Posts Tagged ‘NEO Scavenger’

NEO Scavenger Is Out Now, Hints For “Next Thing”

By Graham Smith on December 16th, 2014.

I spot Adam looking for me in the dark and edge closer. Adam swings blindly and misses. I tackle him to the ground and start kicking. When he passes out, I stop – I wouldn’t normally, but he’s a friend – and start rumbling around in his pockets. Nothing. I check for a plastic bag and – yes! Inside: the rights to review turn-based, permadeath RPG NEO Scavenger. I scurry off into the night… and die three days later from the Blue Rot I caught from Adam.

NEO Scavenger is out of Early Access.

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The Bestest Best Combat Of 2014: NEO Scavenger

By RPS on December 6th, 2014.

A lot of games contain an onslaught of right hooks, high kicks and hot lead, but few manage to make each individual encounter with violence meaningful, tense, exciting, important. NEO Scavenger manages to do all of the above through a turn-based RPG with permadeath, and it has offered more memorable fights than any other game this year.

Graham: I could happily give every one of this year’s awards to NEO Scavenger.

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To My Dying Day: Five NEO Scavenger Stories

By Graham Smith on December 1st, 2014.

All I want to do in life is play NEO Scavenger. In those moments when I’m unable to play, all I want to do is tell other people about NEO Scavenger. It’s an RPG in which you flit from scrabbling around abandoned mobile homes in search of the barest necessities of life, to uncovering a complex, well-written, Fallout-style world. As you start it over and over again, choosing new skills and finding new paths with each new beginning, you’ll discover that there’s no need to ever repeat yourself and that the one constant is the inevitability of your own crummy demise. I’ve written about its swell depiction of failure before, but this week I started a new project.

I’ve been playing one session of NEO Scavenger per day: one life, one death. Here are the week’s endings.

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Epic Fail: What Failing In Games Can Teach Us

By Graham Smith on November 19th, 2014.

I spent half my evenings this week advancing through Advanced Warfare. Call of Duty games are uniformly about forward progression, but some of their most memorable moments comes from points of scripted failure: missing your chance to grab a gun as a Russian soldier in the first Call of Duty, or the nuclear blast in Modern Warfare 1. You learn something about the realities of those scenarios in both moments.

Advanced Warfare squanders its one point of necessary failure: the first mission’s unfortunate end incites action from both the player and from Kevin Spacey, but there’s little that’s real about it. You lose an arm, you gain a robot arm. As a player, you learn nothing. Failure in videogames can be so much more, both as a way of generating interesting play experiences and in making less abstract the knowledge we hold about the world around us.

Here are some games that I think do failure better, and what those failures taught me.

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A Fistful Of Gelli Bears: Neo Scavenger Diary #3

By Adam Smith on October 24th, 2014.

Neo Scavenger is one of the best turn-based RPGs I’ve ever played. Although still in Early Access, it has oodles of content and has received several hefty updates since I first played it. As part of Survival Week, I decided to document a single playthrough of the game. No quicksaves, no restarts, no chance. Here’s how I died.

The previous parts are here.

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Bag For Life: Neo Scavenger Diary #2

By Adam Smith on October 22nd, 2014.

Neo Scavenger is one of the best turn-based RPGs I’ve ever played. Although still in Early Access, it has oodles of content and has received several hefty updates since I first played it. As part of Survival Week, I decided to document a single playthrough of the game. No quicksaves, no restarts, no chance. Here’s how I died.

Part one is here.

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The Clothes Off His Back: Neo Scavenger Diary #1

By Adam Smith on October 20th, 2014.

Neo Scavenger is one of the best turn-based RPGs I’ve ever played. Although still in Early Access, it has oodles of content and has received several hefty updates since I first played it. As part of Survival Week, I decided to document a single playthrough of the game. No quicksaves, no restarts, no chance. Here’s how I died.

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NEO Scavenger Update Adds Nasal Allergy, Feeble Crawl

By Graham Smith on September 8th, 2014.

Adam has previously scavenged through the lovely, horrible, turn-based NEO Scavenger, killing a blind man in order to steal one of his shoes in the process. The game has changed a lot since the start of the year though, and one of the largest updates launched last week, introducing new encounters, weapons, recipes locations, a nasal allergy, and a load of bug fixes.

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Impressions: Neo Scavenger

By Adam Smith on January 17th, 2014.

It seems like only a few days since the last write-up of an RPG created by former Bioware developers. Neo Scavenger is actually the work of a single man, Dan Fedor, and it’s a less lavish production than The Banner Saga. This is a brutal game about survival in a harsh world. It’s also one of the best single player turn-based RPGs I’ve played for a long time.

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Scavenging Angels: NEO Scavenger

By Adam Smith on March 13th, 2012.

Wasteland Hobo

This could be the most important thing you read today, unless you’re planning to operate dangerous machinery and haven’t peeked at the instructions yet. Actually, forget that, this is still more important. That is providing you’re the sort of handsome individual who enjoys survival sims, hex-based RPGs, post-apocalyptic scavenging and turn-based everything. If you like any of those delicacies, I have just the thing for you. It’s called NEO Scavenger, you can try the demo in your browser here or read on to discover more.

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