Posts Tagged ‘review’

Wot I Think: Kentucky Route Zero – Act III

By Adam Smith on May 7th, 2014.

Here at RPS, we’re quite fond of Cardboard Computer’s magical realist adventure. Kentucky Route Zero took the final spot in our 2013 Advent Calendar and while the wait for the third act has been longer than I would have liked, it’s good to have Conway and his companions back in my life. The new chapter of gaming’s strangest trip since Sam and Max hit the road contains a musical performance worthy of Lynch, a whiskey-soaked underworld and enough melancholic mystery to fuel a new generation of the blues. Here’s wot I think.

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Wot I Think: Child Of Light

By Marsh Davies on May 6th, 2014.

Painted in watercolour and written in verse, Child of Light is a charming, if superficially childish, fairytale RPG. Beneath this breezy fable of lost princesses and talking mice, however, is a complicated combat system that calls back to Final Fantasy’s Active Time Battles – a dense interplay of buffs, interrupts and attacks that injects a realtime element to otherwise turnbased fights. You might call it a platformer too, but given that the heroine quickly sprouts wings, your exploration of the sidescrolling overworld is more aerobatic than acrobatic. I like all these things and yet it’s left me struggling to be enthused. Here’s wot I think.

The one good thing about uPlay misplacing my save file several hours into Child of Light is that it helped bring my feelings about the game into sharper focus. One feeling being a reluctance to play more of it than I really needed to. Another being that, since I had to, I’d have preferred the cutscenes to be skippable.

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Wot I Think: Contagion

By Craig Pearson on May 2nd, 2014.

What happens when you accidentally dial the number of the beast.

Contagion’s a multiplayer zombie shooter game. Yes, it’s a co-op game where players are the survivors and the undead, and yes it’s even in the Source Engine. But it’s good. It’s not great, and it has problems, but for the 9 hours I sunk into it in the past week, I’ve had lot of fun, and I’ve even had something happen to me that I’ve never had happen in a game before. Here’s Wot I Think.

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Wot I Think: Dark Souls II

By Adam Smith on April 30th, 2014.

Dark Souls is a tough act to follow. While it was the second game in the dark fantasy Souls series, it had a wider audience and fell under closer scrutiny. As well as solidifying the mechanics that Demon’s Souls had laid out it made some major changes and built a more cohesive world. Dark Souls II tweaks the formula again and the results aren’t entirely satisfying. Here’s wot I think.

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Wot I Think: Broken Sword: The Serpent’s Curse (Part 2)

By Richard Cobbett on April 30th, 2014.

So what you're saying is that ONE goat is okay?

Last December we saw the first part of the Kickstarted Broken Sword: The Serpent’s Curse. It was a pretty game, and made for a warm reunion with two beloved characters, but one with more than a little cause for concern. Now, the second part is finally out. Here’s Wot I Think.

This isn’t going to be pretty. The first episode of this new Broken Sword was like catching up with old friends after a long absence; a warm nostalgia that helped paper over many of the cracks and turn a largely bland – if pretty – adventure into something comfortable and fresh. This second part? That’s several hours later, when the wine and nibbles are all gone, and all the old stories have been told. You yawn, you check your watch, you say “We really have to do this again,” and then inwardly sigh as you see a glass being refilled and a new photo album. Except with some very silly puzzles, and a lack of narrative chops that would be stunning if it wasn’t too busy being depressing.

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Wot I Think: FRACT OSC

By Marsh Davies on April 29th, 2014.

Part first-person puzzler, part synthesiser, FRACT OSC has evolved from the mysterious musical toy that won the IGF’s Best Student Game in 2011. It’s now a paid Steam release with a more formal puzzle-game structure in which you explore a vast cave system of disconcerting geometries, full of exotic polyhedral shapes and pulsing neon tubes. Work out how to revive this world and its strange machines, and it throbs with sound and rhythm, unlocking components for a full-fledged music sequencer that you lets you compose and export your tunes. Alec found the whole experience a little austere. Here’s wot I think.

Puzzles are about epiphany, about the joy of understanding something new and achieving mastery of it. It’s what makes a puzzle different from a problem: a problem doesn’t want you to solve it. The best puzzle games need either escalation or variety to carry that sense of epiphany onwards and upwards. They prevent wonder subsiding into routine. And in that sense, FRACT falls short – the more you explore its puzzles, the less interesting they become – but the first few hours in FRACT’s alarmingly alien world may hold wonder enough to buoy you through.

