Posts Tagged ‘wot i think’

Wot I Think: Tower Of Guns

By Adam Smith on March 5th, 2014.

Tower Of Guns takes place in a tower containing all of the guns you could ever hope to see. Unfortunately, many of those guns are attached to murderbots and you’re going to have to fight through them all to get to the top. Why? Who knows. Who cares! I’ve been playing this single player FPS since last weekend and despite including some of that fancy modern randomisation that’s all the rage, TOG is as old-school as Hanley Castle High. Here’s wot I think.

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Wot I Think – South Park: The Stick Of Truth

By John Walker on March 4th, 2014.

Almost two years late, and following a publisher change and multiple slips, Obsidian’s South Park: The Stick Of Truth is finally out this week. (Today in the States, Australia tomorrow, and Europe on Friday, because, sigh.) But has it been worth the wait? As ever, it’s complicated. Here’s wot I think:

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Wot I Think: Strike Vector

By Jim Rossignol on March 3rd, 2014.


Strike Vector‘s eye-catching trailers meant that it was destined for my hard-drive. I have a long, over-documented fondness for that genre of game that straddles all types of non-simulatory flight combat, and although it’s taken me a while to catch up with Strike Vector, I’m glad I did. Back in the times of Forsaken and Descent, I would sink lifetimes into these kinds of games, and Strike Vector – a multiplayer take on the idea – feels very much like a cry from that distant and beautifully three-dimensional past.

But does that invocation of the classics lead to greatness? Here’s Wot I Think.

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Wot I Think: 10 Second Ninja

By Graham Smith on March 3rd, 2014.

Dan Pearce won a BAFTA for his work with The Tall Trees on Castle In The Sky, a pastel-coloured platforming picture book about a young boy adrift in the clouds. It only makes sense that his solo project 10 Second Ninja, then, is about a ninja hacking his way through legions of inert machines under the command of Robot Hitler. It’s a swastika-laden game about mastery: you chain together shuriken throws and sword slashes to rid of a level of all its enemies within a ten second time limit, and then do it again to shave more seconds off your time.

Faster times equal more stars, more stars equal unlocked boss fights and new worlds, and new levels with slight twists like enemies which require two strikes, or portals which you and your shuriken can travel through. And that’s wot I think.

FAIL. Ah, wait, yeah. I left enemies on the field, and forgot to offer any critical judgement of the game I’m writing about. Let me try that again.
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Wot I Think: The Yawhg

By Alec Meer on February 28th, 2014.

The Yawhg is a one-to-four player adventure game, by Damian Sommer and Emily Carroll, in which you try to direct the fate of characters plucked straight from a fairy tale that never was. It’s been out for almost a year, and also arrived on Steam yesterday.

In six weeks, something terrible is going to happen. The characters you play as don’t know this, but you do. And so you guide their lives, and their destinies, with that knowledge, trying to build them into people who can make the most of what’s left after the disaster. All of this has happened before, and will happen again. But hey, maybe you’ll be a doctor rather than the town drunk this time around.
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Wot I Think – Shadowrun Returns: Dragonfall

By Alec Meer on February 27th, 2014.

Now that’s more like it. Choice! Side-missions! A hub! A strong supporting cast who are up for a bit of a chat! Little-to-no mandatory decking sequences! A mother-lovin’ save (almost) anywhere system! Shadowrun Returns: Dragonfall being ‘just’ DLC for last year’s cyberpunk/fantasy mash-up RPG is bittersweet, because it may well be that only existing Shadowrun Returns owners give it a spin. Really, though, this is the point where new players are best off getting involved – a new, superior campaign with no ties to the last one, and quite a few of the major problems dealt with. Now’s the time to play Shadowrun Returns, basically, but please, start with this.
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Wot I Think – Castlevania: Lords of Shadow 2

By Rich Stanton on February 26th, 2014.

In Castlevania: Lords of Shadow 2 you play as Dracula, who over the course of many tortuous cutscenes is established as one of the most powerful beings in this game’s universe. Phenomenally mighty! Even god’s afraid of this guy!

Then a few hours in you’re told not to step on leaves in case they rustle, and attract some goatman who’ll instakill you via cutscene. It’s the worst stealth section I’ve ever played in anything, ever, and topped off by the fact that immediately afterwards you rip goatman’s face off with no trouble whatsoever. A small part of a huge game this may be, but it amply demonstrates why LOS2 totally sucks.
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Wot I Think: Strider

By Rich Stanton on February 25th, 2014.

Hands up folks, who wants to play a game that makes you feel awesome? That looks incredible? The game that has had my stomach doing somersaults, my right thumb hammering away for all it’s worth, and my brain pumping out adrenaline like Coca-Cola at a Justin Bieber concert? Strider is that game! Oh man Strider is that game. YES! If ‘it’ for you is 2D combat platformers that push every big red button at once, then Strider Is It!
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Wot I Think: Thief

By John Walker on February 24th, 2014.

It’s been a very long time coming, first confirmed in 2009, but the new Thief is out this week. Tomorrow in the States, Thursday in Australia, and Friday in Europe. Having just managed to get a copy of the game in time, I’ve done nothing but play Thief for three days in order to be able to tell you wot I think:

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Wot I Think: Ikaruga

By Adam Smith on February 20th, 2014.

Developers Treasure are masters of the shoot ‘em up though and Ikaruga is among their greatest works. That would be reason enough to recommend it – a superb entry from a developer horribly under-represented on PC – but there’s more than mastery at work here. Applying the sort of twist that could snap a neck, Radiant Silvergun had already shown Treasure’s willingness to reinvent and subvert the traditional shoot ‘em up without cracking the mould completely. Even though a decade has passed since its original release, Ikaruga may still be the ultimate expression of the developer’s refined risk and reward mechanics. Here’s wot I think.

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Wot I Think: Journal

By John Walker on February 19th, 2014.

In 2011/12, Richard Perrin and his Locked Door Puzzle studio brought us the enigmatic and fascinating Kairo. Journal is utterly dissimilar – a minimalist adventure game about teenage life and loss, driven by conversation choices rather than puzzles or inventories. As RPS’s oldest teenager, here’s wot I think:

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