Posts Tagged ‘hands on’

Hands On: Inverto

By John Walker on September 17th, 2013.

Messing around with gravity is not a very original idea in gaming-land. But doing it well is always very welcome. Inverto, currently in alpha, is certainly in the former group, and looking as though it may be joining the latter. A first-person puzzler, clearly heavily inspired by Portal, here you must make your way around its vast chambers by manipulating which way is down.

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Hands On: Eldritch

By John Walker on September 12th, 2013.

Not enough games feature librarians as central characters.

As Nathan mentioned this morning, Eldritch is from the hands of David and Kyle Pittman, formerly of BioShock 2 and Borderlands fame. But hey, maybe all they did was make those games crash? We don’t know! So I’ve taken a look at Eldritch to see if their pedigree counts for anything… Oh, it does. It’s really rather good. They probably didn’t make those games crash.

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So I Played Some Wolfenstein: The New Order

By Jim Rossignol on August 26th, 2013.


Huh, the spellcheck on here knows the word ‘Wolfenstein’. Good job, dictionary attendants. Anyway, the reason I’ve had cause to use that peculiar faux-Teutonic title today is that I played an early press build of the latest game in the series, Wolfenstein: The New Order, at Gamescom.

It was a strange experience, not least because it seemed so desperate to remind me that Nazis are evil. Have we forgotten that already?

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A Web Of Lies: Democracy 3 Hands-On

By Adam Smith on August 15th, 2013.

Damn you, Democracy 3, and damn you Cliffski. I wouldn’t say I’m quite at the point where I sympathise with the many blood-sucking insects that make up the UK’s political scene, but I worry that I’m starting to think like one of them. When I began playing, I was determined to do the right thing. A couple of hours later, I realised I didn’t know what the right thing was anymore. Two days in, I’d have chopped off my own hand for a few more votes.

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Early Delivery: A Look At Ninja Pizza Girl

By Cara Ellison on July 31st, 2013.

NINJA PIZZA!
A cyberpunk kid ninja freerunning is across city roofs, there’s always a Daft Punk beat behind the straining leaps she takes over yawning blackness below: one two, jump, land, one two, jump, land, duck, now admittedly, she pants, this Daft Punk soundtrack is because 2001 me is listening a lot to Discovery, and Harder, Better, Faster, Stronger plays, often, everywhere…. one two, jump, land, one two, jump, land, duck – VAULT. VAULT.

But those were silly daydreams and twenty-seven year old me laughs at her and thinks, hah, sixteen year old me, now I can play two levels of a prototype side-scrolling action platformer Ninja Pizza Girl, a year before it comes out, and it’s the platformer you always speculated should happen. Here are my first impressions of a little teenage fantasy. Read the rest of this entry »

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Hands On: Magicka – Wizard Wars

By Adam Smith on July 24th, 2013.

Magicka: Wizard Wars is a new venture for the inept, accident prone and shell-shocked mages who first appeared in Arrowhead’s unexpected hit. Designed by Paradox North, a new internal team, it’s a multiplayer team deathmatch game, with a new engine but a similar perspective. I played for a couple of hours during a hot day in London and, despite the proximity of a beer garden and a cold pint, I would have been happy to stay at the computer right through the evening. This is my kind of war.

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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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