Posts Tagged ‘Quinns’

Frontier Psychiatry: Wurm Online Interview

By Quintin Smith on June 8th, 2009.


As anyone who picked up the last issue of PC Gamer UK might know – it’s the one with Starcraft 2 cover and the massively redesigned editorial – some friends and I have been playing a lot of Wurm Online. Since then I got in touch with developer Rolf Jansson, and you can read his answers to my questions below. But first I need to explain Wurm.

The best way to describe Wurm is as a high fantasy Eve Online, and it’s interesting for exactly the same reasons as Eve and a few more besides. While Eve starts you off in a space-faring milk float with a mining laser, in Wurm you begin as a hopeless peasant with… well, this:

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RPS Interviews Ice Pick Lodge

By Quintin Smith on February 3rd, 2009.


And now, in a feature I like to call Forbidden Discourse: The Oily Fruit of the Broken Heart, we present an interview with Ice-Pick Lodge CEO Nikolay Dybowskiy and all-purpose Ice Pick developer Aleksey “the LxR” Luchin. Ice-Pick are of course the Russian studio responsible for the award-winning Pathologic and The Void, two fascinating PC games.

I could give this chat an introduction about how the attitude that comes across in it gives me hope, but screw it. Instead I’ll just say that this interview proves just how much these guys are Doing It Right.
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Tron in 3D And Awesome: Armagetron

By Quintin Smith on September 30th, 2008.

Light Bikes, eh?
I’m sick of talking to you guys about games that are either old, flawed, or old and flawed. If you hit the Quinns tag on RPS right now the site becomes some kind of miserable gaming emergency ward where I run around administering adrenaline to my dying loved ones before they disappear forever. Enough of that shit! Today I’m going to tell you about one of my favourite games that’s actually playable online, easy on your system, costs nothing and could easily end up starting a tiny fire in that dusty heart of yours. It’s called Armagetron and it’s about as perfect as freeware gets.

It’s pretty easy to explain, too. It’s the perfect evolution of a Tron Lightbikes sim. Course, that might mean nothing to you, in which case it all gets a little harder to explain. Here we go!
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Planetside: The 1%

By Quintin Smith on September 5th, 2008.

Since I'm posting this, I probably should share my memories of Planetside in the tags
Planetside, then. Do I have any veterans in the audience? At ease, gentlemen.

It might not have dredged up the subscribers Sony were hoping for, and you personally might have found it a disappointment, a bully, a bastard, or most unforgivably, a bore. The developers were perhaps overambitious, and in any case they managed to screw up both on paper and in practice. But their game has achieved one beautiful thing, and that’s the creation of the same invisible veterans’ club that results from a real life war. If you played Planetside you might have already encountered this phenomenon- the mutual respect that instantly exists once you find out someone’s an ex-Planetside player. Since I can’t think of a name for this whole process, I’m going to dub it “I WAS THERE, MAN” syndrome.
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Tokyo PC: Pasokon Gemu!

By Quintin Smith on August 11th, 2008.


One of our roving reporters, Quintin Smith, reports on the state of commercial PC gaming in Japan, with observations on a Gundam horse-touching subgame, a careful look at Hentai sales, and a wacky touchscreen card game that doesn’t have anything to do with PC gaming. Onwards, for Japan and some NSFW content.

Hi! So I’m in Tokyo for a few months right now, and recently Jim got to asking if I could write something about the state of commercial Japanese PC gaming. At least I think that’s what he asked.
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Alien Swarm: The Longest 30 Yards

By Quintin Smith on June 4th, 2008.


[Since Quinns’ last piece on a mod he loved went so well, he’s done another one. Hurrah for Quinns! Also, Alien Swarm for UT2004. This article includes profanity and mild-bullying of PCG deputy editors]

Deep Space
The Sigma Campaign
Mission #3
23:49

For the first time in hours our squad was experiencing a period of speechlessness. We were all looking back and forth between the smoking barrel of Schach’s shotgun and the bloody smear where FiveEight used to be. The dismembered chunks of the alien that had been attacking FiveEight bounced away from us all into the shadows. Silence.
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3 – 2 – 1… Action Half-life.

By Quintin Smith on May 29th, 2008.

Mickey Mouse! Donald Duck!

[Quinns, the Indiana Jones of videogames journalism, takes a break from wrestling apes and discovering hidden temples to deliver another one of his examinations of old Flames. This time it’s Half-life mod, Action-Half-life…]

Quinns: Anybody out there?

My eyes hovered over the chat ticker for a response. It was a stupid way for me to phrase the question. Of course someone was out there. That’s why the match hadn’t ended yet. I noticed I was bleeding, and pressed myself up behind a humming vending machine for cover while I applied a tourniquet.

Boff: Yes
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Butchering Pathologic – Part 3: The Soul

By Quintin Smith on April 12th, 2008.


[Following on from the first two parts, this is the grand finale of Quinns’ evisceration of the game Walker described as “Oblivion with Cancer”. As a compliment. Lots of spoilers, but you should read it anyway.]

Butchering Pathologic
Part III: The Soul

There are two themes that run through Pathologic like a couple of sharks lurking in a swimming pool. By themes I mean something that’s vital to the vision of the game yet is detached from the structure of the game proper- something like Half-Life 2’s Orwellian influence, or Beyond Good and Evil’s cartoon imagery. In the case of Half-Life 2, there’s nothing about City 17’s hi-tech tyranny that directly affects your running and gunning. Likewise in Beyond Good and Evil the fact that your hovercraft is repaired by walruses doesn’t make a difference when you’ve got a puzzle in front of you.

