BioShock: Infinite is a new first-person shooter from Irrational, creators of BioShock, System Shock 2 and SWAT 4. It’s set on a flying city in 1912, where racism and religious fundamentalism dictate society. You’re up there, wielding guns and magic, to bring someone the girl and wipe away the debt. Here’s what I thought, spoiler-free.> (more…)
I think it’s fair to say that horror games are in a slump, although that suggests the existence of a golden age of trouser-troubling titles at some point in the past. I’m not sure that’s the case, but when 99% of the entire genre involves walking through forests or factories, waiting for slenderman to appear and then shrugging, the frighteners have certainly become frightfully dull. At least A Machine For Pigs and Among The Sleep are waiting in the wings, and perhaps Daylight will offer a ray of hope as well. It’s “a procedurally generated psychological thriller” and the trailer doesn’t have any> guns or slendermen in it.
The Double Fine Adventure has a name and a website. It’s called Broken Age, which strikes me as a decent moniker, although I’ve already started reading it as one word, rendering it all but meaningless. “The toaster is not working. It is suffering from severe brokenage.” Broken Age is a point and click adventure and it has two protagonists, both of whom are presumably playable. They are “leading parallel lives”:
The girl has been chosen by her village to be sacrificed to a terrible monster–but she decides to fight back. Meanwhile, a boy on a spaceship is living a solitary life under the care of a motherly computer, but he wants to break free to lead adventures and do good in the world. Adventures ensue.
They should have called it ‘Adventures Ensue’.
I hate Monday mornings and this was threatening to be one of the worst. My brain is still on the pillow and my body is refusing to obey the most basic of commands. Funny how a forty second video can turn everything around. Kotaku spotted that Firaxis’ panel at PAX East contained a short video that relates to the XCOM developer’s next “big project”. I reckon it might be time to turn our attention from the skies to the seas. My brain has lurched back into my skull and begun to gibber in an excited fashion. Watch below.
THIS WEEK: PUZZLE BED DUNGEON. CLUB DUNGEON. HUBOL DUNGEON. DUNGEON DUNGEON. CYBERHACKING ROGUELIKE DUNGEON. INDEED, THE DUNGEON CONCEPT IS INFINITELY>
A few winners, a few losers and a heap of new entries. It’s a busy week and there are quite a few projects that people have contacted me about that aren’t included, even though I’m interested in them. I’ll do some individual posts on those over the next couple of days but, for now, feast your eyes on the contents of the Katchup at the breadth of gaming delights that it contains. Then feel a bit morose that Rogue System probably isn’t going to be on your computer for a long time.>
Sundays are for wondering why you sent Jim a link to a story last night, prompting him to mail asking you to do the Sunday Papers tomorrow as Walker and he are on planes. Still – probably worth Jim owing you a favour, so you talk your parents’ barely functional PC into accessing the RPS WordPress back-end and see if you can collate a few of the finer pieces of games-related reading from across the week for the RPS readers’ entertainment and try not pay tribute to two awesome pop bands who took their final bow this week in a cheery attempt to annoy those terminally addicted to invigorating drone.
Sanctum 2, the follow-up to Coffee Stain Studios’ first-person tower defense titan, has been a known quantity for quite some time now – at least, insofar as we know that we know very little about how it all comes together. Sure, Coffee Stain’s been running a rather expansive dev blog, but games are sometimes known for their gameplay. Or so I have heard. But enough hearing; let’s see some things. What kind of things, you ask? How about guns, giblets, jump pads, bug mechs, four-player co-op, and several-hundred thousand graphics? The break beckons. Do not deny it. It becomes dangerously aggressive when spurned.
“Antichamber made way too much sense.”
Surely that’s the driving mandate behind Parallax. I can’t think of any other mindset – if, indeed, the otherworldly creatures that produced this thing> even adhere to our primitive concept of “mind” – that’d bring us to this point. John spotlighted it last year and was already “a bit scared by how complicated this looks.” Continuing his train of thought, I am now terrified. Why? Because Toasty Games decided to turn off all the gravity.