Posts Tagged ‘feature’

Arx Again Later: How Arx Fatalis Blended RPG Eras

By Sin Vega on January 30th, 2015.

Confession time: I don’t like dungeon crawlers. The very name says it all. Why would anyone want to go to the non-sexy kind of dungeon? And crawling – the form of movement reserved for times of serious injury and distress – around a dungeon? It’s a recipe for a dreary, ugly casserole, served by a skeleton archer in a rusty slime-edged prison bucket with a bowl of kamikaze rats.

But then there’s Arx Fatalis [official site], released in 2002 by Arkane Studios. I should hate it. It’s made of brown tunnels echoing with ambient dripping and distant wailing. It’s full of goblins and trolls and spiders and rats. You start in an Easily Escapable Prison, naked, with amnesia. It should bore me rigid, but through some arca… through some recondite formula it turns these uninspiring tropes into an imperfect, but unique and underappreciated brew.

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Can’t Craft, Won’t Craft

By Adam Smith on January 30th, 2015.

Crafting requires commitment. How does a person wary of settling down survive in the barren worlds of Minecraft, Terraria and Starbound? A tale of tourism, travel and cooperative tension.

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Have You Played… Mini Metro?

By Alec Meer on January 30th, 2015.

Have You Played? is an endless stream of game recommendations. One a day, every day of the year, perhaps for all time.

None-more-minimalist railway management game (or is it?) Mini Metro is relatively new (I last wrote about it in August, even), but it’s tended to hum away in the background rather than ever quite find the limelight, so permit me to praise it anew. When it comes down to it, railways (in this case, underground ones) are lines, right? Whoever’s designed them thus surely worries primarily about lines.* Someone else can sort out the money and the elevators and the timetables: the railway designer’s job is devise the most efficient route between A and B, and then again to C, D, E, F, G, H and oh come on, you know what I mean, I don’t have to write out the whole alphabet, do I?
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Wot I Think: Dying Light

By Adam Smith on January 29th, 2015.

Dying Light [official site] is the new zombie game from the creators of the original Dead Island. Adding parkour to the first-person melee combat and crafting of the original, it has the appearance of a game suffering something of an identity crisis, packed with repurposed elements but lacking a clear direction. Review copies arrived late, causing eyebrows to raise in suspicion, and after several days and nights with the game, I’ve emerged with extensive thoughts.

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Let’s Try To Play: Stranded Deep

By John Walker on January 29th, 2015.

Earlier this week I took a look at early access big-seller Stranded Deep. And was confused to find a scrappy, woefully empty game, riddled with bugs. But gosh, a game I wish they could get right. The first big patch arrived yesterday, mentioning it fixed a good few of the bigger issues, and putting in some interesting-sounding new features. So I thought I’d take another look. And record my attempt.

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Harebrained Schemes On The Future Of Shadowrun

By Alec Meer on January 29th, 2015.

Last week I ran the first half of an interview with three-time Kickstarter winners Harebrained Schemes, in which they fielded my own questions about their upcoming cyberpunk-with-magic RPG sequel Shadowrun: Hong Kong. This time, they’re fielding your questions – including what they’ve got planned for the future of the series, cyberpunk’s Asian influences, how the stories are becoming increasingly less linear, avoiding Eastern stereotypes with the new setting, and improving the game’s pace.

Oh, and at the time writing the Shadowrun Hong Kong Kickstarter has now brought in $750,000. They’d asked for $100,000. They’ve now unlocked 12 stretch goals, and promise an additional mini-campaign if they hit $1 million. There are still 19 days to go. *blinks*.
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Early Impressions: H1Z1

By Alec Meer on January 28th, 2015.

boo!

Why is Sony’s unfinished multiplayer zombie survival game H1Z1 (official site) proving so popular? On paper, it doesn’t make a lot of sense. Initial reports were negative; we’ve already got DayZ; even if we wanted a less hardcore DayZ with more crating, we’ve got 7 Days To Die already.

So what on Earth is H1Z1 for? And why am I enjoying it even though I really feel as though I shouldn’t?
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Command, Conquer, Calculate: Act Of Aggression

By Adam Smith on January 28th, 2015.

Following the success of the Wargame series, Act of Aggression [official site] sees Eugen returning to a more traditional form of RTS. Retaining ideas from the studio’s previous Act of War titles, as well as the clever confusion of R.U.S.E., it’s a game that aims to fill the gap left by the disappearance of Commander & Conquer Generals 2. Based on the forty five minutes I’ve spent in its company, I reckon it might be more than capable of filling that gap.

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Have You Played… Lucius?

By Adam Smith on January 28th, 2015.

Have You Played? is an endless stream of game recommendations. One a day, every day of the year, perhaps for all time.

The Omen: The Game. Antichrist simulator. Hitman: Blood Magic. From the outside, Lucius [official site] looks like a sandbox of Satanic slaughter, in which you play the spawn of the devil in the form of a young boy who has a permanent sulkface. Tasked with killing the staff and residents of a large, bland mansion, the game allows you to indulge in patricide, matricide and priesticide, which is, I suppose, another form of patricide. However, as is the case with the titular character, the game isn’t what it seems to be*.

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Impressions: Out There Ω Edition

By Alec Meer on January 28th, 2015.

Out There is a pacifistic take on FTL, yet arguably even more brutal. As a lone, lost starpilot, jump from system to system, simply trying to stay alive and trying to gather replacement resources as the journey steadily eats away your fuel, oxygen and hull integrity. Don’t worry about weapons, don’t worry about crew members: just don’t die. Out There Cleaves a little closer to Choose Your Own Adventure than FTL did, in that it is almost entirely based on chance rather than requiring any particular strategic nous from the player. In other words, it’s completely unfair. But hey, surely being cast adrift in endless, unknown space with no idea what awaits you on the other end of your next lightspeed jump would be pretty unfair, right?
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Cardboard Children – The State Of Gaming 2015

By Robert Florence on January 27th, 2015.

Hello youse!

Board gaming is booming. Sales are up, and climbing. Kickstarters are launching every week. Board game coverage is blossoming, and people are earning a living talking about these things. Wil Wheaton is rolling in all that Tabletop cash. The Dice Tower (the best board game coverage on the internet) is expanding and being supported by its viewers. The big publishers are launching big games based on big intellectual properties and making big, big money. It is a golden, perfect time for board gaming. We are in the sunshine. But where do we go from here? Let’s talk about the state of board gaming, now, in 2015.

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Blitzkrieg 3 Multiplayer Is All About That Base

By Philippa Warr on January 27th, 2015.

Just a scratch

Four people watch as my last infantryman falls to lead producer Oleg Burenko’s stupid (read: expertly placed) base defence systems at the Blitzkrieg 3 preview event. Then four people watch the big screen as the game runs through a replay of my failure. Oleg is now my nemesis although I do not know enough Russian to actually tell him so.

Monday’s to-do list therefore reads:

  • Learn Russian
  • Obliterate all of Oleg’s creations forever

We have been playing with Blitzkrieg 3’s asynchronous real-time strategy multiplayer mode.

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Wot I Think: Gravity Ghost

By John Walker on January 27th, 2015.

Gravity Ghost (official site) has been on the horizon since 2013’s Indiecade. The physics puzzler is at last with us. It soothed a sickly baby to sleep, but did his father enjoy it too? Here’s wot I think:

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