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Wot I Think: Depths Of Fear – Knossos

By Adam Smith on April 29th, 2014.

I’m terrified of a goat. How has it come to this? To be clear, it’s a Satyr rather than a farmyard animal but the features that frighten me aren’t Dionysian or mythological in the slightest. I’m cringing from the echoing clip-clop of hooves, a piercing bleat and a belching whinny. Depths of Fear is a game about being hunted and murdered by monsters in ever-changing labyrinths.

Like a surreal and low budget horror film discovered on an obscure television channel during a night that has lasted too long, it’s jarring, hugely imperfect and strangely alarming. I’ve happily lost myself in it for two evenings now.

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Wot I Think: The Blackwell Epiphany

By Richard Cobbett on April 24th, 2014.

Wait! I'm from the future! I just finished the game and came back to ask exactly who you are, because this doesn't actually make that much sense as an opening! I don't mean that as a huge thing! It's really cool! I just want to know if I missed something!

Dave Gilbert’s Blackwell Legacy series finally draws a veil over itself today with its final chapter, The Blackwell Epiphany. But does even New York’s unluckiest and most underpaid medium stand a ghost of a chance of ending things on a high in this spirited finale? Here’s Wot I Think…

There’s little harder to write than a good ending. For every Breaking Bad, there’s a Lost, a Dexter, a Mass Effect 3. It has to both raise the stakes to the point that nothing else could hope to be as fitting, to add closure after years of investment in the story and characters, and – arguably hardest of all – to stay true to the reasons that made the world give a damn about that closure in the first place.

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Wot I Think: Cloudbuilt

By Ben Barrett on April 23rd, 2014.

Cloudbuilt, from new kids on the block Coilworks, is more speedrun challenge than regular game. Its jetpack-equipped heroine double jumps and wall-runs her way through a series of dreamscape arenas, dodging laser beams, mines, turrets and deadly falls into the abyss. It’s frustrating, difficult and confusing in equal measure, but could easily top game of the year lists for a certain crowd. Gorgeous and deadly, here’s Wot I Think.

At time of writing, the casualties of Cloudbuilt include one pen, most of the feeling in my right hand, my temper and a cupboard door. It certainly has the “enraging me to the point of senseless violence” bit of being a speed-puzzle-platformer down. Once I’ve wiped away this red haze of childish emotion, I might be able to bring myself round to some critical thought. In the mean time: fuck this brilliant bullshit.

Deep breath. Okay.

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Wot I Think: Trials Fusion

By Craig Pearson on April 22nd, 2014.

I must go, my people need me.

I was ready to love Trials Fusion. Trials Evolution Gold Edition turned out to be the perfect game to play when I didn’t have much time or didn’t know what to play. It filled in the holes of a busy day or fixed a boring evening. I didn’t care that it was only on Uplay, and I didn’t suffer any the bugs that bogged it down a little in John’s review. It’s so good, so willing to be completely OTT, that it charmed the backwheel off me. Can Trials Fusion pull off the same trick? Here’s wot I think.
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Wot I Think: Lego The Hobbit

By Adam Smith on April 17th, 2014.

Lego The Hobbit could simply be called ‘There’ because there ain’t no ‘Back Again’. Lacking the narrative content that will form the final third of the swollen and gaseous film trilogy, this is a perfectly acceptable entry in Traveller’s Tales’ Lego franchise but the release comes at an odd time. The disappointing Lego Movie Videogame is barely out of diapers and Smaug has finished his desolation of multiplexes, leaving the game stranded in the wilderness before the final chapter of an unfinished story. Here’s wot I think.

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Wot I Think: Path Of Exile

By Adam Smith on April 15th, 2014.

Sometimes it takes a while to make a judgement. I spent a fair amount of time with Path Of Exile’s beta but hadn’t revisited the release version for more than seven or eight hours in total until I decided to write something about it a few weeks ago. Now that I’ve been back to the grim shores of Wraeclast for a long vacation and have stared deep into the heart of the passive skill tree’s labyrinth depths, I’m ready to tell you wot I think.

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Wot I Think: Moebius

By John Walker on April 15th, 2014.

One of the higher profile Kickstarters in the Great Wave of 2012 was Gabriel Knight creator Jane Jensen’s half-million pot for her new Pinkerton Road Studio. The first project to emerge from this, in collaboration with Phoenix Online, is Moebius: Empire Rising. A brand new adventure game featuring a genius antiques dealer and a worldwide, history-spanning mystery. Is it any good? Spoiler: No, it’s astonishingly terrible. Here’s wot I think:

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