Posts Tagged ‘alpha’

The Lighthouse Customer: TUG

By Christopher Livingston on September 29th, 2014.

I'm here to chew gum and kick ass and I'm all out of... enthusiasm.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, a little digging, a little building, and a lot of failing in survival crafting sandbox TUG.

I’ve survived the survival modes of many survival games, and I went into TUG figuring it wouldn’t be any different: I’d whip up a house, dig a mine, get my smelt on, build an arsenal, kill whatever animals were around, and consider the game conquered. Instead, I built half a house, dug a shallow hole, got killed by a cat, and spent the rest of the time fighting with the smallest backpack in video game history.

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Prison Architect Alpha 25 Adds New Ways To Fail

By Graham Smith on September 25th, 2014.

All strategy games strive to reach a certain balance; the point at which the player feels responsible for their successes and failures, but where the simulation is so complex and alive that a perfect, static system can never be built. That’s apparently what motivates Prison Architect‘s 25th alpha, “one of the biggest updates” Introversion say they’ve ever done. The main new addition is prisoner reputations, a system of personality types that will make creating a perfectly functioning, forever peaceful prison practically impossible.

As ever, there’s a video talkthrough and some more detail of the changes below.

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The Lighthouse Customer: LA Cops

By Christopher Livingston on September 22nd, 2014.

I'm a 70's cop in LA. What the hell is a lift, turkey?

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, shooting thugs in their mugs and then shooting their drugs, with LA Cops.

I entered a mansion without a warrant. I shot dozens of suspects dead without identifying myself as a police officer. I destroyed several shipments of illegal drugs that could have served as evidence. And, I carelessly got my partner killed. Since I’m a cop in 1970’s Los Angeles, that’s all par for the course. But I also broke two doors! That’s property damage! Man, the Chief is gonna have my ass.

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The Lighthouse Customer: Recruits

By Christopher Livingston on September 8th, 2014.

I love the smell of tiny napalm in the morning.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, a tiny war with big stories in top-down action squad-shooter Recruits.

When games don’t have their own stories (and sometimes even when they do) I like to invent my own. Recruits, a game featuring tiny soldiers, is perfect for that, because while it gives each soldier a random, meaningless name, it also lets you create your own nicknames. This simple little feature makes all the difference. I mean, if Carl Arnold dies from enemy AK fire and Earl Lawson shreds himself with his own grenade, you don’t have much reason to care. But when Carl “Two Days left” Arnold and Earl “Girl Back Home” Lawson die, well, it’s tragic… though you totally saw that shit comin’.
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The Lighthouse Customer: Dex

By Christopher Livingston on August 25th, 2014.

I will punch out all of your elbow-blood! All of it!

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week: thugs, drugs, and alpha-induced amnesia in side-scrolling cyberpunk RPG Dex.

Behind one door, someone sells me noodles. Behind another, someone tries to punch me to death. I buy pornographic magazines and toilet paper, then walk down the street and pay for a stranger’s organ transplant. I upload a computer virus into a vending machine that sells condoms, then buy myself a set of cybernetic legs and visit a prostitute. Who am I? Where am I? Why am I doing these things? I’m Dex, I’m in a cyberpunk world, and I have absolutely no idea.

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What’s Yours Is Mined: Cloudbase Prime

By Adam Smith on August 22nd, 2014.

Cloudbase Prime is a first-person platformer with shooting elements. That’s a fine change from first-person shooters with ‘platforming elements’ in the form of a context-sensitive ‘jump’ button used once during a fourteen minute long singleplayer campaign. Originally created as part of the 7 Day FPS Challenge back in 2012, it’s a game about survival on a floating mining platform in deep space. Enormous robots are attacking the platform and your goal is to survive for as long as possible by propelling them (and yourself) from hex to hex. The key to your survival is not found in the barrel of a gun but in the terrain-manipulating Architect tool. The freshly baked alpha is free.

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Impressions: Galactic Civilizations 3

By Brendan Caldwell on August 21st, 2014.

Gal Civ 3 has warped from Early Access alpha to Early Access beta, and brought with it more (but not all) features to the famous, 4X strategy game. Is it worth your time or money yet? We sent Brendan to investigate.

Picture the scene. You are a peaceful, religious race of extra-terrestrials, but you are inexplicably at war with the three rival civilisations that surround you. Your people love you for your mindfulness but they are upset that they don’t have more money to spend. Your desert planet full of shopping centres is deeply unhappy. Your planet full of scorpions is booming. Huge lettering drops from the sky! GALACTIC CIVILIZATIONS III.

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The Lighthouse Customer: Frozen State

By Christopher Livingston on August 18th, 2014.

We're gonna need a bigger everything.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, fighting the cold and popping pills in Frozen State.

There are a lot of ways to die in Frozen State, a top-down survival action RPG that takes place in a snowy abandoned city in Siberia. You can die from hunger or thirst, you can die from the cold, and you can get monstered to death by monsters. You also need to sleep from time to time, and while doing so you can die in all the ways I just listed. What follows is a chronicle of my first nine lives in Frozen State, in which I find those ways to die, and others, and a couple more.

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The Lighthouse Customer: Rodina

By Christopher Livingston on August 11th, 2014.

Space: not quite as empty as we've been led to believe.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, seamless solar system exploration in Rodina.

What’s space travel like? Enchanting and serene? Gazing at distant galaxies, skimming past slowly-spinning asteroids, watching beautiful and mysterious alien planets grow ever-larger as you draw closer? Or is space travel scary as hell, requiring you to fight your way through turbulent atmospheres as your ship burns inside and out while swarms of hostile alien ships fill your screen with homing missiles?

How about both? Rodina’s got you covered.

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The Lighthouse Customer: Son of Nor

By Christopher Livingston on August 4th, 2014.

I'm like Magneto, but with sand. There's also a giant butt.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, terraforming sand and terrorizing villagers with Son of Nor.

I lift my hands and the sand at my feet forms into a towering pillar. I point my palms down and the sand retreats, creating a deep sinkhole. I am a Son of Nor, a mystic imbued with telekinetic powers and charged with the protection of my village. And I’ll totally get around to protecting my village at some point. For reals, you guys, I will. Right now, though, I’m trying to raise a sand pillar high enough to cover the buttcrack of the giant nude statue that looms over the town. Why? I have my reasons, and those reasons are: I have sand powers and there’s a giant elevated stone butt.

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The Lighthouse Customer: Factorio

By Christopher Livingston on July 28th, 2014.

The factory is a mess, but at least no one works here.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, building efficient machines to make other efficient machines in strategy game Factorio.

I’ve got coal-powered drills digging up resources, mechanical arms collecting the raw materials, and conveyor belts transporting it across the landscape where more arms collect it and deposit it into fabrication machines, after which the resulting product is plucked out by still more arms, dropped on more belts, moved on to more factories. Clouds of pollution fill the air, production lines twist and turn haphazardly, electrical poles and storage units appear to have been placed by a confused and drunken city planner. It’s a mess. A big mess. But it’s a beautiful mess, because it all works.

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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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