Bang Boom Pow Pop: Fireworks Simulator Released

Ooooooh!

“Developed by certified pyrotechnicians” declares the launch trailer for Fireworks Simulator, and I am excited. While some people dream of driving trucks or ploughing fields, I’ve always wanted dominion over colourful explosions. But it’s too expensive to get into as a hobby, and surely too niche a profession for a chancer to slip into, so here I’ve been waiting for Fireworks Simulator. Picking my own music, selecting my favourite fireworks, and timing them all together for one building celebration of combustion sounds wonderful.

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The Flare Path: Is Lost For Words

I’ve been robbed! I got up this morning to find my office ransacked and my mahogany word cabinet agape. Among the items taken were the words listed above. In the circumstances, covering this week’s wargame releases could be tricky. Perhaps I should stick to sim-related news, interviews and observations today.

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Two Eras End In UK Games Journalism

yes, I did this. Deal with it.

We try to steer clear of journalism-journalism around here, but it’s a strange, sad day for anyone who’s been involved with or followed the UK games journo scene for a while. Friend-of-RPS Tom “Tom Bramwell” Bramwell is leaving Eurogamer after 15 years today, and Future Publishing is closing CVG after 33 years of life.
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On The Evolution And Development Of Mech Games

Wasim Salman writes about videogames using short, mechanical sentences. We asked him to do that for us with an article on a suitable subject: the evolution and development of mech games.

Stomp.

In 1997, I bought MechWarrior 2 for the Playstation.

It received a lot of hype a few years earlier on its initial PC release.

MechWarrior 2 was sluggish and barren on console, its mechanics were opaque.

Having no understanding of what either simulation or mech games were, I tried to play MW2 like an action game.

I never made it very far.

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Solve Puzzles, Learn A Language: Missing Translation

Puzzles!

I’m polishing up my heavily-tarnished French lately as I plan to move to Paris, and I’m really enjoying rediscovering how the language works. All the little rules and exceptions are fiddly and frustrating, but I enjoy fitting these sounds and ideas together like tiny watch parts to create sentences that are sorta kinda functional oh gosh what if no one can understand me?

Missing Translation plans to teach its own language that’s far simpler, a visual language based on drawing lines across a nine-node grid. That’s not the main focus of the game – it’s a puzzler at heart – but if we want to, hey, we’ll get to converse with the locals in our strange new home.

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Not That Congo: Co-op Survival Shooter In Early Access

ALICE. WANT. GREEN DROP DRINK.

Could it be that someone saw Congo twenty years ago and has carried a dream for a game like that ever since? It’s surely a coincidence, it must be. Yes, Congo does have you deep in the jungle, fortifying a camp to fend off strange, grey lumbering beasts that look a bit like gorillas and shy away from lights, but no, it’s not an adaptation of Michael Crichton’s novel or movie. It’s a top-down co-op survival shooter where up to four players, y’know, kinda recreate that camp scene from Congo. And it’s out now on, of course, Steam Early Access.

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