Posts Tagged ‘features’

DevLog Watch: Curious Expedition, Lift, Office Management

By Graham Smith on April 1st, 2014.

Tesla! Flight! Offices.

The problem with turning this into a regular column is that I have to write it regularly. I have clearly failed this week, but that shouldn’t stop you enjoying day-late development blogs and GIFs from around the web.

Includes: dinosaurs, Nikola Tesla, flight sandboxes, conference tables, ‘game jams’.

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The Sunday Papers

By Graham Smith on March 30th, 2014.

Sorry it's a little short this week.

I don’t know yet, but if I had to guess, I’d say that Sundays are for waking up blearily somewhere in Birmingham in a post-Rezzed fugue. Good thing I’ve already prepared a list of the week’s finest (mostly) games writing.

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To Hell With Other People: Nine Lives in Rust

By Brendan Caldwell on March 28th, 2014.

I had died again. For the eighth time I had been murdered by a greedy neighbour. I sighed. It was time to switch servers and try it all again. Usually when you spawn on a Rust server, there are a few quiet minutes to get used to your surroundings and look around. Not on my ninth reincarnation. The very instant I popped into the world I heard a voice behind me, yelling.

“Who are you!”

It was more of a statement of rage than a question. Shocked, I turned and saw him. Silhouetted against the sky, a man stood atop a wrecked building, stretching a bow and pointing an arrow at me. His name was Blazing Bazing. He was completely naked.

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Cardboard Children – NEWS

By Robert Florence on March 25th, 2014.

Roll a die.

On a 5-6, you have scored a success, and may read the rest of this board game news column.

If you fail, close the browser.

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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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