Posts Tagged ‘feature’

Have You Played… Catacomb 3-D?

By Alec Meer on January 19th, 2015.

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

It’s the first first-person shooter, you know. Don’t listen to those blowhards who talk about Wolfenstein: they know nothing, John Snow. Even then, it depends on your definition of first-person shooter, but if we’re going with ‘you can see a hand and that hand fires things at enemies’, then bingo.

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Wot I Think: 868-HACK

By Alec Meer on January 19th, 2015.

868-HACK is sort-of-cyberpunk sort-of-roguelite, in which you play the avatar of a hacker trying to break into a system riddled with glitches, daemons and viruses. It falls somewhere between Pac-Man and Uplink. Well-received on iOS in 2013, it’s due out on PC very soon.

I’m several years too late to the party here (it is too late to visit Dwarf Fortress?) but increasingly I’m drawn towards games that decline to tell me much about how they work. So much more pleasure comes from discovery – oh, so that’s what that thing’s for – than simply following an objective and getting an action or cutscene pay-off. There’s this cold war right now between proponents of formalist games and leftfield games (for lack of a better term), but I think this is a conflict of equal import: games that must be learned versus games that will reward you regardless.

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Mod Creation For Idiots (By An Idiot)

By Kieron Gillen on January 18th, 2015.

Ah, Jo Parkes, who was always kind of side-lined in Cassandra and I'll probably use for something else eventually. Also note the AB-originated culture-referencing texture bombard

Every Sunday, we reach deep into Rock, Paper, Shotgun’s 142-year history to pull out one of the best moments from the archive. This week, Kieron’s look at his experiences working on Deus Ex mod Cassandra Project, originally written for PC Format and published on these pages with revisions in September 2008.

The decision to do a mod is the first step. It’s also, by far, the easiest. From then on, you’re entering a painful world of hurting to strive to create something that, in all possibility, will never be finished or be completely ignored by the community. These are general rules that I’ve learned from my own time theoretically being in a mod team. I felt the pain so, ideally, you shouldn’t have to. Or rather unnecessary pain – no matter what you do, you’re going to carry your own scars.

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Wot I Want From 2015

By Alec Meer on January 18th, 2015.

I couldn't think of a relevant picture, so here's Tom Baker turning into a cactus instead

2014 wasn’t a great year on a personal level, although it was also an epochal one on a personal level – I bought a (very small) house, I saw my daughter grow from ever-wailing baby to mostly-smiling toddler, and I finally accepted that I should just take my increasingly dusty Rock Band kit to the charity shop (there’s a certain satisfaction in accepting that your party glory days are behind you).

But 2014 was the year in which I barely had an unbroken night’s sleep (which takes a severe toll on both memory and emotional state), played far fewer games than in any year since around 2006, for a second consecutive year was let down by collaborators and thus failed to get my own project (a strategy game about cats, since you ask) off the ground, saw a ‘community’ I thought I shared a hobby with attempt to destroy my livelihood and the lives of people I care about and/or deeply respect, and to add insult to injury the new Civilization game was kind of lousy. Get out of here, 2014.
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The Sunday Papers

By Graham Smith on January 18th, 2015.

Sundays are for waiting impatiently for the Tesco’s delivery person to arrive so you can finally eat some food. Quick, best round up the week’s best videogame writing before he arrives and we bury ourselves in bagels and hummus.

  • Chris Donlan profiles Michael Cook and the Procedural Generation Jam, highlighting both some of the entries and Cook’s ambitions. I owe Cook an email.
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    Have You Played… Hotline Miami?

    By Alec Meer on January 17th, 2015.

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

    The second game in this hyper-kinectic retro-violence series keeps making headlines for all the wrong reasons, and I’m not at all willing to make any sort of judgement about all that until I’ve played the thing. What I do want to do is flashback to when Hotline Miami, Dennaton’s hallucinogenic Drive-like stealth-murder game came out of nowhere rather than was any sort of known quantity. I’d so love to be able to play it again with knowledge or association, to be back in that ‘what the hell is this / this is incredible’ mindset.
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    The RPS Bargain Bucket: Triple A Threats

    By Cassandra Khaw on January 17th, 2015.

    We’re about three weeks into 2015, and I’m already bristling with things to tell you about. So many things. All of the things, in fact. Unfortunately, I can’t tell you anything till March, at least. Such an unfortunate thing. Have I abused variations of the word ‘thing’ enough yet? Okay. I thing so. Okay, okay. I’ll stop for real this time. Sure thing. (P.S: That’s a Maneki Neko plushie!)

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    The PC And The Re-Rise Of The Shoot-‘em-up

    By Wasim Salman on January 16th, 2015.

    Wasim Salman writes about videogames using short, mechanical sentences. He asked us to let him steer the RPS ship around the doujin game community and to aim his rhythmic sentence-bullets at the shmup genre.

    Fashion.

    Before the arcades died, they bloomed into obscene spectacle.

    Cabinets grew bigger. Stranger.

    They became experiences.

    In the black sunset of that era, purity lost its place.

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    Impressions: Heroes Of The Storm Closed Beta

    By Rich Stanton on January 16th, 2015.

    Among my many professional failings is the inability to comprehend MOBAs. I understand the basic mechanics and have tried to enjoy both of the major players: gave LoL a real go for a few weeks then got bored, gave up Dota 2 after seven bewildering hours I’ll never get back. My regret is never reaching or understanding the fun part that must be there. Then I played Blizzard’s Heroes of the Storm.

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    Let’s Not Play: Burnout Paradise

    By John Walker on January 16th, 2015.

    Welcome to our Let’s Not Play of Burnout Paradise. This is a series in which we discover the fun to be had in obsessively refusing to play games properly. Apparently Burnout Paradise features races, challenges and cars to collect. But ignore all that! To not play Burnout Paradise is to SMASH EVERYTHING! Don’t even bother collecting any other cars other than the starting one! I wrote about how brilliant doing this was six years ago. I continue to find it brilliant. Here are the first 200 yellow fences and 50 billboards destroyed, while I natter rubbish over the top.

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    Have You Played… Ancient Domains Of Mystery?

    By Adam Smith on January 16th, 2015.

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

    Ancient Domains of Mystery (ADOM) might be my favourite traditional roguelike. To some extent, the ranking depends on my mood, but ADOM has a remarkably well-tuned sense of progression to go along with the usual cluster of quaffable quandaries and randomised dungeoneering. Its sprawling depths are as perilous and perplexing as the pits of Moria and Hack, but the overworld is a fixed entity, with settlements and themed dungeons placed across it. I’ve played it for as many hours as any other game in existence and still find new challenges to overcome whenever I visit.

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    Wot I Think – Elite: Dangerous

    By Brendan Caldwell on January 15th, 2015.

    Elite: Dangerous is a big game. It is big because it offers an uncharted galaxy of 400 billion stars to roam around. It is big because its bloodline comes from of one of gaming’s most respected sims. And it is big because it has the ambition of an interstellar Macbeth, backed by over £1.5 million in crowdfunding cash. When Pip asked me in her audio feature what I thought of the game, I responded: “I don’t envy the person who has to review it.” As it turns out, that’s me. So here we go. A big review for a big game. Here’s Wot I Think.

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    Wot I Think: Tengami

    By John Walker on January 15th, 2015.

    Since 2012 we’ve been keen to see Tengami on PC. The Indicade nominated puzzle adventure is immediately eye-catching, thanks to its Japanese pop-up book design, and took naturally to the iPad’s smooth-screened finger-tapping home. A hefty two and a half years on, our wish is finally granted, and Tengami has made its way onto Steam. Was it worth the wait?

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