Posts Tagged ‘feature’

Multiple Endings vs. Split Ends: The Value Of New Tech

By Graham Smith on March 14th, 2015.

But what of the beard?

I’ve seen Adam Jensen from Deus Ex 4* and his hair is lustrous.

I like to make the time at every GDC to attend one talk I almost certainly won’t understand, because it’s useful to remind ourselves every now and then of the absurd technology that underpins the games we play. This year I picked Augmented Hair In Deus Ex Universe Projects, because not only does it fit this mission, but I thought I might get lucky and hear a few hints about Deus Ex 4.

Instead I left the talk with a question: does anyone really care this much about hair?

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Video: File System Aging – 3. Another World

By Robert Florence on March 13th, 2015.

Hey come watch Rab Florence’s new weekly video series, made just for us. Part one is here, part two is here.

In the third part of this series about games, time and loss, Rab remembers Another World.

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Electric Dreams, Part 3: Alien Ideas For Player Expectations

By Michael Cook on March 13th, 2015.

Whether or not it’s taken over the industry yet, artificial intelligence and other experimental ideas have been on the mind of people in games lately. So far in Electric Dreams we’ve focused on why it’s so hard to get innovative and risky new ideas into games, but some games seem to manage to push the limits further than others. We’re going to look at a couple of games trying to do this, how they manage player perception, and talk about a new kind of game development that might help risky ideas find their ways into games.

A few years ago I found myself at a London games event talking to someone from Creative Assembly. They had a new project, an incredibly secret new project, that they were all very excited about. All they would tell me was that it involved some kind of creature, and that they had worked so hard on the AI for it that people invited to play would spend long periods in a single room, fascinated by this animal, trying to understand how it behaved and how they could exploit it. It was the game that was to become Alien: Isolation, and even long before it was announced everyone at Creative Assembly knew that this game was selling one thing above all else: intelligence.

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Video(game) Nasties Saved My Life

By Adam Smith on March 13th, 2015.

Being a teenager is difficult. Games were very important to me during the most difficult parts of those difficult times and when the going got tough, they helped me to survive.

This is an occasionally grim story, told with the consent of those involved. It involves self-harm, suicide and mental illness.

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Hands On: Gathering Sky

By John Walker on March 13th, 2015.

Gathering Sky (nee Apsis) [official site] is an extremely simple game to play. You guide at first a single bird, then two, then many, through a collection of levels. That’s it. While there are things with which you can interact, there are no particular goals, no puzzles to solve, no targets to reach. And yet I sat compelled as I played almost the whole game in one sitting.

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Wot I Think: Sid Meier’s Starships

By Adam Smith on March 13th, 2015.

Starships [official site] shares a story and theme with Civilization: Beyond Earth but it’s not part of the Civ family. It’s not part of the Pirates! family either, much to my disappointment. There’s a world of wonder in that exclamation mark, a world in which an inept starship captain blunders from one planet to the next searching for pieces of a galactic treasure map, raids a space station and retires on a distant moon, married to the Lunar Governor’s daughter,

Starships does not take place in that world. After playing for a couple of days, I find myself wishing that it did. Here’s wot I think.

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Why You Need A Solid-State Drive

By Jeremy Laird on March 12th, 2015.

SanDisk Extreme Pro, m'current SATA SSD weapon of choice

You might think the technical properties and real-world performance of your PC’s hard drive is pretty tangential to your gaming experience. After all, games are not rendered on hard drives. And yet you would be wrong. I view a decent solid state drive as one of the most important cornestones to any half-decent PC. And that includes half-decent gaming PCs. As why-you-needs go, then, this one is awfully easy.
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Interview: David Braben On Fan Anger And Expectations

By Graham Smith on March 12th, 2015.

Actual size.

Elite: Dangerous [official site] is that rare thing: a Kickstarter-funded game that came out when its developers said that it would. Less rare is the response it inspired when it turned out that the planned offline mode had been scrapped, leaving a game that required an internet connection and backers struggling to receive refunds.

Despite this, the game has considerable merits. I spoke to David Braben at GDC 2015 about whether player’s anger is fair, whether the tone of responses has changed over the course of his career, and whether Elite is designed for those who play for five hours or a thousand.

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The Later Early Edition: Invisible, Inc,

By Alec Meer on March 12th, 2015.

An irregular series in which I revisit Early Access games a few months on from when I first tried them. Have they come along much? Does a finished game seem a realistic prospect? This time – Klei’s turn-based cyberpunk stealth title Invisible, Inc [official site], which I last played in September.

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Have You Played… Myth: The Fallen Lords

By Adam Smith on March 12th, 2015.

Have You Played? is an endless stream of game recommendations. One a day, every day of the year, perhaps for all time.

Before vanishing up its own Halo for the best part of a decade, Bungie tried its hand at real-time strategy. The first two games in the Myth [official site] series are splendid creations, with an almost unmatched atmosphere of war-weary exhaustion and dread. There are also superb dwarves armed with explosives that send body parts bouncing across the terrain.

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Phonopath Sounds (And Is) Extraordinary

By John Walker on March 12th, 2015.

My final pick from this year’s crop of GDC Experimental Gameplay Workshop appearances is the extraordinary Phonopath [official site].

Free, available now, and unlike anything else you’ve ever played, it’s a game about solving puzzles using audio files. Puzzles that induced gasps of admiration from the audience. And I suspect will from you too.

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Wot I Think: Plug & Play

By John Walker on March 12th, 2015.

Oh my goodness, I love Plug & Play [official site]. I love it for being genuinely surreal (as in, genuinely, not “ooh, fish and jam”), I love it for being deeply scatological, and I love it for making me laugh. This animation-turned-game is a twenty minute vignette of glorious strangeness. Here’s wot I think:

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Dote Night: 5 Things Playing A Tournament Taught Me

By Philippa Warr on March 11th, 2015.

MLG

The Rekreational was a games industry Dota tournament which played out over the course of about a billion years seven or eight months. It was organised by Indie Megabooth’s Christopher Floyd and IGN’s Mitch Dyer. Here’s what I learned from being a part of it:

I took part of The Rektreational as one fifth of team Venomancer? I Hardly Know Her! along with Ted ‘PyrionFlax’ Forsyth, Shane ‘shaneomad’ Clarke, (both Dota streamers and casters) and Chris Thursten of chipper RPS fanzine PC Gamer and Phill ‘I work over at Gamasutra now’ Cameron.

We made it through to the finals (the FINALS!!!!) against Pit Lord Meta but after an exhausting best-of-five had to settle for second place. You can watch the final before we continue but I’ve made a list of some of the things being part of a tournament crystallised for me. They’ve definitely made me a better player already which will come in handy, particularly if the tournament returns and we get another shot at glory!

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