Posts Tagged ‘feature’

The RPS Bargain Bucket: You Orc To Hear This

By Cassandra Khaw on April 11th, 2015.

I’m a seething ball of impatience this weekend, guys. Next week, I get to be on a press release. On a press release. Not writing one, not writing about one, but actually functioning as content on someone’s press release. It isn’t particularly Big News, but it is, at the very least, Moderately Sized News. Pardon me while I snoopy dance. In the meantime, have some bargains in a bucket. And a heart-warming story from the owner of this week’s plushie aka Andrew Wheeler. His ferocious orc, it would seem, was purchased before he and his girlfriend could move in together. He ventured far and wide to find an orc that wasn’t very typical, before having something delivered from Etsy. Charmingly, the doll maker included the custom-built helmet you saw without being asked to do so.

Read the rest of this entry »

, .

77 Comments »

Electric Dreams, Part 5: Waking Up

By Michael Cook on April 10th, 2015.

Welcome to the last part of Electric Dreams, a series about the many possibilities for tomorrow’s games, and the technology that might make it happen. Over the course of the series we’ve talked about a lot of different futures for the games industry: an endless graphics race; an exciting world of research; promising experiments in the industry; and a demographic of dreamers. These futures aren’t exclusive from one another. One of my favourite bits of games writing, by George Buckenham, is a list of Rules for Making Games. Rule number 5 simply says “Which future of games is correct? All of them.” Let’s see if we can squeeze in two more futures before we come to a close on this series: my own, and yours.

Writing this series has been an interesting opportunity for me. While I’ve been giving my view of the world of research, and the ways the games industry could change, it’s also come at a time when I’m examining my own reasons for staying in it. As we’ve discussed in previous parts, the power of research funding also comes paired with a lot of baggage and other responsibilities, and while games researchers might be more free than big developers to explore new ideas, we’re still constrained by funding agencies and government visions. If I want to pursue my own ideas about games, if I want to focus on whether my work actually benefits games rather than some abstract notion of ‘the economy’ or ‘science’, academia may not be the best place to do it. But this raises a more difficult question: where else is there?

Read the rest of this entry »

, , , , .

16 Comments »

File System Aging 6 – In The Dark

By Robert Florence on April 10th, 2015.

Hey come watch the final part of Rab Florence’s weekly video series, made just for us. Part one, part two, part three, part four, part five.

In the sixth and final part of this series about games, time and loss, Rab reminds us why you should make your own memories.

Read the rest of this entry »

, , , .

22 Comments »

2 Slow 2 Curious: What It’s Like To Visit The Ghostly, Decrepit Streets Of Need For Speed World

By Jack de Quidt on April 10th, 2015.

At first we thought the city in Quicklime’s 2010 MMO Need For Speed World [official site] didn’t have a name. The world map definitely didn’t show one. There were no opening cutscenes to introduce us nicely, no “welcome to the mean streets of x.” After a while, though, a name kept coming up again and again on overhead signs beside exits to dreary suburbs, and it was Rockport. Rockport Entry. Rockport North. We learned the city’s name slowly, faded sign by faded sign. And then we learned that there was something horribly, horribly wrong with it.

Read the rest of this entry »

, , , , , .

52 Comments »

A Cities: Skylines Succession Diary, Part 2: Necropolis

By Alec Meer on April 10th, 2015.

Continuing a series in which players take it in turns to manage and build up one Cities: Skylines settlement, passing the savefile onto the next person whenever the city levels up. Joining me in this endeavour are Jonathan Shipley and Dan Corns.

When last we left you, we foretold an apocalypse. Here’s how The Brown Plague took 1,600 lives and very nearly killed the entire city.
Read the rest of this entry »

, , , , , , .

18 Comments »

G-Sync vs. Freesync: Which Dynamic Refresh Is Best?

By Jeremy Laird on April 9th, 2015.

The best things in life aren't free

It feels like whole months since there was a good old fashioned fisticuffs between AMD and Nvidia. They do so love a PR punch up. But this one’s a bit different. Nvidia’s G-Sync technology versus AMD’s FreeSync isn’t the usual trench warfare over fractions of a frame per second. It’s much more interesting than that. It’s all about something called dynamic or adaptive refresh and how that can make games run much more smoothly without necessarily upgrading your video card and even at modest frame rates. G-Sync has been available for a while. But now the first FreeSync panels are out battle can commence…

Read the rest of this entry »

, , , , , , .

