Best PC games New PC games 2020 Best graphics card 2020 Best free games 70 Call Of Duty: Warzone tips Borderlands 3 characters & skill trees

Posts tagged “The Mechanic”

Feature: Keep on truckin'

How American Truck Simulator recreates the grand American west

Oh, to visit Spokane on a bright summer morning. Bakersfield, Albuquerque, Reno and Salem. The evening sun shining across the surface of the I-10. In these locked-down times, American Truck Simulator is a chance to tour America, or at least its western edge, running from Washington in the north down to California in the south, and over to Utah and New Mexico in the east.…

Tagged with , , , , , , , , , , .

Feature: Wascally wabbit

How Hunt: Showdown creates hot, dripping tension

There’s a lot to be frightened by in Hunt: Showdown. Bee ladies, dying horses, a scuttering spider-beast. Slavering hounds, alarms made of clattering hanging bones, zombies. Ducks. It’s like this whole bayou hates you. But the swamp and its horrible denizens aren’t Hunt: Showdown’s antagonists. The real source of tension is other players. Every detail of this shooter’s design is about engineering a sense of…

Tagged with , , , , , , .

Feature: 334 hours played, do not recommend

How Generation Zero was fixed

Just before Generation Zero released nearly a year ago, things looked great for the game. Its trailers and screenshots promised a dynamic and expansive open-world cooperative shooter, with robots to fight and a beautiful and detailed 1980s Sweden to explore. And it was made by Avalanche Studios, a developer long-known for its open-world action games. Aside from a little controversy when artist Simon Stålenhag pointed…

Tagged with , , , , .

Feature: Hell to pay

How Hades plays with Greek myths

When Supergiant Games started to make Hades, their Rogue-like action-RPG, they had plenty of experience making narrative games. Across Bastion, Transistor and Pyre, they’d found they were pretty good at telling stories. But in a Rogue-like? And what’s that? They intended to put Hades in Early Access? Could they ever fit with the kind of rich characterisation and storytelling that made Supergiant’s name? “We were…

Tagged with , , , , , , , , .

Feature: Dig up, stupid

How Shovel Knight’s last boss was designed four times

When Yacht Club Games decided to style Shovel Knight after the NES games that inspired it, they took that project seriously. Shovel Knight can’t fill the screen with 1000 bullets or radically switch up how it plays. It has to stay true to its inheritance, else, as programmer and co-designer David D’Angelo tells me, “It’d stand out as bizarre.” So its bosses naturally follow classic…

Tagged with , , , , , , , , , .

Feature: Turns out that standing still is pretty hard

The unknowable chaos of physics in Totally Accurate Battle Simulator

“A lot of fun stuff happens when you try to do stuff with physics,” says Wilhelm Nylund, head of Landfall Games, and the intelligent god behind Totally Accurate Battle Simulator’s legions of gangling warriors. And yet physics has given him an enormous amount of grief over the course of TABS’ development - as well as all the other games he’s made at Landfall. Physics, after…

Tagged with , , , , , , .

Feature: Where abstraction meets accuracy

How Unity Of Command 2 balances game design with military history

The first Unity Of Command was designed for the open steppes of the Eastern Front. There, the major battles were about manoeuvre, with tank units chasing and covering miles of ground for their objectives, and lines of infantry moving to counter and support. The steppes were perfect for UoC’s unique focus on maintaining your army’s supply lines. So, when designer Tomislav Uzelac began thinking about…

Tagged with , , , , , , , .

Feature: I'll have you know they make very good pets

How A Plague Tale: Innocence’s rat hordes were made

Oh, the rats. The rats and the rats. If you don’t like rats, it’s best you don’t read on, because in A Plague Tale: Innocence there are thousands of them. They’re the stars of its grim medieval show, swarming around you, chittering and lunging and responding to your every movement. And they presented their creators at developer Asobo Studio all kinds of problems to make.…

Tagged with , , , , , , , , .

Feature: Worth a thousand words

How Katana Zero brought action into cutscenes

When a game’s cutscene begins and the dialogue starts spooling, I can’t help it. My phone comes out and I’m scrolling. From being active I’ve suddenly become passive, and rather than stay engaged, my brain impulsively turns to Twitter, Reddit, anything, to feed its pathetic desire for reward through light interaction. But I don’t during Katana Zero’s cutscenes. When this action game halts its razor-fine…

Tagged with , , , , .

