Posts Tagged ‘hands on’

Secret Legend Is The Cutest Thing – Hands On

Graphics aren’t everything, are they? We all know this. Shitty pictures can quickly become irrelevant if the game is strong enough, and beautiful shinies often belie a stinking poop of a game. Being distracted by the pretties is a fool’s game. Still, I only chased down the developer of Secret Legend [official site] because I saw pictures of it on Kill Screen* and it looked so damned gorgeous. I nagged him until he sent me a copy of the game in its current very early state, because I wanted that prettiness right in front of my face. Oh, and it seems it’s a really rather lovely game, too!

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Deus Ex Mankind Divided Hands On: “All Signs Suggest It’s An Improvement On Its Predecessor In Every Way”

I’m in the camp that thought Deus Ex: Human Revolution was a hell of a good starting point. The level design ran up against apparent technical limitations, chopped into distinct sections rather than flowing naturally from streets to interiors and back again, and the stealthy approach sometimes felt more difficult than it should have been thanks to sticky cover and too-rigid AI.

During a day of hands-on experience with follow-up Mankind Divided, it became apparent that Eidos Montreal felt similarly about their first stab at their cyberpunk revival. Moving from the tech renaissance of Human Revolution, the sequel steps into a fractured world of corporate feudalism. It’s looking superb.

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How To Teach An AI To Play Hex: Shards Of Fate

Hex is getting smarter. It’s learning. While it might not quite be approaching the colloquial indifference (or destructive potential) of Wargames’ WOPR, it is watching you play – it’s watching everyone play – and it’s adapting.

After their tremendously successful Kickstarter (warning: contains clown death) and while settling a protracted lawsuit with the creators of Magic: The Gathering, developer Cryptozoic have been diligently ploughing through the alpha and beta stages of Hex [official site], regularly bolting on new features and laboriously constructing the vision that CEO Corey Jones first prophesied nearly two and half years ago.

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The Witcher 3: Hearts of Stone Introduces A Tonal Shift

“The quest you’ve chosen would take too long to solve in the time span you have,” remarks a slightly concerned PR representative. “Maybe try the other one when you get the opportunity?”

I take this as a good sign. The Witcher 3: Hearts of Stone [official site] is the first ‘proper’ piece of DLC for CD Projekt RED’s already vast RPG, and comes after the release of umpteen freely available new clothes, minisodes and weapons. While Hearts of Stone isn’t concerned with adding new areas or mechanics, it’s a thrill to learn that it’s of a grander scale than I can reasonably see in the few hours I’ve been given to play it. In fact, the developers from Poland predict it’ll offer around ten-hours of new quests to play come release on October 13th.

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Bounty Train Is Steam-Powered FTL And I’ve Been Rogueing On Its Railroad

“Best elevator pitch ever” was my response to a colleague’s description of Bounty Train as ‘Elite with steam trains’ when we first heard about it. There’s a game I want to play. Now, Daedelic’s train management/trading/roleplaying/ gunfighting game has pulled up at the Early Access station. Keen to know if dreams can come true, I hitched a ride to hands-on impressions town.

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Divinity Original Sin 2’s Competitive Roleplaying And Diverging Narratives Are Boldly Inventive

Divinity: Original Sin 2 [official site] has just landed on Kickstarter but we’ve already played an early build. It’s an ambitious sequel, supporting up to four players who will now be able to compete as their objectives overlap and diverge. As well as bringing about the life and death of the party, Original Sin 2 brilliantly overhauls its predecessor’s turn-based combat and introduces multiple playable races and an origin system that defines each character’s evolving place in the world.

Bold and inventive, it adds complex layers of overlapping narrative consequences to Original Sin’s world of interlocking systems. This is how it works.

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Superhot Is The FPS Made Cool Again

Superhot [official site] is the first-person shooter deconstructed. You don’t move and shoot, jump and dodge. You move then shoot, jump then dodge. The reason for your turn-based decision making is that time only moves when you do. I’ve been playing the beta for the past week, and it’s superb.

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