Sitting alone in a silent room can be a lonely experience, but you know that there’s always the magic of videogames to brighten things up. Sometimes people can get in your videogames, too, and they make it even more interesting with their ideas and their creative swearing. But for the most> interesting ideas and the politest swears, look no further than the the RPS Community. Look, right here there are threads on the forum organising Diablo III play, battles in Wargame: European Escalation, and even some survivalism in Day Z. There are lots more sub-communities in there, too. Take some time to introduce yourself, and get involved. I’m involved right now>. The experience has made me especially healthy, and even more handsome. It’s true.
For people with no interest in adventures, this Kickstarter revolution must be increasingly frustrating. Certainly there’s a decent smattering of RPGs in there too, but I always like to think of those as adventures with combat. For those who grew up playing adventures in the late 80s, early 90s however, this is like a mad dream. The latest beloved franchise to attempt a comeback is the Tex Murphy series, reincarnating the sardonic private eye in, well, just about exactly the same way he appeared nearly two decades ago.
Wargame: European Escalation snuck up on me like a Delta Squad stealthing around the side of the map in a pair of Chinooks. The dull, heavy register of the rotors sounded a rhythmic beat that went utterly unnoticed by the net of Luchs Recon Vehicles that I’d spread like an ill-repaired net across my game-spotting flanks. Which is to say that I didn’t hear about it until a good month after it was released, both because my friends who play strategy games are useless, and no one> seemed to have covered it. But once it landed that surgical strike on my wide-open brain, it was difficult to understand why> there weren’t people on nearby hilltops, shouting about how great it was. It looks beautiful, has unique, interesting battle mechanics, and a meta-game of deck building that makes each encounter different, thanks to the units that people bring to the game.
It’s time to talk about those encounters, and you shake you by the lapels. This is why Wargame is worthy of your attention. (more…)
Kingdoms of Amalur creators 38 Studios, who are based in Providence, Rhode Island, are apparently in talks with that state about their financial difficulties, as reported by this Providence newspaper. Superbly-named governor Lincoln Chafee said: “We’re always working to keep Rhode Island companies solvent, and that’s what we’re doing with 38 Studios.”
Reportedly, the game sold 410,000 copies across all formats – a figure which cast doubt on the future of the proposed MMO based on the world.
I’ve never been a fan of designating things “games” and “not games” – primarily because that paints the uniquely minimal Proteuses of the world as somehow inferior to the rootin’-tootin’ shoot ‘em ups, high-flying hop ‘n’ bops, and other more traditional genres that have so characterized this medium’s past decade. Kyoto, in my mind, occupies a similar space.
Part tech demo, part experimental homage to the Japanese city of the same name, it’s positively languid – but more like a peaceful, moonlit river and less like a half-salted snail. Basically, you interact with a neon-lit tree and the celestial landscape around it, poking and prodding to figure out how/if things function. Resulting sights range from barely noticeable to glorious rainbow eruptions worthy of the end segment from Peggle. However, a word of warning: Kyoto definitely requires patience. I really wasn’t feeling it at first, but I’m also terrible at relaxing. So consume it slowly – like a warm glass of milk. Maybe even consume it with> a warm glass of milk. But don’t literally consume Kyoto. The game or the city, I mean. I should stop talking now.
I love weekends. They’re rife with potential – for adventure>. Granted, that usually means a concert, bar-hopping, or sleeping through both of those things, but I don’t live in New England. John, however, is trapped there, and he seems to be having a pleasant enough time “joining the Illuminati,” “staving off a demonic invasion,” and whatever other crazy slang lingo drips from this apparently endless faucet of cool>. Fortunately, you will once again have the opportunity to take an all-too-brief tour this weekend – but with even more locations in which to perform wholesome activities like “investigating what lies behind the rising darkness.” That means, like, braiding each others’ hair, right?
No, seriously. This may be the most tree-rich game I’ve ever come across. And yet, while Starbound‘s latest trailer runs through woodlands of all shapes, sizes, and colors, Chucklefish chuckles in its oh-so-recognizably fish-like fashion at my pitiful notions of impressiveness. It’s designated this bouquet of majestic foliage as a “small selection of the art that will be present in the finished game” from just one of many possible biomes. “Terraria in space,” I’d say, is a misnomer. This strikes me more as Super Terraria Galaxy – yes, planetary exploration is the focus, but it’s lightyears beyond its spiritual predecessor in terms of sheer ambition. I mean, we’re talking entire randomly generated galaxies of randomly generated planets with randomly generated foliage and creatures. It sounds insane. It probably is insane. But I’m excited about a game’s trees>. That has to mean something, right? Venture past the break for the full trailer.
About a month ago, Blizzard made a rather large boo-boo and ever-so-briefly released something called the Diablo III Starter Edition. Mere milliseconds (in Blizzard time) later, the traditionally cold, calculating powerhouse said “Uh, whoops,” pulled the plug, and told everyone who’d so much as laid eyes on the build that it was actually just a weather balloon. Humanity, evidently, wasn’t ready to know about the Starter Edition. But now I guess we are, for some reason.
Diablo III is out. (In the UK and Asia, at least, with the US version unlocking in about four hours.) Words that still don’t make sense when you look at them. So after the struggles of server issues all experienced at the start, I finally settled in to spend three very late hours with the game. A game which is, at least so far, action RPG perfection, worryingly troubled by the requirement of its always-on DRM. This is the tale of my first three hours, joyful and infuriating.
Among many frightening visions of the future spawned by modern day paranoia – for instance, widespread environmental devastation, nuclear genocide, or roving herds of spindly, twitching spiders that evolve to reside exclusively in jars of Nutella – there’s the fear that all games will eventually bomb themselves back to the lo-fi, browser-compatible Stone Age. So when inXile head Brian Fargo announced that Wasteland 2 would be in the Unity engine‘s browser-calloused hands, knees jerked hard enough to create a small seismic event. Fargo, however, assured his panicked followers that his franchise revival has not, in fact, jumped the irradiated six-mouthed shark.