Posts Tagged ‘space’

Rodina’s Combat Is Atmospheric

By Craig Pearson on June 27th, 2013.

You can't take my pie from meeeeeeeee
I am still waiting for one space game to come out this year. Just one. I helped fund Elite: Dangerous and Star Citizen, I’ve put an X over every date of my calendar to remind me there’s a new X game coming out, and I mourned the hobbling of 0x10c in an emotional scene that was just like the end of Star Trek 2: The Wrath of Khan, though it did get me banished from the polar bear enclosure at the zoo. I am a patient man, but right now I go to sleep weeping for the galaxies I’ve yet to explore, and wake up each day with a black hole in my heart that is just waiting to be filled. I have hope that Rodina, another adventurous space game that’s already impressed me, might break through the atmosphere, scorch the grass in my front lawn as it lands, and welcome me aboard, but it’s yet to happen. There is, however, a nice trailer showing off the combat.
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Further Adventures In Infinite Space Games: Rodina

By Craig Pearson on May 3rd, 2013.

Ship design was inspired by Starfox

While Notch’s 0x10c languishes sadly in hyperspace limbo, it turns out there’s another game out there that has plenty of what he was trying to achieve. Rodina is another strangely named space adventure game that has ship interiors, hackable operating systems, and seamless space travel. It’s like discovering a twin-star system, but with games instead of boiling balls of gas. And because I seem to be genetically predisposed to being excited about games like that, I am going to share some videos and information about it below.
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Waiting For A Wing Commander: Chris Roberts Returns

By Adam Smith on September 11th, 2012.

Chris Roberts is making some sort of XCOM sequel? Hmmmm

This is something of an announcement of an announcement but it does contain information relevant to simulated spacefarers everywhere. Gather them together before the screen and allow them to gaze on the website for Roberts Space Industries. Here’s one of the things it says on the site.

If you’ve made it here, you probably know who I am.

I know who you are! You’re Chris Roberts, creator of the Wing Commander series and director of FMV sequences, one of which was feature length. After spending a few years in the non-interactive motion picture industry, Roberts is returning to the world of games, and indeed the world of world-building. His project will be revealed on the tenth of October at 10am (EST).

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Curiouser And Curiouser: Lunar Flight Goes To Mars

By Adam Smith on August 28th, 2012.

WarPlanet

There might be a robot roving around on Mars but Lunar Flight has done what so many dream of and sent men to the nowhere-near-as-red-as-I-was-led-to-believe planet. They are men who pilot lander modules, collecting cargo and data, spinning gracefully through the sky and plunging into the planet’s surface. I found the odd mixture of tranquility and panic rather splendid when dallying on The Moon, and the free Mars update adds a decent chunk of content. New physics, a dynamic dust storm system, crosswind forces and new routes and locations to drift around. The game is also a mere £1.75 on Steam for the next ten hours or so. Less than two pounds for both Moon and Mars! Trailer and dust storms below.

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Space P-Body: Portal Goes To The ISS

By Alec Meer on July 23rd, 2012.

Next month, the Adventure Core goes to Peru

Does P-Body sound at all like ‘oddity’? I don’t think it does, does it? That’s why I’m torturously explaining my lame gag here. That’s why they pay me the almost adequate bucks. Not to mention that the gag, if it can indeed be called a gag, is entirely redundant as this story doesn’t involve Portal 2’s co-op robo-chum P-Body in the slightest. Rather, it’s solely to do with the Space Core, who’s found himself – or at least his image – on a trip to the International Space Station courtesy of an anonymous fan at NASA.
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Mars On Tracks: NASA’s Unity-Powered Curiosity

By Alec Meer on July 17th, 2012.

Why yes, it does look like Johnny 5. Fortunately not accompanied by a white guy pretending to be Indian

That I’ll never get to visit another planet (or moon; hell, I’ll take moon) is one of the great sadnesses of my life. Maybe, if I’m very lucky, Richard Branson will buy RPS and give me a free ride in his spaceship one day, but he’s probably too busy picking up women. So, for now, I must settle with exploring a Unity-powered, browser-based, explorable recreation of Mars, courtesy of NASA.
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Space Is Infinite, Time Is Brief: Kinetic Void

By Adam Smith on May 24th, 2012.

