Posts Tagged ‘preview’

Hands On: Hitman Hits Its Stride In Sapienza And Marrakesh

After the flashbulbs and pulsing techno of Paris, Hitman [official site] Episode 2’s Sapienza level feels like a holiday – the kind of holiday John Le Carre writes about, in which lingering over your espresso is tantamount to painting a bullseye on your back. Set on the Italian coast, the chapter opens with Agent 47 idling on a bench opposite a fortified mansion belonging to your target, a bioweapons scientist whose latest creation must be nipped in the bud. Under an archway to your left, two sheepish flower delivery drivers are tending to an unconscious cyclist. Somewhere behind you, a couple of heavyset gentlemen chat quietly about a secret laboratory. Off to the right, a woman in the street bellows up at her partner, a sous-chef who is late for work in the mansion’s kitchen.

It’s a world of threads begging to be yanked on, the better to hoist somebody by the neck, but what’s your hurry? You’ve got your paper and the sun is out. With its postcard locales and indulgent pacing, Hitman has always been something of a tourism simulator, and in Sapienza, IO has conjured up the perfect ambience – bottomless blue skies, dusky cobblestones and guidebook hotspots roamed by sweaty foreigners in ridiculous shorts.

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Hands On: Lawbreakers

Earlier this month, we sent Rob Zacny to the offices of Boss Key Productions in North Carolina. The studio are working on their first game, Lawbreakers, a multiplayer action game from a team led by Unreal’s Cliff Bleszinski. Approaching with a healthy dose of skepticism, Rob spent some time playing the game and learning its secrets to see if it could win him over, and to find the answer to his initial question.

Who, I wondered, is going to give a damn about Lawbreakers?

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From Alpha Centauri To Apocalypse: The Design And Inspirations Behind Frozen Synapse 2

Frozen Synapse 2 [official site] is, without a doubt, one of the most exciting games I’ve ever seen. I’ve spent a long time considering how best to put my thoughts about it into words, having met with Paul Kilduff-Taylor, composer of lovely electronica and co-founder of Mode 7 Games, to see how development was progressing. The simple fact is, it ticks so many boxes in the ‘dream game’ column that extreme enthusiasm is entirely appropriate. Here’s why.

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Hands On: Rogue Wizards

Okay, I didn’t want to do this, but the moratorium on “rogue-like” is now legally enforced. Your game is nothing like Rogue, so stop calling it a roguelike, or you will go to prison. Definitely up for a lengthy sentence is the completely charming private beta of Rogue Wizards [official site], which even loses rights to parole for putting the word “Rogue” right in its title, despite containing little that directly associates it with the genre. So forget that silliness, and instead let’s focus on what Not-Rogue Wizards actually does, which is be a very lovely, well designed dungeon crawling RPG.

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Impressions: Knee Deep In DOOM’s Open Beta

Doom [official site]! It’s the bloodsoaked new game with the demons and the rocket skeletons and the telefrags and the shotguns and the multiplayer levelling and the character customisation and the class-like loadouts and the double-jump. Yeah, you know Doom.

Hmmm. Some of those things are more familiar than others to a seasoned Doom player like myself and I fear change more than I fear a sextet of Cyberdemons. The multiplayer beta for id’s latest opened today and, determined to face my fears, I’ve been playing for most of the day.

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Redwall Meets Revolution: Tooth And Tail

Tooth and Tail [official site] is to Command and Conquer what Monaco was to an actual bank heist. If you took an RTS and threw it into a pot then burned off all the fat, you’d be left with something that looked a little like the latest from Andy Schatz and his team at Pocketwatch Games. But would you lose some of the flavour as well? I played the game at GDC (Pip beat me, as usual) and spoke to the team about its design, artistic and mechanical.

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Hands On, Bombs Off, With Introversion’s Wrong Wire

As Pip discussed yesterday, Darwinia/Prison Architect developers Introversion surprised everyone at Rezzed by having two entirely unannounced prototypes of new games on the show floor for people to play. Pip had a good play of Scanner Sombre, the game that narrowly won an attendee vote of interest, and I’ve sat down with Wrong Wire to see if I’ve the steely nerves required for defusing naughty bombs.

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