Posts Tagged ‘feature’

Beyond Civilization: Discovering Firaxis

By Adam Smith on July 23rd, 2014.

While visiting Firaxis to play Civilization: Beyond Earth, I spent a couple of hours talking to members of the team and learning how the company works. As the current creators and curators of two of my favourite series of games, Firaxis rank among the most interesting studios in existence, and their history is also a large part of the history of PC strategy gaming. With one eye on the future and the other on the past, here are extended thougts on the utilitarian nature of Civilization, the role of Sid Meier and much much more.

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Tunnel Vision: The Chair’s The Star

By Alec Meer on July 23rd, 2014.

Apologies, this latest in my ongoing Oculus Rift / VR curiosities column is a week late, due to most of the RPS staff being dead last week. On with the sterescopic show, anyway – this week I’m looking at Rift games/experiments which are based to some degree around the concept of sitting in a chair. This turns out to be far more fertile ground with reality-shifting cleverness than it might sound.

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Love You All

By Nathan Grayson on July 23rd, 2014.

Hey RPS,

There was a time when I thought I’d never write this post. I still kind of can’t believe I am, to be honest.

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Lo-Fi Let’s Play: Gruds in Space

By Leigh Alexander on July 23rd, 2014.

I’ve been doing a series of Let’s Play videos exploring old adventures, text games and lost design forms from the 1980s Apple IIe and Commodore 64 era. In a time when young men shout over new action games, I will talk softly over strange old ones. Come along on a visitation of a different era that’s one part meditations on my childhood, one part adventure game criticism, and one part preservation effort. Bonus: Everyone says the quiet talk, lo-fi handmade feel and keyboard tapping triggers ASMR responses. Please enjoy!

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Cardboard Children – Jamaica

By Robert Florence on July 22nd, 2014.

Hello youse.

Every home should have a good family game. What is a family game? It’s a game that the whole family can play, obviously. Can’t you work any of this stuff out for yourself? If I have to explain every single concept to you we’re going to be here all day! Anyway, a great family game is something that mum, dad, the kids, granny and the weird lodger in the basement can play. It is easy to explain, plays quick, and great fun. It also helps if it looks beautiful. Sadly, a game with all these qualities is as rare as rocking horse shit (which is even more rare nowadays – jeez, when was the last time you even saw a rocking horse?). Oh, but, anyway, point is, I got a family game for you. Read on.

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Wot I Think: Dynetzzle Extended

By John Walker on July 22nd, 2014.

Dynetzzle Extended may be the worst name of a game I’ve ever seen, but the puzzle is interesting. I took a look at the free 10 level version back in March, and now the full 25 level version is released, for a mere single dollar. Does it expand nicely into a larger puzzle game? Here’s wot I think:

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Editorial: Game Names Are Almost Universally Terrible

By Graham Smith on July 22nd, 2014.

This book should exist.

NEW SINGLE PURPOSE CONSULTING FIRM TARGETS GAME INDUSTRY
Don’t Name Your Game That, Ltd. Has One Piece Of Advice And You Can Have It For Free

Bath, EnglandJuly 21, 2014–Don’t Name Your Game That, an internet-based consulting firm today announced that it would lend voice and cheap jokes to the internal screams of followers of game news everywhere. “It’s time to put an end to forgettable, unsearchable, derivative, non-sensical and downright awful names everywhere,” said company founder Dr. Stephen Farts.

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The Lighthouse Customer: Robocraft

By Christopher Livingston on July 21st, 2014.

War never changes. It just rearranges.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, building, driving, and flying robotic cube-tanks in the free-to-play Robocraft.

My robotank, Killdeathinator — named for all the killing and deathinating it’s been dishing out — has just entered its 5th iteration. Killdeathinator Mk 1 had four wheels, a couple guns, and was made of weak plastic cubes. Mk 2 added more wheels — ones I can steer, which I’ve found to be fairly important — and a radar dish to track enemies. Now, lined with gleaming copper armor and bristling with cannons, its become a fairly durable ground assault vehicle. Time to kick it up a notch. Killdeathinator wants to fly.

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Editorial: Why Steam Needs To Give New Releases A Chance

By John Walker on July 21st, 2014.

Valve can’t win. And Valve always wins. That’s a fair starting point for any discussion about Steam.

From their vastly dominant position, with a concerning grip over the online PC marketplace, they’re both the bane and the boon of PC developers. If Valve makes a decision, you can guarantee that there will be more voices screaming dissent than those declaring joy (alongside those trying to work out how it’s a covert announcement of Half-Life 3). So you can see why they might start to form a habit of making changes, then stuffing wadding in their own mouths, refusing to talk about it. However, I think it’s time for the company to start taking notice of a mistake I think they’re consistently making with their Store page: hiding new games.

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DevLog Watch: Super III, Prune, Book Of Dwarf, More

By Graham Smith on July 21st, 2014.

ffs i wish every game wasn't an fps about violent dudebros gawwwwwd

Last week I was in Switzerland on holiday, which meant I wrote a devlog watch but every update was about the mountains I hiked, the cowbells I heard, and the fresh baked bread I ate from my sunbaked patio. It was glorious. Can videogames compete?

Probably not, but devlogs featuring alien platformers, nuclear strategy, puzzling trees and simulated dwarves give it a good try below.

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Hands-On: Civilization – Beyond Earth

By Adam Smith on July 21st, 2014.

Last week, I visited Firaxis to talk about the studio’s history and the ongoing evolution of Civilization. We mainly focused on the series of games rather than humanity’s works as a whole, so as to stay on topic, and I spent part of the day playing Beyond Earth. Is it a sci-fi spin-off or a fully fledged sequel? How precisely is it related to the series and to the much-loved Alpha Centauri? Later this week, I’ll share conversations with the development team and more thoughts on the history of the series, but first of all, here are some impressions of the game itself.

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The RPS Ultra Super Perfectly Coifed GaymerX Chat Show

By Nathan Grayson on July 17th, 2014.

For so many reasons (many of which I’ll elaborate on soon), GaymerX raised the bar for game conventions in my mind. I usually come away from these things drained and a little bit sad, a B.O.-scented ball of cynicism, but GaymerX actually left me energized after it came to a close on Sunday. The small San-Francisco-based con was dedicated to inclusivity and community in games, marketed foremost to the LGBTQ crowd but accepting of all (despite confusion on the latter part for some people).

To discuss what exactly made it so different, I gathered a small RPSfriend panel made up of Sentris creator Samantha Kalman, Treachery in Beatdown City master gentrification-suplexer Shawn Alexander Allen, Dominique Pamplemousse maestro Deirdra “Squinky” Kiai, and PopCap game designer Scott Jon Siegel. We talked the show’s ups and downs, queer representation in games, a bunch of games ranging from Perfect Woman to Borderlands, and heaps more. Watch below. 

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Braben On Elite, Oc Rift, Dodgy Gravity & Doing Space Right

By Alec Meer on July 16th, 2014.

At last week’s Develop conference in Brighton, I grabbed a half hour with Frontier Developments boss David Braben to talk about what’s going on with Elite Dangerous (fresh from my own wide-eyed experiences of it on a VR headset). Discussed: space, Oculus Rift, why FIFA games don’t sound right, how Star Trek doesn’t talk about gravity, developing in the public eye and publisher-free, and the resurgence of joysticks.
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