Posts Tagged ‘hands on’

Hands On: Jane Jensen’s Moebius

By John Walker on July 17th, 2013.

As RPS drop-out Kieron tweeted the other day, “We are the generation who funded more point and click adventures, and we’ll get what we deserve.” He was expressing frustration at the woeful lack of funding for Satellite Reign (FUND IT!), while seemingly so many adventures are seeing that green, green light. But what of those adventures? For all of last year’s fuss, little has appeared so far – has it been money well spent? Should the Gillens of the world be quieted by the adventure devotees and their wallets? Well, it’s a pleasure to report that from my time with Jane Jensen’s Moebius, in at least one case the answer could well be: yes.

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Hands On: Dark Matter

By Adam Smith on July 5th, 2013.

Dark Matter, a sci-fi horror game from the makers of Nuclear Dawn, is currently Kickstarting and I’ve played the opening parts of an early version. InterWave are keen to show that their game is more than grimdark Metroid and a few hours in its claustrophobic corridors demonstrate that it does have a mind and maw of its own.

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Hands On: Spy Party

By Craig Pearson on June 21st, 2013.

Does anyone have any ibuprofen? I've got a cracking headache...
If Spy Party developer Chris Hecker were to look back over the game’s connection logs from the past year, he might notice some strange behaviour. He’d see me arriving, spending a minute in the lobby, then disconnecting. This pattern would be repeated a few times. It wasn’t a technical problem, Chris. Don’t go bug-hunting. Those cold digits spilling over your screen as you search for a flaw wouldn’t have registered the truth of the situation: I am a coward. It was the panic I was feeling over becoming a Spy Party player that was causing me to leave.
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Hands On: Worms – Clan Wars

By Adam Smith on June 21st, 2013.

Last week, I visited Team 17 and was the first outsider to have hands-on experience with their latest game. It’s a Worms game because, on the whole, that’s what they do. Unlike the previous release, Clan Wars has been designed specifically for PC and while it’s the multiplayer league system that worms its way into the title, the additions and tweaks to the physics system may be the necessary game changer.

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The End Of Days: Europa Universalis IV Diary Part One

By Adam Smith on May 31st, 2013.

A few weeks ago, Paradox invited a group of journalists to Stockholm in order to see how much violence we could do to one another in a massive two-day multiplayer session of Europa Universalis IV. I packed my bags, steeled my nerves and prepared to present Rock, Paper, Shotgun the only way I know how – with fruitless acts of violence and a burning desire to reduce France to ashes. Inevitably, it transpired that I would be playing as France but I wasn’t going to let that petty detail shake my resolve. Europe was about to meet its maker.

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Hands On: Grim Dawn

By John Walker on May 20th, 2013.

Grim Dawn may still be a good few months away (currently perhaps at the end of August), but I’ve had my hands on some early alpha code to get an impression of this furrow-browed, grimly serious action RPG from the former Titan Quest developers. You can see my thoughts below.

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Hands On: Rogue Legacy

By John Walker on May 9th, 2013.

It’s foolish to try to predict a hit.

I cannot imagine a world in which Rogue Legacy is not a hit.

There’s no question that Rogue Legacy owes a massive amount to Spelunky. But crucially, it’s an evolution of the type of game, not a mimic, a festival of completely original ideas on top of a familiar roguelike platformer mechanic. In each new game a castle (and later tower, forest and dungeon) is procedurally generated in gorgeous 2D pixel art, into which your brave hero must venture, gathering gold, blueprints and bonus items, seeing how far he or she can reach before inevitable death. But rather than starting again from scratch, here every death is met with progress.

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Hands-On: GRID 2

By Adam Smith on May 1st, 2013.

A happy coincidence. I had recently installed Grid, having never played it before and feeling a craving for velocity. I’d gently eased myself into the world of cars wot drift when Codemasters appeared in my inbox, offering a preview code for the sequel. Before playing Grid, I hadn’t spent a great deal of time with any racing game for a couple of years, but the series seems to be pitched at those, like me, who want something more complex than a kart game but less intricate than a sim. Mirror, signal, manoeuvre – and we’re off.

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Hands On: Call Of Juarez – Gunslinger

By Craig Pearson on April 22nd, 2013.

How to win a duel: use giant bullets.

Sometimes this is what happens when you ask a Craig to play a preview version of Call Of Juarez: Gunslinger.

*spit*

WaaaaaWaaaaaWaaaaaa Wah Wah Wahhhhhh WaaaaaWaaaaaWaaaaaa Wah Wah Wahhhhhh WaaaaaWaaaaaWaaaaaa Wah WhuWhuWahhhhh WaaaaaWaaaaaWaaaaaa Wah Waaaaaaaaah.

*clang*
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Hands-On: The Mighty Quest For Epic Loot

By Craig Pearson on April 16th, 2013.

A jawline visible on Google Maps

The Mighty Quest for Epic Loot follows mediocre Rock band Saliva’s game design document: “Click Click Boom”. Every dungeon crawler does that, though. You click, things go boom, and Saliva make a tiny amount of royalty money to buy penny mixtures with. But then Epic Loot starts playing Starship’s “We Built This City” over the loudspeaker, and the entire game inverts, handing you trowels and hammers.
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Hands On: Far Cry 3: Blood Dragon

By Craig Pearson on April 11th, 2013.

Welcome to the party, pal.
Far Cry 3: Blood Dragon is stupid. It has a terrible story, one-dimensional characters, and there’s no emotional value in playing it whatsoever. I can’t even criticise it for all those things, because that’s everything Ubisoft wants the game to be. They think they’ve found a loophole in any criticism by deliberately aiming low. Hah! The joke’s on them! Blood Dragon is pretty good.
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Hands On: Divinity – Original Sin

By Adam Smith on March 28th, 2013.

“Can I steal from these market stalls?”
“Of course, but there are guards…”
“Can I lead monsters into the market and if I do will the guards attack them?”
“Of course, but…”
“Can I kill that chicken? Will the guards mind if I kill that chicken?”
I’m playing Original Sin with one of the people who is responsible for making Original Sin and I am trying to cause trouble.

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Hands-On: Divinity – Dragon Commander

By Adam Smith on March 4th, 2013.

Divinity: Dragon Commander contains two distinct components and in just over an hour of playing, I found much to like in both. I’m not entirely sure that the parts combine in a particularly meaningful way, but the total package managed to surprise me more times in that hour than many games do in a week of playing. You may well expect one side of the game, if a fast-paced RTS revolving around dragons wearing jetpacks is ever truly expected, but it’s the remainder that inspires the strongest response.

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