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Blizzard Talks Diablo III’s New Path, Defends Online Req

By Nathan Grayson on November 13th, 2013 at 3:00 pm.

Welp, that’s it. I’ve done all I can do. In an interview with Diablo III: Reaper of Souls‘ lead designers, I attempted to comprehend once and for all why they refuse to simply add an *option* to go offline on PC. The auction house will soon be gone, the console version has no such requirement, and I cannot conceive a universe in which the game’s community suddenly shatters like a beautiful ice crystal just because its members don’t always have to be connected to the internet. And yet, here we are. On the upside, lead designer Kevin Martens and art director Christian Lichtner actually had some rather encouraging things to say about the rest of the game’s direction, though our chat was ultimately, sadly cut short. 

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Save The Whales. Or Drill Them. In Windforge

By John Walker on November 13th, 2013 at 2:00 pm.

One of the best looking games I saw at GDC in March this year was Windforge. And then I didn’t tell you anything about it. Why not? Because hacking around on an early version, it still felt too soon. Drilling flying whales for building materials is obviously enough to ensure classic status, but the timing wasn’t yet right. With the game now looking to hit its final strait, and a new version of it heading our way to pick through, the timing feels right. Oh, and they’ve launched a Kickstarter to get it finished.

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Interview: Guido Henkel On Deathfire: Ruins Of Nethermore

By John Walker on November 13th, 2013 at 1:00 pm.

Hey, get your feet off our couch.

We’ve already seen some promising in-game footage of the grid-based first-person RPG with the most fantasy name of all time, Deathfire: Ruins Of Nethermore. Harking back to the likes of Dungeon Master and Wizardry, but with promises of something a lot more involved, it sounds like something we’d like to press play upon. But who is behind these claims? Who is Realms Of Arkania co-creator Guido Henkel? Well, he’s the co-creator of… oh, I ruined that. Setting out to find out if he’s more than just the box cover model for Planescape: Torment, I stepped forward, sidestepped left, stepped forward again, and used the potion of Interview on Henkel. Find out how Legends Of Grimrock made him realise the project was even possible, why they’re sticking to the tiles, and why being a producer on Planescape: Torment isn’t as glamorous as it sounds.

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So I Thought I’d Play Battlefield 4’s Single Player. About That.

By John Walker on November 13th, 2013 at 12:00 pm.

Our coverage of Battlefield 4 got rather interrupted by the arrival of a baby. It happens. So in trying to catch up, I wanted to play through the single player campaign, see how it compared to COD: Ghosts’. Yeah. That would have been nice, wouldn’t it. But then EA happened.

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Let There Be: Child Of Light Is Looking Delightful

By Nathan Grayson on November 13th, 2013 at 11:00 am.

Other games, pay attention: this is how you princess.

Ubisoft’s treatment of PC gamers has vacillated between utter garbage and lightly pine-scented garbage in the past few years, but it’s impossible to deny that the publisher’s put its considerable weight behind some interesting stuff in recent times. Its most recent two cannon-ball superman dives off the beaten path are Valiant Hearts and Child of Light, and I’ve written at length about both of them. Now, though, you can watch a quick overview of the CoL section I played in video form. Unfortunately, the game’s most important feature – a room full of so many murders of drunken crows that it probably counts as a massacre (or a really weird goth party) – is sadly absent. Priorities, Ubisoft. Priorities.

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