Posts Tagged ‘Lighthouse Customer’

The Lighthouse Customer: RIP

By Marsh Davies on November 3rd, 2014.

It's very hard to sleep when you do that, bro.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. But Chris isn’t here this week, so Marsh Davies has hurriedly stepped in to tug on the kevlar-flavoured war-teat that is RIP, a military multiplayer FPS which lays somewhat dubious claims to MOBA mechanics.

In the week that a new Call of Duty launches, you might wonder who, if anyone, is eager to plunge into a far-from-complete budget multiplayer-only alternative. But one war just ain’t enough for this cordite-snorting, bullet-spitting, hardcore digital-jarhead! (One who has, by pure coincidence, an emergency copy deadline.)

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The Lighthouse Customer: Metrocide

By Christopher Livingston on October 27th, 2014.

Can't believe I was gunned down just because I gunned someone down.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, inept murder-for-hire with top-down assassination game Metrocide.

In a game where some people are victims and others are killers-for-hire, it’s a little odd to complain about being the one with the gun. But this assassin is having one hell of a rotten day. Pesky eyewitnesses and annoying security cameras keep reporting me to the fuzz. Flying police drones gun me down or, even worse, issue me fines. Potential victims refuse to walk down secluded alleyways to be quietly dispatched. Can’t a cold-blooded killer catch a break?

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The Lighthouse Customer: Windward

By Christopher Livingston on October 20th, 2014.

Diplomacy in action.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, sailing the shimmering, procedurally generated seas of action RPG Windward.

Glimmering seas and snapping sails. Pirate ships and plundered booty. Factions fighting for control of ports and lighthouses. Cannonfire, ship-to-ship combat, pitched battles and daring escapes. Really, the only thing missing from Windward is a rousing sea shanty. Don’t worry, though. I wrote my own.

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The Lighthouse Customer: Interstellar Marines

By Christopher Livingston on October 14th, 2014.

I don't think he wants to play a nice game of chess.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, screaming in space can definitely be heard in Interstellar Marines.

As an interstellar marine, it goes without saying that I’m the best of the best. I’m tough as nails. I’ve seen it all and I’m ready for anything. I scream like a preschooler and fire entire clips in a messy panic. Okay, maybe the last one doesn’t fit with the image, but I can’t help it: when malfunctioning robots run at me from the darkness I scream. Then I fire a flood of panicky bullets into them far longer than strictly necessary. Then I run away and try to hide. I’m an interstellar marine. And I’m terrified.

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The Lighthouse Customer: I Shall Remain

By Christopher Livingston on October 6th, 2014.

You're doing fine. You got this. I'll hang back.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, being a terrible apocalypse pal with top-down zombie ARPG I Shall Remain.

I like to think of myself as a selfless person. I donate to charity, I pick up litter in parks, and help my elderly neighbor with her chores. If I come across a stray dog I’ll work tirelessly to find its owner, and if I find a spider in our home I’ll carefully carry it outside, find a nice bush for it to live in, give it a bag lunch and a tender kiss on the forehead, and check on it periodically to make sure it’s getting on okay. In a zombie apocalypse, however, all that seems to goes out the window from zed one. There’s no I in TEAM, but there is one in I Shall Remain. Actually, there’s two. They both stand for ME. Everyone else can get stuffed.

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The Lighthouse Customer: TUG

By Christopher Livingston on September 29th, 2014.

I'm here to chew gum and kick ass and I'm all out of... enthusiasm.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, a little digging, a little building, and a lot of failing in survival crafting sandbox TUG.

I’ve survived the survival modes of many survival games, and I went into TUG figuring it wouldn’t be any different: I’d whip up a house, dig a mine, get my smelt on, build an arsenal, kill whatever animals were around, and consider the game conquered. Instead, I built half a house, dug a shallow hole, got killed by a cat, and spent the rest of the time fighting with the smallest backpack in video game history.

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The Lighthouse Customer: LA Cops

By Christopher Livingston on September 22nd, 2014.

I'm a 70's cop in LA. What the hell is a lift, turkey?

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, shooting thugs in their mugs and then shooting their drugs, with LA Cops.

