Posts Tagged ‘demo’

It Got Out: Containment Protocol Demo

By Ben Barrett on August 29th, 2014.

I first saw Containment Protocol at Rezzed this year when the large banner showcasing its simplistic, beautiful art style immediately caught my eye. It’s difficult to describe in ordinary genre terms, but it’s close to a survival/exploration game. You remotely control a quad copter exploring an abandoned scientific facility, only able to see via its lidar scanning the surroundings. It’s atmospheric to the max–sounds echoing in empty corridors, clinical beeping coming from the automated defenses of the facility. You can explore too, as solo dev Byron Atkinson-Jones has dropped a new in-browser demo on its site (the build he’ll show at EGX, in fact).

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Makoa And Meercats: A Rite From The Stars

By Adam Smith on August 28th, 2014.

A Rite From The Stars is an adventure game, inspired by nineties classics and modern marvels alike. The setting and plot are interesting, but we’ll move on to that in a moment because there are far more important statements on the Kickstarter page. Developers Risin’ Goat (only enough in the budget for one ‘g’) claim that the game will not feature ‘pixel hunts’, ‘pointless walks’ or ‘boring inventory management (also known as “Use the stick in everything until it works”)’. I reckon all three of those things should have been left on the Lucas and Sierra cutting-room floor a long time ago, along with almost every puzzle in The Dig and the many deaths of Roger Wilco. A Rite From The Stars isn’t simply emulating the past and I’m grateful for that. The Kickstarter has eight days left on the clock and $15,000 of a $40,000 target left to raise.

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Build-A-Youth: The Sims 4′s Character Creator Demo

By Alice O'Connor on August 19th, 2014.

That's what young people look like nowadays, isn't it?

No matter what’s removed or added or changed or bro-ised with The Sims 4, we can be fairly certain it’ll allow one thing: making goofy-looking folks. But lawks a lummy, Maxis have only gone and released that part for free! The ‘Create A Sim’ character creator has been yanked out of the full game to make a demo (or we can treat it as simply a cool toy for everyone to play with). Nab it from Origin. This came out last week, but we overlooked it in all the fuss and bother of Gamescom. Luckily, pulling silly faces is timeless.

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Games Journo Sim: Always Sometimes Monsters Demo

By Alice O'Connor on August 18th, 2014.

For all the jokes about Doritos, the slider is actually the official snack of games journos.

“Brilliant but flawed” is how Ben described Always Sometimes Monsters, an RPG which sprawls and branches and reacts in squillions of ways depending on who and how you play. You’re a struggling writer making one desperate lunge at life, out of money, kicked out your apartment, and pining for a lost love. It’s perhaps a hard sell, so last week developers Vagabond Dog released a demo with an extra framing narrative to perfectly fit that horrible loser theme: you play a games journo who goes to the launch event, plays Always Sometimes Monsters, then writes a review.

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Steam Free Weekend-o-rama: Jets vs. Vampires vs. Soldiers

By Alice O'Connor on August 8th, 2014.

Video games!

A trio of free weekend trials on Steam mean that all and sundry can enjoy what are, as I understand, three figures and ideals important to PC gaming: soldiers, vampires, and jetplanes. They all, naturally, do fighting. Not each other, mind–others of their kind. None of these games will let you e.g. pilot a fighter jet battling winged vampires. More’s the pity, really.

Multiplayer futureplane game Strike Vector and realish FPS Insurgency have respectable sales to accompany their free weekend trials, and technically human vs. vamp arenakiller Nosgoth does too but that’ll be free-to-play at launch so it’s less special.

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Going Up: SimCity Timed Demo Released

By Alice O'Connor on August 6th, 2014.

GREEN.

I dream of a city: dense, apartment blocks and tight terraces, lots of parks, even more trees, great public transport, by a river or lake with forest nearby. I skipped last year’s SimCity for obvious reasons but would like to build this dream in it, coo and aah as it bursts into an unconvincing simulation of life, then probably stop after, say, four hours.

Well gosh golly, as luck would have it that’s exactly how long the newly-released demo offers.

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Tetris With Guns: GunBlocks Demo

By Alice O'Connor on August 5th, 2014.

Zappow!

The problem with Tetris, I’ve always said, is no guns. No guns, no walking, and no plot–that’s no video game I recognise. Thankfully GunBlocks addresses those three serious problems with that supposed ‘classic.’ It’s a turn-based shooty puzzle-platformer sort-of-how-much-more-can-I-hypenate thing with a lovely cutesy style and silly sense of humour, starring a little gunbot who needs to place Tetris blocks to pass obstacles so it can shoot more things.

