Posts Tagged ‘wot i think’

Wot I Think: Hotline Miami 2 – Wrong Number

By Adam Smith on March 10th, 2015.

Live. Die. Repeat.

Live. Kill. Kill. Kill. Kill. Kill. Kill. Kill. Kill. Kill. Die. Repeat.

Hotline Miami 2 [official site] is wonderful.

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Wot I Think: Cities: Skylines

By Alec Meer on March 10th, 2015.

Cities: Skylines [official site] feels like the response to a question. That question is “what, exactly, do people want?” By contrast, 2013’s SimCity felt like the response to an order: “make them do this.” I don’t wish to get caught up in criticising the controversial EA city-builder, especially in light of the all-but-closure of its longstanding developer Maxis this week, but the ethos of these two games is so very different, even though they’re both in theory offering the same scenario: design a city from the ground up, keep it running, make it richer, make it grander.
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Wot I Think: Shelter 2

By Philippa Warr on March 9th, 2015.

My family. And other animals

Shelter 2 [official site] is Might & Delight’s sequel to 2013’s badger cub parenting game, Shelter. You play a mother lynx raising a brood of four cubs to adulthood, keeping them safe and fed while roaming the wilderness in search of glowing doodads. Here’s wot I think.

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Jack In The Box: Five Nights At Freddy’s 3

By Adam Smith on March 5th, 2015.

Will I never learn?

RPS Towers, two days ago

Pip: Oh look, a new Five Nights At Freddy’s game [official site]*.

Adam: There are so many. I can’t play them all. There isn’t enough liquor in the world.

Pip: This isn’t one for Alice’s Encyclopædia Animatronica. It’s Five Nights At Freddy’s 3.

Adam: OK. I’m going in.

I shouldn’t have gone in.

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Wot I Think: Tormentum – Dark Sorrow

By John Walker on March 4th, 2015.

The two sides have finally met in the middle! About ten years back, as adventure gaming continued to trundle along before its recent renaissance, hidden object games became a hugely popular form of “casual game” (a vile term that needs to be removed from our snobbish vocabulary). With time, the two have been gradually creeping toward one another. The latter shedding its spot-the-difference origins for more puzzle-focused, story-led design, and the former simplifying itself to single-click interaction for a larger audience on tablets. In the genuinely interesting Tormentum: Dark Sorrow [official site], the two finally meet in the middle. Here’s wot I think.

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Wot I Think: Homeworld Remastered Collection

By Alec Meer on February 25th, 2015.

Disclaimer: I played Relic’s space strategy game Homeworld [official site] when it first released (because of course I did), but unlike many of its fans I didn’t continue to live and breathe it, so I am simply not your guy to get into the fine detail of how the new version does or doesn’t differ from the original. I’m sure other places and even our own comments section will provide that stuff, but this piece is essentially looking at whether the Homeworld games, newly remastered by Gearbox, still hold up today. I should also note that I’m discussing this as an overall package rather than comparing the two games within it to each other.

Two questions:
1) Is it pretty enough?
2) Is it still any good?
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Wot I Think: Hand of Fate

By Alec Meer on February 24th, 2015.

uh, you really should learn how to fast shuffle, dude

Hand of Fate [official site] is a CCG/roguelite in which a masked, magical figure challenges you to play an increasingly deadly card game against him, switching to high-speed, stabby third-person combat whenever you get into a fight. It’s out now.

The reason I so often want to play boardgames despite having a hard drive full of more videogames than I could ever hope to complete isn’t simply because occasional contact with other human beings is unfortunately necessary in order to remember how to talk. It’s because having an opponent who voices their frustration and exhilaration as the game goes for or against them makes it seem so much more than it is. It becomes a true contest, its cards and dice these physical extensions of your will to defeat another lifeform. Videogames, usually, offer us the canned, meaningless soundbytes of a hundred thousand slain foes, but they don’t often offer us a single, overarching opponent who lets slip irritation or indulges in crowing. They’ll often offer us someone we want to defeat because they’re shown to do terrible things or have a skull for a face, but they very rarely offer us someone we want to defeat purely because they are our rival.
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Wot I Think: Frozen Cortex

By Fraser Brown on February 24th, 2015.

Frozen Cortex [official site], formerly Frozen Endzone, is a futuristic American Football analogue where surprisingly graceful robots take the place of fleshy, armour-clad men. It’s evocative of Speedball and Blood Bowl, but it’s really Frozen Synapse wrapped in the theme of competitive team sports. The result’s a purely strategic and tactical game, entirely absent RNG, with players taking their turns simultaneously. I’m quite bad at it.

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Wot I Think: Trash TV

By John Walker on February 23rd, 2015.

Absolutely nothing to do with Smash TV, Trash TV is a brief puzzle platformer in which you play an old television set attempting to escape from a recycling centre. A concept that sounds so strange, it’s quite the mystery that it feels so very ordinary. Here’s wot I think:

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Wot I Think: Two Hours Of The Legend Of Candlewind

By John Walker on February 18th, 2015.

We loves us some old-school RPG adventuring at RPS, as demonstrated by our giddy delight at the existence of the Legends Of Grimrock games, and the new news about the possible return of Underworld. So the sight of The Legend Of Candlewind: Nights & Candles gave us a little flutter. More olde worlde dungeoneering! But gosh, if the problems don’t start awfully quickly.

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Evolve Wot I Think-In-Progress: Conclusion

By Alec Meer on February 17th, 2015.

Please note this is the last instalment of a multi-part Wot I Think (done that way as we didn’t have pre-release code) and may seem a little bamboozling out of that context. Previous instalments – one and two.

One week later isn’t anything like enough to be definitive about any online shooter. No matter how few parts it might have will inherently shift and – oh, I’m so sorry – evolve over time, so I’m not going to pretend this is anything like a definitive judgement. It does, however, mark the likely end of my own time with Evolve [official site], at least until the DLC monsters arrive.

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Impressions: Lucius II

By Adam Smith on February 17th, 2015.

The Devil might have all the best tunes but his latest game is a stinker. The original Lucius looked like it’d be a sandbox Satanic murder ‘em up but turned out to be something closer to a shonky 3d point and click game, with prescripted kills that required specific inputs, objects and (sometimes) timing. For the sequel [official site], developers Shiver Games have built a game of improvised murder and AI interactions, but in reaching for the stars, they’ve fallen shrieking into the sun.

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Evolve Wot I Think-In-Progress, Part 2: Puny Humans

By Alec Meer on February 11th, 2015.

Editor’s note – we only received review code for Evolve [official site] yesterday. Rather than now wait a week or so to run a review, I’m posting a very short series of my thoughts as I think ‘em, in the hope of providing more timely information to those who want it. Here’s part 1 ICYMI.

I’m into the swing of things now, having tried out all the classes in PvP matches with randoms, and unlocked a couple of new characters. Before I get into that stuff though, let me tackle the singleplayer mode, such as it is, in case anyone online-phobic has been curious about that side of things.
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