Posts Tagged ‘alpha’

The Lighthouse Customer: Robocraft

By Christopher Livingston on July 21st, 2014.

War never changes. It just rearranges.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, building, driving, and flying robotic cube-tanks in the free-to-play Robocraft.

My robotank, Killdeathinator — named for all the killing and deathinating it’s been dishing out — has just entered its 5th iteration. Killdeathinator Mk 1 had four wheels, a couple guns, and was made of weak plastic cubes. Mk 2 added more wheels — ones I can steer, which I’ve found to be fairly important — and a radar dish to track enemies. Now, lined with gleaming copper armor and bristling with cannons, its become a fairly durable ground assault vehicle. Time to kick it up a notch. Killdeathinator wants to fly.

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The Lighthouse Customer: Bot Colony

By Christopher Livingston on July 7th, 2014.

Soldier robots? Oh, I'm sure that's a good idea.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, speaking with robots, and the resulting loss of his sanity, in Bot Colony.

Science-fiction writers love driving robots crazy, from Speedy in Asimov’s “Runaround” to Ash attempting a magazine-murder in Alien. Is it time for a robot to drive a human crazy instead? Considering that talking to a robot in Bot Colony for a couple hours reduced me to wailing “BLOOP! BLOOP! BLOOP!” into my headset, it just might be. There’s video evidence below: I’ll let you be the judge. Bloop.

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The Hunt Is Partially On: Evolve Alpha Signups

By Adam Smith on July 4th, 2014.

Hunters, emerge from your hides and rejoice. A small window of opportunity remains open and if you manage to sidle your camouflaged bulk through to the other side, you’ll be a fully-fledged Evolve alpha tester. A few caveats though – you’ll need to sign up on a PC that can run the game, have a working Steam account and you must be situated in mainland North America. Presumably that’s to do with server locations and timing issues rather than national favouritism. If you fit the criteria, enjoy your so-called Independence (Canadians, ignore that, you’re alright with me) and sign up here, using the password ‘happyhunting’ and referral ‘JoinTheHunt’.

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The Lighthouse Customer: Starforge (Survival Mode)

By Christopher Livingston on June 30th, 2014.

Does this zit on my back look infected? It's super itchy.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, pantsless survival and gimp mask crafting in Starforge.

The Earth’s sun is being devoured by a black hole, and humankind, desperate to survive, has sent scouts to the planet Atlas to prepare the mysterious new world for colonization. I am one of those scouts, the Earth’s last and best hope, which is a bit of a shame because I’ve been here for several days and I’m still wearing just the underpants I arrived in and I’ve been living in a hole in the ground. On the plus side… well… I dug the hole myself?

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Another Man’s Sky: Xeno Galaxies

By Adam Smith on June 24th, 2014.

I can’t be the only person who is extremely excited by the prospect of No Man’s Sky while also slightly concerned as to what I’ll actually be doing from moment to moment in the game. Exploration for exploration’s sake is fine by me but there’ll need to be a lot more variation than in the current beta* to keep things interesting. Xeno Galaxies, currently Kickstarting to the tune of CAD$45,000, is also aiming to create a procedural universe for players to explore, but Neovariance Games are much clearer about what will be happening in that universe. You’ll be mining, trading and shooting a whole lot of things.

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The Lighthouse Customer – Lichdom: Battlemage

By Christopher Livingston on June 23rd, 2014.

I came here to cast spells and chew gum and I have plenty of both.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, first-person spellcasting and spellcrafting with Lichdom: Battlemage.

As a battlemage, I am imbued with arcane might: deadly firestorms, freezing ice blasts, and crackling electrical bolts. I hold my magic-infused hands up in front of me in an awkward, unnatural fashion at all times, as if I’m a giant praying mantis or a Microsoft marketing executive presenting at E3. And, I wrestle with the same ancient dilemma all great sorcerers have faced, from Merlin to Dumbledore: do I want to use a Charging Smart Trap AOE Pattern with +17% chance of critical damage or stick with the Charging Targeted Pattern of Persistence with +14% status effect duration? As Gandalf said: “YOU SHALL NOT PASS NOW THAT I’VE GOT +28% BURN DAMAGE ON KILL FOR 9 SECONDS!”

