Posts Tagged ‘Desura’

Qbeh Is Cubey, Beautiful, And Free On Desura

Pretty.
Qbeh is an exquisite little thing: a first-person puzzle game with shades of Minecraft. By removing and then replacing cubes you explore your way through its levels. The entire thing is quite brief – just a couple of maps, and it really feels like a proof of concept rather than a full-blown thing – but free and therefore worth a bite. The team are now developing another first-person puzzle game called Aetheris, based on Qbeh. They describe this new game as “serene” and claim that “We’re using Beyond Good and Evil, Legend of Zelda: Ocarina of Time, Half-Life 2 and of course Minecraft and Portal as both reference and sources of inspiration.” That’s due next summer, and I am tipping it for greatness right here and right now.

Qbeh video below.
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Fodder For Thought: Recruits

The alpha version of Recruits, a Cannon Foddery squad shooter, is available to play through Desura for people pre-ordering the full game. It’s a UDK-powered game, with simple objectives, tight maps and a sometimes infuriating fixed viewpoint. Enemy soldiers have a habit of being obscured by trees, meaning I’ve often been finding by following my squadmates’ lead. I shoot where they shoot, knowing that something must be there. It’s early days though and there’s promise in the explodey barrels, destructible scenery, and the simple joy of shooting guns and lobbing grenades. Enemy soldiers are vulnerable, spurting blood as they crumple after a single shot, while the player’s own squad are a little more robust. Less tension, more gung-ho charges. Trailer and more details below.

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Wot I Think: Rune Masters

Looks a touch too familiar.

Here’s what I find interesting about an average puzzle-game/RPG: I spent all morning playing one. An awful lot of games pass over my screen of a week, and many don’t really grab my attention. I’m really not sure that CodeDaedmonsRune Masters should have, but I can’t deny that I played it from 9am to 12am without stopping. And in the end, it proves itself a very useful measure of what this peculiar sub-genre can get so right and so wrong.

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Thank Jah: The Journey Down Halves Its Price

So I enjoyed The Journey Down, SkyGoblin’s remake of their classic-style point and click adventure. But I was so hesitant about the price. Charging £10 for a game that lasted a couple of hours seemed problematic. But worse, this is the first chapter of an unknown number, meaning it’s impossible to know just how much you’d be investing to see the series through. Rather brilliantly, the developers have just announced they’re halving the price, bringing it to $7/£5, which is exactly where I think it should be. There’s a fun video explaining this below.

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Wings, Commanders: Ensign-1

Is the cockpit a sticker?

What with Jim being dead, John imprisoned for stalking Kim Kardashian, Adam suffering another one of his ‘Nam flashbacks and Nathan turning out to be just a figment of our imagination, I find myself manning the controls of the dread ship RPS alone today, and thus unable to actually play videogames. Hence, I can only inform you about games’ existence, not attest to their quality first-hand.

Yesterday I was playing a game by Almost Human, this morning I posted about a game by Human Head and now I’m writing one about a game by Only Human. THERE ARE TOO MANY HUMANS. At least Only Human’s game doesn’t, unlike the other two, involve bothering monsters in dungeons. Ensign-1 is an indie space combat game with a sort of FPS sub-game wherein “players leave their ships on foot to commandeer turrets, and other starships.” It’s just released a paid alpha version, which you can pick up from Desura to help fund the game’s ongoing development.
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Thought: Double Fine’s Kickstarter Asks Big Questions

It's going to be half a million by the time I post this.

Tim Schafer says he wants to make an old-school graphic adventure. He also says it’s impossible to get publisher funding for such a project. So he turns to the audience, and asks if they want to pay to fund such a thing directly. Via Kickstarter he sets the target at $400,000, probably feeling a little bit guilty about how high a number he’s put down, but also aware that it’s a very small budget for a game these days. That’s at 2am GMT. But 10.15am, barely eight hours later, the goal is reached, and the number still climbing. People found $400,000 they wanted to spend on a game – and in this case, just the idea of a game – purely because of who is making it. And that asks some big questions of the current position of the majority of publishers.

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