Posts Tagged ‘video’

Video: Hands On With Evolve

By RPS on December 17th, 2014.

Evolve is from the makers of Left 4 Dead, and it’s similar to its predecessor in that it offers asymmetric FPS multiplayer between four human soldiers and a player-controlled monster. The difference is that the monster is huge and evolving, and the different skillsets of the human characters need to be put to careful use if they’re going to have any chance of succeeding.

We recently sent Angus Morrison to developers Turtle Rock Studios to have a play of some of Evolve’s game modes and to talk to the team about what they’ve learned from MOBAs, what their intention is as far as esports goes, and how they suspect tactics will develop once the game is out in the wild. He returned clutching not just an article of words about the game, but a video – for those who like words and moving pictures. Fancy.

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2 Slow 2 Ponderous: Hac Is Gone Home In A Car

By Graham Smith on November 10th, 2014.

How soon is too soon to write about a new game? Hac has been in development for a few weeks and was only today posted about by its developer on the TIGSource forums. That’s the mark against it. In the ‘pros’ column is that it’s a “first-person game about driving 1990’s Europe, with a focus on meaningful interactions and a ‘true’ driving experience”, that it aims to become “Euro Truck Simulator with a narrative”, and that there’s already a super-duper-early build to try out.

There’s little I’d like more than to tool around EFIGS countryside to the sound of jangling keys and the click-clack of mechanical levers, so I recorded a quick video of me fiddling with what’s in the current build.

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Lo-Fi Let’s Play Special: The (Complete) Colonel’s Bequest

By Leigh Alexander on October 30th, 2014.

I’ve been doing a series of Let’s Play videos exploring old adventures, text games and lost design forms from the 1980s Apple IIe and Commodore 64 era. In a time when young men shout over new action games, I will talk softly over strange old ones. Come along on a visitation of a different era that’s one part meditations on my childhood, one part adventure game criticism, and one part preservation effort. Bonus: Everyone says the quiet talk, lo-fi handmade feel and keyboard tapping triggers ASMR responses. Please enjoy!

When I recently featured one of my all-time favorite adventures,The Colonel’s Bequest, for a quick Lo-Fi look, I thought it might be a good idea to revisit it later in a full-length video. I suggested it, and the response was overwhelming — you wanted more Colonel’s Bequest!

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Lo-Fi Let’s Play: The Institute

By Leigh Alexander on October 16th, 2014.

I’ve been doing a series of Let’s Play videos exploring old adventures, text games and lost design forms from the 1980s Apple IIe and Commodore 64 era. In a time when young men shout over new action games, I will talk softly over strange old ones. Come along on a visitation of a different era that’s one part meditations on my childhood, one part adventure game criticism, and one part preservation effort. Bonus: Everyone says the quiet talk, lo-fi handmade feel and keyboard tapping triggers ASMR responses. Please enjoy!

Following on from last week’s Colonel’s Bequest — definitely the ‘best’ computer game this series has looked at — I decided to continue a ‘scary games’ theme for October. Searching for niche titles that don’t already have a major following, I looked into The Uninvited, A Personal Nightmare and even the original Alone in the Dark. The first two I couldn’t quite get to run reliably (advice on how to use a MiniMac for Uninvited, please!), and the latter was, I’m afraid, too tedious for me to want to record.

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Lo-Fi Let’s Play: The Colonel’s Bequest

By Leigh Alexander on October 9th, 2014.

[I’ve been doing a series of Let’s Play videos exploring old adventures, text games and lost design forms from the 1980s Apple IIe and Commodore 64 era. In a time when young men shout over new action games, I will talk softly over strange old ones. Come along on a visitation of a different era that’s one part meditations on my childhood, one part adventure game criticism, and one part preservation effort. Bonus: Everyone says the quiet talk, lo-fi handmade feel and keyboard tapping triggers ASMR responses. Please enjoy!]

I know I said no hits, but I’m often surprised to find this classic 1989 Sierra title from Roberta Williams is usually considered niche, especially relative to the classic King’s Quest and other “quest”-themed series. Of course, The Colonel’s Bequest, about the inheritance to be left by a mysterious, cranky old bayou patriarch, also has the word “quest” in the title. Cute.

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Lo-Fi Let’s Play: Tass Times in Tonetown

By Leigh Alexander on October 1st, 2014.

[I’ve been doing a series of Let’s Play videos exploring old adventures, text games and lost design forms from the 1980s Apple IIe and Commodore 64 era. In a time when young men shout over new action games, I will talk softly over strange old ones. Come along on a visitation of a different era that’s one part meditations on my childhood, one part adventure game criticism, and one part preservation effort. Bonus: Everyone says the quiet talk, lo-fi handmade feel and keyboard tapping triggers ASMR responses. Please enjoy!]

A few of you have asked about Tass Times in Tonetown, Michael and Muffy Berlyn’s 1986 love letter to weird neon new-wave. I’d never played it before, so I spent some time with it for the series, and it’s immediately evident to me why it’s so well-loved. There’s so much charming and offbeat detail within — I’d go so far as to assume that many things about Tass Times set the tone for the big adventure game boom of the late 1980s and early to mid 1990s. Perhaps you’ll see what I mean if you watch the video.

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Lo-Fi Let’s Play: Man-Eng – Master of Evil

By Leigh Alexander on September 24th, 2014.

