Rock, Paper, Shotgun - contact@rockpapershotgun.com (Cassandra Khaw)

Happy Independence Day, American people! And Good Not-Melting-In-The-Summer-Heat to the European folk trapped without air-conditioning in their lives. As a card-carrying Malaysian, let me just say that it baffles me to imagine countries where freon-fueled cold air does not exist. (Not really, but I just like saying things, sometimes.) This week s shockingly inventive Guest Plushie comes from Welverin, who captioned their entry with, Who to equip? Love it.

… [visit site to read more]

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Cassandra Khaw)

Where fellow action-RPGs Diablo III and Torchlight exulted in bright colors and a brazen use of particle effects, the free-to-play Path of Exile [official site] took a darker turn, wearing its grime like a king’s crown. And it did well that way, honestly. Our very own Adam called it a “smart and content-rich RPG.” And said smart and content-rich RPG will see its newest expansion, titled The Awakening, come July 10th.

… [visit site to read more]

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

Change! Change is exciting! This week, as I ask the age-old question to you, I’ve also asked it to the rest of Team RPS – those who aren’t swanning around on holiday this week, anyway. What are you playing this weekend? First we’ll tell you what we’re playing this weekend.

… [visit site to read more]

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Hannah Nicklin)

This article is a part of a series based on 6 months as resident speaker at VideoBrains called A Psychogeography of Games. Psychogeography is a big chewy word put together by drunk French dudes in 1955 to talk about how the landscape of our lives affects how we feel, think and act. Here, I m particularly interested in how the geography of our lives affects how we make games – the psychogeography of our games. So, in 2015, I m going on a series of walks with some of my favourite game designers, in places that have affected how they think about what they make, and turning these into talks and articles.>

This first piece is about a walk with Jake Elliott (Kentucky Route Zero [official site]). Except that because I don t fly, the first walk happened in two different continents we walked on the same day, on different continents, to similar places.

… [visit site to read more]

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

I’m not massively into war, if I’m honest. War’s quite bad, isn’t it? Still, shooting men’s faces off in video games is pretty fun. However, if you’re stirring up a fictional war for a video game, I’d be far more interested in unknowable celestial entities weaponising the very cosmos, devouring and merging stars to create colossal murdertools. If we’re going to die, let us be wiped out by something so vast it doesn’t even know we exist. Aye, that’s a nice premise all right, and the one behind Devouring Stars [official site].

After a stretch on Steam Early Access, developers Nerial today properly launched the celestial RTS. It’s on Steam for Windows, Mac, and Linux at 6 right now.

… [visit site to read more]

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

Fight! Fight! Fight! Fight!

Sword Coast Legends [official site] is not a new Baldur’s Gate, but the co-op-packing RPG does look pretty fun. I especially like the look of one player being a dungeon master, altering dungeons and setting up encounters to challenge players. DMs aren’t supposed to kill everyone, unless they want to quickly end up rolling dice by themselves, but they should create an interesting journey.

A new pair of videos show someone creating a dungeon, using tools that look more powerful than I’d expected, then letting four players in to tackle it. Come have a look if you want to see 27 minutes of spiders.

… [visit site to read more]

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Emily Richardson)

In Pop Flash, a new series of insights into Counter-Strike: Global Offensive [official site], Emily Richardson looks past the amazing clutches, crushing defeats and humiliating knives in the face to understand the culture and meta of Valve s everlasting competitive FPS. Why is it so popular? What the hell is that Scottish guy saying? And why can t anyone resist opening those damn crates?>

This week, I spoke to veteran level designer Shawn FMPONE Snelling about map design in Counter-Strike and what it’s like to construct levels for the most punishing and rewarding of FPS games. Having worked on the recent Cache and Season remakes, and some more famous maps besides, Shawn is known for his immaculate art style and well-balanced, flavourful levels.

… [visit site to read more]

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alec Meer)

Games I dearly want to go back to but am entirely convinced cannot live up to my fond memories? Space sim Freelancer is right there at the top of the list. Shallow oik that I am, I crave maximum beauty from my interstellar fantasies, and while I don’t particularly get along with Elite: Dangerous as a long-term endeavour, for noodling around in stunning space it’s hard to beat. Poor old Freelancer is far more accessible and immediate, but no, its time has passed. Maybe, just maybe, the recently-released Battle of Sol could offer some slightly more modern space dogfighting.

You may, however, have experienced it before, when it was on Early Access under the name Exodus Of Sol, which was itself a remake of 2012’s SOL: Exodus. Do try and keep up, 007. … [visit site to read more]

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Rob Zacny)

Released in 1996, tactical mech simulator Terra Nova: Strike Force Centauri [GOG page] was one of Looking Glass’s most interesting games – and one of their biggest commercial failures. We asked Rob Zacny to explore what made the game so interesting in the wake of its recent addition to GOG.com.>

… [visit site to read more]

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

Running a little restaurant may sound like a calming game idea, but Cook, Serve, Delicious! is merciless. Both Pip and Graham have written about the mounting terror as orders stack up, you switch back and forth from station to station, you’re texting your (virtual) partner, food starts to burn, you’re mashing your (physical) keyboard, customers become unhappy, your buzz fades, and oh no everything’s going wrong.

It’ll all get worse in 2016, as developers Vertigo Gaming have announced Cook, Serve, Delicious! 2 [official site].

… [visit site to read more]

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