Posts Tagged ‘review’

Wot I Think: Unrest

By Adam Smith on August 6th, 2014.

Unrest is an RPG that takes place during a period of conflict in a fantastical interpretation of Ancient India. Rebellion is brewing, and even royalty and nobles are not safe from the political, social and racial struggles that threaten to erupt. With a perspective that shifts between player characters from different backgrounds, the game shows life from several angles. The setting is convincing and the writing is subtle and effective, but Unrest creates difficulties for itself. How does it handle those difficulties and is the journey worth the effort? Here’s wot I think.

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Wot I Think: Quarries of Scred

By Joel Goodwin on August 4th, 2014.

Back in 2009, Kieron Gillen foretold that someone, somewhere would punch Terry Cavanagh in the face for the notorious yet optional VVVVVV challenge of Veni Vidi Vici. I can see a similar punishment being doled out for developer “Noble Kale” for his game Quarries of Scred because almost every time I play, no matter how determined I am to win, it kills me with rocks. Always bloody rocks.

So let me tell you wot I think about Quarries of Scred, a game I describe as the Flappy Bird of the Boulder Dash family.

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Wot I Think: Halfway

By Marsh Davies on August 1st, 2014.

Halfway is almost there, but not quite. It’s also a turn-based tactics game in the vein of XCOM, but with a fixed cast of characters rather than permadying squaddies and none of that base-upgrading meta stuff. It’s set in space and often in between it; some mysterious calamity has sent the starship Goliath ricocheting in and out of hyperspace limbo, the “halfway” of the title. As the only surviving crew members, your ragtag group must reclaim the vessel from an unidentified invading force by shooting in their general direction over low walls and hissing with exasperation at the inventory system.

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Wot I Think: Sacred 3

By John Walker on August 1st, 2014.

Sacred has always been Diablo’s cheeky little cousin. Made with none of the precision or flair of Blizzard’s series, they’ve been bumbling action-RPGs that have attempted humour, mostly missed, and been generic but inoffensive click-a-thons. Hey folks, that’s all about to change with Sacred 3! This game is properly, unambiguously rubbish. Here’s wot I think:

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Wot I Think: The Room

By John Walker on July 31st, 2014.

The Room, BAFTA winning mobile puzzling mega-hit, has at last reached the PC in HD glory. I’ve slid my bottom into the slot on my chair, pressed the button that popped up on my mouse, and rotated my head until it faces the screen, which caused a mechanical whirring sound and the revealing of wot I think:

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Wot I Think: UnEpic

By John Walker on July 30th, 2014.

UnEpic has been around for quite a while now. Adam first played a demo of it in October 2011, and it’s been in Early Alpha for a good while since. But now it is, they say, complete. Released as a final version, feature complete. I’ve played it a few times over the years, but started from scratch with this final build. Here’s wot I think:

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Wot I Think: Bik

By Jon Blyth on July 28th, 2014.

Please elaborate as I'm not sure whether to laugh.

Sometimes, you get a little glimpse of how you’re perceived by the world. That can be flattering, like when you leave a suicide note and hide in the wardrobe while everyone starts improvising really sweet eulogies over a human beatbox. Then there’s this line of an email, which neatly captures why I was considered appropriate for this review of sci-fi point-and-click adventure game Bik:

“The trailer maybe contains a scene in which an alien uses a machine to force feed poop into a child’s mouth? And you are that child!”

Some games writers focus on social justice, others carve themselves a sex niche. I’m the poop guy. Hi!

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Wot I Think: Gods Will Be Watching

By John Walker on July 24th, 2014.

Deconstructeam’s Ludum Dare entry Gods Will Be Watching is now a fully-realised game, released by oh-so-impish publishers Devolver Digital. Described as a “point and click thriller”, it’s, well, not that. It’s something else. Something… well, here’s wot I think:

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Wot I Think: Dynetzzle Extended

By John Walker on July 22nd, 2014.

Dynetzzle Extended may be the worst name of a game I’ve ever seen, but the puzzle is interesting. I took a look at the free 10 level version back in March, and now the full 25 level version is released, for a mere single dollar. Does it expand nicely into a larger puzzle game? Here’s wot I think:

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Wot I Think: Quest For Infamy

By Richard Cobbett on July 16th, 2014.

Isn’t it just typical? You wait sixteen years for a new game that picks up where the Quest for Glory series left off, and suddenly four of them come along at once… or close enough, anyway. Hot on the trails of Heroine’s Quest, with Mage’s Initiation and the original creators’ Hero-U: Rogue To Redemption still to come, Quest for Infamy wants to take a rather less heroic approach to its mix of RPG and adventure. But do the bad guys really have more fun? Here’s Wot I Think…

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Wot I Think: Car Mechanic Simulator 2014

By Tim Stone on July 15th, 2014.

Here in the UK we have an annual ritual called the MOT test. Once a year, owners of automobiles over three years old, report to their local garages to have their holiday plans torpedoed, food budgets slashed and Christmases ruined. The oil-smeared cutpurses doing the torpedoing, slashing, and ruining are called ‘car mechanics’. This is their game.
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More Than A Bit Of Alright – Wot I Thought of Feral Vector

By Philippa Warr on July 14th, 2014.

The logo does look a bit like underpants, yes.

Having just stepped into a church crypt I was confronted with the prospect of a talk on art and videogames. This could so easily be the opening sentence for a horror novel aimed at games journos or internet commenters. Luckily it was actually part of Feral Vector.

Feral Vector – previously A Bit Of Alright, previously World of Love – is an indie games conference curated by David Hayward (he of the Leftfield collection at Eurogamer events). The event I was attending had a room dedicated to games people could actually play, another whose chair infestation and projector lent it to talks and a third which was a tearoom and Puzzle Script classroom. Sidenote: the tearoom windows don’t seem to open so I spent twenty minutes having some kind of Lapsang sauna.

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Wot I Think: Divinity – Original Sin

By Adam Smith on July 11th, 2014.

Some RPGs are built around systems and some are built around scripts. Divinity: Original Sin is an example of the former and its one of the finest I’ve ever seen. Oops. Gave away the ending. Larian’s lates is a single or two-player cooperative RPG with turn-based combat, crafting and an enormous world full of objects to interact with and NPCs to converse with or kill. No knowledge of previous Divinity games is required but an appreciation of the older school of roleplaying may help you to acquire this particular taste.

It’s a sprawling game, responsible for some of the most interesting experiences I’ve had in all my years of gaming. I could write about it for weeks but I’ve limited myself to a single feature. For now. It’s broken up into three parts, all of which are below.

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