Posts Tagged ‘impressions’

First Impressions: The Witcher 3: Wild Hunt

By Richard Cobbett on May 19th, 2015.

Ideally, you’d be looking at the review right now. Unfortunately, due to code not showing up til Sunday and then problems getting it to run, I’m only just digging into The Witcher 3 [official site] myself. The full verdict will be with you as soon as possible, though it’s a big game and I don’t want to do it or you the disservice of rushing through it just to throw words at the screen. However, here’s a few thoughts from my first few hours of witching, on the opening hours, on the controversial graphics, and my displeasure that it features hair technology that hasn’t been named “TrissFX.” Such a wasted opportunity.

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Impressions: Highlands

By Graham Smith on May 18th, 2015.

I fought all the way to my enemy’s doorstep, but now here I am, ten minutes later, back where I started and with an insurmountable force at my door. I started playing Highlands [official site] because of the hand-drawn artwork, but its turn-based tactics are harder than they first appear.

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Impressions: Rainbow Six: Siege Closed Alpha

By RPS on April 13th, 2015.

Pip and Graham have breached the barricades of Rainbow Six: Siege‘s [official site] closed beta and gathered in the rubble discuss whether the dust they’re breathing is asbestos or the-best-os.

Graham: I might have shared this before, but I think Peter Gabriel wrote a song about my favourite thing in Rainbow Six: Siege.

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Impressions: Standpoint

By John Walker on March 6th, 2015.

First-person puzzlers are still a rare enough treat that it’s always worth perking up your ears when one comes along. While Standpoint – out on Steam today – is far more of a pure puzzler than the likes of Portal or the Talos Principle, it’s as smart as either. I’m not yet halfway through, because my flipping goodness, it’s hard. But here are my impressions so far.

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Valve’s Vive VR Prototype Is Better Than The Oculus Rift’s

By Graham Smith on March 5th, 2015.

I’ve used the Oculus Rift DK1, HD and DK2 for hours and hours and enjoyed my time with each of them immensely, but on each occasion, I’d feel some sense of relief upon taking the headset off. Relief that my head could cool down, relief my eyes could relax, relief that I hadn’t thrown up.

When my twenty minutes with Valve and HTC’s Vive came to an end, I felt no relief. Instead, I only felt disappointed that I couldn’t continue exploring the 3D painting demo or playing with the specially-designed Portal 2 vignette.

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Impressions: Catacomb Kids

By Adam Smith on March 3rd, 2015.

My average life expectancy in Catacomb Kids [official site] is measured in minutes. I’ve died within seconds of starting a run through the procedurally generated Spelunky-like, clobbered by monsters or reduced to a blood puddle by swarming piranhas. The first couple of minutes are the hardest part, as I struggle to make sense of my situation and abilities, and if I survive for a couple of levels, I’m likely to die because I deserve to rather than because the game decides to kill me.

Maybe it’s not the game. Problem is, I’m a cat. Curiosity kills me.

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Impressions: Oscura – Lost Light

By John Walker on February 26th, 2015.

Every now and then, like for instance whenever we communicate, Kieron Gillen and I disagree about things. One of the things we both think the other is most wrong about is Limbo. Kieron wrongly thinks it’s an unfair game, echoing the failings of Rick Dangerous and its ilk by forcing you to fail. I rightly think it was a statement, an expression through these enforced failures, that crafts a uniquely interesting experience. Oscura [Steam link], despite trying to be a lot like Limbo, is not doing that. It’s doing Kieron’s thing.

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Early Impressions: Rimworld

By Alec Meer on February 26th, 2015.

The last few times we looked at top-down sci-fi survival-strategy (is that a thing? Genres are becoming so tricky lately) Rimworld it was merely flirting with the idea of being genuinely playable, but recent buzz had it that the Rimworld was now inhabitable at last. It doesn’t take much to convince me to starve to death on an alien world, so I thought I’d check in.
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Early Impressions: Offworld Trading Company

By Alec Meer on February 19th, 2015.

Offworld Trading Company is a combat-free, sci-fi real-time strategy game from the lead designer of the sumptuous Civilization IV.

A great concept with a great pedigree – can it possibly be as good as it sounds? But enough about Snickers More Nuts, let’s talk about Soren Johnson’s new game, an Early Access version of which was released this week.
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Early Access Impressions: Darkest Dungeon

By Alec Meer on February 5th, 2015.

First favourite game of the year alert!

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Early Impressions: H1Z1

By Alec Meer on January 28th, 2015.

boo!

Why is Sony’s unfinished multiplayer zombie survival game H1Z1 (official site) proving so popular? On paper, it doesn’t make a lot of sense. Initial reports were negative; we’ve already got DayZ; even if we wanted a less hardcore DayZ with more crating, we’ve got 7 Days To Die already.

So what on Earth is H1Z1 for? And why am I enjoying it even though I really feel as though I shouldn’t?
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Impressions: Out There Ω Edition

By Alec Meer on January 28th, 2015.

Out There is a pacifistic take on FTL, yet arguably even more brutal. As a lone, lost starpilot, jump from system to system, simply trying to stay alive and trying to gather replacement resources as the journey steadily eats away your fuel, oxygen and hull integrity. Don’t worry about weapons, don’t worry about crew members: just don’t die. Out There Cleaves a little closer to Choose Your Own Adventure than FTL did, in that it is almost entirely based on chance rather than requiring any particular strategic nous from the player. In other words, it’s completely unfair. But hey, surely being cast adrift in endless, unknown space with no idea what awaits you on the other end of your next lightspeed jump would be pretty unfair, right?
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Early Access Impressions: Stranded Deep

By John Walker on January 26th, 2015.

At first glance, Stranded Deep looks like a halfway point between The Forest and Salt. Well, at first glance it looks extraordinarily like The Forest, as it opens with the extremely familiar idea of a plane crash. Stranded on a small island in the middle of the Atlantic ocean, you’re equipped with only a knife, water bottle, and whatever you can scavenge. It’s another survival game! But still, the midpoint between The Forest and Salt sounds like a brilliant place to be. Sounds like. Isn’t.

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