Posts Tagged ‘impressions’

Impressions: Consortium

By Adam Smith on November 22nd, 2013.

A couple of hours into the pre-release version of Consortium, I realised that I was playing a version of the ‘One City Block’ RPG. The location is an aircraft rather than a collection of streets and buildings, but the philosophy holds up. Create a manageable location, a believable population to inhabit it, and provide the player with enough freedom of expression to define their role in the events that unfold. It’s an unusual sci-fi adventure game with a splendidly credible cast of characters and a strong sense of mystery.

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Impressions: The First Few Hours Of X Rebirth

By Craig Pearson on November 15th, 2013.

Xciting or Xcrement?
X Rebirth is a typical Egosoft game: complex, big, broken in all kinds of ways. I’ve been playing it a bit, as you probably expected. I’ll have a Wot I Think early next week, and you should at least wait until then before thinking about buying it, because thus far it’s been a bit of a mess. Here’s what the first few hours have taught me.
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Take A Boat Ride And Reprogram Reality in FJORDS

By Alec Meer on November 12th, 2013.

How to describe FJORDS without spoiling it? I could say “it is a videogame which contains jumping and doors and sometimes boats”, but that probably wouldn’t make you want to play it.

I could say “it is a videogame about when videogames go wrong, and making the best of that”, but that may make it sound like a mess, or arch, or both.
I could say “it has a certain amount in common with Fez” but as well as that encouraging inaccurate like-for-like comparison rather than simple evocation it’ll lead to a comments thread full of ranting about Phil Fish.
So instead I’ll just say “it is a videogame you have to figure out for yourself, but once you do you’re essentially making progress by turning off the bits of the world which impede you.” But that’s not right either.
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Impressions: Desktop Dungeons

By Alec Meer on November 8th, 2013.

First things first: I had every intention of making this a full Wot I Think, but, um, the game’s so damned tough/ I’m so damned weak that I haven’t been able to progress far enough for that. Impressions it is, then! I may follow up later with thoughts on the later game if I manage to get there in a timely fashion.

I have been posting about Desktop Dungeons for 9% of my entire life. Not constantly, of course, though sometimes it feels like it. Who’d have thought a a clever little one-level roguelike could wind up taking three years to come to fruition? ‘Tis a strange thing indeed to be sat here, offering a judgement of sorts on a free downloadable game I enthused about back in 2010. That free downloadable game is now a far fancier-panted game with a pricetag, which was released yesterday. I’ve been playing it today. All of today.
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Three Hours With: Call Of Duty: Ghosts Single Player

By John Walker on November 5th, 2013.

Call Of Duty: Ghosts is available now. We weren’t given any review code before release, so I’ve just started playing its single-player campaign this afternoon. About two to three hours in, I’m ready to provide you with some impressions. Will this be the CoD to win us back over? To realise the potential of such a massive budget, and remember what made the original Call Of Duty 1 and 2 such incredibly special games? Will I grow a rollercoaster out of my face and gargle fireplaces? Find out below.

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Hands On With Space Engineers

By Craig Pearson on October 25th, 2013.

I am a friendly ship.
There’s not a lot to do in Space Engineers, but this is the first Early Access game I’ve played in a while that works, and, well, isn’t completely broken. In fact, it’s given me a bit of hope: the content is light, and it has crashed a few times, but it doesn’t feel like a game being held together by good intentions and hope. It’s the kind of offering you might pay for. And it’s a surprisingly slick demonstration of building and destruction. In space.
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Impressions: Full Bore

By John Walker on October 8th, 2013.

It’s widely accepted that there are far too few porcine-digging games. Full Bore is one attempt to redress this gap, an open-world puzzler in which you, a burrowing boar, must explore the piggy mines and solve piggy puzzles. I’ve had a piggy look.

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Impressions: State Of Decay

By Adam Smith on September 24th, 2013.

State of Decay was the only reason I regretted jettisoning my Xbox 360. When it came out, I read glowing reviews and believed it might be the open world survival game that so many were waiting for. Now it’s on PC, albeit without proper mouse and keyboard support. I’ve only played for around six hours, but seeing the game riding high on Steam’s best-seller’s list inspired me to write down some impressions. It’s certainly a game I was eager to play but now that I have, I’m not particularly keen to continue.

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Impressions: Foul Play

By Craig Pearson on September 19th, 2013.


Mediatonic’s theatrical brawler Foul Play opened its curtains yesterday on Steam. It’s a 2D beat ‘em up where you recount the character’s life on stage by punching actors. I’d intended to WiT it, but I’ve had to stop after a few hours play. There’s only so much button-mashing I can take in a day, and my thumbs were about to ask for the understudy to step-up. I refuse to play games with my feet. Instead you can have some Impressions. Onwards!
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Impressions: Delver Alpha

By John Walker on September 10th, 2013.

Joining Steam’s Early Access program is Delver, a first-person roguelike that wants you to go deeper. Into its dungeon. But at this point, is that enough? I’ve had a play.

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Best Of Gamescom: IL-2 Sturmovik And Oculus Rift

By Adam Smith on September 6th, 2013.

I didn’t believe in the Oculus Rift. Not in the way that I don’t believe in Derek Acorah, the phantom of credibility, but in the way that I don’t believe in matter transporters or eating only one biscuit. The Rift had seemed like an impossible dream, a product of improbable technology and the overly forgiving impressions of excited humans. Now I believe and all it took was a flight over Stalingrad in a Sturmovik.

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Impressions: Full Mojo Rampage

By John Walker on August 23rd, 2013.

I’m very easily pleased. Just sit me down in front of an episode of Man Vs Food Nation, give me a killer sudoku, and I’m out of your hair. Similarly, give me a toppish-down or platforming rogue-like-like (as I think we’re all agreeing they should be known), and I’ll very likely be kept happy and out from under your feet. Which means it takes me some considerable effort to work out if the one that’s currently distracting me is doing so because it’s good, or because it’s there. I’m still trying to figure that out for Full Mojo Rampage. Either way, I can’t deny that I’m happily wiling away a few hours with its alpha. Also, gosh, I didn’t realise how much I’d missed circle-strafing.

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Impressions: Race The Sun

By Craig Pearson on August 20th, 2013.


Oh no, the sun is dipping! That’s not a problem, usually. It happens every day and tells me when it’s time to have a lovely sleep. But in Race The Sun, night falling is death. You’re flying across the strange landscape, heading straight at the dipping fireball in a solar powered racing wing. Even shadows will suck the power out of your bird-like frame, so a sun-starved sky will slow you to a deathly crawl. Game over. All you can do to keep going is to keep up with the sun, to always keep it hovering above the horizon, never falling below and dropping you to an embarrassing, skiddy ending. I spent the morning chasing that impossible dream.

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