Feature: Who wouldn't want to

Why you can anger the gods in Noita

In Noita, you can destroy every pixel. Walls, lakes of blood, rock mass, bodies, piles of gold, wooden piles, minecarts - if it’s there, you can mess it up. But there’s one place where you probably shouldn’t do that. The Holy Mountain is a moment of respite on your journey downwards in this very physical take on the dungeon-delver. It’s somewhere where you can recoup…

Tagged with , , , , , .

Feature: If you go down to the woods today...

How Magic: The Gathering card sets are designed

“It’s hungry mother. It’s trip to the fair. It’s bad trade. Magic beans. Jack’s cow, angry mother. It’s surprise beanstalk. It’s climbing the beanstalk, giant’s castle, giant’s wife, golden goose, self-playing harp, escape with the goose, chop down the beanstalk.” Mark Rosewater has been head designer on Magic: The Gathering since 2003, overseeing the creation of thousands of new cards in the collectible card game…

Tagged with , , , , , , , .

Feature: Beasts of burden

How Guild Wars 2’s mounts were made

Every MMO has to have a mount. Mounts are a reward, a step in the endgame that helps you feel like you’ve finally mastered an MMO’s world. Finally you can get around quickly. No more of that plebeian walking. And with the game feeling like it’s in your grasp at last, you even get to show off your achievement with the flamboyance of your steed.…

Tagged with , , , , , , , .

Feature: *screaming dial-up noise*

How Hypnospace Outlaw’s 1990s internet was made

Hypnospace Outlaw is a game about surfing a fictional 1999 internet, a web of GeoCities-like pages made by a community of weirdo artists, rock stars, scammers, edgy teens, pastors, hackers and spiritualists. It’s funny, bizarre, poignant, and sometimes dumb, just like the early internet that it spoofs. But it’s also a game, so its wild thickets of pages, all written by distinct personalities, are also…

Tagged with , , , , , , , , .

Feature: DEV is HARD

A dictionary of Baba Is You’s most difficult words

Baba Is You is a push-block puzzler in which words change the rules of the game. Push a baba block next to an is, and then push a you on the end, and now you’re controlling a four-legged, long-eared critter. Add another rule, flag is win, and you can beat the level by moving Baba on to the flag. Baba Is You is therefore a…

Tagged with , , , , , , .

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…

Tagged with , , , , , , , , , .

Feature: Feature creep

Why Creeper World’s decade-long evolution keeps getting harder

“The whole history of the Creeper World series is serendipitous and unintentional,” says its creator, Virgil Wall, in his Texan lilt. “You know how it goes with these things, one thing led to another.” Creeper World is a singular take on the realtime strategy that Wall has spent the past decade making. Former man of the cloth Kieron Gillen once described the original as “the…

Tagged with , , , , , , , , , .

Feature:

How 40K: Mechanicus reinvented tactics for Warhammer’s cyber-monks

The Adeptus Mechanicus are one heck of a Warhammer 40K faction. These shadowy racist warrior monks are more machine than human and worship a trinity of machine gods. They say stuff like, “From the moment I understood the weakness of my flesh, it disgusted me. I prayed for the strength and certainty of steel. I aspired to the purity of the blessed machine.” Those words…

Tagged with , , , , , , , .

Feature: Tough love

How Kenshi’s world is designed not to care about you

You’re not the hero in Kenshi. You’re not the chosen one. There’s nothing out there for you to save - other than your own skin. You’re just another inhabitant of a huge open world that doesn’t care about you. That’s its magic, and it takes design to create a world so exquisitely uncaring. Merry Christmas, everybody!

Tagged with , , , , , , .

Feature: Live free, pike hard

How Bad North makes humans out of little soldiers

“The units should feel like humans,” says Oskar Stålberg, co-creator of Bad North, a strategy game about little soldiers defending their islands against bad Vikings. “They’re quite stylised; they don’t have faces and barely have arms, but they should feel human in their behaviour and what they’re capable of doing. They should feel fragile and it should look like fighting is a courageous effort.” You…

Tagged with , , , , , , .

Feature: Standing together

How multiplayer fell into Human: Fall Flat

Obviously, obviously, Human: Fall Flat is primed for multiplayer. It’s a knockabout physics game in which you play as a wobbly non-Newtonian man. He’s ungainly and awkward to control and, for heck’s sake, Gang Beasts showed how funny that combination is when several players get together. Yet developer Tomas Sakalauskas never really saw his game like that. Human Fall Flat was meant to be a…

Tagged with , , , , , .

Page 1 of 5

Newer posts