Posts Tagged ‘feature’

Dote Night: Smite’s $1m Prize Pool Cap And What It Means For The Pro Scene

By Philippa Warr on July 6th, 2015.

The riches of heaven - no more than $1m in your prize pool thx

Earlier today game developers Hi-Rez announced that they would be capping the prize pool for their Smite World Championships at $1m. Smite [official site] is an over-the shoulder MOBA whose character roster is populated by the gods of various religions. Its inaugural World Championship took place earlier this year in Atlanta, Georgia with a total prize pool of $2.6m, the majority of which was crowdfunded. I got in touch with Hi-Rez president Stew Chisam to dig into why he thinks the cap will benefit the professional gaming scene:

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You Should Play This Procedural Detective Game

By Graham Smith on July 6th, 2015.

My enjoyment of Black Closet [official site] is an easy case to crack. There are red herrings, for sure: the anime art, the brief sugestion that it might be a visual novel. But investigate beyond the screenshots and the evidence is clear: it’s a procedural detective game in which you direct a team to question, harras, stalk and detain suspects, hoping to uncover nefarious plots, and to prevent scandals before they emerge in an all-girl school for the wealthy elite. I’ve been playing the demo and I’ll explain why you should too.

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Crafting Mechanics Are Unfit For Purpose

By Angus Morrison on July 6th, 2015.

Bethesda have a spectacular talent for making moth-eaten ideas feel like revolutionary concepts: Fallout 4 [official site] will let you play a property baron who constructs not just houses but connected settlements from bits of duct tape and broken globe. I was beside myself with excitement at this news – giddy, even – but not because of any particular flair on display in the five-minute crafting reveal at E3. As my New Vegas mod list and cack-handed fumbling with the Creation Kit will attest, I’m a sucker for anything that lets me inhabit the Wasteland. The idea of reshaping it by my own hand (benevolent, naturally) is intoxicating, even if the mechanics are crap.

And crafting mechanics are almost always crap.

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Impressions: Hex – Shards of Fate

By Ben Barrett on July 6th, 2015.

Hex: Shards of Fate [official site] was kickstarted successfully in mid-2013, hot on the cardboard-heels of developer Cryptozoic’s final set of the physical WoW TCG. Long before Hearthstone made it clear that digital cards were going to be a successful market, the gaming public pitched in two million dollars and change for the MMO/TCG hybrid. While its single player campaign and the MMO portion’s dungeons, raids and guilds are yet to materialise, Hex is onto a third set release of cards in a free to play model. Here’s some thoughts after a few hours of play.

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The RPG Scrollbars: RPG Vs. Adventure

By Richard Cobbett on July 6th, 2015.

Last week, I casually mentioned how glad I was that the current RPG revivals have been doing so well – so many old franchises getting a new Kickstart, so many classic styles getting a fresh airing. I also muttered something though, about how sad I felt that adventure games hadn’t been so fortunate. Since then, I’ve been pondering that. Why? Why has one genre done so well, creating games like Divinity: Original Sin and a whole line-up of new games to look forward to, while the other has resulted in largely forgettable stuff like Broken Age instead of new modern classics?

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The RPS Bargain Bucket: Team Discount

By Cassandra Khaw on July 4th, 2015.

Happy Independence Day, American people! And Good Not-Melting-In-The-Summer-Heat to the European folk trapped without air-conditioning in their lives. As a card-carrying Malaysian, let me just say that it baffles me to imagine countries where freon-fueled cold air does not exist. (Not really, but I just like saying things, sometimes.) This week’s shockingly inventive Guest Plushie comes from Welverin, who captioned their entry with, “Who to equip?” Love it.

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A Psychogeography Of Games #1: Kentucky Route Zero

By Hannah Nicklin on July 3rd, 2015.

This article is a part of a series based on 6 months as resident speaker at VideoBrains called A Psychogeography of Games. Psychogeography is a big chewy word put together by drunk French dudes in 1955 to talk about how the landscape of our lives affects how we feel, think and act. Here, I’m particularly interested in how the geography of our lives affects how we make games – the psychogeography of our games. So, in 2015, I’m going on a series of walks with some of my favourite game designers, in places that have affected how they think about what they make, and turning these into talks and articles.

