Posts Tagged ‘feature’

Cardboard Children – Rab’s Top 50 (10-1): The Video

By Robert Florence on July 1st, 2014.

Hello youse!

The list is COMPLETE. It’s my Top Ten Board Games of ALL TIME. Each one is a game that you NEED NEED NEED to own. My thanks to my 7 year old daughter for her direction of this series.

Check it out!

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RPS Blather About: Mountain

By Alice O'Connor on July 1st, 2014.

Just a typical mountain.

Team RPS recently adopted pet mountains. Or befriended mountains. Incarnated as mountains, possibly. We’ve been playing a lot of Mountain, in short. It’s a “mountain simulator,” a little ambient game released today by David OReilly. Mountain will sit happily in a window in the background then occasionally chime to offer you a mountainous thought or alert you to a glorious sunrise. It’s only $1 so I shan’t explain more right now. You should buy it and see for yourself.

Should you demand more inspiration–or wish to play along with us–here, listen in on snippets from the RPS staffroom chatter as we discovered the joys, wonders, and mysteries of mountains. We hadn’t expected biplanes and giant chairs. Or tragedies, Graham.

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Lyrical Ballast: Impressions Of A Sunless Sea

By Adam Smith on July 1st, 2014.

We’re deep down now, deep down where dreams and figments tumble and churn together like silt, deep down in sleep, where pain and sorrow fall drop by drop into the Sunless Sea, and wisdom comes in whispers of text and through the rubbery fronds of some ancient lifeform. Now in Early Access, Sunless Sea is the first ‘proper’ game from Failbetter, the clever-clogs creators of Fallen London and the Story Nexus platform. I’ve been navigating its strange shores for the past few days.

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Ubisoft On Far Cry 4′s Story, Box Art, Team Diversity

By Nathan Grayson on July 1st, 2014.

Far Cry 3 was a lot of things, but a narrative tour de force wasn’t exactly one of them. To hear Far Cry 3 writer Jeffrey Yohalem tell it, there were good intentions putting the wind beneath its hang gliders, the komodo (and/or blood) in its dragons, but the end result was rather… misguided. When Far Cry 4 was first announced, it seemed like it might be off to a similarly shaky start with box art that left some feeling uncomfortable, but the E3 game demo ended up telling a different tale.

That said, we still don’t know much about this one is about, so I sat down with Far Cry 4 narrative director Mark Thompson to talk premise, plot, controversy, the inherent problems of videogame info hype cycles, and heaps more. Machete your way past the break for the full thing.

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Tunnel Vision: The Fortnight In VR

By Alec Meer on July 1st, 2014.

The real name for this column is “Alec tries to justify eventually buying an Oculus Rift Development Kit 2 by convincing himself that all the neat things happening in VR at the moment are absolutely essential to his day-to-day life“. It’s too long for the headline box though, innit?

We’ll get to my DK2 dilemma shortly, but also covered in this inaugural Tunnel Vision are: Optimus Prime, catbus, VR cinemagoing with friends and Unreal 4-powered Italian opera.
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The Lighthouse Customer: Starforge (Survival Mode)

By Christopher Livingston on June 30th, 2014.

Does this zit on my back look infected? It's super itchy.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, pantsless survival and gimp mask crafting in Starforge.

The Earth’s sun is being devoured by a black hole, and humankind, desperate to survive, has sent scouts to the planet Atlas to prepare the mysterious new world for colonization. I am one of those scouts, the Earth’s last and best hope, which is a bit of a shame because I’ve been here for several days and I’m still wearing just the underpants I arrived in and I’ve been living in a hole in the ground. On the plus side… well… I dug the hole myself?

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Wot I Think: A Story About My Uncle

By Philippa Warr on June 30th, 2014.

