Posts Tagged ‘hands on’

Hands On With Hyper Light Drifter’s Combat

By Graham Smith on November 14th, 2014.

Stop. Slow down. Hyper Light Drifter‘s cape-wearing main character carries a sword whose swipes and slashes can be performed in rapid succession, but that doesn’t mean you can charge your way through its hunched henchman, skittering spiders or gun-wielding grunts. You’ve got to take your time if you want to go fast, as I’ve learned through playing the game’s Kickstarter preview build.

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Hands On: The Man-Versus-Monster Battles Of Titan Souls

By Marsh Davies on November 5th, 2014.

That definitely represents an eye, right?

Presumably calling the game The Legend of Colossus Souls was considered just that little bit too direct. To be fair, naming the obvious inspirations here doesn’t do justice to Titan Souls’ own invention – a combat system which is so simple and taut, yet from which the game conjures a series of elaborate and ever-inventive boss battles.

Originally made for a Ludum Dare competition (you can read Nathan’s impressions of that early version here), Titan Souls has now blossomed into a full game due out early next year. A sprawling, derelict world of overgrown temples, icy rivers and fiery caverns now awaits, and within lurk around two dozen gargantuan foes. It takes the mournful feel and monstrous populace of Shadow of the Colossus, and presents it from the pixellated perspective of the Zelda games of yore. And, as with Dark Souls, you consume the primeval soul of each megabeast you slay. The combat shares that series’ lack of compromise, too: you will die and die again facing each of these monsters, every time getting a bit wiser to their weaknesses, a shade more adept at avoiding their attacks.

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In The Deep End: Narcosis Hands-On

By Philippa Warr on October 31st, 2014.

Pipes, lovely safe pipes

Although not specifically an Oculus Rift game, it’s hard to imagine playing Narcosis without the headset. The game is an underwater survival story which demands the player manage his or her oxygen supply as they navigate the ocean depths when an incident leaves them stranded.

“The perception is that it’s a horror game and that’s cool,” says David Chen, part of the development studio Honor Code. “But we’re definitely hoping for some moments of beauty.”

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Hands On: The Talos Principle

By John Walker on October 30th, 2014.

The Talos Principle is a very clever, very calm creation. Which is a surprising new direction from Croteam, who have previously given us the splendid madcap frenzy of Serious Sam shooters. While clearly sharing the same fast-paced twitchy controls of the Serious Engine, and a similar design ethic of ruined civilisations, beyond this Talos is dramatically different. It’s a captivating first-person puzzle game, more influenced by Portal than Doom, with an intricate back-story questioning the nature of consciousness and personhood told through fascinating interactions with an AI. I’ve had a play of its first, extensive chapter.

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MASSIVE CHALICE: Moderate Impressions

By Alec Meer on October 29th, 2014.

MASSIVE CHALICE (their capitals, not mine) is a Kickstarted strategy-roleplaying game from Psychnoauts, Costume Quest and Broken Age dev Double Fine. (Yes, they do seem to be chucking out a game every other week right now, and not without casualties.) Set in a fantasy kingdom besieged by demonic forces, you must raise and then control a defensive army, ideally sourced from the offspring of your best fighters. I’ve spent some time with the ‘premium backer beta.’
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Hands On With Hex: Shards Of Fate

By Cassandra Khaw on October 28th, 2014.

I am the Little Red Rabbit Hoodlum, a fluffy-eared cleric armed with a legion of suicidal bunnies and ravenous mushroom people. My opponent is a knight in shining armor, who practically gleams with self-righteous pomposity, her hair a flaxen banner in the imagined sun. She laughs when she sees me and my army of floof, not knowing that she stands no chance.

Hex: Shards of Fate is a trading card game that will feel like home for anyone who has ever enjoyed Magic the Gathering. It has minions to summon, enchantments to dole out, counterspells to launch, and even five resource types to make use of. The world is a fantastical one, obviously, with shamanistic coyotes and spider-creatures and my favorite, the ultra-violent shin’hare. Although the universe is replete with dwarves, elves, and humans, it also features a parasitic alien consciousness capable of dragging the dead back into unliving.

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Hands On: The Old City – Leviathan

By Adam Smith on October 28th, 2014.

