Posts Tagged ‘feature’

Impressions: Pure Pool

By Adam Smith on August 12th, 2014.

Adam didn't add alt-text messages to this post.

Does anyone expect a pool game to try anything radical? Sure, it’d be interesting if there were tiny little people running around on the table, in danger of being squished by the balls, and I wouldn’t be particularly adverse to some sort of power up that changed the cue ball into a Pac-Manstrosity that devoured anything it struck and pooped out pills and ashes – but pool is pool. Making a good pool game involves recreating the rules, mixing in some decent ball physics and (possibly) figuring out an interesting way to present a career mode. Pure Pool is not content to simply do what others have done, but its ambition is the cause of its downfall.

Read the rest of this entry »

, , , , , .

29 Comments »

The Lighthouse Customer: Rodina

By Christopher Livingston on August 11th, 2014.

Space: not quite as empty as we've been led to believe.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, seamless solar system exploration in Rodina.

What’s space travel like? Enchanting and serene? Gazing at distant galaxies, skimming past slowly-spinning asteroids, watching beautiful and mysterious alien planets grow ever-larger as you draw closer? Or is space travel scary as hell, requiring you to fight your way through turbulent atmospheres as your ship burns inside and out while swarms of hostile alien ships fill your screen with homing missiles?

How about both? Rodina’s got you covered.

Read the rest of this entry »

, , , , , .

23 Comments »

Hands On: The Long Dark Early Access

By John Walker on August 11th, 2014.

The Long Dark is not a friendly game. I have starved to death. Frozen to death. Died of thirst. And been eaten by two wolves. And I have trudged. A great deal. It’s approaching early access next month, and while already proving impressive, certainly could do with some balancing. My impressions so far are below.

Read the rest of this entry »

, , , .

16 Comments »

Wot I Think: Mind – Path To Thalamus

By John Walker on August 11th, 2014.

Spanish-born Mind: Path To Thalamus is a first-person puzzler with some really astonishingly pretty levels. Is it a cerebral experience, a sensory delight? (Jokes for neurologists, there!) Here’s wot I think:

Read the rest of this entry »

, , , , , .

39 Comments »

The Sunday Papers

By Graham Smith on August 10th, 2014.

Sunday Papers is late today because I was having too much fun reading the articles. No kidding! Why not join me?

, .

109 Comments »

Interview: Early Access, Stealth And Mods In Invisible, Inc.

By Graham Smith on August 8th, 2014.

Invisible, Inc. is coming to Steam Early Access on August 19th. It’s developer Klei’s return to stealth after 2012′s Mark of the Ninja, but this time it’s turn-based, tactical, and about steering a team of operatives through a Syndicate-inspired world of corporate espionage. It’s also their return to procedural generation and permadeath after 2013′s vastly successful Burtonesque survival game, Don’t Starve.

I spoke to company founder and programmer Jamie Cheng about why they came back to stealth game design, the challenges of procedureal generation, the right way to do Early Access, and mods.

Read the rest of this entry »

, , , , , , .

16 Comments »

Impressions: Road Rash Spiritual Sequel Road Redemption

By Alec Meer on August 8th, 2014.

“What’s the point of remaking games?” is a familiar question. The answers can be similarly rote: “modern values”, “the audience demanded it”, “publishers abandoned the genre prematurely.” Road Redemption, which is ’90s motorbikes’n'baseball bats hit Road Rash by any other name, offers a stronger answer: “physics.” The physics of rending metal and the physics of plummeting bodies.
Read the rest of this entry »

, , .

19 Comments »

Wot I Think: The Sun At Night

By Alec Meer on August 7th, 2014.

The Sun At Night is an action platformer with a touch of Metroidvania to it, starring Laika, the first dog in space. Who now talks, fires guns and cheekily reads people’s letters. It’s out now, developed by Minicore Studios.

Double-jumping robo-dog with a spine-mounted deathray and commentary on the horrors of war? The Sun at Night aims nowhere if not high.

Read the rest of this entry »

, , , .

9 Comments »

Wot I Think – Letter Quest: Grimm’s Journey

By John Walker on August 7th, 2014.

I just killed a giant rabbit with the word DOILY. And that is why, no matter how much Letter Quest might be a whopping great rip-off of Bookworm Adventures, I am enjoying myself.

Read the rest of this entry »

, , , , , .

20 Comments »

Dote Night: Videogame Photography

By Philippa Warr on August 6th, 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.

This week I wanted to share something a little different when it comes to Dota 2. It’s not based on scientific research or a pet theory; it’s about bringing a hobby from the physical world into a game world. A game within a game, perhaps.

Read the rest of this entry »

, , , , .

12 Comments »

Impressions: Road Not Taken

By John Walker on August 6th, 2014.

There’s a reason this is titled “Impressions”, and not “Wot I Think”. That is, I’m really no good at this game. Or, this game is incredibly difficult. Road Not Taken is a combination of sokobanish puzzling, Triple Town object combination, and roguelite imminent failure. I’ve been playing for a couple of days, and I’m really struggling to get past what is ostensibly the fourth level. Thing is, I’ve been absolutely loving my time playing it.

Read the rest of this entry »

, , , , , .

7 Comments »

Wot I Think: Unrest

By Adam Smith on August 6th, 2014.

Unrest is an RPG that takes place during a period of conflict in a fantastical interpretation of Ancient India. Rebellion is brewing, and even royalty and nobles are not safe from the political, social and racial struggles that threaten to erupt. With a perspective that shifts between player characters from different backgrounds, the game shows life from several angles. The setting is convincing and the writing is subtle and effective, but Unrest creates difficulties for itself. How does it handle those difficulties and is the journey worth the effort? Here’s wot I think.

Read the rest of this entry »

, , , , , , .

41 Comments »

Lo-Fi Let’s Play: Crimson Crown (Transylvania II)

By Leigh Alexander on August 6th, 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!

Read the rest of this entry »

, , , , .

11 Comments »