Posts Tagged ‘preview’

Hands-On Impressions: A Good Snowman Is Hard To Build

By Nathan Grayson on April 9th, 2014.

Being from Texas, I can count the number of snowmen I’ve built on one hand. Being from Texas, they were also about the size of said one hand. I did get the chance to slap together a bulbous yeti of truly epic proportions in college, though. I took so much pride in that dumb thing that I nearly tried to put a hit out on whomever kicked it down during that coldest of winter nights. I can identify with A Good Snowman Is Hard To Build‘s title, is what I’m saying. The game itself, however, is probably not what you’re expecting – a thing of snow-white relaxation and contemplation, not astute snowperson defense. It’s a simple yet wickedly challenging puzzler from Sokobond designer Alan Hazelden, with lovably, huggably soft personality to match.

Each snowperson has a name. A name! Awwwwwwwww.

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Pre-Preview – Borderlands: The Pre-Sequel

By Alec Meer on April 9th, 2014.

Yesterday I was shown around half an hour of footage from the new Borderlands game, which everyone already knew about as it got leaked on Monday. Here’s what it’s all about.

I’m pretty sure we’re not supposed to take the messy portmanteau ‘Pre-Sequel’ too seriously, given Borderlands’ traditionally derisive-about-everything tone. So while it’s playful rather than the latest ‘expandalone’ or ‘freemium’ or whatever the latest newspeak horror someone’s marketing department has retched up, let’s just hope no-one else is inspired by it and we don’t find ourselves drowning in pre-sequels by this time next year.

Yes, Borderlands: The Pre-Sequel is a brand-ish new Borderlands game, and due out somewhere around the tail end of this year. More importantly, it’s set on the moon and features jetpacks.
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Hands On: Gang Beasts

By Adam Smith on April 4th, 2014.

Currently in alpha, Gang Beasts is free to download and you should grab it right now. It’s a surprisingly nuanced multiplayer beat ‘em up that combines playgrounds packed with perilous physics and a control scheme that makes combat a sequence of shoving, grappling and tripping over your own fists. Rounds often come to a halt as the last Beasts standing collapse into a meat grinder together, unsure who is pushing toward and who is pulling away.

It’s already a wonderful game, both hilarious and intelligently designed, but rather than simply praising its silliness, I’ve been thinking about how the whole thing works and why it’s satisfying, while also looking at the possibilities that the future of jelly-combat holds.

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Hands On: LEGO Minifigures Online

By John Walker on March 31st, 2014.

Funcom haven’t had a smooth ride of late. The Secret World performed under expectations (although these were expectations based on their delusionally thinking they could charge a box price and subscription for a new IP MMO), and in January they were briefly suspended from trading as their offices were raided. That cannot have been fun. However, things appear to be back on track now, and last week they were showing off their next MMO, LEGO Minifigures Online. It could well be a much needed cash cow for the milking. I sat down and had a play of the family-friendly brick-me-do.

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Hands On: Survarium

By Jim Rossignol on March 31st, 2014.

The first part of Vostok’s grand post-apocalyptic shooter plan, Survarium, has now started inviting batches of sign ups to their beta. It’s the multiplayer FPS portion of the game, and as such basically a test of the shooting, running about, and weapon unlocking game systems. It’s an experience that will be familiar to anyone who spent time playing first-person games online in the past decade, although set in the most lavish of Ukrainian apocalypses.

So is that offering going to be strong enough to power the game through to its pseudo-Stalker co-op core? Peer into my crystal lake of toxic weirdness to find out.

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Push Me Pull You Is Utter Terror Attached To Insane Delight

By Nathan Grayson on March 31st, 2014.

The first thing I remember from Push Me Pull You isn’t even the game itself. It’s laughter. I’d heard about it all week during GDC, and I finally witnessed people playing it projected on a ceiling at the Unwinnable House. They couldn’t stop giggling. It came in bone-shivering writhes and ribcage-pounding bursts. Upon witnessing the game itself and noting that the whole thing was centered around wriggly sausage tubes with people for ends, I immediately felt two things: 1) revulsion, 2) the truest love I’ve known in all my life.

And then I played it.

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First Look: Volume

By John Walker on March 26th, 2014.

Mike Bithell, creator of Thomas Was Alone, knows a lot about Robin Hood. As we sit in a Starbucks five thousand miles from either of our homes, his tank-like laptop greedily drinking electricity from the coffee store’s wall, I find myself scribbling notes not about his upcoming stealth puzzler Volume, but about how it wasn’t until King Henry VIII took a shine to the story that the behooded thiefster became a noble character. In fact, the whole myth was an excuse to see a few fights during the May Games festivities. He didn’t even give to the poor until the 17th century! “So when are you making a Robin Hood game?” I ask him. “This is it,” says Bithell, waving at the screen.

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Double Fine’s Hack ‘N’ Slash Is Not What It Seems

By Nathan Grayson on March 25th, 2014.

Double Fine can’t stop announcing games. They refuse. Tim Schafer and co have so many dollops of digital glee in the oven, in fact, that you might have entirely forgotten about Hack ‘N’ Slash. It is not, as you might expect, a game about hacking and slashing or even gently bopping on the head in a way that implies mild disapproval. Rather, the entire world – the entire game – is hackable. It might look like The Legend of Zelda (that’s intentional), but it plays like… well, pretty much nothing I’ve ever seen. You wield a giant USB stick that lets you dig around in the code of enemies and objects in the game world. And it’s *real* code. You can and probably will crash the entire game, though save state trickery keeps that from ruining the whole experience. Honestly, it’s a bit tough to wrap your mind around at times. Go below for an explanation and demo from lead designer Brandon Dillon.

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First Look: Cloud Chamber

By John Walker on March 25th, 2014.

I think my struggle to calculate an opening line for Cloud Chamber is rather indicative of quite what a peculiar, interesting and original thing it is. But that seemed to work. A multiplayer game in which “playing” is discussing, where there are no puzzles but you’re always puzzled, where mysteries are crowd-solved, but spoilers are impossible. I’ve got a lot of explaining to do.

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Hands On: Alien – Isolation

By RPS on March 23rd, 2014.

When he isn’t hanging around in hotel beds with Nathan, John and assorted other folks, Hayden Dingman plays games and then writes about them. As GDC creaks to a halt for another year, he filed this report, detailing the fears and frustrations that arose during a hands-on experience with Creative Assembly’s Alien: Isolation. Is it the Alien game we want? Is it the Alien game we deserve? Is it gonna be a terrifying survival horror game, a standup fight or just another bughunt?

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Early Impressions: Warlock 2 – The Exiled

By Adam Smith on March 20th, 2014.

Warlock II is everything I wanted from a sequel to Masters of the Arcane, which, as I’ve implied before, felt like the decent gig before a killer afterparty. Taking place across the fragments of a broken world, it’s 4X strategy in a compact form, as dense as a spoonful of iridium and seemingly built from the ground-up to avoid the cycle of ‘End Turn’ clicking that is a hallmark of the genre. I’ve spent a few days with a near-complete build and have many thoughts to share.

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