The Old City: Leviathan is a first-person game about exploration and storytelling. Set within, beneath and around an abandoned metropolis, it doesn’t contain any puzzles or combat, concentrating instead on the musings of its narrator, and the discovery of histories, personal and otherwise. I’ve spent some time investigating the belly of the beast in a preview build and I’m not quite sure whether to recommend a visit or send out a call for urban renewal.

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The PREVIEW we WROTE about LORDS of the FALLEN

By Rich Stanton on October 24th, 2014.

I’m not usually one to judge a book by its cover, so to speak, but the capitalisation of LORDS of the FALLEN just has me tickled. It suggests we should shout the first word but then drop to a whisper and, when listeners are lulled into a false sense of security, scream the last syllables like a BANSHEE. If you’re thinking ‘only an angry nutter would do that’ then welcome, my genteel friend, to LORDS of the FALLEN.

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Hands On: Elegy For A Dead World

By John Walker on October 17th, 2014.

Elegy For A Dead World is undeniably quite a diversion for the developers Dejobaan Games, they behind AaaaaAAaaaAAAaaAAAAaAAAAA!!! — A Reckless Disregard for Gravity and Drunken Robot Pornography. It’s an extremely sedate concept, that aims to turn anyone into a storyteller.

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Hands On: Never Alone (Kisima Ingitchuna)

By John Walker on October 3rd, 2014.

I love what Never Alone (Kisima Ingitchuna) is setting out to do. It’s a platform game – very simple, very traditional, presented in a lovely, misty way – about a young Iñupiat girl and an arctic fox. And at the same time, it’s an attempt to communicate information about the Iñupiaq culture of Alaska. A preview version I’ve had my hands on contains the first three of nine chapters, giving a fair idea of how it all fits together.

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Interview: Gearbox On Borderlands: The Pre-Sequel

By Paul Dean on September 30th, 2014.

With every new release, the Borderlands universe becomes increasingly ridiculous. It’s been happening for a while now, with the puns, the slapstick and the hidden pop culture references that pepper Borderlands 2 and further season its DLC. I’m hardly complaining, because I’ve gradually disengaged from the first-person shooter over the last few years, confronted again and again by far too many po-faced, monochrome military affairs. Borderlands 2 has been a welcome exception.

Like a sudden burst of ketchup from a thoroughly-spanked Heinz bottle, even more of that often unsubtle flavouring is set to season our PCs very soon. Borderlands: The Pre-Sequel comes out in two weeks. Developed in conjunction with 2K Australia, the Pre-Sequel is exactly what you’d expect from the series: more jokes, more cartoonish violence, more character diversity and a further expansion of a gun collection that would already make any Tom Clancy fan spurt like… well, like a sudden burst of ketchup from a thoroughly-spanked Heinz bottle.

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Hands On: The Crew

By Brendan Caldwell on September 25th, 2014.

The Crew will see players zooming around a huge map of the United States and teaming up with friends for various feats of speed-freakery. We sent Brendan to take an early look at Ubisoft’s ‘MMO racer’.

The open-world racer was perfected on PC in 2009. I’ll let John and Jim argue over whether it was Burnout Paradise or Fuel that holds the honour. In terms of videogame history debates, I’m happy just to get the date right. Ubisoft, on the other hand, are not a company to let such claims rest. In a couple of months they are releasing The Crew, an MMO racing game with 6000 miles of reconstructed USA to zoom around. The titular Crew is, in keeping with an emerging Ubi-trend, you and three pals, each sitting pretty in your souped up Ford Mustang, Ferrari, Lamborghini or Other.

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Hands-On: This War Of Mine

By Adam Smith on September 24th, 2014.

This War Of Mine is a game set in the ruins of a wartorn city. Rather than playing a soldier on either side of the conflict, as is traditional in the world of games, players control a group of civilians who are trying to survive in a place where the essentials of life are thin on the ground. The game doesn’t match its mechanics to its theme as smoothly and powerfully as Papers, Please, instead opting to tread unfamiliar ground in familiar shoes. It’s a resource management game, in which survivors craft, explore and scavenge to survive. I played through the first few days and discovered the irony of it all.

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