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

You might remember that Pip took a good look in 2015 at the art of Hollow Knight [official site], admiring its cute yet sinister hand-drawn world of insects. Pretty to look at, how does it play? You can see for yourself, as Hollow Knight finally came out this week. I’ve not had a crack yet myself but a fair few folks seem jolly pleased with the Metroidvania action-platformer. Here, have a gander in this trailer: … [visit site to read more]

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

Sundays are for making lists of the best games writing of the week, despite evidence to the contrary presented on the two previous Sundays. Those particular Sundays were for being on holiday and> sick at the same time.

I’ve been following Ooblets on Twitter for months and so has everyone else. Gamasutra looked into why by talking to the developers about their GIF-first development process.

… [visit site to read more]

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

Now that Mass Effect: Andromeda [official site] has gone gold [for the benefit of younger readers: ‘gone gold’ is a reference to how developers would celebrate finishing a game by dancing around to Spandau Ballet’s Gold -ed.]>, BioWare have confirmed its final system requirements. If Holly’s recent preview has you interested in the new space adventure, hey, read on to discover how much power you’ll need in your datadeck. Your rig. Your GamePig. Your gameslammer. Your roxxor boxxor. Your beast. Your neon demon. Your make-the-pictures-go machine. Your computer, yeah? Is it fast enough? … [visit site to read more]

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

If you fancy going back through all Dark Souls before the series wraps up with the final DLC in March, now’s a great time to return to Dark Souls 2 [official site]. Today sees the start of Return to Drangleic, an unofficial community-run event to draw players back and revitalise multiplayer. Souls just isn’t the same without online invasions, summonings, ghosts, and messages bringing life to the world, so players are returning en masse to rekindle that spark. Fancy joining them? … [visit site to read more]

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

Cor, new adventure Four Last Things [official site] does have some gorgeous artwork – but it would, as it’s borrowing from some of the finest Renaissance painters. Joe Richardson has built the game out of paintings, given life with cutout animation. “It’s kind of like if Monkey Island had been made in 16th century Flanders, by a time-travelling Monty Python fanboy,” he says. Fill your eyes with this fooolishness: … [visit site to read more]

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Brendan Caldwell)

As hard as it is to believe, we live in the good timeline. In this reality, Walt Disney did not go crazy with delusions of bringing his animations to life, creating a terrifying place where you can be stalked by cartoon characters. Oh no, he did!> Well, at least the terror of Disneyland is offset by the boredom of long queues for Space Mountain. In our headlining free game this week, there s no such respite. … [visit site to read more]

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

As we say in the industry: “games on!” The Game Developers Conference is next week, and always brings a few good surprises, retrospectives, and just plain interesting looks at the craft of making games. We’ve sent Pip and Adam out to chase developers down corridors, snapping them with unflattering flashes, and yelling invasive questions. I normally go myself, with The Wild Rumpus rather than RPS (look for the Mild Rumpus if you’re going!), but this year am stuck here with your rabble. We may as well try to get on. Tell me: what are you playing this weekend? Here’s what we’re clicking on. … [visit site to read more]

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alex Wiltshire)

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, SteamWorld Heist [official site].

SteamWorld Heist is a tactics game about boarding procedural spaceships with a squad of desperado robots and grabbing all the swag you can before they re turned to scrap. It s also a cross-genre oddity, a turn-based platformer, with presentation and polish that comes across a bit like a Nintendo fan fell in love with XCOM.

But while that observation is essentially true and it s a big part of Heist s rust-bucket charm, it ignores the real reason why it s so great. And the reason why SteamWorld Heist so great? It s down to a single simple-sounding feature:

THE MECHANIC: Realtime aiming … [visit site to read more]

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

I do like a nice bit of Americana so I’m quite keen for Where the Water Tastes Like Wine [official site] to arrive later this year. It’s a weird road story from Johnnemann Nordhagen, who previously worked on BioShock 2: Minerva’s Den then Gone Home with fellow 2K splitters, and he’s recently announced an interesting approach to writing the game. Each of the sixteen characters we meet on our travels will be handled by a different writer, and the lineup includes a fair few folks familiar to RPS readers. … [visit site to read more]

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Fraser Brown)

Subnautica [official site] seems like a nautical holiday wrapped inside a survival game. Swim around a gentle ocean and meet lots of colourful fish, chill out in an underwater forest, sunbathe on top of a little escape pod it all sounds very relaxing. Don t be fooled. Subnautica is, in fact, absolutely terrifying.

I can t quite remember when I realised that the sea was actually a vast world of horrors. Whenever it was, this realisation was undoubtedly confirmed when I was snorkeling off the coast of Australia in my early teens. I broke the surface of the water to be greeted by blood. So much blood. Not mine, thankfully. It belonged to a man who had bumped into some coral, which proceeded to rip open his leg.

Coral! Nobody expects this of all things to tear chunks out of them, but that s what you get when you decide to visit the utterly alien sea. In Subnautica, this is even more pronounced because it s a literal alien sea, an entirely new world, that you re exploring. You re not meant to be there and you re definitely not welcome.

… [visit site to read more]

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