Posts Tagged ‘review’

Wot I Think: 868-HACK

By Alec Meer on January 19th, 2015.

868-HACK is sort-of-cyberpunk sort-of-roguelite, in which you play the avatar of a hacker trying to break into a system riddled with glitches, daemons and viruses. It falls somewhere between Pac-Man and Uplink. Well-received on iOS in 2013, it’s due out on PC very soon.

I’m several years too late to the party here (it is too late to visit Dwarf Fortress?) but increasingly I’m drawn towards games that decline to tell me much about how they work. So much more pleasure comes from discovery – oh, so that’s what that thing’s for – than simply following an objective and getting an action or cutscene pay-off. There’s this cold war right now between proponents of formalist games and leftfield games (for lack of a better term), but I think this is a conflict of equal import: games that must be learned versus games that will reward you regardless.

Read the rest of this entry »

, , , , , .

14 Comments »

Wot I Think – Elite: Dangerous

By Brendan Caldwell on January 15th, 2015.

Elite: Dangerous is a big game. It is big because it offers an uncharted galaxy of 400 billion stars to roam around. It is big because its bloodline comes from of one of gaming’s most respected sims. And it is big because it has the ambition of an interstellar Macbeth, backed by over £1.5 million in crowdfunding cash. When Pip asked me in her audio feature what I thought of the game, I responded: “I don’t envy the person who has to review it.” As it turns out, that’s me. So here we go. A big review for a big game. Here’s Wot I Think.

Read the rest of this entry »

, , , , .

143 Comments »

Wot I Think: Tengami

By John Walker on January 15th, 2015.

Since 2012 we’ve been keen to see Tengami on PC. The Indicade nominated puzzle adventure is immediately eye-catching, thanks to its Japanese pop-up book design, and took naturally to the iPad’s smooth-screened finger-tapping home. A hefty two and a half years on, our wish is finally granted, and Tengami has made its way onto Steam. Was it worth the wait?

Read the rest of this entry »

, , , .

11 Comments »

Wot I Think: Hearthstone – Goblins Vs Gnomes

By Rich Stanton on January 14th, 2015.

Everyone loves Hearthstone, don’t they? Yes OK Mr Internet Commenter, I know that YOU consider the rigid turns an unacceptable oversimplification of CCG mechanics and blah blah blah, but every player I know just can’t enough of Blizzard’s card juice. Goblins vs. Gnomes is the game’s second expansion, following hot on the heels of the singleplayer adventure Naxrammas, and it adds 120 cards with one new minion class and a bunch of new effects. So is it all gravy, or a case of too many cooks?

Read the rest of this entry »

, , , , , , .

53 Comments »

Wot I Think: Ziggurat

By Adam Smith on January 12th, 2015.

Along with the shattering of New Year’s Resolutions, each January contains the solidification of Previous Year’s Regrets. My regrets are mostly about money and beer, but a few gaming-related horrors have arisen over the last couple of weeks. The Talos Principle was the first – a game I should have played as soon as it was available rather than waiting until Christmas. Now I’m adding Ziggurat to the list of regrets. I spotted it before release but didn’t get round to playing until now.

It’s the closest thing to a first-person Binding of Isaac I’ve ever played.

Read the rest of this entry »

, , , , .

31 Comments »

Wot I Think: Sentinels Of The Multiverse

By Alec Meer on January 9th, 2015.

I suspect I’m going to spend a lot of time with singleplayer digital card games this year. I want that tactical, long-tail learning play, but too much of my life is currently spent having a midget shout “MILK” or “BANANA” at me to permit joining a local Netrunner group or similar. Also, I think the PC CCG might just be this year’s roguelike, in terms of it being a starting point for all kinds of great ideas, particularly ones which add structure and purpose to a non-competitive singleplayer mode. Sentinels of the Multiverse came out in the dregs of 2014, but I’ve just had a chance to look at this superhero-themed card-battler. Based on an existing dead tree-based card game, it goes full bore for its concept of capes in pitched battle against a super-villain.
Read the rest of this entry »

, , , , .

