Rock, Paper, Shotgun - contact@rockpapershotgun.com (Nathan Grayson)

I think the main lesson games aim to teach us is that - whether past, present, future, alternate universe, or space - there will always be spiders.

I have no idea what to expect from Phantasy Star Online 2. The original sort-of-Diablo-ish monster mash delighted a bright-eyed, bushy tailed (I’ve since had that surgically removed) version of me during the Dreamcast days, but times have changed – especially in MMOtopia. Even so, for better or worse, many of PSO’s longtime staples still seem to be in place here, so we’re looking at randomized dungeons, combo-based combat, and heaps of sci-fi-themed loot. I will, however, soon have the chance to render a verdict without revealing to Japan that their infants can out-speak a college-educated American. Yep: Sega’s finally seen fit to peg Phantasy Star Online 2 with an “early 2013″ release in the US and Europe. There’s a mystifyingly parkour-packed trailer after the break.

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Rock, Paper, Shotgun - contact@rockpapershotgun.com (Nathan Grayson)

Congratulations! This clearly undead horde approves of your game.

Oh wow. This came out of nowhere, and it seems basically brilliant. Valve just tossed up a webpage for Steam Greenlight, wherein “developers post information, screenshots, and videos for their game and seek a critical mass of community support in order to get selected for distribution.” So basically, it’s Steam Workshop for entire games, and – in theory – it gives a wartime-battlecry-like voice to smaller developers who felt they weren’t being heard by Valve. Further details and thoughts after the break.

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

I almost reached the point at which it seemed prudent to board up every possible data point through which new zombie media might break into my computer or television. Zombies were dead to me. Things have changed. The most surprisingly engrossing corpse to shamble into sight has been Telltale’s Walking Dead series. The first episode was bleak, character-driven drama and I found myself unblocking the entry points and actually waiting for more ghoulish guests to arrive. It took a while but the second course is here and so is wot I think.>

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Jul 9, 2012
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alec Meer)

Here is a pattern:

- Action videogame is successful- Movie rights are optioned by big studio- Big star and/or director is attached- ????- Humdrum movie fails to make as much profit as hoped.

Assassin’s Creed is next to be dragged to the blockbuster movie adaptation stocks, and none other than Michael ‘only good thing about Prometheus’ Fassbender is going to wilfully endanger all his good work of recent years by co-producing and starring in it. RPS has the first exclusive image of the film, which you can see below. (more…)

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Craig Pearson)

When the gentlemen of RPS asked me Wot I Thought about Valve’s now-free team-based FPS, Team Fortress 2, I was busy playing the game, and completely failed to notice their entreaties. They tried shouting and waving over my swearing at a pyro, but my ‘enjoyment exhalations’ – which sound a lot swearing practice and slamming a mouse on a desk – drowned them out. In the end, they had to go into the game and buy me a special ring, a novel item that sends a message through the game, and got my attention.

Finally, with my attention momentarily torn from the game, I agreed it was a fine idea: “Sure, now get out of my way: I can’t see the cart… oh for FU-” *mouseslam* But right now I’m struggling to come up with the words to describe my experience: it’s has been part of my life for years, and writing about it is getting in the way of playing it. > (more…)

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

From the writer of Penumbra

A man is trapped in a room with a machine playing a browser game about a man trapped in a room with a machine. The first man, the one who actually exists, then notices that another man wrote about the same game, ir/rational, nearly three years ago. He continues to write about it anyway because it contains nifty logic puzzles, darkly amusing writing from Penumbra scribe Tom Jubert and has been reduxed so hard it looks and sounds brand new. Go try it.

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

Definitely? NO

What a bloody funny world it is to live in these days. Not content with leaking the existence of most every major game before it’s even announced, the internet lately feels it’s necessary to also spread advance, unofficial word about big discount events. A dedicated explore of Steam’s database files has allegedly thrown up alleged details on what allegedly might allegedly be the alleged Steam Summer alleged Sale, which allegedly includes the following games and packs allegedly discounted enormously. There are dozens> of the blighters. Allegedly. (more…)

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

I had long discussions with several people about Day Z at Rezzed and most were were surprised, mid-talk, to learn I still haven’t played the ARMA 2 mod. Turns out I’m very good at borrowing Jim’s opinions and absorbing experiences vicariously through Youtube. The infectious growth of the mod was a story in itself but the possibility of a standalone version, perhaps as early as September, could mean significant changes are coming. Here’s what we know.

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

It’s looked a little touch and go as to whether Neal Stephenson’s crowd-sourced swordfighting game Clang was going to make it. But it has, which means there’s one more game added to the list of titles which we hope and pray can ultimately prove those whole Kickstarter thing is a valid model for independent development. At the time of writing, Clang has $520,000 of an intended $500,000, and $90,000 of that was nine people opting for the $10k tier that gets them a replica weapon and a dev visit. A few hours are left go on the kick-clock, in case you’ve been dithering about how much you want stuff>.

So, well done Mr Stephenson and crew. You can now make digital swordfighting dreams real. As long as you have a Razer Hydra motion controller, anyway. (more…)

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

Last week, I ran the first half of my recent chat with Steve Gaynor, formerly of Irrational and 2K Marin, and now of indie studio The Fullbright Company – who are working on mysterious, ambitious, suburban-set non-combat first-person game Gone Home. Being as I am an investigative journalist par excellence>, I decided that it would be appropriate to spend the second half of the interview forgoing questioning entirely in favour of simply shouting the names of other games at him. Games like Myst, Amnesia, Jurassic Park: Trespasser, Journey and Dear Esther. Rather than hanging up in disgust, he offered fascinating, thoughtful replies on the limits of interactivity in games and the sort of scale Gone Home is intended to operate on. (more…)

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