In the case of Pathologic, the two themes are meat and theater. And at least to my mind, they’re what propel the game from being interesting and brave to being beautiful. It’s an ugly, ugly beauty though.
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Butchering Pathologic – Part 2: The Mind

By Quintin Smith on April 11th, 2008.


[Following on from yesterday’s installment, Quinns continues his examination of the award winning Russian obscurity Pathologic. Spoilers abound. Oh – and if all this has tempted you, it turns out it is available as a digital download from GamersGate.]

Butchering Pathologic
Part II: The Mind

In a single word, Pathologic is dark. And not “we’re going to make our sequel a darker, more adult experience” dark. Not ‘teen angst’ dark. Pathologic is an endlessly bleak game with an atmosphere that smothers all hope. It’s ‘pensioner breaking a leg in his bedsit and no one finding out until the smell starts to get unbearable’ dark.
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Butchering Pathologic – Part 1: The Body

By Quintin Smith on April 10th, 2008.

Yeah, probably not many jokes on these images.
[Wandering RPS-associate Quinns went native in a Russian art-videogame called Pathologic and has been exciting us with rants about it ever since. It’s an enthralling game that, when I reviewed it, felt compelled to give a mark in the low fifties (“This will be someone’s favourite game of the year. That somebody almost certainly won’t be you.”). John gave it a 6/10 review which nevertheless left anyone with a soul desperate to play the thing. It’s a brilliant game that the traditional reviewer has to condemn. This may, to some eyes, show a weakness in traditional reviews and reviewers. But there’s always more than tradition. We’re proud to be publishing Quintin’s dissection over the next three days. Spoilers abound, but – c’mon! – you were never going to play it anyway. I consider this essential. Take it away, Quintin… – KG]

Okay.

…okay.

I’m going to explain, right now, why a Russian FPS/RPG called Pathologic is the single best and most important game that you’ve never played.
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Lost in the Supermarket

By Quintin Smith on September 26th, 2007.

[Quinns is RPS’ roving reporter. Sometimes he roves closer to home. That is, the local department store. And then he starts thinking. Then he mails us frenetically. And we post it, as it keeps him away from us with his youthful vigour and knives.]

I think games may be screwing us up more than we think. Hear me out here.

So I was out buying a breadknife recently, and I was standing there in front of this big ol’ wall of knives. And there were all kinds of them, from the department store’s own classy brand, to sci-fi looking ones with ugly transparant handles, to the top-of-the-range how-the-Hell-can-a-piece-of-metal-cost-that-much Global Knives.

Now I don’t usually buy domestic stuff like this. I’m your regular “Hey, if I eat these instant noodles straight from the kettle I can save myself from doing washing up!” class of bachelor, so I’ll admit to not knowing the standard procedure for picking out a breadknife. But what ended up going through my head was this:

“I should by the best breadknife available. It’ll minimise the time I have to spend cooking, and it’ll save me from wasting money on an inferior knife should I decide I want to upgrade it at a later point.”

Recognise that particular school of thought? IT’S FROM THE SIMS.

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From Alpha To Omega

By Quintin Smith on September 6th, 2007.

[Quintin Smith is Rock, Paper, Shotgun’s roving reporter. He’s famously easy to talk into fun stuff. Once I talked him into hitting on girls at a hyper-elitist indie-rock festival in the style of Oblivion’s conversation sequences, heavily cribbing from Consolevania‘s review of Bethesda’s game. And he got worryingly far. He’s easy to talk into fun stuff because he believes in fun stuff. Hence he’s the ideal man to send to investigate the enormous house of gaming fun that is Birmingham’s Omega Sektor. Or so it says here, anyway. Take it away, Mr Smith…]

Some Games PCs, yesterday.

And now for a bit of investigative journalism. Come with me as I take you on a journey through the world of the truth. Be warned, for the path we’ll walk is paved with jagged, cutting interviews and broken hearts. If at any point you find yourself overwhelmed with emotion, I think it was Machiavelli who once said that ‘you can cry, ain’t no shame in it.’ But you should always remember that I never cried during the making of this piece. Not once. Because I am a grizzled journalist.

Let’s begin.

Here in the UK there’s been some chatter about the recently opened Omega Sektor in Birmingham, or to use it’s full, nauseating name, Omega Sektor: The Play Place. The Omega Sektor in Birmingham is planned to be the first of many and is advertised as a kind of gamer’s Mecca. The website offers hundreds of super-advanced PCs as well as games consoles, sponsorship from major game publishers, special events and tournaments, ‘guest appearances’, a chillout lounge, a VIP room, and above all- acceptance.

Everything I read about Omega Sektor made it seem an electronic milk and honey wonderland, where young and old gamers of all walks of life can come together and hold hands before blowing each other’s virtual kneecaps off. To quote from the site, “When gran challenges the twins to a game, you know you’re having a good day out.” But it all sounded bogus to me. I’m pretty sure when gran challenges anybody to anything all you know is that it’s time to help look for her medication.

All this chatter made me curious and the whole project clearly had massive financial backing, so I decided to travel up to Birmingham in the name of providing a thorough report on Omega Sektor for Rock Paper Shotgun. I also decided to pack a lunch and make a day of it, but then I remembered how horrible it is when companies try and make gaming cool and I got hit by a wave of apathy that led to my packed lunch being a bagel and a bottle of Famous Grouse.

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They Aren’t Trying

By Kieron Gillen on September 4th, 2007.

RPS-roving reporter Quinns has been crying over this, so I have to share. It’s the first footage for THEY (Whose name doesn’t appear to actually have capital letters in any of the press we can find, but seems to demand it), being developed by Metropolis Software who you may know from the incredibly lovely, no really, honest, Aurora Rising.

Here’s the trailer. To avoid spoiling it for you, the (er) critique is beneath the cut.

Thanks, Game Trailers.

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