A Story About My Uncle is actually a story about the narrator’s uncle told as a bedtime story to a small child. Said uncle is a brilliant scientist – a whimsical and even-tempered version of Uncle Quentin from the Famous Five books. A blackboard in his abandoned house reveals that he has built some kind of waste disposal system possibly powered by starlight. The story begins as the child version of the narrator enters the garbage disposal dimension rift thingummy to go looking for him.

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Wot I Think: Sniper Elite 3

By Tim Stone on June 30th, 2014.

Try RPS sister site Auk, Sandpiper, Shelduck for the Snipe Elite 3 review

If you’re looking for a Wot I Think on the recently released Snipe Elite 3 – a game in which you spend most of your time wading around wet meadows, using a long bill to probe mud for worms and larvae, you are in the wrong place. This is a Wot I Think on the recently released Sniper Elite 3 – a game in which you spend most of your time waddling around dry wadis, using a long arm to probe flesh for bones and organs. The only feathers you’ll find here are feather palms, the only helpless invertebrates Axis soldiers crudely de-spined by Lee-Enfields and M1 Garands. Read the rest of this entry »

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DevLog Watch: FAR Colony, Her Story, Prophour23, More

By Graham Smith on June 30th, 2014.

Games are far weirder and varied than most people realise, which is why we must do our utmost to constantly remind ourselves and look further than that which is advertised to us. We must even seek out those little dream games when they’re incomplete, because that’s the only way dreams will ever become reality.

That’s also why the header image on this post includes a menu, a quote from a JG Ballard, some procedural spaceships and an ancient biology drawing. Videogaaaaaaaaaaaaaaaaaames.

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Live Free Play Hard: Sublime Nightmare Wish-Fulfillment

By RPS on June 29th, 2014.

By Porpentine

Hi! I was on hiatus for health reasons, and Nobody graciously agreed to cover in my absence. I’ve appreciated the opportunity to share these wonderful vidgames, but I’ve made the decision to end the column. Here are some thoughts on my departure.

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The Sunday Papers

By Graham Smith on June 29th, 2014.

It's hard to do alt-text gags for the same image every week.

Sundays are for sending emails, to set in motion the wheels of future words about videogames. Let’s inspire ourselves first by rounding up some of the week’s best writing from elsewhere.

  • Margaret Robertson recently asked on Twitter for recommendations for story-creation games, and she’s rounded up the advice in Once Upon A Wonder: A Story Game Guide. This is your daily reminder that there are more interesting games than you’ll ever have time to play:
  • Dog Eat Dog is a game about colonialism and identity, the first task of which is described by its author Liam Burke as “As a group, you work together to describe one of the hundreds of small islands in the Pacific Ocean”. One player takes on the role of *all* of an occupying force, representing “their capable military, their quisling government, and whatever jaded tourists and shrewd businessmen are interested in a not quite pacified territory,” and all other players become individual Natives, responding as best they can to the actions of the colonizing power.

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    Words Which Fail To Do Justice To Elite 4 On Oculus Rift

    By Alec Meer on June 27th, 2014.

    Amid my frequent worrying that the rise of the YouTuber means I’m going to starve to death in a couple of years’ time, I take occasional solace that there’s one aspect of games that even those new frontier-folk can’t replicate the experience of either – VR with a game that truly suits it, which in this particular case is Elite: Dangerous. Words or videos cannot describe it, but so help me I’ll give it a shot anyway.
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    The Living Minecraft

    By Graham Smith on June 27th, 2014.

    “The talking tribe, I find, want sensation from the mountain–not in Keats’s sense. Beginners, not unnaturally, do the same–I did myself. They want the startling view, the horrid pinnacle–sips of beer and tea instead of milk. Yet often the mountain gives itself most completely when I have no destination, when I reach nowhere in particular, but have gone out merely to be with the mountain as one visits a friend with no intention but to be with him.”

    I’m used to pairing games together with other mediums, but normally it’s music or television that sits alongside whatever I’m playing. Nan Shepherd’s The Living Mountain is the first time I’ve found myself mentally connecting a videogame to a book.

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