Posts Tagged ‘alpha’

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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The Lighthouse Customer: King’s Bounty: Dark Side

By Christopher Livingston on May 26th, 2014.

SO MANY MONSTER THINGS HAPPENING AT ONCE YOU GUYS.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, monster-based monster strategy (again!) with (even more!) monsters King’s Bounty: The Dark Side.

Last week I moaned about not being able to get monsters to work together to destroy humankind. I should have just waited for this week, when King’s Bounty: The Dark Side (or just Dark Side, depending on what you’re reading) gave me the monster team-up of my dreams. Zombies, demons, vampires, orcs, goblins, imps, three-headed dogs, skeletal archers, necromancers, and even dragons, all in the mix, and more importantly all working together for monsterkind.

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Deathball Lives: Supraball Is A First-Person Sports Game

By Graham Smith on May 22nd, 2014.

A shame they're using a Wayne Rooney model for every character.

With all this talk of Unreal Tournament 2014, it may be that you’re recalling fond memories of the myriad mods available for previous UT games. One of those was Deathball, a sports game in which you fired a ball not bullets and attempted to pass and shoot and score your way to team-based victory.

Well, Deathball begat Supreball, a standalone game made by the same team. It has an alpha which is freely downloadable, it’s looking for votes on Steam Greenlight, and there’s a trailer below.

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Not Dun Yet: Verdun Trailer Shows Updates For WWI FPS

By Graham Smith on May 22nd, 2014.

I’ve been harboring a desire to return to Red Orchestra 2 for a month now, but perhaps I might be derailed for duty on another muddy frontline. Verdun is a multiplayer first-person shooter set in World War 1, about trench warfare, slowly shifting frontlines and squad tactics. It’s currently in alpha, and there’s a new trailer showing the game’s impressive progress below.

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We’re Going Underground: KeeperRL

By Adam Smith on May 22nd, 2014.

If someone has made a game that mixes Dwarf Fortress with The Sims, I haven’t played it yet. I really want to play it though. Instead of mountainhomes and goblin raiders, there would be suburbs and plagues of hipsters. The beautifully ugly dive bar on the corner is reconfigured into a barista training school, where the only skill taught is ‘nonchalant superiority’. People would still lose their minds if they didn’t have enough chairs but instead of sealing themselves in a room and engraving, they’d hit the streets and form vigilante gangs.

KeeperRL is not that game but it is one of my favourite current DF-lites, with a strong Dungeon Keeper vibe as the name suggests. I’ve written about it before and an updated alpha release and crowdfunding success are reason enough to return to the underground.

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The Lighthouse Customer: Endless Legend

By Christopher Livingston on May 19th, 2014.

We're like velociraptors, but we all attack together from the front.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, monster-based monster strategy with monsters in Endless Legend.

Crystalline giants march from the east, painted ogres advance from the south, and slithering snake-monsters, a two-headed jackal tribe, and hovering spectral warriors in tattered cloaks appear regularly outside my city. I’ve been battling monsters for hours, now, and I’m frustrated. Not by the combat itself, but by the nature of the enemy. I don’t want to kill monsters. I want to kill humans, because I’m a monster myself.
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Impressions: Hack ‘N’ Slash

By Craig Pearson on May 19th, 2014.

The first thing that happens in Hack ‘N’ Slash is the player is given a weapon, a sword, and then it breaks. Beneath the sword’s external stabby part is a USB interface. A smarter person would point out how this is a microcosm of the game, because you solve puzzles by peeling away the game’s outer layer to manipulate the code beneath the surface. Me? I’ll just lazily use it as a way of introducing the concept and then hop into the game proper. Oh, and I’ll also say it’s great.

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As Pure As The Driven: SNOW’s M3 Alpha Adds Top Hats

By Graham Smith on May 13th, 2014.

Just like professional skiers.

Can there be any more fundamental a post to a PC blog – any more pure a post, to justify my headline pun – than writing about the inclusion of hats in a free-to-play game? SNOW, the skiing game currently in Steam Early Access, has long had head-warming beanies and the like, but the latest update introduces the founder set. That’s the top hat, moustache and monocle you see in the image above.

If John was here and he was to see this and say “That’s all there is,” I would respond to him by saying, “You know nothing John, SNOW update M3 also includes engine upgrades, a better sense of speed and more.” There’s a video detailing all these changes below.

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The Lighthouse Customer: Caribbean!

By Christopher Livingston on May 12th, 2014.

I'm not going to suddenly wake up in a Ubisoft office, right?

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, sailing the low-res seas in sandbox RPG Caribbean!

I race across the open sea, bearing down on an English convoy. I have twice as many ships and nearly three times their crew, so this will be an easy kill, another feather in my tricorn hat. Or it would be, if my crew didn’t pick that precise moment to mutiny, seize control of one of my ships, turn and attack me instead of the English, board me, and pummel me into unconsciousness on my own deck. Pirates. If you can’t trust them, who can you trust?
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The Lighthouse Customer: The Golf Club

By Christopher Livingston on May 5th, 2014.

Grazing: the eco-friendly way to keep your greens well-groomed.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, diabolical golf course creation in The Golf Club.

It’s been a tough round of golf. I got a ball stuck on the balcony of a clubhouse. I got mired down in a sand trap that was five hundred yards long. I’ve had to play around trees, boulders, and a fairway covered with sailboats. And now I’m attempting to sink a putt through a massive crowd of grazing deer. Who the hell designed this terrible golf course? Oh right, it was me.

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Prison Architect Alpha 20 Sends You To, Er, Prison

By Graham Smith on April 29th, 2014.

How many posts have I written about Prison Architect alphas since joining RPS last October? Checking the tag page for the game suggests seven thousand. It’s not my fault, it’s just that each one adds a feature or set of features I find irresistible. The latest, alpha 20, introduces a set of failure states to the game, including the ability to be convicted of criminal negligence. You will then “spend time within your own jail as a prisoner.”

The regular developer video showing the new features is below.

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