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The Lighthouse Customer: GearCity

By Christopher Livingston on June 16th, 2014.

I call it the Volkswagen Coleoptera. Wait, that's not right.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, driving a car company into the ground with GearCity.

“Have you ever dreamed of running your own car company?” asks the website of GearCity, a simulation game that lets you run your own car company. My answer: no, I’ve never dreamed of running my own car company, at least until GearCity’s website asked if I’ve ever dreamed of running my own car company. At which point I did. So, I decided to play GearCity to fulfil my minute-old dream. Of running my own car company.

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The (New) Forest: First Update Adds Sharks, Better Ponds

By Graham Smith on June 16th, 2014.

Not pictured: the forest.

Is an early access release shit? Not in The Forest. The survival horror survival sim is about building shelter and gathering food to survive against the elements, where one of those elements is “naked slick cannibals”. Even in its first release it’s a fun time, and now there’s a new update coming today which introduces new features (sharks!) plus bug fixes.

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The Lighthouse Customer: The Forest

By Christopher Livingston on June 9th, 2014.

It takes a village to eat a child.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, fighting savages while becoming one in survival-horror crafting game The Forest.

Interesting how priorities can change. Two days ago, my crafting goal was to build a log cabin. Today, I’m more interested in assembling a tower of human body parts. Of course, the day before yesterday — when I was a civilized, practical person pulling myself out of a plane wreck in The Forest — was a long time ago. Things have happened since then. Things. Now, I’m a wild-eyed, blood-spattered maniac, my body half-plastered with lizard skins, tightly gripping a rusty axe and slashing at anything that moves. On the plus side, I only need one more dismembered head to finish today’s crafting project! Whose will it be?
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Impressions: Stomping On The The Stomping Land

By Graham Smith on June 6th, 2014.

What the game looks like 50% of the time.

The Stomping Land is a game of co-operative survival and dinosaur hunting. Set on a heavily forested island, players spawn in the wild and then must craft shelter and weapons, scavenge and hunt for food, and form tribes with fellow players to accomplish both without being picked apart by the island’s larger dinosaurs.

Or at least, that’s the pitch which earned the game almost six times its Kickstarter target last year, and which saw it bounce immediately into the Steam best sellers list when it launched in Early Access last week. (At the time of writing, it’s still there, at number 5.) The reality of the game is, at this stage, something else.

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The Lighthouse Customer: In Verbis Virtus

By Christopher Livingston on June 2nd, 2014.

ARE YOU READY TO YELL AT A VIDEO GAME?

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, yelling spells (and other things) in In Verbis Virtus.

I’ve been talking to a video game all day. It’s okay, I’m supposed to: the game requires me to cast spells by saying magic words into a microphone. I’ve found that having to talk to a game has resulted in me talking a lot in general, though. “Ah-ha!” I yell when finding something. “Nice try,” I say to a statue hiding a secret rune. “YEAH! TELEKINESIS!” I bellowed at one point. I was using telekinesis. It excited me. I won’t apologize.
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The RPS Conversation: The Forest Early Access

By RPS on June 2nd, 2014.

The Forest is a singleplayer FPS which mixes Rust-like crafting and survival with a setting more visually stunning than you’d think possible from a four-person indie team. It entered early access on Steam last week, and Adam and Graham spent the weekend shivering alone in the rain (and in the game) so they could bring you their impressions.

Graham: I am slick and naked like a fine young cannibal. LET’S DO THIS. Where “THIS” is talk about The Forest, the new survival horror/Minecraft-alike/singleplayer Rust/early access game that came out late last week.

Does an Adam shit himself in The Forest?

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Prison Architect Update 21 Adds Bazooka, Rambo, Surrender

By Graham Smith on May 30th, 2014.

I hope someone adds a mod where you can control a single character in a top-down shmup.

It’s possible that some of you have overdosed on Prison Architect update videos by now, but if you’re like me and still in the throes of a monthly addiction to the incarceration management sim’s new features, then this month’s hit is a good one. As explained on the official forum, the major new addition: your prison’s inhabitants can now smuggle in drugs, get hooked on them, and go into withdrawal or overdose. Inject the trailer below directly into your eyeballs to beat the blood-brain barrier.

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