I entered a mansion without a warrant. I shot dozens of suspects dead without identifying myself as a police officer. I destroyed several shipments of illegal drugs that could have served as evidence. And, I carelessly got my partner killed. Since I’m a cop in 1970’s Los Angeles, that’s all par for the course. But I also broke two doors! That’s property damage! Man, the Chief is gonna have my ass.

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The Lighthouse Customer: Recruits

By Christopher Livingston on September 8th, 2014.

I love the smell of tiny napalm in the morning.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, a tiny war with big stories in top-down action squad-shooter Recruits.

When games don’t have their own stories (and sometimes even when they do) I like to invent my own. Recruits, a game featuring tiny soldiers, is perfect for that, because while it gives each soldier a random, meaningless name, it also lets you create your own nicknames. This simple little feature makes all the difference. I mean, if Carl Arnold dies from enemy AK fire and Earl Lawson shreds himself with his own grenade, you don’t have much reason to care. But when Carl “Two Days left” Arnold and Earl “Girl Back Home” Lawson die, well, it’s tragic… though you totally saw that shit comin’.
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The Lighthouse Customer: World Of Diving

By Christopher Livingston on September 1st, 2014.

One word. One syllable. Sounds like: DARRRRRRRRK!

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, sharks, shoals, and silence with World of Diving.

When you start playing World of Diving you’re invited to vote on the next feature you’d like the developers to add. Most players have voted for a metal detector for treasure hunting. The second most-popular choice is an advanced camera. Least popular: an in-game chat feature. Frankly, I’d be happy if chat never gets added. While it can be great to talk to other players, I think there’s something to be said for a game that allows just a few friendly gestures and plenty of blessed silence.

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The Lighthouse Customer: Dex

By Christopher Livingston on August 25th, 2014.

I will punch out all of your elbow-blood! All of it!

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week: thugs, drugs, and alpha-induced amnesia in side-scrolling cyberpunk RPG Dex.

Behind one door, someone sells me noodles. Behind another, someone tries to punch me to death. I buy pornographic magazines and toilet paper, then walk down the street and pay for a stranger’s organ transplant. I upload a computer virus into a vending machine that sells condoms, then buy myself a set of cybernetic legs and visit a prostitute. Who am I? Where am I? Why am I doing these things? I’m Dex, I’m in a cyberpunk world, and I have absolutely no idea.

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The Lighthouse Customer: Frozen State

By Christopher Livingston on August 18th, 2014.

We're gonna need a bigger everything.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, fighting the cold and popping pills in Frozen State.

There are a lot of ways to die in Frozen State, a top-down survival action RPG that takes place in a snowy abandoned city in Siberia. You can die from hunger or thirst, you can die from the cold, and you can get monstered to death by monsters. You also need to sleep from time to time, and while doing so you can die in all the ways I just listed. What follows is a chronicle of my first nine lives in Frozen State, in which I find those ways to die, and others, and a couple more.

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The Lighthouse Customer: Rodina

By Christopher Livingston on August 11th, 2014.

Space: not quite as empty as we've been led to believe.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, seamless solar system exploration in Rodina.

What’s space travel like? Enchanting and serene? Gazing at distant galaxies, skimming past slowly-spinning asteroids, watching beautiful and mysterious alien planets grow ever-larger as you draw closer? Or is space travel scary as hell, requiring you to fight your way through turbulent atmospheres as your ship burns inside and out while swarms of hostile alien ships fill your screen with homing missiles?

How about both? Rodina’s got you covered.

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The Lighthouse Customer: Son of Nor

By Christopher Livingston on August 4th, 2014.

I'm like Magneto, but with sand. There's also a giant butt.

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, terraforming sand and terrorizing villagers with Son of Nor.

I lift my hands and the sand at my feet forms into a towering pillar. I point my palms down and the sand retreats, creating a deep sinkhole. I am a Son of Nor, a mystic imbued with telekinetic powers and charged with the protection of my village. And I’ll totally get around to protecting my village at some point. For reals, you guys, I will. Right now, though, I’m trying to raise a sand pillar high enough to cover the buttcrack of the giant nude statue that looms over the town. Why? I have my reasons, and those reasons are: I have sand powers and there’s a giant elevated stone butt.

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