Following on from our discussion of the game’s development and inspirations, this concluding part of our interview with Jasper Byrne, Lone Survivor’s creator, explores some of the themes and moods invoked by the horror adventure. The fourth wall is sundered, dreams are dissected and just what the heck are those pills all about? Spoilers, obviously.>
The rictus smile of a man who has explicitly requested a transfer to a frozen and lost planet, riddled with alien bugmunchers, for the simple reason that the woman he loves no longer returns that love. Imagine his horror when she calls him via videolink to demand he returns the toaster they bought together. Force a grin, bearded warrior, force a grin. Also, is he clutching a coffee in his massive spacemitts? Here’s hoping Lost Planet 3 will have a thermos nursing minigame that emphasises the importance of hot beverages when hiking through a world of winter. A host of images lurk below.
Yes, they’re all at it. There’s a whole bunch of them playing Tribes Ascend, and they even have their own server. The same is true of the Arma corps, who get up to regular shenanigans, which now even includes shooting zombies. Then there’s the surprisingly popular Mass Effect 3 shootery, which is taking place over here. If you prefer things a little more persistent then the Eve and Perpetuum corps are both recruiting, while the unstoppable Blood Bowl league persists in quite a different way. Long may it continue. Finally, it’s worth pointing a wizened finger at the Wargame: European Escalation gang, because that game is certainly worthy of your attention. There’s plenty more, of course, over here…
Linear> – the devil word. Scourge of freedom, the antithesis of PC gaming, the ancient enemy of anyone who’s ever roamed the Zone or steered a Dragonborn across the mountains. Or so the purist spirit often believes. Is, the question hangs so very heavily, Dishonored a linear game?
Yes. At least in the sense that it is not an open world. It is a series of missions in a linear order, most if not all of which require you to eliminate a specific target or targets. That’s okay, though, because my understanding of the game – having seen it in action – has morphed from something like ‘steampunk Deus Ex’ to ‘magic Hitman’. In what I’ve just been shown of the game, the same mission is tackled in two very different ways, with yet more described. And yes, I thought it looked amazing. (more…)
Aircraft carriers are odd and brilliant. I rarely think about them but the trailer for Air Conflicts: Pacific Carriers just sent me into a tailspin of questioning. Who first had the idea to build mobile artificial islands that are, as I understand it, motels for murderous planes? Check in, fuel up, admire the cheesecake nose art on the 22nd’s B-24s, then back to the business of battle. The Pacific was strewn with carriers, as well as the ruined parts of men and machines, and Air Conflicts has plotted a course to the heart of it. Trailer below.
After once again having stripped another missive of seven thousand ill-placed ellipses, John’s dad’s latest diary in the dungeons of Grimrock is here. And now, after a freedom of information request has made private emails available, you can learn John’s pain.>
Wow. Reset‘s premise time-shifting, self-assisting premise sounded incredibly promising when we first heard about it, but the first-person puzzler’s debut trailer very nearly left me speechless. That doesn’t happen very often. I like to speech! In short, though, it’s two-man indie impossibility with looks that seem primed to tackle triple-A games, tear them limb-from-meticulously-rendered-limb, and fashion their extraneous As into a tasteful necklace. A sitting, evidently inactive robot and somber piano music are heavily featured. It’s pretty wild, especially considering that Theory promises “everything you see in the trailer is straight from the in-game engine, no up-ressed textures, geometry or effects. What you see is what you will get. Except hopefully a little bit better since we’re not even in alpha yet.” That sounds like a challenge, every other developer on Earth.
It feels like it’s been ages since a major game company reported a break in from a gang of keyboard-wielding malcontents – and for Star Trek Online and Neverwinter developer Cryptic, it actually has> been ages. Well, not actual ages. There were no lances, moats, or trebuchets involved (to my knowledge), but today – in the Neo Future Space Year 2012 – Cryptic cautioned users about an “unauthorized access” from December 2010. And while that certainly spooks an entire flock of northward-migrating eyebrows from their cozy forehead nests, there are more immediate concerns at hand. The short version: while Cryptic has “no evidence” that anything beyond usernames and encrypted >passwords were taken, you should still change your password and keep a close eye on credit card info.
Bethesda have just announced a new spoooooky game they’re publishing, from Tango Gameworks (recently bought by Bethesda parent company Zenimax). It’s called Zwei (that’s German for two, of course) and will be a survival horror directed by Shinji Mikami, the creator of Resident Evil. Which sounds like good pedigree.
I rub my eyes and blink. Something’s not right. The living room furniture’s in its proper place, but the trusty carpet – grizzled veteran of countless drink spillages – seems… different. Segmented. I glance down at the grid-based mech marathon unfolding on my PC, then back up again, and the terrifying truth suddenly dawns on me. Hexes. Hexes everywhere. I dash outside – one turn at a time – into a blinding tangle of sunlight and gold-tinged grids. Horrified, I run back upstairs, only to catch my reflection in my bathroom mirror. I am gridded>. I fall down weeping in vain hope that the tears will wash this waking nightmare from my seared retinas. This unsettling vision of my probable future has been brought to you by MechWarrior Tactics, which you can catch a glimpse of after the break.