The year is 1999 and the crazy chaps at Epic Games have just came up with the concept of mutators, little mods that you can use to tweak game types. But just as they’re about to implement it, a cheap-looking wibbly effect appears in front of Cliffy A (Cliffy B is a clone) and a mysterious figure steals his PC! Mark Rein enters the room, asks what smells all wibbly and allows a distraught A to tell him what he’s crying about. “Is that all? We have backups.” But he kills A for showing weakness. And thus the Unreal Tournament series’ mutators survived. But what of that mysterious time-traveller? I have figured out who it is: step forward Mode7’s Ian Hardingham. J’accuse!
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Posts Tagged ‘time travel’
There’s a feeling that’s difficult to shake when playing Paradox Shift. It’s that sense that you can’t wait to see how it will be implemented in Portal 3. Time travel surely comes next, right? The student indie project from the University of Southern California and the Laguna College of Art & Design has been mentioned in the same breath as Narbacular Drop and Tag: The Power of Paint elsewhere, and it’s tempting to agree. So I’ve had a play of a bit of it. And while it doesn’t have a feature quite so novel as portals, it’s certainly a far more engaging implementation of first-person time manipulation than previous attempts from mainstream gaming. The concept – moving between two time zones, tagging objects and transferring them between the two, in order to solve puzzles – is very intriguing. The delivery is already looking impressive. There’s some thoughts below.
Braid is, of course, currently out on XBLA, but it’s heading to the PC soon too. When? Well, “soon”. But we’ve seen evidence of working PC code, so it can’t be too long. And to acknowledge this, and its phenomenally positive reviews on Xbox, here’s a video that should hopefully get you excited to play it soon. It’s also a far easier way of explaining the use of time travel in a 2D platformer than confuse-o-words ever could.