Posts Tagged ‘features’

Wot I Think: Smite

By Philippa Warr on March 25th, 2014.

Frost giant Ymire is prettttttty cool

“Oh God, it’s like playing League of Legends crossed with Jumanji,” was my initial verdict on Smite. I stand by that assessment but I probably ought to flesh it out a bit in this here Wot I Think piece. Here goes:

Smite is Hi-Rez’s god-themed MOBA. Hang on, are we calling them MOBAs at the moment? ARTS? Lane pushing game? Lords management? Wizard-em-up? Magi-brawler? Five-a-side farming simulator? Whatever your preferred label, it’s Hi-Rez’s take on that genre. You play as one of a pantheon of characters based on the gods of various religions and mythological figures and proceed to do battle across a number of different game modes.

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The Lighthouse Customer: Planet Explorers

By Christopher Livingston on March 24th, 2014.

Could you dinosaurs move? I'm TRYING to EXPLORE.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, exploring a planet in the appropriately named Planet Explorers.

The title of the game is direct, to be sure. In Planet Explorers, a planet exploration game by Pathea Games, there is a planet, and you explore it. If that doesn’t sound like enough, there’s also resource gathering, crafting, building, and tons of alien creatures to discover, by which I mean “slaughter and turn into money.” Get ready, innocent alien planet! Humans have arrived, and we’ve brought hunting, real estate development, and capitalism.

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Live Free Play Hard: Buried Alive And Loving It

By Porpentine on March 24th, 2014.

Therapeutic living burial. Adorable cat simulator. The ancient sport of gun-hopping.

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The Sunday Papers

By Graham Smith on March 23rd, 2014.

Regular like clockwork.

Sundays are for watching roller derby and wondering why someone designed a sport that was like NASCAR but with people instead of cars. Sundays are for reviewing the best (mostly) games related writing from (mostly) the past week.

  • Critical Proximity was a conference about games criticism which took place the Sunday before GDC. Alan Williamson from Five Out Of Ten Magazine produced a video for the event on an important subject: why magazines are better than these newfangled webpages. It’s a romantic, cheerful call to arms for maintaining, and more importantly pushing, the old format further. I tend to agree, and continue to idly consider doing something about it. But probably I’ll just eat another packet of crisps and order some of Alan’s work online.
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The RPS Bargain Bucket: Merlion Meditation

By Cassandra Khaw on March 22nd, 2014.

Hello, Bucket-eers! Today, I’m writing in from sunny Singapore where the food is great and people keep tripping over my extension cord. Also, a word of advice for those positioned for an imminent trip somewhere foreign: never pick a cafe parked next to a gaming memorabilia store. The effect such places have on your wallet is positively magnetic, I tell you. Magnetic. Because I’m typing this in between trying to catch my laptop each time someone tugs on the wire, today’s introduction will be short, frantic and slightly rambly. Our fuzzy Companion Cube of the day is from one Alex F. Enjoy the bargains. I’m going to finish up before someone sends my poor Fenris flying.

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Wot I Think: Powerpuff Girls Defenders of Townsville

By Rich Stanton on March 20th, 2014.

Certain developers stick in your head. The first time I played Radiangames‘ Super Crossfire I thought this is good, looked out for other stuff like the brilliant Inferno+, and eventually found out these neat packages were the labours of one man – Luke Schneider. But disaster struck! Radiangames tried to hit it big with Bombcats, a mobile F2P game, but found only the black dog of rejection and financial ruin! It looked like the end for Luke! Was there nothing to be done? Wait, is that a bird? A plane? No!

POWERPUFF SAVE THE DAY.
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IGF Factor 2014: Dominique Pamplemousse

By John Walker on March 20th, 2014.

Dominique Pamplemousse in “It’s All Over Once The Fat Lady Sings!” is a stop motion animated musical detective adventure game about gender. “Another one,” you wail, and yet it’s nominated for thousands of IGF awards, including Narrative, Audio, Nuovo and the Grand Prize. Today’s IGF Factor sits down with the game’s writing, programming, musicing creator, Deirdra Kiai, to pick over the creation of the game.
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Team Talk: Football Manager 2014 Mid-Season Chat

By RPS on March 19th, 2014.

RPS used to be a bunch of foot-to-ball fearties, but times change, and Adam and Graham are on a mission to make sure there’s no one left at the site who doesn’t understand the offside trap. Adam wrote the WIT. Graham made us into regens. They compared notes.