You can play a short pre-alpha demo in your browser, which is much cute intro as it is gameplay, or come on in to watch a bit in a trailer.

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The Sealab Of Monkey Island: Station Demo

By Adam Smith on July 30th, 2014.

Behold, the glory of the mid-week headline slump. If I have to defend this one – and it’s positively ingenious compared to some of my previous work – then let it be known that Station is a point and click adventure set in an underwater facility. There are submersibles. That’s about all I’ve got. Actually, the Monkey Island reference is remarkably inappropriate considering that Station is aiming for tension and horror rather than comedy. If games and cartoons have taught me anything, it’s that people will always go mad if they spend more than half an hour underwater, which is why I don’t trust deepsea divers, hydrotherapy (it counts) or James Cameron.

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Canada Route Zero: Highway Of Tears Demo

By Adam Smith on July 22nd, 2014.

Digging through the RPS archives can be rather alarming. Highway of Tears looks like the kind of game our keen eyes may have spotted so I dutifully typed the first few letters into the ‘tag’ search – ‘h-i-g-h-way To The Reich’, the form completed itself and waited for my approval. No. Bad form. Bad RPS. I’ll deal with this situation right away. I wonder what other innocent words produce a single disturbing response?

Highway of Tears caught my eye because it has a strong set of influences, including Kentucky Route Zero, True Detective and ‘the mythology of the Haida aboriginals’. That already makes for a more attractive point and click prospect than ‘comedy anti-hero’ or ‘rubbish [insert job title]‘. A demo is available.

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Grimdark Adventuring: Tormentum Demo

By Alice O'Connor on July 18th, 2014.

You bet that statue's a puzzle!

Talk is cheap. You may get people to give your game the old Steam Greenlight within 23 days, but that doesn’t mean they’ll chip in to raise $9,000 for it. And while you can say you’re making a fantasy horror adventure game, that doesn’t mean it’ll be any good. Hoping to resolve all of this, OhNoo Studio have released a short demo for Tormentum – Dark Sorrow.

It’s all grim stone fortresses, torture chambers, ornate sinewy armour, dessicated worshippers, and classic adventure game puzzles–certainly everything I expected. Grab it for Windows or Mac.

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When I Bounce Into: The Wild Wild Pixel

By Adam Smith on July 8th, 2014.

I do like it when Kickstarter campaigns come equipped with a demo. It’s like being able to take a car for a test drive before you buy it – except the test drive takes place a year before the car is finished so you sometimes have to make do with riding a trolley down a hill instead. Still, it’s nice to get out of the house.

The Wild Wild Pixel has a demo so prepare for a ramshackle soapbox derby. It’s an early alpha of the game’s first chapter (of five) but despite missing and incomplete assets, it gives a good sense of the game. That’s because the game is a point and click adventure, so it’s tone, characterisation, story and puzzles are more important than the state of its assets. Video below.

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Turn-Based Gradius: Mighty Tactical Shooter

By Adam Smith on July 2nd, 2014.

Mighty Tactical Shooter was my favourite game of Rezzed this time around. The concept is simple and brilliant – a turn-based side-scrolling space shooter in the mould of R-Type. I feel like there may be an alternate dimension in which ‘turn-based’ came to dominate gaming in the way that ‘procedural’ is. We’d have turn-based racing games, turn-based first-person shooters and turn-based ski-slaughter simulators. Sadly, in this dark procedural timeline we’ll have to make do with Mighty Tactical Shooter, now on Kickstarter. Good thing it’s chuffing fantastic.

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Deadly Steam Rooms Of Death: DROD On Greenlight

By Adam Smith on July 2nd, 2014.

I’m very late to this particular party but I’m also incapable of ignoring a good DROD story when I see one. For those not in the know, DROD (Deadly Rooms Of Death) is a long-running series of top-down dungeon crawlers. The first game is seventeen years old and the latest (and possibly final) came out last month. There’s a demo available as well as ‘lite’ browser versions of earlier instalments. The DROD games are puzzle games in D&D wrapping paper and although I’ve never completed one, I’ve played a fair amount of all but the latest. Unusual, well-designed and of venerable age, these games deserve a wider audience, which is where Greenlight comes in.

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