Posts Tagged ‘dead end thrills’

The Blind Night: Discovering MirrorMoon EP

By Duncan Harris on October 16th, 2013.


This is the latest in the series of articles about the art technology of games, in collaboration with the particularly handsome Dead End Thrills.

The most baffling thing about my favourite game in recent yonks, MirrorMoon EP, is that its creators haven’t played Mercenary. Or Driller, Captain Blood, or any other those great computer games it so resembles. That the likeness is accidental is one thing, that it finds meaning in the game’s title and events another. On a strange planet in an unknown universe in what never seems less than a dream, your eyes keep returning to the MirrorMoon, a distant, identical world. Activating a series of strange relics and beacons, you build a bridge between the moons and start to walk across. As you approach the halfway mark, perhaps to meet a MirrorYou, the ‘dream’ is engulfed in light and back to your cockpit you go. Well, someone’s cockpit.
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New Adventures In Hi-Fi: Some Screenshots

By Duncan Harris on October 8th, 2013.


This is the latest in the series of articles about the art technology of games, in collaboration with the particularly handsome Dead End Thrills.

Games move pretty fast. If you don’t stop and look around once in a while, you might miss them. The pretties this week come courtesy not of a particular game, nor indeed me, but of the Dead End Thrills Flickr group, a caravan of some 500+ ‘players’ who spend more time stopping games and looking around than they do actually playing. The times we live in.

With some 11,000 images in there, I wasn’t sure how best to approach this. (Drunk, obviously, but how badly?) I’ve gone for the easy option: a round-up of games and/or users that stood out over the last few weeks. What you’ll often find is that wrangling games into ‘screenshot mode’ has knock-on benefits for any PC gamer, so let’s see if that holds true.
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Dark Signal: The Origins Of FEAR

By Duncan Harris on October 1st, 2013.


Update: A second conversation with Craig Hubbard revealed a few more details, so I’ve added them where appropriate. The section ‘Mergers And Executions’ now talks more about cut villain Conrad Krige and the game’s improbable original opening (a car chase), while a new section on its famous radio chatter has been added to the end.

In this second of three conversations with the Monolith veterans at Blackpowder Games, whose debut Betrayer is kind of available now, it’s time to look at FEAR: First Encounter Assault Recon. Well, it is if you do things backwards.
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Solar System: Inside Project CARS’ Galileo Engine

By Duncan Harris on September 23rd, 2013.


This is the latest in the series of articles about the art technology of games, in collaboration with the particularly handsome Dead End Thrills.

Grid 2 may have vandalised one for the sake of selling The Most Expensive Game Ever That Isn’t This (£125,000 plus whatever it takes to scrape that grotesque livery off), but gaming’s real answer to the BAC Mono is the hip, gorgeous, and ever so slightly mad Project CARS. With barely-legal performance for a game still in alpha, its exposed wishbones and dampers only add to the sense of crowdsourced cool. Mmmm, those naked springs.
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Monomania: Shades Of Old In Blackpowder’s Betrayer

By Duncan Harris on September 16th, 2013.


The latest installment of an ongoing collaboration between RPS and Dead End Thrills brings you a look at the recently released Betrayer.

Just a moment while I stand and address the group. Hi everyone. *deep breath* I am a Monoholic. One whiff of vintage Monolith Productions and I’m back in the throes of a FEAR bender, or in a caravan park somewhere fighting ninjas disguised as Wiltshire police officers. And now this: Betrayer, an action adventure from six Monolith veterans born again indie and calling themselves Blackpowder Games. Quick, someone, chuck me that copy of Shogo or I’ll burn your house down.
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Zenomorph: The Art And Evolution Of Zeno Clash

By Duncan Harris on September 9th, 2013.

This is the first in a weekly series of features about the art and art technology of PC games, in association with website Dead End Thrills. More from Zeno Clash II can be found here. Click the images below for biggies.

Punch me in my Salvador Dali and tell me I’m not dreaming. Did just fifteen people really make Zeno Clash II? Of course they did, it’s by ACE Team, the Chilean house of brothers Andrés, Carlos and Edmundo Bordeu. Making a game that actually seemed possible would be too easy for those guys, and maybe even lose the underdog cachet that makes their first-person brawlers so disarming.
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