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Over the years, we’ve built up a vast stock of Gaming Made Mes – highly, unashamedly, gloriously subjective features about the videogames that proved, for one reason or another, formative to writers including the RPS Hivemind and associates, and developers such as Ken Levine, Erik Wolpaw and Soren Johnson. This is the complete collection.
Some spectacular> reading awaits you below, on a huge array of even more spectacular games. (more…)
I’m just pulling together some rambly thoughts about my year in games for the site. Which reminds me that I wrote about one of my faves for Tom “Tom Bramwell” Bramwell over at EG towers, and makes me think I could link to it as an aperitif or something. And I totally can. Lots on Saints Row: The Third and yours truly. I didn’t even get into my apostrophe confusion, which could be another couple of thousand words, but would be less sex obsessed.
Time for the final bargain bucket of 2011, and appropriately it’s a rather good selection this week. Any predictions for how the market for discounted computer entertainment software might change in 2012? Has Bundle Fever already hit its peak? Will Origin ever discount games for all regions rather than hand picking a portion of their international customers? Will you have played all the games you’ve bought for cheap in 2011 by the end of 2012? I don’t know the answers to any of these questions, but what I do know is that you can rely on SavyGamer.co.uk to always be up to date with the best deals on games on any format, and the Bargain Bucket will continue to serve you the best PC download deals every weekend. Have a shifty at this lot: (more…)
A new year is about to dawn. It is a time for change, and renewal. A time for earnest dedication to a better you. A time, indeed, for resolutions – so Rock, Paper, Shotgun would like to share a few with you. (more…)
Next up from the dusty annals of prehistoric RPS is a 2008 barnstormer of a tale from our all-too-quickly-departed gentleman caller Quintin Smith, and probably the best thing you’ll ever read about the one-time greatest videogame in the history of existence, Planetside.>
Planetside, then. Do I have any veterans in the audience? At ease, gentlemen.
It might not have dredged up the subscribers Sony were hoping for, and you personally might have found it a disappointment, a bully, a bastard, or most unforgivably, a bore. The developers were perhaps overambitious, and in any case they managed to screw up both on paper and in practice. But their game has achieved one beautiful thing, and that’s the creation of the same invisible veterans’ club that results from a real life war. If you played Planetside you might have already encountered this phenomenon- the mutual respect that instantly exists once you find out someone’s an ex-Planetside player. Since I can’t think of a name for this whole process, I’m going to dub it “I WAS THERE, MAN” syndrome. (more…)
In 2008, I took it upon myself to return to and finally finish a game that had hung over me for 14 years – the original Civilization sequel, Sid Meier’s Colonization (the old one, not the underwhelming Civ 4-based remake from a couple of years back). Here’s what happened.>
This one’s about closure. Despite playing it zealously for weeks on end back in 1994, I didn’t ever complete a game of Sid Meier’s Colonization, a sequel of sorts to the first Civilization. Powered by Brian Reynolds as much as it was Meier, it’s a turn-based strategy tale of establishing colonies in the New World or Americas, and eventually winning independence from their avaricious motherland. My copy silently, immediately and cruelly crashed to a DOS prompt whenever I finally bested my imperial oppressors, denying me the ending sequence and sense of victory I so richly deserved. Disheartened, I duly forgot about the game for a decade and a half, but lately it flitted across my brain by chance, and a curious longing awoke within me. I need to win my colonies their independence at last. I need to know what happens. I don’t care how brief or stupid or hilariously low-tech it is. I need to know. (more…)
More from the archives, this time a 2007 piece on the dark eroticism inherent in The Sims, penned by the sorely-missed RPS co-founder and giant of words Kieron Gillen. >
It was the phone calls that made me certain. The Sims was going to cross over, one way or another.
I worked in a cramped games magazine office for just shy of five years. There were only three times that we really knew the eye of a media mini-storm was circling somewhere above us. We knew we were being watched at those moments, because every time we answered the phone the same questions came from different missionaries from the Real World Media. The first and biggest spike in calls was part of the fallout of 9/11 when every journalist in the world needed to ask us whether Counter-Strike or Rainbow Six: Rogue Spear or Microsoft Flight Simulator could be used to train terrorists to take over commercial airliners. Majestic, prompting the second and smallest peak, was publisher Electronic Arts’ great failure – a reality-blurring attempt to commercialise the alternate-reality game before anyone really knew what an alternate-reality game was, which bombed in the States and was never released in Europe. The third was sparked by The Sims, Electronic Arts’ great success and one of the most popular and groundbreaking games of recent times. (more…)
A hopeless nostalgic, The Flare Path always finds year ends troubling. On one hand, The Past is about to get a little fatter; on the other, the extra girth means 1692 – FP’s favourite year – is even more likely to get overlooked by historians. What’s so special about 1692? That was the year Thomas J. Halthrope invented the Alliterating Alice, a donkey-powered ‘worde gin’ capable of producing bespoke sim & wargame news preambles at the touch of a lever. This very intro was produced on a 1692 Halthrope that works as well today as it ev///<$> Assetto Corsa <$$> Scourge of War: Antietam. <$$$> Steel Beasts Pro <> hereendethpreface/// (more…)
Back, back, back, back even further, back a bit more, keep going, yes, not much further now and… there we go. You are now back in the most dim and distant past of the then tiny baby website Rock, Paper, Shotgun, a mere three months into our making-it-up-as-we-went-along existence. You will see ancient typos. You will see only glimmerings of understanding of how the internet works. You will see Kieron Gillen. And you will see The Go Team!, a multi-part mega-feature in which the four RPS founders present their assorted thoughts on Team Fortress 2′s classes, based on our delightfully haphazard experiences in the original beta back in September 2007. (more…)