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Posts tagged “interview”

Feature: Another block in the wall

Portraits of Roblox’s leading makers: the scale breakers

Roblox first launched just over 13 years ago. That’s 13 years of slapdash user-made trash populated by nine year-old trolls, right? Not quite. Roblox is also one of videogames’ most underestimated communities; it’s a huge and vibrant place of play and creation where fortunes and talent are being forged.

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Feature: Revisiting a multiplayer masterpiece 20 years on

The making of Facing Worlds, Unreal Tournament’s most popular map

On a dinky asteroid orbiting the Earth, two symmetrical ziggurats mark the red base and blue base. Each sniper-lined tower guards a flag, and their confined spaces contrast with the exposed and treacherous bridge between them. It is elegant, simple, stark against a grand sci-fi background. This is Facing Worlds, a level in the once dominant first-person shooter Unreal Tournament. This modest map has created…

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Feature: "I made this game to […] worship the devil" - stephen, caught on tape, exclusive.

A Panel Shaped Screen meets thecatamites

Stephen "thecatamites" Gillmurphy is a familiar presence in RPSland. In the past years we covered many of his games, from the blood-soaked RPG Space Funeral to the Kafkaesque Murder Dog. His latest game, 10 Beautiful Postcards, is a wandering simulator about exploring hotels — and like all his games, it's wonderfully weird. But where does this developer get inspiration for his ideas? Are DRUGS the…

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Feature: Changing rooms

Tour the weird and wonderful private homes of Final Fantasy XIV

Final Fantasy XIV offers a lot to potential players. It's a polished MMO with great writing, combat, and a seemingly infinite number of crossover events. But you can also ignore all of that and spend your time designing and decorating a home. The Housing System allows you to buy an estate and play a private game of interior design using items earned, bought or crafted…

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Feature: The sky isn't the limit

Inside the free GTAV mod giving Los Santos a realistic glow-up

The next phase of Grand Theft Auto V’s PC glow-up is coming, like a beautiful high schooler in a teen movie taking their glasses off to reveal they were even more beautiful all along. Scheduled to launch in December via GTAV-mods.com, a massive update to the astounding (and free) NaturalVision mod will overhaul the game’s already age-defying looks. We’re talking a remodelled sky, reworked shadows,…

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Feature: Conflicts confronted

The Flare Path: New Wave Wargames

After decades of stasis, the landscape of computer wargaming is beginning to change. Here and there desert hexagons are greening... dry arroyos are becoming rivers again... the accumulated dust and debris of forty years of conservative thinking is being sluiced towards the sea. Tired of threadbare, truth-blurring conventions, imaginative devs are looking at war and warriors in fresh, arresting ways. In today's column, I talk…

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Feature: Also has a nice jumper

The developer of retro RPG SKALD says he doesn’t care if it makes money

While I’ve conducted a lot of interviews, I’ve never had one quite like this. The developer of SKALD: Against The Black Priory [official site] asks me to use a pseudonym and doesn’t tell me where he lives, but rather than being a shady character with a burner phone he is a comfortable dad with a lovely blue sweater. He leads me through a long discussion…

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Feature: If only we could talk to the machines

Eliza’s creator on the real life inspirations for his fictional therapy software

Have you played the visual novel Eliza yet? If not, stop what you’re doing and play it pronto. This almost sci-fi visual novel was recently awarded an RPS Bestest Best by Sin, who said, in her review, "if I start talking about how much this game has spoken to me, I don’t know if I’ll be able to stop." It's a fascinating, thought provoking game…

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Feature: Skill check for 'an exclusive'

Disco Elysium’s developers are in “a bloody battle” for the human mind

When visiting ZA/UM's studio, I had to take my boots off. This is because their studio, where they are putting the final touches on open world RPG Disco Elysium, is also a flat in a townhouse in Hove, where several of them live. It has nice wooden floors, unbelievably high ceilings, and a big bay window cradling some workstations. There's also a bookshelf full of…

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Feature: If you're cold, put a coat on

The It’s Winter and Routine Feat developer explains Russian sadness and powerful moods

Alexandre Ignatov makes strange, quiet, melancholy worlds to explore. He calls them “sad3d”, also the name he publishes under on itch.io. But Ignatov has a whole back catalogue of these games, and they’ve only been growing larger and more complex with time. If you’ve been reading RPS closely you might know of the most recent ones, It’s Winter and Routine Feat. Ignatov's games have a…