53 Comments »

COGWATCH – 3. Invisible, Inc.

By Quintin Smith on April 9th, 2015.

Hey! It’s a new episode of Quinns’ weekly video series in which he examines one mechanic in one game. This week: how Invisible, Inc. structures its levels to increase the depth of its strategy, humanity and emotion. Watch it below!

Read the rest of this entry »

, , , .

30 Comments »

Breaking History: A Crusader Kings II Journal – Part One

By Adam Smith on April 9th, 2015.

Let’s Play Crusader Kings II [official site]. Or rather, let’s watch Crusader Kings II play itself.

Partly inspired by the ongoing Civ V AI Battle Royale and partly by my own longstanding interest in the interplay of game mechanics without player intervention, I’ve decided to run a Crusader Kings II campaign, beginning at the earliest possible start date. I’ll be running the game in observer mode – that is to say, there will be no human player – and I’ve drawn up a set of rules to govern which parts of the world I’ll be observing most closely. Empires will rise, Kingdoms will fall. The mighty will end up rotting beneath carparks in Leicester.

Read the rest of this entry »

, , , , , , .

29 Comments »

A Cities: Skylines Succession Diary, Part 1: Crimewave

By Alec Meer on April 8th, 2015.

Batman mod needed ASAP please

Cities: Skylines is great and all, but I must confess to being hamstrung by my imagination, or lack thereof. Once I’ve unlocked everything there is to build, I kind of run out of steam, because I don’t have a designer’s mind and complicated road systems scare me. But a friend, also playing the game and experiencing similar handicaps, had an idea: a succession game in which three of us take turns to co-operate on one city, passing on the savefile to the next person every time the city levelled up, and hoping something beautiful rather than catastrophic would emerge.

Given we’ve managed to suffer two major disasters (and bear in mind that this is not a game which usually invites much disaster) within the game’s earliest stages, so far I’m leaning towards catastrophic.

Read the rest of this entry »

, , , , , , .

29 Comments »

Great Expectations: Deus Ex Mankind Divided

By RPS on April 8th, 2015.

Deus Ex: Mankind Divided has been announced. Adam and Graham decided to activate their social augs and discuss their reasons for being united in excitement for Adam Jensen’s return.

Graham: Adam, Adam, get this. I have… great Deus Expectations. The title for this (potentially regular?) feature is already paying dividends.

Adam: Oh lord, give me the augmented strength to bear this load.

Read the rest of this entry »

, , , , , , .

130 Comments »

Wot I Think: Dead Synchronicity – Tomorrow Comes Today

By John Walker on April 8th, 2015.

Having been very excited based on the early demo build of point-and-click adventure Dead Synchronicity: Tomorrow Comes Today [official site], I couldn’t wait to get my hands on the finished version a year later. But can it live up to its promise? Here’s wot I think:

Read the rest of this entry »

, , , , , , .

10 Comments »

Cardboard Children – April Board Game News

By Robert Florence on April 7th, 2015.

Hello youse.

I’ve been trying to hit you with a board game news column every month, but I keep forgetting. What a terrible news guy! I just can’t catch a break, because games keep coming out. I mean – they keep coming out, all the time. They never stop coming out. Every single week, new games come out. I was supposed to do a second part of that X-COM review, remember that? Still haven’t got round to it. Why? Because games just keep coming out. Help me.

Help me.

Read the rest of this entry »

, .

21 Comments »

Collaborative Storytelling In Pillars Of Eternity

By Adam Smith on April 7th, 2015.

I take roleplaying seriously. That’s not to say I have a cupboard full of lucky dice or a handcrafted elven tunic – what I mean to say is that when I play an RPG, I try to make all of my decisions based on my character rather than the systems. I’ll pass up a huge pile of loot if I don’t think that taking it would be in-character. Roleplaying is a performance of sorts and Pillars of Eternity [official site] encourages my particular approach to the genre by combining a huge, tightly scripted plot with systems that go some way toward mimicking the best qualities of a human Dungeon Master.

Read the rest of this entry »

, , , , , .

53 Comments »