Posts Tagged ‘impressions’

10 Days With Windows 10: Is It Worth Installing The Beta?

By Alec Meer on October 14th, 2014.

I’ve spent just over a week with the ‘technical preview’ of Microsoft’s newly-announced Windows 10. This build is unfinished but very much working, and available to all for free, for the time being. Infamously, it was supposed to be called Windows 9, but changed to 10 Because Marketing. Much more than living up to a fabricated number rides on its shoulders, however – can it possibly undo the bad rep of Windows 8?

Well, it’s fine.

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The Magic Circle Hands-On: Visiting Development Hell

By Alec Meer on October 7th, 2014.

The Magic Circle is the first game from Question, LLC, the new studio from Jordan Thomas, he of Thief 3′s The Cradle, BioShock 2, BioShock: Infinite and many more. It’s a systems-driven first-person exploration adventure about a years-in-development game of uncommon ambition, and it’s about rewriting its rules from the inside while trying not to attract the attention of its developers. I’ve played a couple of hours of an early build.

“Attack them, my spider-army!” A horde of chittering polygonal arachnids skitters surges towards a pack of flamers at my command, while I hang back to let them do my dirty work for me. Every single one of them burns to death. Oh, right. Forgot to set the ‘Fireproof’ attribute. I summon their ‘leader’ – in fact an arbitrary member given the Groupthink attribute, which duly shares its traits with all similar entities – and edit its properties. Let’s try this again. “Attack them, my flame retardant spider-army!”
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The Masterplan Early Access Impressions

By Alec Meer on September 16th, 2014.

The Masterplan is a real-time, top-down, strategyesque game about casing the joint then robbing it, using a small handful of silent, surly crooks to smash, grab and take hostages. It’s out on Steam Early Access & Humble now. Clowns to the left of it, jokers to the right, here I am, stuck in the middle with it.
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Impressions – IL-2 Sturmovik: Battle of Stalingrad

By Tim Stone on September 2nd, 2014.

Ever since witnessing an unfortunate accident involving a home-built Fieseler Storch and a cement works chimney, I’ve made it a rule never to go aloft in incomplete flying machines. When it comes to incomplete flying machine simulations however, I’m a little less Beardmore Inflexible. 777 Studios and 1C Game Studios claim IL-2 Sturmovik: Battle of Stalingrad is now 70% finished. In an effort to find out what ’70% finished’ means, I’ve spent the last few days yoyoing Yaks, pranging Peshki, and sending He 111s to He ll. Read the rest of this entry »

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Invisible, Inc. Early Acccess Impressions:

By Alec Meer on September 2nd, 2014.

Invisible Inc is a turn-based, grid-based, cyberpunkish stealth strategy game from Klei, creators of Don’t Starve and Mark of the Ninja. It’s about secret agents breaking into sinister corporations to steal cash and data. It’s about risking everything and losing everything, but then trying it all again because you’re damn sure you can do better. It’s out now on Steam Early Access, and I’ve spent the last couple of days sheltered within its billowing trenchcoat.
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Impressions: Gabriel Knight 20th Anniversary

By Richard Cobbett on August 26th, 2014.

Turns out the Sins of the Fathers was having a whole lineage devoted to burning witches and still never inventing smores. Luckily Gabriel is more prepared. If only there was some lava or something around to add that extra sulphur kick. Also, more witches at around 3AM when the munchies really strike.

Reluctant shadow hunter Gabriel Knight returns to the scene of his first case soon, and we’ve played through the first few days (though for this one, we’ll be talking just about a recent build offering a polished up version of Days 1 and 2). Will history repeat itself both inside and out of the game and turn a 90s adventure classic into a modern one too? Here’s some impressions.

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Impressions: Mini Metro

By Alec Meer on August 26th, 2014.

Sounds like an old British car, is in actual fact about designing underground rail systems. Basically, if you’d rather not play anything to do with transport, walk away now.

No, no, hey, come on, I didn’t mean that, let’s sit down and talk about this. I didn’t really want to play anything to do with transport either, but I’m glad I did. Mini Metro is about subway systems, but it isn’t really about subway systems.
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Impressions: Galactic Civilizations 3

By Brendan Caldwell on August 21st, 2014.

Gal Civ 3 has warped from Early Access alpha to Early Access beta, and brought with it more (but not all) features to the famous, 4X strategy game. Is it worth your time or money yet? We sent Brendan to investigate.

Picture the scene. You are a peaceful, religious race of extra-terrestrials, but you are inexplicably at war with the three rival civilisations that surround you. Your people love you for your mindfulness but they are upset that they don’t have more money to spend. Your desert planet full of shopping centres is deeply unhappy. Your planet full of scorpions is booming. Huge lettering drops from the sky! GALACTIC CIVILIZATIONS III.

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Hands-On: Pillars Of Eternity

By Adam Smith on August 20th, 2014.

After publishing my thorough conversation with Pillars of Eternity lead designer Josh Sawyer, I realised that I hadn’t actually expressed an opinion about the game. I was curious and hopeful but hadn’t had a chance to play it, and see how well all of the elements came together. The backer beta, which launched yesterday, is a huge relief. Pillars is shaping up to be worthy of its inspirations, and intelligent and bold enough not to be bound to them.

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Eyes-On: Mordheim – City of the Damned

By Adam Smith on August 18th, 2014.

A warlock with a wooden leg was the highlight of my first day at Gamescom. I didn’t know a huge amount about Mordheim: City of the Damned before I sat down to watch a live demonstration of a typical mission, but half an hour later I was telling anyone who would listen that it deserved far more attention. It’s Warhammer Fantasy with a hint of XCOM, procedural maps and the kind of persistent injuries that require false limbs. If it shapes up even half as good as it looks, it might be one of the best Games Workshop digital adaptations to date.

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Impressions: Lovecraftian Citybuilder Clockwork Empires

By Alec Meer on August 14th, 2014.

Clockwork Empires is a citybuilding/Lovecraftian survival sim from Gaslamp Games, they of the splendid Dungeons of Dredmor, in which you manage and protect Imperial colonists attempting to build a life on a new frontier. A new frontier which just so happens to contain Other Creatures. While it might be a dramatic departure from the successful roguelike that went before it, it does retain the horror-comedy tone. It arrives on Steam Early Access tomorrow, but I’ve been playing it for the last few days.
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Impressions: Pure Pool

By Adam Smith on August 12th, 2014.

Adam didn't add alt-text messages to this post.

Does anyone expect a pool game to try anything radical? Sure, it’d be interesting if there were tiny little people running around on the table, in danger of being squished by the balls, and I wouldn’t be particularly adverse to some sort of power up that changed the cue ball into a Pac-Manstrosity that devoured anything it struck and pooped out pills and ashes – but pool is pool. Making a good pool game involves recreating the rules, mixing in some decent ball physics and (possibly) figuring out an interesting way to present a career mode. Pure Pool is not content to simply do what others have done, but its ambition is the cause of its downfall.

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Impressions: Road Rash Spiritual Sequel Road Redemption

By Alec Meer on August 8th, 2014.

“What’s the point of remaking games?” is a familiar question. The answers can be similarly rote: “modern values”, “the audience demanded it”, “publishers abandoned the genre prematurely.” Road Redemption, which is ’90s motorbikes’n'baseball bats hit Road Rash by any other name, offers a stronger answer: “physics.” The physics of rending metal and the physics of plummeting bodies.
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