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Rock, Paper, Shotgun

Rock, Paper, Shotgun - contact@rockpapershotgun.com (John Walker)

Learning to code is something I never did. It certainly wasn’t an option when I was at school in the early 1700s, and attempts to teach myself even HTML tend to succeed as well as my 10 year old attempts to teach myself BASIC. But there seems to be a concerted effort to encourage the current generation of childrenthings to learn this arcane art. Just this week the BBC are launching their new programme of efforts, including TV shows and the Bytesize website, coinciding with the introduction of coding to the British school curriculum.

Which makes it rather good timing for US organisation ThoughtSTEM to launch their Kickstarter for CodeSpells – a third-person action game where your character’s magical options are infinite, because you code them yourself.

… [visit site to read more]

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alice O'Connor)

No, run then jump and hol- no, look, you're just standing there.

I learned to strafe-jump the hard way back when games were games, my keyboard made of broken glass, and my mouse an actual mouse biting my fingers as I clicked. I still welcome Quake Live adding an automated slower substitute. Everyone should get the experience the joys of zipping around like a rubber ball. Though exploiting wacky movement physics bugs is central to Quake in my heart, some have been less keen on it.

Even John Carmack, the chap who inadvertently created all those glitches, once tried removing strafe-jumping from Quake 3. “I hate having players bouncing around all the time,” he said.

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Rock, Paper, Shotgun - contact@rockpapershotgun.com (Adam Smith)

Almost three years ago to the day, Reprisal appeared and I saw that it was good. Firmly in the terraforming tradition of God game Godfather Populous, Reprisal is a game of powers and control over tiny little warring tribes. The free version is still available to play and it may act as a perfect antidote for any poor souls inflicted with a severe case of projectile Godus. The expanded commercial release is due on September 15th and it’s looking tasty.

… [visit site to read more]

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Christopher Livingston)

One word. One syllable. Sounds like: DARRRRRRRRK!

Each Monday, Chris Livingston visits an early access game and reports back with stories about whatever he finds inside. This week, sharks, shoals, and silence with World of Diving.>

When you start playing World of Diving you’re invited to vote on the next feature you’d like the developers to add. Most players have voted for a metal detector for treasure hunting. The second most-popular choice is an advanced camera. Least popular: an in-game chat feature. Frankly, I’d be happy if chat never gets added. While it can be great to talk to other players, I think there’s something to be said for a game that allows just a few friendly gestures and plenty of blessed silence.

… [visit site to read more]

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Adam Smith)

Survival and crafting are strongly linked concepts in gaming. Here in the real world, I survive by writing about toys (and the occasional art-toy), an onerous duty that is deemed worthy of financial reward. I use the dosh to buy chips and fizzy pop, and somehow that seems to be enough to keep my tiny engine running. Truth is, I’ve never crafted anything in my life – I had to phone a friend to help me out last time I bought a piece of furniture from Ikea. If I found myself on a desert island, like the player character in turn-based survival sim Wayward, I’d walk around looking for a Wifi hotspot until the landcrabs ate me. The game is free, in beta and a damn fine example of the type.

… [visit site to read more]

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Graham Smith)

Sundays are for wandering around Croatian national parks in glorious sunshine. Mondays, meanwhile, are for sitting inside Croatian apartments, watching thunderstorms roll by the window. And for belatedly rounding up the week’s best writing about videogames.

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Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alice O'Connor)

It's sleeping, okay?

They don’t make ‘em like the old days, but they do revamp and remake ‘em like the new days. After fancying up BioWare’s two olde Baldur’s Gate games with Enhanced Editions, Beamdog have now turned their revitalising eye to another Infinity Engine classic. Icewind Dale: Enhanced Edition is a shiny new version of the fantasy RPG by venerated Fallout creators Black Isle Studios, with a reworked UI, new quests, items, and spells, plus six-player cross-platform co-op multiplayer.

… [visit site to read more]

Rock, Paper, Shotgun - contact@rockpapershotgun.com (John Walker)

I wasn t subtle about how much I enjoyed Hexcells last year. The original Hexcells appeared from nowhere in my inbox in September, and I fell instantly in love. The second game, Hexcells Plus, arrived in December, after we d already decided the original deserved a spot in our top games of 2013. I ve replayed both games multiple times, because it s a puzzle game of exquisite pleasure, delivered with calm poise and utter beauty. I was primed to think I might quite like Hexcells Infinite. Here s wot I think:>

… [visit site to read more]

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Adam Smith)

Mighty No. 9 is Mega Man and Mega Man is Rockman. I don’t know if it’s better to be mighty or to be mega, but I do know that when it comes to platformers, it’s generally better to be Shotgunman than Rockman. It’s hard to jump if you’re a geological anomaly and there tend to be plenty of things to kill between the platforms and the spikes. Kickstarter success Mighty No. 9 is the creation of Comcept, with input from Mega Man co-designer Keiji Inafune. We’ve seen plenty of progress shots and videos since the crowd funded the game, and there should be a great deal of footage to come now that the backer beta has been released to high tier ($80+) supporters. An official video shows some of the new content.

… [visit site to read more]

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Adam Smith)

A good sword swing should at least hold the possibility of ending in a calamitous pratfall. If you’re going to wave a chunk of metal around, no matter how finely wrought, rune-etched and gem-encrusted it might be, then I expect your momentum to spin you in a full circle and land you in a heap whenever you fail to make contact with whoever you might be aiming your blade at. Swordy, from New Zealand’s Frogshark, caters to my desires. A local multiplayer sword ‘em up for up to four players, it’s top-down battles appear to be physics-driven dances of death, during which players spin to slice and scurry to stab. It’s a colourful game as well, reminding me of Magicka but with flails instead of flames.

… [visit site to read more]

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