27 Comments »

Wot I Think: The Depths Of Tolagal

By Adam Smith on January 8th, 2015.

Dark Souls is the only other game that has made me think about shields quite as much as I have over the last two days. In most games, once the blasted things have been equipped they’ll merrily absorb damage until the end of time. Not here. Not in The Depths of Tolagal. Deceptively simple in appearance, Tolagal has some of the smartest turn-based tactical combat I’ve ever seen in a fantasy hack ‘em up, and that alone makes it worthy for consideration as one of the great modern roguelikes.

Read the rest of this entry »

, , , , , , .

14 Comments »

Wot I Think: Warhammer Quest

By Adam Smith on January 8th, 2015.

Warhammer Quest is a port of a tablet adaptation of a tabletop game originally released by Games Workshop in the mid-nineties. Its problems include a stack of day one DLC, an in-game gold shop and an interface that hasn’t made the transition from touchscreen quite as smoothly as you might hope. Despite all of that, it’s simple turn-based tactical combat is weirdly compelling and sundering skaven and snotlings can be a fine way to while away a few lazy evenings.

Read the rest of this entry »

, , , , , , , .

25 Comments »

Wot I Think: Dead Effect

By John Walker on January 7th, 2015.

Imagine if you could take all the ideas other people have had, and then not do anything interesting with them. That’s the dream, the dream that gives us Dead Effect. A first-person shooter that has less ambition than this simile. Here’s wot I think.

Read the rest of this entry »

, , , , .

24 Comments »

Wot I Think: Deadnaut

By Adam Smith on December 19th, 2014.

There was one very good Alien game this year and in Deadnaut, we almost had another. While Isolation acts as a straight sequel, pitting a Ripley against a familiar creature in a familiar place, Deadnaut is about the horror of the unknown. With no license and no restraints, it is free to populate its derelict vessels with randomised beasties, ranging from the possessed corpses of former crew members (themselves alien) to skittering tentacled terrors. And ghosts. Alien ghosts on dead spaceships.

Read the rest of this entry »

, , , , , .

20 Comments »

Wot I Think: Metal Gear Solid V – Ground Zeroes

By Rich Stanton on December 18th, 2014.

Hideo Kojima is one of console-land’s greatest champions. Over the past two decades Konami’s Kojima-led team, eventually formed into Kojima Productions, has produced classic game after classic game – almost all of which are Metal Gear titles. Though not without critics, each MGS feels like a reinvention rather than a sequel, consistently innovative, stylish, and changeable. And with Metal Gear Solid V: Ground Zeroes, the prologue act to next year’s full release of MGSV: the Phantom Pain, Kojima Productions reinvents itself as a PC developer.

Read the rest of this entry »

, , , , , , , , .

83 Comments »

Wot I Think: The Dream Machine Chapter 5

By John Walker on December 15th, 2014.

The Dream Machine‘s episodic structure has been… sporadic. Chapters one and two came out in January 2011, with the rest promised soon after. Chapter 3 appeared in November 2011, taking longer than expected. Which was nothing compared to chapter 4, which finally appeared in August 2013. It was quite a wait, and rather a short entry. It’s been slightly over a year since, and now we have Chapter 5 – the biggest part of the game yet. Here’s wot I think.

Read the rest of this entry »

, , , , , , .

5 Comments »

Wot I Think: Dead State

By Cassandra Khaw on December 11th, 2014.

Dead State has been shambling toward release for years and we’ve been tracking its progress since Brian Mitsoda announced the project in 2010. It looked like it might be the game that revitalised the zombie genre long before the rotters had reached saturation point. It was also one of the few old-fashioned isometric RPGs in development before Kickstarter helped the likes of Wasteland 2 and Pillars of Eternity to burst onto the scene. Dead State’s own Kickstarter in 2012 allowed Double Bear to move into full-time production and the game was finally released last week. We sent survivalist Cassandra Khaw to Splendid, Texas. Here is her report.

Read the rest of this entry »

, , , , , .

53 Comments »