Posts Tagged ‘preview’

In The Deep End: Narcosis Hands-On

By Philippa Warr on October 31st, 2014.

Pipes, lovely safe pipes

Although not specifically an Oculus Rift game, it’s hard to imagine playing Narcosis without the headset. The game is an underwater survival story which demands the player manage his or her oxygen supply as they navigate the ocean depths when an incident leaves them stranded.

“The perception is that it’s a horror game and that’s cool,” says David Chen, part of the development studio Honor Code. “But we’re definitely hoping for some moments of beauty.”

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Hands On: The Talos Principle

By John Walker on October 30th, 2014.

The Talos Principle is a very clever, very calm creation. Which is a surprising new direction from Croteam, who have previously given us the splendid madcap frenzy of Serious Sam shooters. While clearly sharing the same fast-paced twitchy controls of the Serious Engine, and a similar design ethic of ruined civilisations, beyond this Talos is dramatically different. It’s a captivating first-person puzzle game, more influenced by Portal than Doom, with an intricate back-story questioning the nature of consciousness and personhood told through fascinating interactions with an AI. I’ve had a play of its first, extensive chapter.

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Hands On With Hex: Shards Of Fate

By Cassandra Khaw on October 28th, 2014.

I am the Little Red Rabbit Hoodlum, a fluffy-eared cleric armed with a legion of suicidal bunnies and ravenous mushroom people. My opponent is a knight in shining armor, who practically gleams with self-righteous pomposity, her hair a flaxen banner in the imagined sun. She laughs when she sees me and my army of floof, not knowing that she stands no chance.

Hex: Shards of Fate is a trading card game that will feel like home for anyone who has ever enjoyed Magic the Gathering. It has minions to summon, enchantments to dole out, counterspells to launch, and even five resource types to make use of. The world is a fantastical one, obviously, with shamanistic coyotes and spider-creatures and my favorite, the ultra-violent shin’hare. Although the universe is replete with dwarves, elves, and humans, it also features a parasitic alien consciousness capable of dragging the dead back into unliving.

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Hands On: The Old City – Leviathan

By Adam Smith on October 28th, 2014.

The Old City: Leviathan is a first-person game about exploration and storytelling. Set within, beneath and around an abandoned metropolis, it doesn’t contain any puzzles or combat, concentrating instead on the musings of its narrator, and the discovery of histories, personal and otherwise. I’ve spent some time investigating the belly of the beast in a preview build and I’m not quite sure whether to recommend a visit or send out a call for urban renewal.

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The PREVIEW we WROTE about LORDS of the FALLEN

By Rich Stanton on October 24th, 2014.

I’m not usually one to judge a book by its cover, so to speak, but the capitalisation of LORDS of the FALLEN just has me tickled. It suggests we should shout the first word but then drop to a whisper and, when listeners are lulled into a false sense of security, scream the last syllables like a BANSHEE. If you’re thinking ‘only an angry nutter would do that’ then welcome, my genteel friend, to LORDS of the FALLEN.

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Hands On: Elegy For A Dead World

By John Walker on October 17th, 2014.

Elegy For A Dead World is undeniably quite a diversion for the developers Dejobaan Games, they behind AaaaaAAaaaAAAaaAAAAaAAAAA!!! — A Reckless Disregard for Gravity and Drunken Robot Pornography. It’s an extremely sedate concept, that aims to turn anyone into a storyteller.

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Satellite Reign: Hands-On With Cyberpunk’s Rising Star

By Jim Rossignol on October 13th, 2014.

Back when I interviewed Syndicate-veteran Mike Diskett about his plans for Satellite Reign, I was buoyant with excitement: he spoke of systems, not scripting, and of sprawling cyberpunk cities playing host to mad shoot ‘em freedom, just like we were promised in the old days. Now, having spent some time with the “pre-alpha” test release that the team have put out to backers, I can say that this excitement was, mercifully, a precursor to an even deeper feeling: intense anxiety.

Anxiety? Yes, because this early, incomplete build demonstrates that the 5 Lives team know exactly what they doing, and all we can do now is wait, nervously, to see if they pull it off for the full game.

Aiie!
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Mushroom 11 Hands-On: The Future Sound Of Fungus

By Alec Meer on October 3rd, 2014.

Mushroom 11 is a sort of physics puzzle-platformer about a mutant organism that will always grow back to its original mass, regardless of how much of it you prune away. By doing this, you traverse a ravaged landscape filled with hazards and foes. I played a section of it at EGX last week.

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Hands On: Never Alone (Kisima Ingitchuna)

By John Walker on October 3rd, 2014.

I love what Never Alone (Kisima Ingitchuna) is setting out to do. It’s a platform game – very simple, very traditional, presented in a lovely, misty way – about a young Iñupiat girl and an arctic fox. And at the same time, it’s an attempt to communicate information about the Iñupiaq culture of Alaska. A preview version I’ve had my hands on contains the first three of nine chapters, giving a fair idea of how it all fits together.

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Heat Signature: Hands-On With The Gunpoint Follow-Up

By Alec Meer on October 2nd, 2014.

Important proviso – all screens and video in this piece show placeholder art. The finished Heat Signature will apparently look very different – there are some hints to its possible final appearance here, however.

“I think the subtitle of the game should be ‘You Can Go Inside The Spaceships’,” jokes Heat Signature dev Tom Francis as he shows me his follow-up to break-out hit Gunpoint at EGX last week. “I can already tell it’s going to have the Gunpoint problem where I say ‘I made a game called Gunpoint’ and they say ‘I don’t think I’ve heard of that’, then I explain what the game is and they’re “oh yeah, I’ve heard of that, but I just didn’t remember the name because it has nothing to do with what you do in it.” A pause. “This does have heat in it, at least.”

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Skynet Versus Cthulhu: Human Resources

By Adam Smith on October 2nd, 2014.

Human Resources has one of the finest elevator pitches I’ve ever heard. The Singularity comes to pass, the machines rise, and humanity awakens a host of Lovecraftian horrors on the same day. It’s a tale of duelling apocalypses. Skynet vs Cthulhu, with humanity caught in the middle. The Kickstarter page has just gone live for Uber’s strategy followup to Planetary Annihilation, and I spoke to design director John Comes and art director Nate Simpson to learn about the end of everything.

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Virginia Hands-On: 30 Flights Of Lynchian

By Alec Meer on September 30th, 2014.

Virginia is an upcoming first-person ‘interactive drama’ infused with unabashed Twin Peaks and X-Files influences, which had already very much piqued the interest of Alice and Adam. I played a short demo build at the EGX games show over the weekend.

It’s not fair on any game that’s primarily about tone and mood to experience it whilst sat a stone’s throw from a man bellowing into a PA system about Street Fighter. That was murder-mystery Virginia’s lot at EGX, sadly, but testament to how well its demo pulls off a languid Lynch-does-police-procedural style is that I nonetheless had a moment when I closed my eyes and let its sounds – and all they meant – wash over me.
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Civilization Beyond Earth: 200 Turns On The Final Frontier

By Alec Meer on September 26th, 2014.

A whole new world. A new fantastic point of view.

…I’m so sorry.

However, I am pleased to report that sci-fi strategy game Sid Meier’s Civilization: Beyond Earth is not simply Civ V with green face paint on. It has the same hexes and it does have much of the same infrastructure as its historical-themed predecessor, but its transformation into something alien goes far more than miasma-coated skindeep. The essential framework of Civ remains, but the final frontier – for the 200 turns with beta code I’ve spent there – requires a very different sort of thinking.

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