Posts Tagged ‘Unexplored’

Podcast: Being a critic makes games better (and worse)

This is how Adam will leave us next week. In a truck

Oh no. Somebody sound the “journalists discussing journalism” klaxon. Rattle it as loudly and furiously as possible, because the RPS podcast, the Electronic Wireless Show, is talking about how being a critic changes the way we play. Don’t blame us, blame listener Aleksei, who sent in the theme as a suggestion. But please also forgive Adam, because it’s his last showing on the podcast (he’s leaving RPS next week) so he deserves a bit of self-indulgence. Read the rest of this entry »

Dominic Tarason’s favourite games of 2017

We asked a handful of our contributors to put together a list of their three favourite games from 2017. Their picks are running across the week while the rest of RPS slumbers.

2017 has been a stunning year. Partially in the ears-ringing, shellshocked way, partly in the ‘Wow, I’m making a living writing about games’ style, and consistently in the ‘Nobody has time for even half these amazing games’ sense. Of the scant handful of games I did manage to see through to the end, here are my picks from 2017, although if I had time and column inches to spare, I could sing the praises of another dozen more. Read the rest of this entry »

The Top Best Bestest Games Of 2017 So Far

Update: The year is finished, which means you can now read our final list of the best games of 2017.

2017 has already been an extraordinary year for PC games, from both big-name AAA successes to no-name surprise indie smashes. Keeping up with so much that’s worth playing is a tough job, but we’ve got your back. Here is a collection of the games that have rocked the RPS Treehouse so far this year.

We’ve all picked our favourites, and present them here in alphabetical order so as not to start any fights. You’re bound to have a game you’d have wanted to see on the list, so please do add it to the comments below. Read the rest of this entry »

Unexplored takes on Aliens in free DLC

Unexplored [official site] is one of my favourite new dungeon-crawling roguelikes, using smart procedural generation to create levels that don’t play like anything else out there. There are puzzles and monsters and loot chests, and I love it dearly even though it isn’t even slightly turn-based. I also love Alien, even though it seems to have become a scab that Ridley Scott can’t stop picking at.

The latest DLC for Unexplored, Ripley Run, puts some Alien into the game. And it’s free.

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Unexplored plunders Mines of Moryondor in free DLC

Unexplored [official site], the splendid roguelikelike dungeon-crawler which Adam said “is almost certainly going to be one of my favourite games of the year”, today received a free DLC adding a new challenge. Mithril Run’s goal is to collect as much gold as you can in the dwarven mines of Moryondor, which keep some elements similar-ish between runs while others change more. Unexplorers can hit Steam to get it free. Read the rest of this entry »

How Unexplored generates great roguelike dungeons

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Unexplored [Steam page].

“Dungeon crawlers are very much the hero’s journey, where you start off as a nobody and end up as the big hero,” says Joris Dormans, creator of realtime dungeon crawler Unexplored. “Or at least that’s the plan.”

Unexplored creates great hero’s journeys. As Adam said in his Wot I Think, it consistently generates some of the best ever roguelike dungeons. They often feel like they’ve been laid out by hand, organic caverns giving way to rooms and corridors, each space sprinkled with foliage and architectural details, as well as puzzles, traps and obstacles to cross. And the thing that makes them feel so satisfying to crawl is something that calls back to the fundamentals of level design, and even architecture in general:

THE MECHANIC: Cyclic design Read the rest of this entry »

Wot I Think: Unexplored

Unexplored [Steam page] generates some of the best dungeons I’ve ever seen. On my best run so far, I forged a sword of despair and enemies trembled and fled when I pointed it in their general direction. On my most entertaining run, a Dagger of Shrieking fused itself to my hand. Every twenty seconds or so, it would scream, alerting every bastard thing in the dungeon to my presence.

So many roguelikes (and lites), so little time. What a pleasure it is, then, to find Unexplored, a new dungeon-crawler that immediately stands out from the pack, and that can be played swiftly and without too much time spent on the learning curve. It’s a wonderful game that creates my favourite procedural levels since Invisible, Inc.

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