The area around my computer is full of tiny post-it notes with the names of Kickstarter projects scrawled onto them. Everytime a funding deadline is missed, the note peels from the wall and falls to the ground, wilting like a flower on a grave. Kinetic Void’s name has been there for a while but I didn’t have time to look at the bewilderingly ambitious space game until last night and now there are only six days remaining until it joins the scattered thought-petals at my feet. Of all the genres that are in need of a kick in the rump, space combat is one that I’d like to see kicked so hard it actually ends up escaping orbit and drifting to sectors unknown. Kinetic Void isn’t just hoping to be a space combat game though. It wants to build galaxies.

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Space Race: Starlight Inception’s A Kickstarter Space Sim

By Craig Pearson on April 5th, 2012.

I'd have called it 'Lady Gaga's Twilight Inception', and reaped the SEO benefits
I’m amazed that no-one’s managed to really nail the space combat genre since Freelancer. Ships and explosions, then more and bigger ships and bigger explosions. It’s not astrophysics… okay, a bit of it is astrophysics. So hire an astrophysicist, but one that allows you to have fiery explosions and lasers. Sheesh. Newly Kickstartered space combat sim Starlight Inception probably doesn’t have an astrophysicist working on it, and for that we’ll have to give it some slack. But at least it has a heart-shaped crosshair pointed at all the right inspirations: Freelancer, X-Wing vs TIE Fighter. The now traditional self-deprecating Kickstarter pitch is hovering below.
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Is There Space In Space For Ring Runner Footage

By Craig Pearson on March 27th, 2012.

Space rogues do it from space behind
Ring Runner: Flight of the Sages does not sound like a space game, but then I’m often fooled by games that sound like am awesome space zap then turn out to be point and click adventure set inside a bin. Bins are my least favourite gaming environment. Space is my favourite. Ring Runner is set in space, so I’m drawn to it like matter to a black hole. It’s a mix of influences, from DotA to MMOs, with RPG archetypes battling in space under Newtonian movement rules. Top-down as well. I am space-intrigued.
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Got Space For Another F2P MMO? Here’s Nexus Conflict

By Craig Pearson on February 29th, 2012.

SPACE!SPACE!SPACE!SPACE!SPACE!SPACE!SPACE!SPACE!
If a game doesn’t have a connection to my favourite dark matter infused vacuum, I’ll usually take the time to write a letter to the publishers, developers, neighbours, suggesting a rethink. Sometimes it works, sometimes I get my door kicked in by a SWAT team and taken to a ‘facility’ for a rest and a cup of tea. Take Gamigo’s Nexus Conflict: It was originally a fighting game about two phones, a classic in the making you might think? But upon hearing about the burgeoning international movement known as SPACE!, they reworked the game according to my themes: it’s now a strategic MMO in the Black Prophecy universe. You know, in SPACE! Beta details and trailer are below.
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Beaming: FTL Is The Star Trek Game I’ve Always Wanted

By Craig Pearson on February 28th, 2012.

FTL FTW
Every fantasy you’ve ever had to reroute power to the shields exists in FTL. I know because I just pulled power from the sick-bay to boost my shields while I attempted to flee a hostile enemy scout. If you don’t have those fantasies yet, then soon it’ll be all you can think about. FTL’s random, rogue-like space-faring nastiness just got me into an unwinnable fight against an unmanned scout ship: if I destroyed it, it would automatically send out a distress signal to inform the rest fleet that I’d just Captain Mal-led him. So instead of going for a death blow, I had to stoke the shields and retaliate by hitting their weapons, keeping us both alive while my FTL drives powered up. No-one was hurt so far; the sick-bay was expendable. Recuperation would have to happen post-battle.
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Wot I Think: Star Ruler

By Adam Smith on August 26th, 2011.

Space is roomy
Before I get into the nitty-gritty, yes, we do know when long-zoom 4X indie spectacle Star Ruler was originally available to buy. However, anyone who has followed the game can tell you that what you get for your money now is a different beast to what you got at that nascent time. What could be regarded as the actual launch is now here. We are all familiar with the terror of unfinished games and the horror of 0-day patches. It is easy to believe the entire global computing infrastructure has been put in place so that developers could ship as soon as they got tired and wanted a holiday. Star Ruler did turn up in that sort of unsatisfactory state, but the developers admitted that and they put out a representative demo as well. Since then, their support of the product has been exemplary. While I may not agree with everything they’ve done, the fact that they continue to listen and improve the game is exactly what we so often demand and so rarely receive. But the play’s the thing, so here’s wot I think.

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