This first piece is about a walk with Jake Elliott (Kentucky Route Zero [official site]). Except that because I don’t fly, the first walk happened in two different continents – we walked on the same day, on different continents, to similar places.

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How Do You Make A Professional Counter-Strike Map?

By Emily Richardson on July 3rd, 2015.

In Pop Flash, a new series of insights into Counter-Strike: Global Offensive [official site], Emily Richardson looks past the amazing clutches, crushing defeats and humiliating knives in the face to understand the culture and meta of Valve’s everlasting competitive FPS. Why is it so popular? What the hell is that Scottish guy saying? And why can’t anyone resist opening those damn crates?

This week, I spoke to veteran level designer Shawn ‘FMPONE’ Snelling about map design in Counter-Strike and what it’s like to construct levels for the most punishing and rewarding of FPS games. Having worked on the recent Cache and Season remakes, and some more famous maps besides, Shawn is known for his immaculate art style and well-balanced, flavourful levels.

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Why Terra Nova: Strike Force Centauri Is Looking Glass’s Forgotten Classic

By Rob Zacny on July 3rd, 2015.

Released in 1996, tactical mech simulator Terra Nova: Strike Force Centauri [GOG page] was one of Looking Glass’s most interesting games – and one of their biggest commercial failures. We asked Rob Zacny to explore what made the game so interesting in the wake of its recent addition to GOG.com.

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Rock, Paper, Shot Takes: The Arkham Knight Debacle

By Alec Meer on July 3rd, 2015.

Knightfall or pratfall?

The first in a new (hopefully) weekly series, in which the RPS hivemind gathers to discuss/bicker about/mock the most pressing (or at least noisiest) issues in PCgamingland right now. Hot Takes are go.

Alec: It will surprise literally no-one to hear that we are discussing Bat-Like Man: Arkham Kerrnigut and its somewhat disastrous PC port, which while technically last week’s news remains this week’s news because every fecker’s still talking about it. Including us.

I guess the first thing to ask is if y’all think its publisher pulling it off sale was GOOD THING or WHAT THE HELL THING?
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Fail Forward: Deus Ex: Human Revolution

By Marsh Davies on July 2nd, 2015.

Fail Forward is a series of videos all about the bits of games which don’t quite work and why. In this episode, Marsh Davies discusses Deus Ex: Human Revolution [official site], its beards, its many lovely desks and what it says about power.

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Remembering City Of Heroes

By John Walker on July 2nd, 2015.

Sometimes you can wait too long, think it’s okay to put off saying that important thing to the game you love, and then they’re gone. Then time goes on, and it becomes less and less relevant to say. Then you never say it.

City Of Heroes shut off its servers about two and a half years ago. Alec had the sense to eulogise it then. I never got around to it. And yet my memories of the game still buzz around in my head, the fondness for the MMO that really was responsible for forming RPS, years before there was an RPS, all with no outlet. The game can’t really be included in Top X lists, since it’s unplayable. It doesn’t make good use of time or SEO to dedicate a feature to it on a major gaming website. So what to do? Waste some time, I say. Here are my memories of the long-lost City Of Heroes.

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Dote Night: The Petting Zoo Of Disaster

By Philippa Warr on July 1st, 2015.

Double pig. Triple Pig. Ultra pig. RAMPAGE.

Part of a miscellany of serious thoughts, animal gifs, and anecdotage from the realm of MOBAs/hero brawlers/lane-pushers/ARTS/tactical wizard-em-ups. One day Pip might even tell you the story of how she bumped into Na’Vi’s Dendi at a dessert buffet cart. THIS WEEK, however, she will be complaining about her Dota 2 petting zoo!

I am staring at a hang screen in Dota 2. I think I just tried to compile a map but I can’t be completely sure because programming words have always been a bit of a mystery to me.

Being sick and jetlagged I took the obvious decision that this would be a good time to build a petting zoo as a custom game mode using Dota 2 Reborn’s toolkit. So far I seem to have made a horrible map in the Hammer editor where the trees look goofy and the textures are unsubtle and there’s an army of butterflies completely by accident that I can’t get rid of. The totally separate INTENTIONAL army of butterflies is in a totally different location but I got cross with rotating them individually so they’re currently in grid formation and now they look weird and menacing and, crucially, unable to fly. I think they might all be dead.

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