Now the pair have gathered again to discuss their thoughts after a further six months of intensive training. How does the match engine hold up? Has the new tactics system ever felt limiting? How has the mid-season update changed play? All this and more awaits below.

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Cardboard Children – Robinson Crusoe

By Robert Florence on March 18th, 2014.

NOTE: This column was started a few weeks ago, long before the disappearance of the Malaysian flight MH370. While there is no reference to air disasters in the column (only my irrational fear of flying) I wanted to assure readers that this column wasn’t written in the wake of that incident. I’m sure everyone would join me in hoping for the best possible outcome for the families of the crew and passengers of MH370.

Hello youse.

Why have I waited so long to talk about Robinson Crusoe? Let me tell you why. Sometimes I worry that in the discussion of board games we dig too far down into the detail of the mechanics of these things. You do THIS and then you do THIS and then you do THAT. I constantly worry about how we talk about games, because I’m that kind of guy. A worrier and an idiot. Great games never really feel like a string of IF and THEN commands. They feel like a living story, a true experience. So I did something different with Robinson Crusoe. I played it and then I gave it some distance. Some months later, stranded across an expanse of time, I’m ready to tell you about it.
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The Lighthouse Customer: Arcadecraft

By Christopher Livingston on March 17th, 2014.

Behold, the birth of the microtransaction.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, virtual arcade management in Arcadecraft.

As kid in the 1980′s, I gazed with envy at a few adults who seemed to have the best jobs ever. The ice-cream man: he could eat all the ice cream he wanted! The ambulance driver: he could drive really fast whenever he wanted! Most of all, the guy who ran the arcade. I mean, we had a filthy belly-sack full of quarters. Probably a hundred dollars in quarters. He probably lived in a mansion. The 80′s may be long gone, but that dream job is finally mine.
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The Sunday Papers

By Graham Smith on March 16th, 2014.

Sundays are for trundling around a small village in Germany, picking up and dropping off passengers in the wondrous, mostly fixed OMSI 2, using my new Logitech Driving Force GT steering wheel. As I park at the terminal, waiting for the beginning of my next route, why not join me in perusing the week’s best (mostly) games writing?

  • Relevant to my interests, creator of QWOP and GIRP Bennett Foddy takes to Polygon to explain why you don’t want an online version of Matt Thorson’s Towerfall, or other, similarly local multiplayer-only games. Basically, laaaaaaaag: “As a game designer, if you want players to be able to dodge an arrow at the last second, or to stomp their enemies on the head like they do in TowerFall, you’re designing a game that won’t play well even over a LAN, much less over the messy, noisy collection of networks that make up the internet. There’s literally no way to eliminate the effects of lag, and you’ll wind up with game-breaking problems like Dark Souls’ infamous PvP ‘lag stab’.”
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The RPS Bargain Bucket: Bundle of Joy

By Cassandra Khaw on March 15th, 2014.

You can blame this week’s title on one Matthew Parsons, who delivered this image of “pig” aka “the plushie that is occasionally called Arnold.” On top of sending in a community stuffed animal, Mr. Parsons also shot a picture of said cuddly toy’s round-cheeked owner. In a bucket. Yes, there’s a picture of a little girl with a bucket on her head in my inbox. I am dead from cute. Anyway, have some cheaply priced bundles of joy in honour of Mr. Parsons’ bundle of joy.

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Wot I Think: Infested Planet

By Graham Smith on March 12th, 2014.

Infested Planet keeps drawing me back. ‘I’m not ready to write about it. I need to play it more before I decide what I think.’ Then the same thing happens as every other time. I play a mission, and it’s not hard exactly, but it is a slog. It’s a battle of attrition, territory claimed inch by inch against a skittering mass of Starship Troopers-inspired bug aliens. There’s thousands of them, and clearing them away feels like fighting a rising tide with a leaky bucket. I’m sick of it. I’m bored of it. I don’t want or need to play anymore.

Right as I’m about to give up, the tide turns. My five soldiers gain a foothold in the war for the map’s capture points, and I claim enough resources to defend my turf against counter-attacks using turrets. From there, I begin to rapidly advance, pummeling my enemy into submission with helicopter bombardments and rocket blasts. My troops mow down thousands, and it feels immensely satisfying to win a hard-fought battle against overwhelming odds. I’m thrilled by it. I’m confused by it. I need to play more.

This is wot I think.
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