Posts Tagged ‘feature’

A Light In Chorus Gets Cosmic New Direction

A Light In Chorus

A Light In Chorus [official site] was one of the first games I got excited about after joining RPS full-time. Development went quiet for a while and I kept wondering whether the game was still going to come into being. Now the team behind the dreamy point-cloud project have reworked the premise, secured some funding and the whole thing has very much pinged back onto the radar.

The new underpinnings of the game are inspired by the cosmic message-in-a-bottle aspects of the NASA Voyager program so I sent out a probe email of my own to investigate this new direction.

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Cardboard Children – Lost Patrol

Lost Patrol Banner

There was a time when people who played board games weren’t obsessed with things like “balance”. Back in the day, you’d sit and play a board game and no-one would say anything about the “mechanics”. Nobody ever talked about design. There was a time when a board game was a game inside a cardboard box, and if you were lucky it gave you a measure of fun that you wanted to experience again and again and again.

Lost Patrol is exactly that kind of game. It is a game of inevitable death in the jungle. A game you can’t win unless you get really lucky. A game that if you do win, you’ll be talking about it for months. It’s to Games Workshop’s credit that they brought back this old-school game with its ridiculous hostility intact. This is a 2-player game without balance. One player is probably going to lose, and the other is going to win. The only question is how soon the enemy player will win, and how hard the good guys will get smashed.

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The Visceral And Intriguing Artwork Of Scorn

When the Scorn trailer came out a couple of weeks back I was fascinated by its aesthetic. It has that potent mixture of architecture and biology which skims so close to revulsion but is also incredibly beautiful. It reminded me of conversations about abjection from art history, of ideas about transgressing bodily boundaries, of monstrous organs, dripping fluids…

But I wanted to know what Scorn‘s developers thought. What led game and level designer Ljubomir Peklar and his colleagues to these spaces for their game? Here are their answers and some of the wonderful artwork they’ve shared. You can click on each image for a larger version if you want to examine the fine details!

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Have You Played… Cities: Skylines

Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.

I was certain I was done with city building sims. In fact, I think I thought I was done with sims. Gone was the magic of the classic Sim City 2000, the perfect balance of cartoony mayhem and rude interruptions of graphs. It felt like play, not work, even connecting up the water pipes. The genre disappeared down a hole I wasn’t interested in descending, a terrifying underground world where graphs ruled. And then along came Cities: Skylines, and I was proven wrong.

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Wot I Think: I Am Setsuna

I Am Setsuna is an attempt by Square Enix and Tokyo RPG Factory to recapture the glory days of the JRPG. From the mournful piano overlaying the title screen to the world map where your character stands tall like a rampaging kaiju next to a diorama village, it aims to intoxicate you with nuclear-grade nostalgia – but does it live up to their legacy or is it just a pale, snowy imitation?

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