Posts Tagged ‘feature’

A Game And A Chat: FRACT OSC’s Richard Flanagan

By Nathan Grayson on April 23rd, 2014.

FRACT OSC is a musical passion project that’s been strumming light riffs on the backing track of RPS’ Official Exciteosourchestra for years. It’s a first-person explorer set in a pulsating dance floor paradise of smooth synths and devious puzzles. Our kind of thing? You don’t know the half of it. Alec, however, came away feeling slightly let down, so I invited creator Richard Flanagan to defend his design choices. We’ll discuss criticism of FRACT’s bold, beautiful world, music as an integral part of the design process, the personal nature of the game, Myst and other first-person puzzlers, and HEAVY METAL. We’re kicking off at 12 PM PT/8 PM RPS TimeTune in below.

Update: We’re done! Tons of interesting discussion about puzzle design and musical toys and METAL. Watch it all below.

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Wot I Think: Cloudbuilt

By Ben Barrett on April 23rd, 2014.

Cloudbuilt, from new kids on the block Coilworks, is more speedrun challenge than regular game. Its jetpack-equipped heroine double jumps and wall-runs her way through a series of dreamscape arenas, dodging laser beams, mines, turrets and deadly falls into the abyss. It’s frustrating, difficult and confusing in equal measure, but could easily top game of the year lists for a certain crowd. Gorgeous and deadly, here’s Wot I Think.

At time of writing, the casualties of Cloudbuilt include one pen, most of the feeling in my right hand, my temper and a cupboard door. It certainly has the “enraging me to the point of senseless violence” bit of being a speed-puzzle-platformer down. Once I’ve wiped away this red haze of childish emotion, I might be able to bring myself round to some critical thought. In the mean time: fuck this brilliant bullshit.

Deep breath. Okay.

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The New Curiosity Shop: Itch.io Interview

By Adam Smith on April 23rd, 2014.

I visit some strange places during my daily trawls across the vastness of the internet. The search for obscure and eclectic games demands a willingness to look beyond the convenience store of Steam and the archive of Good Old Games, and in recent months I’ve found myself visiting itch.io on a regular basis. I didn’t intend to visit on such a regular basis but interesting games increasingly linked to the site as a download portal. In a reversal of the common high street trend, itch.io is a rapidly expanding independent store, with plenty of freebies alongside the paid goods.

Designed as an open platform, it aims to give developers control over the sale or distribution of their games. I contacted creator Leaf Corcoran to learn more.

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Wot I Think: Trials Fusion

By Craig Pearson on April 22nd, 2014.

I must go, my people need me.

I was ready to love Trials Fusion. Trials Evolution Gold Edition turned out to be the perfect game to play when I didn’t have much time or didn’t know what to play. It filled in the holes of a busy day or fixed a boring evening. I didn’t care that it was only on Uplay, and I didn’t suffer any the bugs that bogged it down a little in John’s review. It’s so good, so willing to be completely OTT, that it charmed the backwheel off me. Can Trials Fusion pull off the same trick? Here’s wot I think.
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Interview: Gnah! A Windosill-Inspired Game About Heads

By Graham Smith on April 22nd, 2014.

I was in love with Gnah! the second I saw it. Each of this puzzle game’s levels is a hollow head drawn and modelled in a crisp, graphic style. When you sit down to play it, your objective isn’t explicitly stated, and so you just start to spin it around and poke at it. Twirl this cog to make its eyes open, angle this search light to make screens light up inside, twist this nodule to let the water in. By experimenting with each level-headed toy, you discover its logic and unlock progress to the next. There was some non-euclidean trickery in the build I played, but otherwise it’s a gentle experience, more interested in the delight and discovery of playing with heads than in making you scratch your own.

To find out more about the game I spoke to Samuel Boucher, Saleem Dabbous and Nick Rudzicz from developers KO-OP MODE about how each level begins as a 2D concept, the tragedy of each Gnah head, and the inspiration they’ve drawn from Windosill and Polly Pockets.

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The Lighthouse Customer: Viscera Cleanup Detail

By Christopher Livingston on April 21st, 2014.

Really? You couldn't have used a pen and paper?

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, space station sanitation in Viscera Cleanup Detail.

I’ve been picking internal organs off the floor, mopping blood off the walls, cramming severed limbs and heads into an incinerator, and I’ve only just now noticed the shell casings, dozens of them, scattered around the room. In every other game, spent shell casings vanish when you’re not looking. If you ever wondered where they end up, it’s here, in Viscera Cleanup Detail, where they wait to be picked up, one by one. It makes me desperately wish for that Bioshock Infinite vigor that lets you collect bullets into a big hovering mass. Of course, vigors like that tend to lead to scenes of carnage like this. A simple magnet on a stick might be a better idea.
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Impressions: FRACT OSC

By Alec Meer on April 21st, 2014.

FRACT OSC is a semi-open world puzzle game themed around electronic music. It looks like Tron with more dodecahedrons and sounds like some impossibly cool Berlin club only 12 people have ever heard of. It’s out tomorrow, but I spent a few days with it last week.
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Wot I Think: Lego The Hobbit

By Adam Smith on April 17th, 2014.

Lego The Hobbit could simply be called ‘There’ because there ain’t no ‘Back Again’. Lacking the narrative content that will form the final third of the swollen and gaseous film trilogy, this is a perfectly acceptable entry in Traveller’s Tales’ Lego franchise but the release comes at an odd time. The disappointing Lego Movie Videogame is barely out of diapers and Smaug has finished his desolation of multiplexes, leaving the game stranded in the wilderness before the final chapter of an unfinished story. Here’s wot I think.

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R2-Detailed: X-Wing Alliance Resurrected

By Alec Meer on April 16th, 2014.

Now that I’ve got a massive and over-complicated joystick, the only games I’m interested in playing are games which are best-suited to a massive and over-complicated joystick. Yes, yes, I’ll get to Freespace and its total conversions, but first I had some unfinished business to take care of. TIE Fighter was my last substantial experience with Totally Games and Lucasarts’ revered series of Star Wars-themed space combat sims, and I had only a dim sense of how the flighty-fighty games had progressed afterwards. I elected to skip X-Wing vs TIE Fighter and go straight to the end, 1999′s full 3D X-Wing Alliance.
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Wot I Think: Path Of Exile

By Adam Smith on April 15th, 2014.

Sometimes it takes a while to make a judgement. I spent a fair amount of time with Path Of Exile’s beta but hadn’t revisited the release version for more than seven or eight hours in total until I decided to write something about it a few weeks ago. Now that I’ve been back to the grim shores of Wraeclast for a long vacation and have stared deep into the heart of the passive skill tree’s labyrinth depths, I’m ready to tell you wot I think.

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Wot I Think: Moebius

By John Walker on April 15th, 2014.

One of the higher profile Kickstarters in the Great Wave of 2012 was Gabriel Knight creator Jane Jensen’s half-million pot for her new Pinkerton Road Studio. The first project to emerge from this, in collaboration with Phoenix Online, is Moebius: Empire Rising. A brand new adventure game featuring a genius antiques dealer and a worldwide, history-spanning mystery. Is it any good? Spoiler: No, it’s astonishingly terrible. Here’s wot I think:

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