Posts Tagged ‘hands on’

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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The Long Dark Impres… Oh I’m Being Eaten By A Wolf

By John Walker on September 24th, 2014.

The Long Dark has arrived on Early Access, with a bunch of new features since we first looked at it, including a choice between a male or female protagonist, a lot more variation in loot – clothes, food, equipment – as well as some new locations to discover. One thing they haven’t done is made it any easier to play. In fact, I’m pretty sure it’s gotten a whole lot more difficult. Here’s my diary entries for my return to the game.

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ArcheAge: Hands On With The First Few Hours

By John Walker on September 22nd, 2014.

ArcheAge is a silly name, and also a new MMO from the creator of the Lineage series. It’s free to play – and from my experience of the first few hours, that’s actually very free – and it’s available from Trion if you go through the joy of installing their new Glyph shop-cum-game launcher. I’ve spent today playing it, and try to fathom why I’ve enjoyed myself despite everything, below.

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World Of Warships Hands-On: Overcoming Skepticism

By Graham Smith on September 9th, 2014.

World of Tanks makes sense. It’s Counter-Strike with moveable turrets; angry houses hiding behind placid houses, streets like corridors, cannons like machineguns, machineguns also like machineguns.

World of Warplanes makes sense, sort of, on paper. Planes. They’re like tanks but they fly. Except there’s no cover in the sky, and enemies could be in front, behind, beside or above you. So you sort of just wheel around in circles forever and it’s alright.

World of Warships? That doesn’t make sense at all. How the hell would you make a multiplayer game out of something like that?

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Salt: The Continuing Adventures Of A Man With A Boat

By John Walker on September 8th, 2014.

It hadn’t been my plan to keep playing Salt over the weekend, but that’s what happened. The early access (although not yet Steam Early Access) game has only been out for two weeks, but the alpha is already receiving regular updates. Following my first adventures, I’ve been videoing my progress, and you can see the latest below.

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Salt: Hands On With Some Open World Piracy

By John Walker on September 4th, 2014.

I would never have imagined, just a few years ago, that we’d be spoilt for choice when it came to open-world adventure/survival games. I remember back in 2010 writing about my wish for more games that would just let me hunker down, find a cave, and survive the elements.

At the time, a few suggestions for games offering this were made, but many were very primitive (in the wrong ways), or far too close to management games. But now we’re overwhelmed with them! Just recently there’s been the mix of genteel to ultra-terrifying with Eidolon, The Forest, Darkwood, The Long Dark, Miasmata, Rust, 7 Days To Die, Nether, Project Zomboid, Don’t Starve… and now you can add first-person early-access explore-me-do Salt to the calmest end of that list. My thoughts so far, and 25 minutes of in-game footage, below.

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Hands On: Renowned Explorers

By Adam Smith on August 26th, 2014.

Renowned Explorers was like an oasis of calm and colour in the cavernous halls of Gamescom. It’s a game about travelling the world in search of impressive artifacts to show off at the World Expo, but rather than making the journey into a nightmare of scurvy and resource management, developers Abbey Games have opted for a sort of turn-based tactics adventure that combines Tintin, Indiana Jones and Jules Verne. It’s a game in which scientists wield Tesla guns and the Mexican contingent of the expedition is a lady Luchador who can pin pirates to the ground while her buddies charm the peglegs off them.

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