Posts Tagged ‘video’

Video: A Return To The Long Dark

By John Walker on February 16th, 2015.

Snowy survival sim, The Long Dark [official site], has recently doubled its landscape, so I thought it time to return to explore this newly fallen content. And video myself being eaten by wolves in the process.

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The First 45 Minutes Of Grow Home

By John Walker on February 5th, 2015.

Ubisoft’s Grow Home [official site] was unveiled barely two weeks ago, and is out now. Beginning as an experiment in procedural animation, it’s finished as a genuinely delightful little project. BUD, a heartbreakingly charming little robot, is charged with growing a giant plant up through floating islands, in some effort to re-oxygenate the Earth. Doesn’t matter. What matters is his gorgeously stumbling, clumsy movement, and the giggly delight of having him climb. I stumble and giggle through the first forty-five minutes of the game, below.

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Let’s Try To Play: Stranded Deep

By John Walker on January 29th, 2015.

Earlier this week I took a look at early access big-seller Stranded Deep. And was confused to find a scrappy, woefully empty game, riddled with bugs. But gosh, a game I wish they could get right. The first big patch arrived yesterday, mentioning it fixed a good few of the bigger issues, and putting in some interesting-sounding new features. So I thought I’d take another look. And record my attempt.

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Lo-Fi Let’s Play: Where In The World Is Carmen Sandiego?

By Leigh Alexander on January 21st, 2015.

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 and beyond. In a time when young men shout over new action games, I will talk softly over strange old ones.

When it comes to my Lo-Fi Let’s Play series, I have just a few hard-and-fast rules. One: No twitch, no arcade. Two: No hits. Don’t ask me to play Monkey Island and King’s Quest unless it’s New Year’s Eve and you’re paying for my party, so to speak.

But today, I buckled. It’s the season for copious work travel, conferences and speaking engagements, and when I found myself in a Helsinki airport on the way to Malta with an hour to kill, I got this itch. In the car to the airport, the Finnish cab driver was scrolling through his dashboard computer, trying to find Malta on the map, I think so that he could tell me how much more daylight I could expect there than here, when the sun has set each day at 3:30 PM after cold-rinsed mornings of perfectly-white skies. Here, I took a jog to the sea, or what I thought was the sea. What are these snowfields, I wondered? Oh, it is the sea, totally frozen.

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Let’s Not Play: Burnout Paradise

By John Walker on January 16th, 2015.

Welcome to our Let’s Not Play of Burnout Paradise. This is a series in which we discover the fun to be had in obsessively refusing to play games properly. Apparently Burnout Paradise features races, challenges and cars to collect. But ignore all that! To not play Burnout Paradise is to SMASH EVERYTHING! Don’t even bother collecting any other cars other than the starting one! I wrote about how brilliant doing this was six years ago. I continue to find it brilliant. Here are the first 200 yellow fences and 50 billboards destroyed, while I natter rubbish over the top.

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Lo-Fi Let’s Play 19: Emmanuelle, A Game of Eroticism

By Leigh Alexander on January 14th, 2015.

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 and beyond. In a time when young men shout over new action games, I will talk softly over strange old ones.

The 1980s gave us a smattering of cartoonish, often crude graphical sex games — almost as if the player, assumed to be a “he”, were himself the butt of a joke for even questing for sexual stimulation from a computer in the first place. This excellent Atlantic piece about The Softporn Adventure, widely considered the first erotic game, describes the common tone the game set: it’s a “gawkiness”, a car accident of earnestness and chauvinism. As I grew up in the 80s myself, their awkward visual language is almost inseparable from the ticklish squickiness I felt whenever I accidentally brushed against that kind of sexual imagery as a kid.

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Let’s Not Play: Far Cry 4

By John Walker on January 9th, 2015.

The internet is awfully busy. And it’s not just pictures of butterflies disguised as serial killers – an awful lot of it is made of “let’s play” videos. These are what the young people call “content”, in which you can see someone else playing a game because you’re too busy to do so. But what this half of YouTube distinctly lacks is people not actually playing the games properly. That’s why Rock, Paper, Shotgun is here. Here begins a series in which I don’t get on with playing a game properly, but instead mucking about with all the fun they have to offer outside of their main straight lines. This starts with my obsessive need to remove every ? from Far Cry 4‘s map.

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Lo-Fi Let’s Play 17: Altered Destiny

By Leigh Alexander on January 8th, 2015.

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!

Lo-Fi Let’s Play has been on a little break, but now we’re back on the regular, DOS willing. This time, we visit the year 1990. I remember once seeing a couple screenshots of Altered Destiny on the back of the box, or among the ads in the manual or something, from some other computer game I owned. I don’t remember which one, but those two screenshots instilled in me such a fierce wish to own this game that it took me quite a while, playing it over the holiday, to be certain that I never actually did.

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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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