I’ve been doing a series of Let’s Play videos exploring old adventures, text games and lost design forms from the 1980s Apple IIe and Commodore 64 era. In a time when young men shout over new action games, I will talk softly over strange old ones. Come along on a visitation of a different era that’s one part meditations on my childhood, one part adventure game criticism, and one part preservation effort. Bonus: Everyone says the quiet talk, lo-fi handmade feel and keyboard tapping triggers ASMR responses. Please enjoy!

For the first time, I’ve got virtually nothing to tell you about the origin or creator of this week’s obscure find, Man-Eng: Master of Evil. I mean. I can tell you it has a wine river. A wine river! But otherwise, I found it in the annals of the Virtual Apple site, and all my research couldn’t turn up even a pack shot, let alone information on its creators, The Chiang Brothers.

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Hyper Light Drifter Preview Build Drifts Towards Backers

By Graham Smith on September 24th, 2014.

Hyper Light Drifter is beautiful: a stunning pixel art Zelda-like set in a magical, twinkling world full of colourful. You probably already know this. If you’re one of the 24,150 people who backed it though – earning it $645,158 on an initial goal of just $27,000 – then what you don’t yet know is how it feels to play. You might be able to correct that this weekend, as the developers have announced that the game will be available as a three-day preview build this coming weekend.

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Lo-Fi Let’s Play: Critical Mass

By Leigh Alexander on September 10th, 2014.

[I’ve been doing a series of Let’s Play videos exploring old adventures, text games and lost design forms from the 1980s Apple IIe and Commodore 64 era. In a time when young men shout over new action games, I will talk softly over strange old ones. Come along on a visitation of a different era that’s one part meditations on my childhood, one part adventure game criticism, and one part preservation effort. Bonus: Everyone says the quiet talk, lo-fi handmade feel and keyboard tapping triggers ASMR responses. Please enjoy!]

Like Sirius Software’s Gruds in Space, the same company’s Critical Mass was one of my main childhood demons — absorbing, unsolvable, inspiring. Time is a factor in this game, and each move causes it to pass — taking planes to new places can eat up great swathes of it. When the time is up, a bomb goes off. I didn’t know exactly who I was or why I was traveling the world, fearing the great animated nuclear mushroom cloud that would eventually destroy the world if I took too long, but I loved doing it.

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Lo-Fi Let’s Play: Neuromancer

By Leigh Alexander on September 3rd, 2014.

[I’ve been doing a series of Let’s Play videos exploring old adventures, text games and lost design forms from the 1980s Apple IIe and Commodore 64 era. In a time when young men shout over new action games, I will talk softly over strange old ones. Come along on a visitation of a different era that’s one part meditations on my childhood, one part adventure game criticism, and one part preservation effort. Bonus: Everyone says the quiet talk, lo-fi handmade feel and keyboard tapping triggers ASMR responses. Please enjoy!]

Interplay’s 1988 Neuromancer game is only very loosely based on the William Gibson novel of the same name. As it turns out, legendary acid psychologist Timothy Leary was the one who originally wanted to make a game about the book — he thought escaping into computer games might be the next psychedelic frontier.

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Lo-Fi Let’s Play: Mystery House

By Leigh Alexander on August 27th, 2014.

[I’ve been doing a series of Let’s Play videos exploring old adventures, text games and lost design forms from the 1980s Apple IIe and Commodore 64 era. In a time when young men shout over new action games, I will talk softly over strange old ones. Come along on a visitation of a different era that’s one part meditations on my childhood, one part adventure game criticism, and one part preservation effort. Bonus: Everyone says the quiet talk, lo-fi handmade feel and keyboard tapping triggers ASMR responses. Please enjoy!]

In honor of Activision’s revival of the Sierra label, I decided to revisit the 1980 classic Mystery House, Ken and Roberta Williams’ first “Hi-Res Adventure,” and the first official game by the company that would become Sierra On-Line.

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Lo-Fi Let’s Play: Dream Zone

By Leigh Alexander on August 20th, 2014.

[I’ve been doing a series of Let’s Play videos exploring old adventures, text games and lost design forms from the 1980s Apple IIe and Commodore 64 era. In a time when young men shout over new action games, I will talk softly over strange old ones. Come along on a visitation of a different era that’s one part meditations on my childhood, one part adventure game criticism, and one part preservation effort. Bonus: Everyone says the quiet talk, lo-fi handmade feel and keyboard tapping triggers ASMR responses. Please enjoy!]

The only thing I love as much as the sullen, radical 90s is the gaudy, late 1980s-capitalism aesthetic that sowed the seeds for it to bloom. You know, giant brick-shaped cell phones and heavy metal babes on car hoods. I think in 1989, my mother was buying me penny-saving mass-produced Marshall’s T-shirts that had neon skateboards on them, and the marquee ‘radical.’ Maybe.

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A Log Book: The Forest Diary Part One

By John Walker on August 14th, 2014.

The Forest has been doing really rather well on Steam’s Early Access this year. A survival game with an emphasis on crafting and building, and yet it’s not made out of cubes. In fact, it’s really quite impressively realistic. Apart from, maybe, the mutant horrors. I hope. Oh God, please don’t let those be realistic.

I’ve decided I’m going to master this game. I’m going to be Lord Of The Damned Woods. I’ll document my attempts, in words and video. Here’s the story of my first go.

I got my log cabin. All my life I’ve been waiting for the chance to be stranded in the woods, and have both the resources, and the wherewithal, to build a log cabin. I may have also killed a woman.

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