Posts Tagged ‘preview’
Some journalists just want to watch the world burn
By Adam Smith on May 31st, 2013.

A few weeks ago, Paradox invited a group of journalists to Stockholm in order to see how much violence we could do to one another in a massive two-day multiplayer session of Europa Universalis IV. I packed my bags, steeled my nerves and prepared to present Rock, Paper, Shotgun the only way I know how – with fruitless acts of violence and a burning desire to reduce France to ashes. Inevitably, it transpired that I would be playing as France but I wasn’t going to let that petty detail shake my resolve. Europe was about to meet its maker.
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Diary, europa universalis iv, hands on, paradox development studio, Paradox-Interactive, preview.
Dune Buggy
By Tim Stone on May 30th, 2013.

“The Fabulous Bakery Boys look up to their diminutive leader in more ways than one. Not only is Chaplin fierce, cunning, and scrupulously fair, since 14.30 this afternoon he’s been suspended in mid-air 100ft above his base. Read the rest of this entry »
kenshi, lo-fi games, preview.
a lost planet of legendary status
By Brendan Caldwell on May 30th, 2013.

We sent Brendan to see Wildstar. This is his report.
A lot of good games have come from pitting the player against ‘the frontier’. (What is Minecraft, for instance, if not a blocky representation of a pre-civilisation?) On paper, the MMO genre seems perfectly suited to the frontier, since it could so easily harness real human nastiness to provide the sense of danger and lawlessness. Some MMOs, like EVE, embrace that interpretation of the wild, at the expense of giving new and inexperienced players an easy ride. On the other hand, WildStar – a new project by NCSOFT currently in beta – is shaping up to be a much more conventional, welcoming game world. A place where the frontier is a cartoon one.
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Carbine Studios, feature, ncsoft, preview, Wildstar.
Must be a British Summer
By John Walker on May 20th, 2013.

Grim Dawn may still be a good few months away (currently perhaps at the end of August), but I’ve had my hands on some early alpha code to get an impression of this furrow-browed, grimly serious action RPG from the former Titan Quest developers. You can see my thoughts below.
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Crate Entertainment, feature, Grim Dawn, hands on, preview.
Shinobis into a Hokage
By John Walker on May 9th, 2013.

It’s foolish to try to predict a hit.
I cannot imagine a world in which Rogue Legacy is not a hit.
There’s no question that Rogue Legacy owes a massive amount to Spelunky. But crucially, it’s an evolution of the type of game, not a mimic, a festival of completely original ideas on top of a familiar roguelike platformer mechanic. In each new game a castle (and later tower, forest and dungeon) is procedurally generated in gorgeous 2D pixel art, into which your brave hero must venture, gathering gold, blueprints and bonus items, seeing how far he or she can reach before inevitable death. But rather than starting again from scratch, here every death is met with progress.
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Cellar Door, feature, hands on, preview, Rogue Legacy.
Stronger than Mensa?
By Adam Smith on May 1st, 2013.

A happy coincidence. I had recently installed Grid, having never played it before and feeling a craving for velocity. I’d gently eased myself into the world of cars wot drift when Codemasters appeared in my inbox, offering a preview code for the sequel. Before playing Grid, I hadn’t spent a great deal of time with any racing game for a couple of years, but the series seems to be pitched at those, like me, who want something more complex than a kart game but less intricate than a sim. Mirror, signal, manoeuvre – and we’re off.
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Codemasters, feature, GRID 2, hands on, preview.
Alliance and Industry
By Adam Smith on April 12th, 2013.

I’ve started more games of Civilization V than a hundred men could ever finish and that’s not only because I enjoy discovering new worlds more than I enjoy conquering them. Civilization doesn’t have a compelling end-game, lacking the peaks and troughs of grand strategy, and instead taking a predictable course once the pieces are in place. Brave New World attempts to fix that by overhauling culture, diplomacy and trade.
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2K, civilization v, civilization v: brave new world, feature, Firaxis, preview.
Get over the breaks
By Adam Smith on April 9th, 2013.

Eador: Masters of the Broken World will be released into our very own fractured realm later this month and I’ve spent a few hours with a preview copy and had many of my expectations defied. Is it more of a King’s Bounty than a hero’s swordsmanship and spell-biffing, or is it something entirely different? I’m still not entirely sure, but I’m looking forward to finding out.
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Eador: Masters of the Broken World, feature, impressions, preview, snowbird game studios.
Prequel to Earthquake Dinosaurs
By John Walker on April 8th, 2013.

In case you’re wondering what name to call your game, the wrong answer is something like: “A Delicious New Pizza Topping For The Whole Family To Enjoy”. A good name, however, would be “Thunder Wolves“. Sadly you can’t have that one, as it’s already been taken, and by entirely the correct game. Most Wanted Entertainment’s in-development arcade-them-to-bits helicopter shooter evokes olden days arcade cabinet blasters, without hammering on the retro button.
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feature, Most Wanted Entertainment, preview, Thunder Wolves, trailer.
Inside At Last
By Adam Smith on April 4th, 2013.

I spent a huge portion of my teenage years either playing Thief or thinking about Thief, and I’ve never really stopped. A couple of weeks ago, armed with a questioning mind, I travelled across an ocean to see Thief: No Longer Four and to talk to the development team at Eidos Montreal. The ’4′ is gone because crimes against typography and sense can only be endured for so long, and also because this is a reboot rather than a sequel. With my archaeological hat sitting atop my sceptic’s cap, I was determined to find whatever traces of the old remained and to see what remains for those who remember the original series so fondly.
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Eidos Montreal, feature, preview, Square Enix, thief, thief 4.
Divinitiest: Divine Divsinity
By Adam Smith on March 28th, 2013.

“Can I steal from these market stalls?”
“Of course, but there are guards…”
“Can I lead monsters into the market and if I do will the guards attack them?”
“Of course, but…”
“Can I kill that chicken? Will the guards mind if I kill that chicken?”
I’m playing Original Sin with one of the people who is responsible for making Original Sin and I am trying to cause trouble.
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divinity: Original Sin, feature, hands on, Larian, larian studios, preview.