Posts Tagged ‘feature’

A Mysterious State Of Mind: Virginia Interview

By Adam Smith on July 8th, 2014.

Virginia set up camp in our collective consciousness the moment we saw its stylish agents and what looked like a small town diner. Inspired by Twin Peaks, The Outer Limits and The X-Files, it’s a game about the investigation into a missing person case in one of America’s first States. This is an America in touch with its fictional history as well as its actual past, and I wanted to know more about how those influences will sit together, and how the game would actually play. I also took the opportunity to ask the team about a few of their favourite things. The team are designer/writer Jonathan Burroughs, animator/artist Terry Kenny and composer Lyndon Holland. Here are their answers.

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Video Preview: Epic’s Fortnite Is… Interesting, Early

By Nathan Grayson on July 8th, 2014.

For the past many years, Epic was known as the One True King of console grimdark. Gears of War was about colossal mountain men with veins running rivulets through their stone hewn necks and stubble-dappled chins, their rage matched only by their apocalyptic sorrow and love of running in slow motion to popular songs that described their situation eerily well. But now we have, well, pretty much the opposite. Fortnite is bright, silly, and PC-only. It’s also basically Gears of War’s ever-popular horde mode plus Minecraft, Left 4 Dead, and a bunch of its own ingredients. It’s certainly unique, but I don’t think it’s great. Yet. Watch below to hear my impressions after a full day of playing a pre-alpha build.

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The Lighthouse Customer: Bot Colony

By Christopher Livingston on July 7th, 2014.

Soldier robots? Oh, I'm sure that's a good idea.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, speaking with robots, and the resulting loss of his sanity, in Bot Colony.

Science-fiction writers love driving robots crazy, from Speedy in Asimov’s “Runaround” to Ash attempting a magazine-murder in Alien. Is it time for a robot to drive a human crazy instead? Considering that talking to a robot in Bot Colony for a couple hours reduced me to wailing “BLOOP! BLOOP! BLOOP!” into my headset, it just might be. There’s video evidence below: I’ll let you be the judge. Bloop.

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Hands And Face On: Alien Isolation On Oculus Rift

By Brendan Caldwell on July 7th, 2014.

Imagine the Xenomorph from Alien is in the room with you right now. Where exactly? You don’t know. But you do know it’s in there. You lean a little forward, peeping over that stack of empty pizza boxes. Meat feast. You have been meaning to tidy those away. You peer into the gloom. You hear something above you. Something scuttling. Something dark. You look up! But it is too late. You have been eaten. Well done, imagination!

Of course, it is looking possible you will not need your imagination to enjoy these scenarios anymore because the folks making Alien: Isolation at Creative Assembley and SEGA have been tinkering with the Oculus Rift development kits and have shown us their deliciously scary ‘prototype’.

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DevLog Watch: Tim Cosmonaut, Path To The Sky, More

By Graham Smith on July 7th, 2014.

Hype gets a bad reputation. If you think of it as nothing more than advertising, then there’s always the chance that these screenshots, trailers, GIFs and promises add up to nothing more than disappointment and an empty wallet. But if you think those same things as a form of entertainment and a source of enjoyment in their own right, then you’ve got nothing to lose. You can board the hype train, look out the window, and take pleasure in whatever you can see. The destination doesn’t matter and there’s always another view around the next bend.

This month: purple explosions in Wings of Saint Nazaire, rope physics in Tim Cosmonaut, roaming hands in Return of the Obra Dinn, and procedural loveliness in Path to the Sky.

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The Sunday Papers

By Graham Smith on July 6th, 2014.

Sundays are for rolling around on your couch, wondering why you bother to try. Probably best you turn away from my moping and spend your day reading fine works from the rest of the internet.

  • There are no lengths to which Richard Cobbett won’t go for a gag. And this is a good one: Fallen Swindon, a Twine-made parody of Fallen London. You’ll enjoy it more if you’ve played its inspiration, but it’s not necessary.
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    Impressions: Space Run

    By Adam Smith on July 3rd, 2014.

    Space! It isn’t just about commanding gleaming armadas and piloting sleek starships. No, sir. There’s plenty of time for all that, young cadet, but in a place so vast (space really is quite large) there’s a lot of demand for workers. Janitors and miners have been hot business for a while but it’s couriers we’re after now. Space Truckers, like in that one Dennis Hopper movie that hardly anybody remembers. Space Run is about a delivery man who is constantly on the edge of annihilation and it’s brilliant.

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    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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