Posts Tagged ‘feature’

Wot I Think: Metro Redux

By Christopher Livingston on August 22nd, 2014.

Many Artyoms died to bring us this screenshot.

The beautifully bleak first-person shooters Metro 2033 and Metro: Last Light have both been retooled and are being resold: a bit weird since the latter only came out last year. Is Metro Redux worth the dough if you already own the original games? How about if you don’t? How about if, like me, you own one but not the other? Well, here’s whut ah thank, y’all! (Note: I’m an American. We all talk like that.)

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An Hour With: Shadowgate

By John Walker on August 21st, 2014.

Shadowgate is back. The 1987 RPG adventure, probably the most fondly remembered MacVenture and a distinct entry into the NES’s catalogue, has been remade and expanded. It’s out now, and I’ve played it for an hour or so. I grumble.

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Dote Night: How Did I Spend £215 On A ‘Free’ Game!?

By Philippa Warr on August 20th, 2014.

Part of a miscellany of serious thoughts, animal gifs, and anecdotage from the realm of MOBAs/hero brawlers/lane-pushers/ARTS/tactical wizard-em-ups. One day Pip might even tell you the story of how she bumped into Na’Vi’s Dendi at a dessert buffet cart.

Confession: I have spent approximately $357.38 on a free videogame. Three hundred and fifty seven dollars and thirty eight cents.

Second confession: Actually it’s a little more than that.

The figure Valve gives you is related to the badges you earn by collecting sets of trading cards in the game. To find out how much you’ve spent in Dota 2 just go to the badges section of your profile, look at Dota 2 and then click on “How do I earn card drops?” The card drops in free-to-play games are linked to the money you spend in-game and so Steam will tell you how close you are to earning your next card drop. It also tells you how much you’ve spent but only in the period since they introduced card drops.

For me that’s just north of £215 and I’m going to try to answer the question “Why?”

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Hands-On: Pillars Of Eternity

By Adam Smith on August 20th, 2014.

After publishing my thorough conversation with Pillars of Eternity lead designer Josh Sawyer, I realised that I hadn’t actually expressed an opinion about the game. I was curious and hopeful but hadn’t had a chance to play it, and see how well all of the elements came together. The backer beta, which launched yesterday, is a huge relief. Pillars is shaping up to be worthy of its inspirations, and intelligent and bold enough not to be bound to them.

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Lo-Fi Let’s Play: Dream Zone

By Leigh Alexander on August 20th, 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!]

The only thing I love as much as the sullen, radical 90s is the gaudy, late 1980s-capitalism aesthetic that sowed the seeds for it to bloom. You know, giant brick-shaped cell phones and heavy metal babes on car hoods. I think in 1989, my mother was buying me penny-saving mass-produced Marshall’s T-shirts that had neon skateboards on them, and the marquee ‘radical.’ Maybe.

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Cardboard Children – Incursion

By Robert Florence on August 19th, 2014.

Hello youse,

All y’all know that I’m a big fan of Space Hulk, right? Well, I wanted to tell you about a game called INCURSION. I have the first edition of the game, and a new edition had a successful Kickstarter last year. The game hasn’t gone out to backers yet, but I kinda like what I’ve seen of that Kickstarter campaign. Only the backers will receive the game, and the creators aren’t making much money from it at all. They’re just shipping a beautiful version of their game to people who supported it. They’re shipping later than expected, but they’ve been keeping people updated with everything that’s happening. It all just seems pretty decent between backer and creator, which is good going in the Kickstarter world, to be honest.

It’s a game that seems to be heavily inspired by Space Hulk, but it’s like… far cheaper. It’s not as good, I’ll say that right up front. But it’s VERY solid, a lot of fun, and much cheaper to track down than old Space Hulk is. You will be able to find the first edition of Incursion for a reasonable price. So read on.

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Wot I Think: Detective Grimoire

By John Walker on August 19th, 2014.

Detective Grimoire, after a successful 2012 Kickstarter, two years’ delay, and an iOS/Android release in February, has finally made it to PC. Using my top-notch investigative skills, I’ve divulged exactly Wot I Think:

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The Lighthouse Customer: Frozen State

By Christopher Livingston on August 18th, 2014.

We're gonna need a bigger everything.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, fighting the cold and popping pills in Frozen State.

There are a lot of ways to die in Frozen State, a top-down survival action RPG that takes place in a snowy abandoned city in Siberia. You can die from hunger or thirst, you can die from the cold, and you can get monstered to death by monsters. You also need to sleep from time to time, and while doing so you can die in all the ways I just listed. What follows is a chronicle of my first nine lives in Frozen State, in which I find those ways to die, and others, and a couple more.

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Gamescom 2014 Verdict: Diversity, Doom And Automatons

By RPS on August 18th, 2014.

The megabooths have been disassembled, the lanyards have been discarded and the crowds have dissipated – Gamescom has run its course for another year. RPS sent its two best Smiths to Cologne last week. Their brief was to see the games, talk to the creators and meet as many terrifying mechanical puppets as possible. They succeeded on all fronts and returned with tales of Elite: Dangerous, Pathologic, Warhammer and Dead Island, among many other delights and disappointments. Here are their thoughts on the show as a whole, along with a few highlights.

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Rules For Games: Do & Don’t #8

By John Walker on August 18th, 2014.

The latest collection of court-mandated rules for games and games developers have been issued from the Authority. Who is me. And if you want things to go smoothly, you’ll follow my instructions. Call the police, and I start killing hostages. So nice and slowly, put down your weapons and obey me. And obey the first fifty rules too.

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Eyes-On: Mordheim – City of the Damned

By Adam Smith on August 18th, 2014.

A warlock with a wooden leg was the highlight of my first day at Gamescom. I didn’t know a huge amount about Mordheim: City of the Damned before I sat down to watch a live demonstration of a typical mission, but half an hour later I was telling anyone who would listen that it deserved far more attention. It’s Warhammer Fantasy with a hint of XCOM, procedural maps and the kind of persistent injuries that require false limbs. If it shapes up even half as good as it looks, it might be one of the best Games Workshop digital adaptations to date.

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The Sunday Papers

By Graham Smith on August 17th, 2014.

Sundays are for realising you left your brain behind at Gamescom, and now it’s lost forever in a sea of videogames. Time to rebuild it. This week’s Sunday Papers brought to you by: a desperate last-minute search.

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S.EXE: Dragon Age II And The Long Road

By Cara Ellison on August 15th, 2014.

same

I usually discover the best stories about games over a quiet drink with a friend. This week I am residing in the Isle of Wight, working with the artist Howard Hardiman, author of The Lengths. The Lengths is, amongst other things, an exploration of the world of male gay escorts based on real conversations with sex workers; illustrations and dialogue of the feelings and life of someone who lives to please other people. I found myself in The Mess asking Howard which games he liked that expressed something about the relationships between people. This will contain spoilers for Dragon Age II.

Howard explained to me that Aveline’s crush on a coworker in Dragon Age II almost broke his heart. So we went back home to play The Long Road.

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