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Feature: 22 minutes to go

How Outer Wilds built a planet which falls apart

Brittle Hollow is a doomed planet. For a start, in about 22 minutes’ time, it’s going to be destroyed, along with the rest of Outer Wilds’ solar system. And also, up until that apocalypse, Brittle Hollow will also endure constant bombardment by meteors, which will smash away great crystalline chunks of its frigid surface, so that they fall away into the black hole at the…

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Feature: Epic loot

Epic and their latest indie exclusives talk about what it gives them, and maybe us too

Epic’s expansion from developer to distributor continues apace. Having secured exclusive distribution rights to some of this year’s biggest PC games, such as Metro Exodus, The Division 2 and Remedy’s Control, today Epic announced partnerships with a swathe of independent developers. Games such as Manifold Garden, Superliminal, No Straight Roads and Airborne Kingdom will all have their initial PC launches exclusively on the Epic Store,…

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Feature: Start new turn

A first look at Humankind, Amplitude’s new historical 4X beast

To the untrained eye (eyes that haven't spent many an hour trained on an exquisitely detailed topographical map, checking on all corners of your immense empire), Humankind probably looks like any other 4X game where you shuffle units around and micromanage different settlements. But according to the hands-off demonstration shown at Gamescom this year, it ain't. 4X stands for explore, expand, exploit and exterminate, the…

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Feature: Maximum interview

Cyberpunk creator Mike Pondsmith on turning his tabletop game into Cyberpunk 2077

The so new it's not even out yet hotness in games is still Cyberpunk 2077, but as the name suggests, it's not the original Cyberpunk. Although there aren't 2076 previous entries, there is a robust and well loved tabletop roleplaying game to thank for the existence of CD Projekt Red's upcoming RPG. The TRPG was written by Mike Pondsmith, the founder of publisher R. Talsorian…

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Feature:

Cyberpunk 2077’s Night City strives to be a unique and grounded cyberpunk city

Marthe Jonkers is a senior concept artist at CD Projeckt Red working on Cyberpunk 2077. Jonkers actually designed the location in the first very first teaser trailer for the game back in 2013, featuring the cyberbabe with mantis arms, and was resigned to the fact that nobody was really looking at the building behind her. Jonkers' team work on locations and interiors, and even the…

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Feature: Putting the fiery coat back on

Borderlands 3’s creative director on funs and guns

It's amazing how quickly you get back into a routine, even when you've been out of it a while. I got to play a bit of the Proving Grounds, one of Borderlands 3's endgame challenges where you run a timed gauntlet and try to survive waves of high-level enemies and/or kill them efficiently. It was like putting on a big explodey coat. Which is not…

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Feature: How to use a shrink ray on the immersive sim

Streets Of Rogue’s creator on how he stuffed a tiny city with ideas

Streets Of Rogue is a tiny Deus Ex about being stupid. It’s good. If you haven’t heard us shouting about this teeny-yet-turbulent roguelite, then you haven’t been paying attention. To add to the cacophony, I spoke to its creator, Matt Dabrowski, about troublesome bodysnatchers, rampaging giants, vague sequel plans, and how he went about brute-forcing as many silly ideas as possible into a tiny toy…

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Feature: Loaded questions

Terry Cavanagh on why he believes Dicey Dungeons is his best game yet

Terry Cavanagh is known for making difficult games, including the likes of Super Hexagon and VVVVVV, two tough-as-nails gauntlets that challenge digital dexterity and reaction speeds. They're crucibles where the sting of failure is treated by the balm of an instant restart. They're not, notably, deckbuilding roguelikes that revolve around dice manipulation. That would describe Dicey Dungeons, Cavangh's latest and (according to him) greatest game.…

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Feature: Big robots, big moods

The writer of Heaven Will Be Mine on how she made 2018’s most interesting game

If it was socially acceptable to ask people who made cool things to explain them to me, I would absolutely do this for everything, all the time. “Bloody hell, that cake was delicious. Please describe to me the process of making it, how much planning you had to do, and what the ingredients mean to you. And also what you think of current cake culture.”…

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Feature: Hakuna cantata

Cantata is Advance Wars with logistics and an Ann Leckie glow-up

I’ve tried for about twenty minutes to find an opening sentence that doesn’t sound contrivedly promotional, but sod it: Cantata is one of the most interesting upcoming tactics games around. Taken individually, none of its elements are revolutionary. It’s a case of “Advance Wars, but…”, where the wheel of modifiers has been spun and landed on “bright colours”, “supply lines” and “high brow science fiction”.…

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