Posts Tagged ‘review’

Wot I Think – Battlefield: Hardline

By Alec Meer on March 20th, 2015.

No don't shoot I've got something really important to say which will lead to an entirely abritrary plot twist

Concluding what turned out to be a two-part review-in-progress of EA’s latest big noisy man-shooter – part 1 is here. I wrote it in pieces purely because we didn’t have code until US release day and I wanted to be useful to people thinking of buying the game ASAP; there’ll probably be more of that sort of thing here.

Battlefield: Hardline is a stupid game. Clanging, colossal, cacophonous stupidity. It’s a morally ugly one too, implicitly endorsing the idea that American police should be Judge Dredd, free to take as many lives as they feel like without consequence, fighting the war on drugs as a literal war, celebrating American policing’s increasing shift towards the openly militaristic. Though, quite frankly, all that might just be a consequence of its unbridled stupidity. It really is very stupid.

I quite like it.

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Wot I Think: Vietnam 65

By Tim Stone on March 20th, 2015.

A lot of water, flip-flops, and dead dogs have passed under PC wargaming’s pontoon bridge in the three decades since Johan Nagel coded the Vietnam 65 [official site] prototype on his Commodore 64. Can a military TBS conceived in 1985 really cut it in a world awash with Combat Missions, Tiller titles and Paradoxiana? Here’s wot I think. Read the rest of this entry »

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The RPS Verdict: Hotline Miami 2

By Alec Meer on March 18th, 2015.

Adam’s already run his review of Dennaton’s sequel to neon-hued tactical murder party Hotline Miami, but while he’s a big fan, Hotline Miami 2: Wrong Number hasn’t been met with universal praise. Alec, more cautious about the game, joins Adam to discuss what may and may not be deliberate about its design choices, its bewildering story and its bugs.

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Wot I Think: Ori And The Blind Forest

By Philippa Warr on March 18th, 2015.

Forest loveliness

Ori and the Blind Forest [official site] is a beautiful game. That’s the first thing you’ll notice. The extended intro sequence plays out like a vaguely interactive Studio Ghibli animation as your character – a glowing mouse-like guardian spirit called Ori – is cared for by adopted bear-like parent Naru after she falls into the forest from the Spirit Tree. The animation is luxurious as Ori perches on Naru’s shoulders as they seek apples and while the pair build a bridge over a pool. It’s the first cut scene in a long time where I’ve sat back and watched rather than mash buttons in order to move the action along.

As the intro draws to a close the story and the forest darken. A gigantic angry-looking owl has disturbed the natural order of things, ripping the light from the woods and from the Spirit Tree which cares for the area. It’s at this point that the game proper begins with Ori stranded in a tangled wilderness, needing to heal or repair the damage to the land.

From this point you’ll find a tight, polished Metroidvania-style platformer with echoes of Ocarina of Time.

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Wot I Think: White Night

By Adam Smith on March 18th, 2015.

White Night [official site] is an eye-catching game and no mistake. I’ve been attracted to it since the first screenshots appeared but I always feared that the remarkable graphics might be a beautifully crafted shroud on top of a mouldy corpse. Not so. This is a slight but satisfying horror game built around a consistently impressive monochrome lighting technique.

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Battlefield: Hardline Wot I Think-In-Progress, Part 1

By Alec Meer on March 17th, 2015.

Me, in the event anyone ever asked me to give this game a score

Battlefield: Hardline [official site] went on sale in the US today, and unlocks for the UK on Friday. We didn’t have access until today, so I’ll run this review in chunks to give you some sense of what we make of it without having to wait too long. In this first part, I’m looking at the first half or so of the campaign, which details a Miami police officer becoming embroiled in an escalating drug war with a side-helping of corruption in the force.
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Wot I Think: Parallax

By John Walker on March 16th, 2015.

As first-person puzzle games get more complicated, we have two choices as a species. To develop mightier, more powerful brains than ever before, or to just try not to think too hard and hope it works out. After the Digipen team that brought us Narbacular Drop opened up very apposite portals in our minds, the genre has run with it, leading to the brain-straining likes of Infinifactory, Void, Antichamber, Standpoint, The Talos Principle and Mind: Path To Thalamus. And as the concepts get more complex, the contortions our brains need to achieve get bendier.

I think Parallax [official site] might have given my brain a nasty sprain.

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Wot I Think: Sid Meier’s Starships

By Adam Smith on March 13th, 2015.

Starships [official site] shares a story and theme with Civilization: Beyond Earth but it’s not part of the Civ family. It’s not part of the Pirates! family either, much to my disappointment. There’s a world of wonder in that exclamation mark, a world in which an inept starship captain blunders from one planet to the next searching for pieces of a galactic treasure map, raids a space station and retires on a distant moon, married to the Lunar Governor’s daughter,

Starships does not take place in that world. After playing for a couple of days, I find myself wishing that it did. Here’s wot I think.

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Wot I Think: Plug & Play

By John Walker on March 12th, 2015.

Oh my goodness, I love Plug & Play [official site]. I love it for being genuinely surreal (as in, genuinely, not “ooh, fish and jam”), I love it for being deeply scatological, and I love it for making me laugh. This animation-turned-game is a twenty minute vignette of glorious strangeness. Here’s wot I think:

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Wot I Think: Hotline Miami 2 – Wrong Number

By Adam Smith on March 10th, 2015.

Live. Die. Repeat.

Live. Kill. Kill. Kill. Kill. Kill. Kill. Kill. Kill. Kill. Die. Repeat.

Hotline Miami 2 [official site] is wonderful.

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Wot I Think: Cities: Skylines

By Alec Meer on March 10th, 2015.

Cities: Skylines [official site] feels like the response to a question. That question is “what, exactly, do people want?” By contrast, 2013’s SimCity felt like the response to an order: “make them do this.” I don’t wish to get caught up in criticising the controversial EA city-builder, especially in light of the all-but-closure of its longstanding developer Maxis this week, but the ethos of these two games is so very different, even though they’re both in theory offering the same scenario: design a city from the ground up, keep it running, make it richer, make it grander.
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Wot I Think: Shelter 2

By Philippa Warr on March 9th, 2015.

My family. And other animals

Shelter 2 [official site] is Might & Delight’s sequel to 2013’s badger cub parenting game, Shelter. You play a mother lynx raising a brood of four cubs to adulthood, keeping them safe and fed while roaming the wilderness in search of glowing doodads. Here’s wot I think.

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Impressions: Standpoint

By John Walker on March 6th, 2015.

First-person puzzlers are still a rare enough treat that it’s always worth perking up your ears when one comes along. While Standpoint – out on Steam today – is far more of a pure puzzler than the likes of Portal or the Talos Principle, it’s as smart as either. I’m not yet halfway through, because my flipping goodness, it’s hard. But here are my impressions so far.

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